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		<id>https://wiki.hard-light.org/index.php?title=Sounds.tbl&amp;diff=38901</id>
		<title>Sounds.tbl</title>
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		<updated>2012-07-07T01:09:48Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* Game Sounds */ Clairify how the indexes need to be used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|4879}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sounds.tbl is a file for defining the various sounds played ingame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Table file consists of several sections&lt;br /&gt;
*First section defines the sound for the actual game play. It begins at &#039;&#039;&#039;#Game Sounds Start&#039;&#039;&#039; and ends at&#039;&#039;&#039;#Game Sounds End&#039;&#039;&#039;&lt;br /&gt;
*Second section defines the interface sounds. It starts at &#039;&#039;&#039;#Interface Sounds Start&#039;&#039;&#039; and ends at &#039;&#039;&#039;#Interface Sounds End&#039;&#039;&#039;&lt;br /&gt;
*Third section defines the flyby sounds for different species. It begins at &#039;&#039;&#039;#Flyby Sounds Start&#039;&#039;&#039; and ends at &#039;&#039;&#039;#Flyby Sounds End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Sounds==&lt;br /&gt;
*Defines the game sounds by means of an index.&lt;br /&gt;
{{Note|Retail indexing must remain intact, so removing entries is not recommended. However adding new ones or altering existing ones is possible.  See the [[Hardcoded sounds|hardcoded sounds list]] for the retail indexing.}}&lt;br /&gt;
*Cockpit sounds are in general non-3D sounds that ought to be of type &#039;0&#039;, however all the other in-flight sounds are in general 3D sounds and ought to of type &#039;1&#039; (or type &#039;2&#039;)&lt;br /&gt;
*Each sound is defined on a single line that begins with &#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; value is the index number of the sound (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;, filename). The name of the file can be replaced with &#039;empty&#039; if the particular sound index is not in use&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value sets the sound type to either standard sound (type &#039;0&#039;), 3D stereo sound (type &#039;1&#039;), or Aureal A3D (type &#039;2&#039;). This defaults to 3D stereo if it is not available (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
**&#039;&#039;&#039;Sixth&#039;&#039;&#039; and &#039;&#039;&#039;seventh&#039;&#039;&#039; values are used to define the attenuation distances for the 3D sounds. These are not used with normal non-3D sounds (type 0)&lt;br /&gt;
***&#039;&#039;&#039;Sixth&#039;&#039;&#039; value defines the distance from the origin of sound where it begins to attenuate (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
***&#039;&#039;&#039;Seventh&#039;&#039;&#039; value sets the distance from the origin of the sound where it is inaudible (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Interface Sounds==&lt;br /&gt;
{{Note| These &#039;&#039;&#039;MUST&#039;&#039;&#039; be sequential, no gaps are permitted. Also note that some indices are reserved for hardcoded effects, see [[Hardcoded sounds|here]] for a full list. You can use empty entries as padding to fill out any gaps.}}&lt;br /&gt;
*Defines the game interface sounds. Uses sounds indexes as well. Indexing must remain intact so removing entries is not recommended. However adding new ones or altering existing ones is possible&lt;br /&gt;
*Interface sounds are not 3D sounds. Use type &#039;0&#039; sounds&lt;br /&gt;
*Each sound is defined on a single line that begins with &#039;&#039;&#039;$Name:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; value is the index number of the sound (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;, filename). The name of the file can be replaced with &#039;empty&#039; if the particular sound index is not in use.&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value set the sound type to either standard sound (type &#039;0&#039;), 3D stereo sound (type &#039;1&#039;), or Aureal A3D (type &#039;2&#039;) which defaults to 3D stereo if it is not available. For interface sounds, these are all type &#039;0&#039;. (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flyby Sounds==&lt;br /&gt;
*Each species has two flyby sounds. One for the fighters and one for the bombers.&lt;br /&gt;
*Flyby sounds are all 3D sounds of type &#039;1&#039;&lt;br /&gt;
*Each flyby sound is defined on a single line that begins with the species name (&#039;&#039;&#039;String&#039;&#039;&#039;, species name, eg. &#039;&#039;&#039;$Terran:&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;First&#039;&#039;&#039; ( is the ship flyby type. Type &#039;0&#039; for fighters, and type &#039;1&#039; for bombers. (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1)&lt;br /&gt;
**&#039;&#039;&#039;Second&#039;&#039;&#039; value is the name of actual sound file (&#039;&#039;&#039;String&#039;&#039;&#039;). The name of the file can be replaced with &#039;empty&#039; if the particular sound index is not in use.&lt;br /&gt;
**&#039;&#039;&#039;Third&#039;&#039;&#039; value sets the file to always preloaded before the mission (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0 or 1).&lt;br /&gt;
**&#039;&#039;&#039;Fourth&#039;&#039;&#039; value defines the playing volume of the sound in percentages (&#039;&#039;&#039;Float&#039;&#039;&#039;, from 0 to 1)&lt;br /&gt;
**&#039;&#039;&#039;Fifth&#039;&#039;&#039; value set the sound type to either standard sound (type &#039;0&#039;), 3D stereo sound (type &#039;1&#039;), or Aureal A3D (type &#039;2&#039;) which defaults to 3D stereo if it is not available. For flyby sounds, they should be all be type &#039;1&#039;. (&#039;&#039;&#039;Integer&#039;&#039;&#039;, 0, 1 or 2)&lt;br /&gt;
**&#039;&#039;&#039;Sixth&#039;&#039;&#039; and &#039;&#039;&#039;seventh&#039;&#039;&#039; values are used to define the attenuation distances for the 3D sounds. These are not used with normal non-3D sounds (type 0)&lt;br /&gt;
***&#039;&#039;&#039;Sixth&#039;&#039;&#039; value defines the distance from the origin of sound where it begins to attenuate (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
***&#039;&#039;&#039;Seventh&#039;&#039;&#039; value sets the distance from the origin of the sound where it is inaudible (&#039;&#039;&#039;Integer&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;&lt;br /&gt;
;  sounds.tbl *&lt;br /&gt;
;&lt;br /&gt;
;  file to specify general game sounds&lt;br /&gt;
;&lt;br /&gt;
;                     I M P O R T A N T&lt;br /&gt;
;  **********************************************************&lt;br /&gt;
;  *                                                        *&lt;br /&gt;
;  ====&amp;gt;  DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS &amp;lt;====*&lt;br /&gt;
;  *                                                        *&lt;br /&gt;
;  **********************************************************&lt;br /&gt;
;                     I M P O R T A N T&lt;br /&gt;
;&lt;br /&gt;
;  If a sound entry appears in this file, there is a hook into the game to&lt;br /&gt;
;  play the sound.  This file can only be modified to change *existing* sounds.&lt;br /&gt;
;  Talk to a programmer if you want to add brand new sounds.  Adding a line to&lt;br /&gt;
;  this file will not make your sound appear in the game, it will more than&lt;br /&gt;
;  likely break something.&lt;br /&gt;
;&lt;br /&gt;
; 	If you don&#039;t want the sound to play, put none.wav as the sound to play.&lt;br /&gt;
;&lt;br /&gt;
;	The fields for a sound entry are:&lt;br /&gt;
;	1) unqiue sound signature&lt;br /&gt;
;	2) filename of the sound&lt;br /&gt;
;	3) flag to indicate sound should always be pre-loaded before a mission&lt;br /&gt;
;	4) the default volume (from 0.0 -&amp;gt; 1.0)&lt;br /&gt;
;	5) 0 - not 3d  1 - stereo 3D  2 - Aureal A3D (if available), otherwise use stereo 3D&lt;br /&gt;
;	6) distance at which sound starts to attenuate (for 3d sounds only)&lt;br /&gt;
;	7) distance at which sound is inaudible (for 3d sounds only)&lt;br /&gt;
;&lt;br /&gt;
#Game Sounds Start&lt;br /&gt;
; Misc sounds section						** = Aureal 3d support | * = FS = 3D support&lt;br /&gt;
$Name:	0	trk-loop.wav,		0, 0.40, 0		; Missle tracking to acquire a lock (looped)&lt;br /&gt;
$Name:	1	lock.wav,		0, 0.40, 0		; Missle lock (non-looping)&lt;br /&gt;
$Name:	2	cycle.wav,		0, 0.60, 0		; cycle primary weapon&lt;br /&gt;
$Name:	3	cycle.wav,		0, 0.60, 0		; cycle secondary weapon&lt;br /&gt;
$Name:	4	ship_p.wav,		0, 0.30, 0		; engine sound (as heard in cockpit)&lt;br /&gt;
$Name:	5	reveal.wav,		0, 0.40, 0		; cargo revealed &lt;br /&gt;
$Name:	6	breakup.wav,		0, 0.60, 1, 100, 800	; ship death roll (3d sound)&lt;br /&gt;
$Name:	7	boom_3.wav,		0, 0.90, 2, 600, 1200	; * ship explosion 1 (3d sound)&lt;br /&gt;
$Name:	8	beep_2.wav,		0, 0.40, 0		; target acquried&lt;br /&gt;
$Name:	9	switch_1.wav,		0, 0.50, 0		; energy level change success&lt;br /&gt;
$Name:	10	beep_5.wav,		0, 0.50, 0		; energy level change fail&lt;br /&gt;
$Name:	11	switch_2.wav,		0, 0.50, 0		; energy transfer success&lt;br /&gt;
$Name:	12	beep_5.wav,		0, 0.50, 0		; energy transfer faile&lt;br /&gt;
$Name:	13	thr_full.wav,		0, 0.40, 0		; set full throttle&lt;br /&gt;
$Name:	14	thr_off.wav,		0, 0.40, 0		; set zero throttle&lt;br /&gt;
$Name:	15	thr_up.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (up)&lt;br /&gt;
$Name:	16	thr_dwn.wav,		0, 0.40, 0		; set 1/3 or 2/3 throttle (down)&lt;br /&gt;
$Name:	17	approach.wav,		0, 0.60, 1, 10, 800	; dock approach retros (3d sound)&lt;br /&gt;
$Name:	18	attach.wav,		0, 0.60, 1, 10, 800	; dock attach (3d sound)&lt;br /&gt;
$Name:	19	detach.wav,		0, 0.60, 1, 10, 800	; dock detach (3d sound)&lt;br /&gt;
$Name:	20	depart.wav,		0, 0.60, 1, 10, 800	; dock depart retros (3d sound)&lt;br /&gt;
$Name:	21	aburn_1.wav,		0, 0.70, 0		; afterburner engage (3d sound)&lt;br /&gt;
$Name:	22	aburn_2.wav,		0, 0.90, 0		; afterburner burn sound (looped)&lt;br /&gt;
$Name:	23	vaporize2.wav,		0, 0.90, 0		; Destroyed by a beam (vaporized)&lt;br /&gt;
$Name:	24	aburn_1f.wav,		0, 0.50, 0		; afterburner fail (no fuel when aburn pressed)&lt;br /&gt;
$Name:	25	alert_2.wav,		0, 0.40, 0		; heat-seeker launch warning&lt;br /&gt;
$Name:	26	m_fail.wav,		0, 0.60, 0		; tried to fire a missle when none are left&lt;br /&gt;
$Name:	27	l_fail.wav,		0, 0.60, 0		; tried to fire lasers when not enough energy left&lt;br /&gt;
$Name:	28	fail.wav,		0, 0.50, 0		; target fail sound (i.e. press targeting key, but nothing happens)&lt;br /&gt;
$Name:	29	beep_1.wav,		0, 0.50, 0		; squadmate message menu appears&lt;br /&gt;
$Name:	30	beep_1.wav,		0, 0.50, 0		; squadmate message menu disappears&lt;br /&gt;
$Name:	31	debris.wav,		0, 0.40, 2, 100, 300	; ** debris sound (persistant, looping) (3d sound)&lt;br /&gt;
$Name:	32	subhit.wav,		0, 0.60, 0		; subsystem gets destroyed on player ship&lt;br /&gt;
$Name:	33	m_load.wav,		0, 0.60, 1, 10, 50	; missle start load (during rearm/repair) (3d sound)&lt;br /&gt;
$Name:	34	m_lock.wav,		0, 0.50, 1, 10, 50	; missle load (during rearm/repair) (3d sound)&lt;br /&gt;
$Name:	35	repair.wav,		0, 0.50, 0		; ship is being repaired (during rearm/repair) (looped)&lt;br /&gt;
$Name:	36	l_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by laser fire (3d sound)&lt;br /&gt;
$Name:	37	m_hit.wav,		0, 0.90, 0, 30, 100	; * player ship is hit by missile (3d sound)&lt;br /&gt;
$Name:	38	cycle.wav,		0, 0.80, 0		; countermeasure cycle&lt;br /&gt;
$Name:	39	s_hit_4.wav,		0, 0.60, 1, 200, 600	; * shield hit (3d sound)&lt;br /&gt;
$Name:	40	s_hit_2.wav,		0, 0.80, 1, 10, 100	; * player shield is hit (3d sound)&lt;br /&gt;
$Name:	41	select.wav,		0, 0.60, 0		; mouse click&lt;br /&gt;
$Name:	42	alert_3.wav,		0, 0.60, 0		; aspect launch warning&lt;br /&gt;
$Name:	43	beep_4.wav,		0, 0.60, 0		; shield quadrant transfer successful&lt;br /&gt;
$Name:	44	wash.wav,		0, 0.80, 1, 200, 400	; Engine wash looping sound&lt;br /&gt;
$Name:	45	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for arriving (3d sound)&lt;br /&gt;
$Name:	46	warp_1.wav,		0, 0.60, 2, 750, 1500	; ** warp hole opening up for departing (3d sound)&lt;br /&gt;
$Name:	47	aburn_1f.wav,		0, 0.50, 0		; player warp has failed&lt;br /&gt;
$Name:	48	static.wav,		0, 0.60, 0		; hud gauge static&lt;br /&gt;
$Name:	49	boom_1.wav,		0, 0.90, 1, 600, 1200	; * ship explosion 2 (3d sound)&lt;br /&gt;
$Name:	50	rev1.wav,		0, 0.70, 0		; ship is warping out in 3rd person&lt;br /&gt;
$Name:	51	s_hit_0.wav,		0, 0.70, 1, 100, 200	; * heavy ship-ship collide sound (3d sound)&lt;br /&gt;
$Name:	52	collide.wav,		0, 0.70, 1, 100, 200	; * light ship-ship collide sound (3d sound)&lt;br /&gt;
$Name:	53	s_hit_1.wav,		0, 0.70, 1, 100, 200	; * shield ship-ship collide overlay sound (3d sound)&lt;br /&gt;
$Name:	54	alert_1.wav,		0, 0.50, 0		; missile threat indicator flashes&lt;br /&gt;
$Name:	55	proximity1.wav,		0, 0.70, 0		; proximity warning (heat seeker)&lt;br /&gt;
$Name:	56	proximity2.wav,		0, 0.70, 0		; proximity warning (aspect)&lt;br /&gt;
$Name:	57	directive.wav,		0, 0.70, 0		; directive complete&lt;br /&gt;
$Name:	58	subhit2.wav,		0, 0.90, 1, 250,  800	; * other ship subsystem destroyed (3d sound)&lt;br /&gt;
$Name:	59	atomic.wav,		0, 0.90, 1, 2000, 4000	; * captial ship explosion (3d sound)&lt;br /&gt;
$Name:	60	subhit2.wav,		0, 0.90, 1, 250,  1500	; * captial ship subsystem destroyed (3d sound)&lt;br /&gt;
$Name:	61	warp2.wav,		0, 1.00, 1, 1500, 2000	; [obsolete] large ship warps out (looping 3d sound)&lt;br /&gt;
$Name:	62	ast_lghit.wav,		0, 0.80, 1, 750, 1500	; ** large asteroid blows up (3d sound)&lt;br /&gt;
$Name:	63	ast_smhit.wav,		0, 0.80, 1, 500, 1000	; ** small asteroid blows up (3d sound)&lt;br /&gt;
$Name:	64	cue_voice.wav,		0, 0.90, 0		; sound to indicate voice is about to start&lt;br /&gt;
$Name:	65	end_voice.wav,		0, 0.90, 0		; sound to indicate voice has ended&lt;br /&gt;
$Name:	66	scan.wav,		0, 0.50, 0		; cargo scanning (looping)&lt;br /&gt;
$Name:	67	l_flyby.wav,		0, 0.80, 1, 50, 250	; * weapon flyby sound&lt;br /&gt;
$Name:	68	asteroid.wav,		0, 0.50, 1, 200, 700	; [obsolete] asteroid sound (persistant, looping) (3d sound)&lt;br /&gt;
$Name:	69	warp_open.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole opening (3d sound)&lt;br /&gt;
$Name:	70	warp_close.wav,		0, 1.00, 2, 2000, 4000	; capital warp hole closing (3d sound)&lt;br /&gt;
$Name:	71	rumble.wav,		0, 0.70, 1, 600, 1000	; LARGE engine ambient&lt;br /&gt;
$Name:	72	subspace_left.wav,	0, 0.30, 0		; subspace ambient sound (left channel) (looping)&lt;br /&gt;
$Name:	73	subspace_right.wav,	0, 0.30, 0		; subspace ambient sound (right channel) (looping)&lt;br /&gt;
$Name:	74	Evaded.wav,		0, 0.70, 0		; &amp;quot;evaded&amp;quot; HUD popup&lt;br /&gt;
$Name:	75	rumble.wav,		0, 0.70, 1, 600, 1000	; HUGE engine ambient&lt;br /&gt;
;&lt;br /&gt;
; Weapons section&lt;br /&gt;
;&lt;br /&gt;
$Name:	76	L_Sidearm.wav,		0, 0.50, 1,  50, 400	; SD-4 Sidearm laser fired&lt;br /&gt;
$Name:	77	L_Scalpel.wav,		0, 0.50, 1,  50, 400	; DR-2 Scalpel fired&lt;br /&gt;
$Name:	78	L_Flail2.wav,		0, 0.50, 1,  50, 400	; Flail II fired&lt;br /&gt;
$Name:	79	L_Prom_R.wav,		0, 0.50, 1,  50, 400	; Prometheus R laser fired&lt;br /&gt;
$Name:	80	L_Prom_S.wav,		0, 0.50, 1,  50, 400	; Prometheus S laser fired&lt;br /&gt;
$Name:	81	L_Newton.wav,		0, 0.50, 1,  50, 400	; GTW-66 Newton Cannon fired&lt;br /&gt;
$Name:	82	L_Kayser.wav,		0, 0.55, 1,  50, 400	; UD-8 Kayser Laser fired&lt;br /&gt;
$Name:	83	L_Circle.wav,		0, 0.50, 1,  50, 400	; GTW-19 Circe laser fired&lt;br /&gt;
$Name:	84	L_Lich.wav,		0, 0.50, 1,  50, 400	; GTW-83 Lich laser fired&lt;br /&gt;
$Name:	85	hit_1.wav,		0, 0.90, 1, 200, 800	; Laser impact&lt;br /&gt;
$Name:	86	L_Vasmid.wav,		0, 0.50, 1,  50, 400	; Subach-HLV Vasudan laser&lt;br /&gt;
$Name:	87	m_wasp.wav,		0, 0.80, 1,  50, 400	; rockeye missile launch&lt;br /&gt;
$Name:	88	boom_2.wav,		0, 0.80, 1, 500, 1000	; missile impact 1&lt;br /&gt;
$Name:	89	m_mag.wav,		0, 0.80, 1,  50, 400	; mag pulse missile launch&lt;br /&gt;
$Name:	90	m_fury.wav,		0, 0.80, 1,  50, 400	; fury missile launch&lt;br /&gt;
$Name:	91	m_shrike.wav,		0, 0.80, 1,  50, 400	; shrike missile launch&lt;br /&gt;
$Name:	92	m_angel.wav,		0, 0.80, 1,  50, 400	; angel fire missile launch&lt;br /&gt;
$Name:	93	m_cluster.wav,		0, 0.80, 1,  50, 400	; cluster bomb launch&lt;br /&gt;
$Name:	94	m_clusterb.wav,		0, 0.80, 1,  50, 400	; cluster baby bomb launch&lt;br /&gt;
$Name:	95	m_stiletto.wav,		0, 0.80, 1,  50, 400	; stiletto bomb launch&lt;br /&gt;
$Name:	96	m_tsunami.wav,		0, 0.80, 1,  50, 400	; tsunami bomb launch&lt;br /&gt;
$Name:	97	m_harbinger.wav,	0, 0.80, 1,  50, 400	; harbinger bomb launch&lt;br /&gt;
$Name:	98	m_mega.wav,		0, 0.80, 1,  50, 400	; mega wokka launch&lt;br /&gt;
$Name:	99	counter_1.wav,		0, 0.70, 1,  50, 200	; countermeasure 1 launch&lt;br /&gt;
$Name:	100	l_alien1.wav,		0, 0.60, 1,  50, 400	; Shivan light laser (3d sound)&lt;br /&gt;
$Name:	101	clusterboom.wav,	0, 0.80, 1, 750, 2000	; shockwave ignition (3d sound)&lt;br /&gt;
$Name:	102	m_swarm.wav,		0, 0.70, 1,  50, 400	; swarm missile sound (3d sound)&lt;br /&gt;
$Name:	103	l_alien2.wav,		0, 0.60, 1, 100, 400	; Shivan heavy laser (3d sound)&lt;br /&gt;
$Name:	104	capital4.wav,		0, 0.70, 1, 500, 1500	; Vasudan SuperCap engine (3d sound)&lt;br /&gt;
$Name:	105	capital5.wav,		0, 0.70, 1, 500, 1500	; Shivan SuperCap engine (3d sound)&lt;br /&gt;
$Name:	106	capital6.wav,		0, 0.70, 1, 500, 1500	; Terran SuperCap engine (3d sound)&lt;br /&gt;
$Name:	107	l_vaslight.wav,		0, 0.60, 1,  50, 400	; Vasudan light laser fired (3d sound)&lt;br /&gt;
$Name:	108	l_alien3.wav,		0, 0.60, 1,  50, 400	; Shivan heavy laser (3d sound)&lt;br /&gt;
$Name:	109	shockwave.wav,		0, 1.00, 1,  50, 800	; ** shockwave impact (3d sound)&lt;br /&gt;
$Name:	110	Turret_T1.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 1&lt;br /&gt;
$Name:	111	Turret_T2.wav,		0, 0.50, 2, 200, 1000	; TERRAN TURRET 2&lt;br /&gt;
$Name:	112	Turret_V1.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 1&lt;br /&gt;
$Name:	113	Turret_V2.wav,		0, 0.50, 2, 200, 1000	; VASUDAN TURRET 2&lt;br /&gt;
$Name:	114	Turret_S1.wav,		0, 0.50, 2, 200, 1000	; SHIVAN TURRET 1&lt;br /&gt;
$Name:	115	paintloop.wav,		0, 0.60, 1,  50, 200	; targeting laser loop sound&lt;br /&gt;
$Name:	116	FlakLaunch.wav,		0, 0.60, 1, 250, 1000	; Flak Gun Launch&lt;br /&gt;
$Name:	117	boom_4.wav,		0, 0.80, 1, 400, 800	; Flak Gun Impact&lt;br /&gt;
$Name:	118	m_emp.wav,		0, 0.60, 1,  50, 400	; EMP Missle&lt;br /&gt;
$Name:	119	Escape.wav,		0, 0.60, 1, 200, 600	; Escape Pod Drone&lt;br /&gt;
$Name:	120	Vaporize1.wav,		0, 0.70, 0		; Beam Hit 1&lt;br /&gt;
$Name:	121	beam_loop.wav,		0, 0.70, 2, 1500, 3000	; beam loop&lt;br /&gt;
$Name:	122	beam_up.wav,		0, 0.70, 2, 1500, 3000	; beam power up&lt;br /&gt;
$Name:	123	beam_down.wav,		0, 0.70, 2, 1500, 3000	; beam power down&lt;br /&gt;
$Name:	124	beam_shot1.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 1&lt;br /&gt;
$Name:	125	beam_shot2.wav,		0, 0.70, 2, 1500, 2500	; Beam shot 2&lt;br /&gt;
;Ship Engine Sounds section&lt;br /&gt;
$Name:	126	ship_a1.wav,		0, 0.60, 1, 200, 400	; Terran fighter engine (3d sound)&lt;br /&gt;
$Name:	127	ship_a2.wav,		0, 0.70, 1, 300, 600	; Terran bomber engine (3d sound)&lt;br /&gt;
$Name:	128	ship_a3.wav,		0, 0.80, 1, 400, 800	; Terran cruiser engine (3d sound)&lt;br /&gt;
$Name:	129	ship_b1.wav,		0, 0.70, 1, 200, 400	; Vasudan fighter engine (3d sound)&lt;br /&gt;
$Name:	130	ship_b2.wav,		0, 0.80, 1, 300, 600	; Vasudan bomber engine (3d sound)&lt;br /&gt;
$Name:	131	ship_b3.wav,		0, 0.80, 1, 400, 800	; Vasudan cruiser engine (3d sound)&lt;br /&gt;
$Name:	132	ship_c1.wav,		0, 0.60, 1, 200, 400	; Shivan fighter engine (3d sound)&lt;br /&gt;
$Name:	133	ship_c2.wav,		0, 0.70, 1, 300, 600	; Shivan bomber engine (3d sound)&lt;br /&gt;
$Name:	134	ship_c3.wav,		0, 0.80, 1, 400, 800	; Shivan cruiser engine (3d sound)&lt;br /&gt;
$Name:	135	beacon.wav,		0, 0.60, 1, 300, 600	; Repair ship beacon/engine sound (3d sound)&lt;br /&gt;
$Name:	136	capital1.wav,		0, 0.70, 1, 500, 1500	; Terran capital engine (3d sound)&lt;br /&gt;
$Name:	137	capital2.wav,		0, 0.70, 1, 500, 1500	; Vasudan capital engine (3d sound)&lt;br /&gt;
$Name:	138	capital3.wav,		0, 0.70, 1, 500, 1500	; Shivan capital engine (3d sound)&lt;br /&gt;
; Electrical arc sound fx on the debris pieces&lt;br /&gt;
$Name:	139	Arc_01.wav,		0, 0.30, 2, 200, 500	; ** 0.10 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	140	Arc_02.wav,		0, 0.30, 2, 200, 500	; ** 0.25 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	141	Arc_03.wav,		0, 0.30, 2, 200, 500	; ** 0.50 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	142	Arc_04.wav,		0, 0.30, 2, 200, 500	; ** 0.75 second spark sound effect (3d sound)&lt;br /&gt;
$Name:	143	Arc_05.wav,		0, 0.30, 2, 200, 500	; ** 1.00 second spark sound effect (3d sound)&lt;br /&gt;
; Beam Sounds&lt;br /&gt;
$Name:	144	BT_LTerSlash.wav,	0, 0.70, 2, 1500, 3000	; LTerSlash 	beam loop&lt;br /&gt;
$Name:	145	BT_TerSlash.wav,	0, 0.70, 2, 1500, 3000	; TerSlash	beam loop&lt;br /&gt;
$Name:	146	BT_SGreen.wav,		0, 0.70, 2, 1500, 3000	; SGreen 	beam loop&lt;br /&gt;
$Name:	147	BT_BGreen.wav,		0, 0.70, 2, 1500, 3000	; BGreen	beem loop&lt;br /&gt;
$Name:	148	BT_BFGreen.wav,		0, 0.70, 2, 1500, 3000	; BFGreen	been loop&lt;br /&gt;
$Name:	149	BT_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter 	beam loop&lt;br /&gt;
$Name:	150	BT_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec		warm up&lt;br /&gt;
$Name:	151	BT_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up&lt;br /&gt;
$Name:	152	BT_up_2.5.wav,		0, 0.60, 2, 1500, 3000	; 2.5 sec 	warm up&lt;br /&gt;
$Name:	153	BT_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up&lt;br /&gt;
$Name:	154	BT_up_3.5.wav,		0, 0.60, 2, 1500, 3000	; 3.5 sec 	warm up&lt;br /&gt;
$Name:	155	BT_up_5.wav,		0, 0.60, 2, 1500, 3000	; 5 sec 	warm up&lt;br /&gt;
$Name:	156	BT_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; LTerSlash	warm down&lt;br /&gt;
$Name:	157	BT_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; TerSlash	warm down&lt;br /&gt;
$Name:	158	BT_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; SGreen	warm down&lt;br /&gt;
$Name:	159	BT_dwn_4.wav,		0, 0.70, 2, 2000, 3000	; BGreen	warm down&lt;br /&gt;
$Name:	160	BT_dwn_5.wav,		0, 0.70, 2, 2000, 3000	; BFGreen	warm down&lt;br /&gt;
$Name:	161	BT_dwn_6.wav,		0, 0.70, 2, 2000, 3000	; T_AntiFtr	warm down&lt;br /&gt;
$Name:	162	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	163	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	164	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	165	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	166	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	167	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	168	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	169	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	170	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	171	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	172	Empty,			0, 0.50, 0&lt;br /&gt;
$Name:	173	SupNova1.wav,		0, 1.00, 0		; SuperNova (distant)&lt;br /&gt;
$Name:	174	SupNova2.wav,		0, 1.00, 0		; SuperNova (shockwave)&lt;br /&gt;
$Name:	175	ship_c4.wav,		0, 0.80, 1, 400, 800	; Shivan large engine (3d sound)&lt;br /&gt;
$Name:	176	ship_c5.wav,		0, 0.80, 1, 400, 1000	; Shivan large engine (3d sound)&lt;br /&gt;
$Name:	177	BS_SRed.wav,		0, 0.70, 2, 1500, 3000	; SRed 		beam loop&lt;br /&gt;
$Name:	178	BS_LRed.wav,		0, 0.70, 2, 1500, 3000	; LRed		beam loop&lt;br /&gt;
$Name:	179	BS_AntiFtr.wav,		0, 0.70, 2, 1500, 3000	; Antifighter	beam loop&lt;br /&gt;
$Name:	180	Thunder_01.wav,		0, 0.70, 0		; Thunder 1 sound in neblua&lt;br /&gt;
$Name:	181	Thunder_02.wav,		0, 0.70, 0		; Thunder 2 sound in neblua&lt;br /&gt;
$Name:	182	BS_up_1.wav,		0, 0.60, 2, 1500, 3000	; 1 sec 	warm up&lt;br /&gt;
$Name:	183	BS_up_1.5.wav,		0, 0.60, 2, 1500, 3000	; 1.5 sec 	warm up&lt;br /&gt;
$Name:	184	BS_up_3.wav,		0, 0.60, 2, 1500, 3000	; 3 sec 	warm up&lt;br /&gt;
$Name:	185	Commnode.wav,		0, 0.60, 1, 200,  500	; Shivan Commnode&lt;br /&gt;
$Name:	186	Pirate.wav,		0, 0.60, 1, 400,  1000	; Volition PirateShip&lt;br /&gt;
$Name:	187	BS_dwn_1.wav,		0, 0.70, 2, 2000, 3000	; SRed 		warm down&lt;br /&gt;
$Name:	188	BS_dwn_2.wav,		0, 0.70, 2, 2000, 3000	; LRed 		warm down&lt;br /&gt;
$Name:	189	BS_dwn_3.wav,		0, 0.70, 2, 2000, 3000	; AntiFtr	warm down&lt;br /&gt;
$Name:	190	Inst1.wav,		0, 0.80, 1, 500, 2000	; Instellation 1&lt;br /&gt;
$Name:	191	Inst2.wav,		0, 0.80, 1, 500, 2000	; Instellation 2&lt;br /&gt;
;&lt;br /&gt;
#Game Sounds End&lt;br /&gt;
;&lt;br /&gt;
#Interface Sounds Start&lt;br /&gt;
$Name:	0	user_c.wav,		0, 0.70, 0		; mouse click&lt;br /&gt;
$Name:	1	empty,			0, 0.70, 0		; pick up a ship icon (not used)&lt;br /&gt;
$Name:	2	load01.wav,		0, 0.60, 0		; drop a ship icon on a wing slot&lt;br /&gt;
$Name:	3	unload01.wav,		0, 0.60, 0		; drop a ship icon back to the list&lt;br /&gt;
$Name:	4	beep_4.wav,		0, 0.70, 0		; press briefing, ship selection or weapons bar (top-left)&lt;br /&gt;
$Name:	5	user_c.wav,		0, 0.70, 0		; Switching to a new screen, but not commit&lt;br /&gt;
$Name:	6	beep_4.wav,		0, 0.70, 0		; help pressed&lt;br /&gt;
$Name:	7	commit.wav,		0, 0.60, 0		; commit pressed&lt;br /&gt;
$Name:	8	user_c.wav,		0, 0.70, 0		; prev/next pressed&lt;br /&gt;
$Name:	9	user_c.wav,		0, 0.70, 0		; scroll pressed (and scroll)&lt;br /&gt;
$Name:	10	fail.wav,		0, 0.70, 0		; general failure sound for any event&lt;br /&gt;
$Name:	11	shipview.wav,		0, 0.50, 0		; ship animation starts (ie text and ship first appear)&lt;br /&gt;
$Name:	12	main_amb.wav,		0, 0.60, 0		; ambient sound for the Terran main hall (looping)&lt;br /&gt;
$Name:	13	vas_amb.wav,		0, 0.60, 0		; ambient sound for the Vasudan main hall (looping)&lt;br /&gt;
$Name:	14	user_a.wav,		0, 0.70, 0		; brief stage change&lt;br /&gt;
$Name:	15	user_i.wav,		0, 0.70, 0		; brief stage change fail&lt;br /&gt;
$Name:	16	beep_3.wav,		0, 0.70, 0		; selet brief icon&lt;br /&gt;
$Name:	17	user_o.wav,		0, 0.50, 0		; user_over (mouse over a control)&lt;br /&gt;
$Name:	18	user_c.wav,		0, 0.70, 0		; user_click (mouse selects a control)&lt;br /&gt;
$Name:	19	reset.wav,		0, 0.70, 0		; reset (or similar button) pressed&lt;br /&gt;
$Name:	20	textdraw.wav,		0, 0.60, 0		; briefing text wipe&lt;br /&gt;
$Name:	21	Lift_Mix.wav,		0, 0.50, 0		; main hall - elevator&lt;br /&gt;
$Name:	22	weapview.wav,		0, 0.60, 0		; weapon animation starts&lt;br /&gt;
$Name:	23	dooropen.wav,		0, 0.50, 0		; door in main hall opens&lt;br /&gt;
$Name:	24	doorclose.wav,		0, 0.50, 0		; door in main hall closes&lt;br /&gt;
$Name:	25	itemdraw.wav,		0, 0.50, 0		; glow in main hall opens&lt;br /&gt;
$Name:	26	Crane_1.wav,		0, 0.50, 0		; main hall - crane 1&lt;br /&gt;
$Name:	27	sub_amb.wav,		0, 0.60, 0		; ambient sound for menus off the main hall (looping)&lt;br /&gt;
$Name:	28	user_c.wav,		0, 0.70, 0		; popup dialog box appeared&lt;br /&gt;
$Name:	29	user_c.wav,		0, 0.70, 0		; popup dialog box goes away&lt;br /&gt;
$Name:	30	1_yes.wav,		0, 1.00, 0		; voice clip played when volume slider changes&lt;br /&gt;
$Name:	31	Crane_2.wav,		0, 0.50, 0		; main hall - crane 2&lt;br /&gt;
$Name:	32	Option1.wav,		0, 0.70, 0		; main hall options - mouse on &lt;br /&gt;
$Name:	33	Option2.wav,		0, 0.70, 0		; main hall options - mouse off&lt;br /&gt;
$Name:	34	Techroom1.wav,		0, 0.70, 0		; main hall tech room - mouse on&lt;br /&gt;
$Name:	35	Techroom2.wav,		0, 0.70, 0		; main hall tech room - mouse off&lt;br /&gt;
$Name:	36	Exitopen.wav,		0, 0.60, 0		; main hall exit open&lt;br /&gt;
$Name:	37	Exitclose.wav,		0, 0.60, 0		; main hall exit close&lt;br /&gt;
$Name:	38	pa_1.wav,		0, 0.50, 0		; main hall random intercom 1&lt;br /&gt;
$Name:	39	pa_2.wav,		0, 0.50, 0		; main hall random intercom 2&lt;br /&gt;
$Name:	40	pa_3.wav,		0, 0.50, 0		; main hall random intercom 3&lt;br /&gt;
$Name:	41	highlight.wav,		0, 0.40, 0		; spinning highlight in briefing&lt;br /&gt;
$Name:	42	noiz.wav,		0, 0.40, 0		; static in a briefing stage cut&lt;br /&gt;
$Name:	43	Camp_on.wav,		0, 0.70, 0		; main hall campaign - mouse on&lt;br /&gt;
$Name:	44	Camp_off.wav,		0, 0.70, 0		; main hall campaign - mouse off&lt;br /&gt;
$Name:	45	V_Hatch_Open.wav,	0, 0.70, 0		; vasudan hall - exit open  &lt;br /&gt;
$Name:	46	V_Hatch_Close.wav,	0, 0.70, 0		; vasudan hall - exit close&lt;br /&gt;
$Name:	47	V_Roll_Open.wav,	0, 0.80, 0		; vasudan hall - hatch open &lt;br /&gt;
$Name:	48	V_Roll_Close.wav,	0, 0.80, 0		; vasudan hall - hatch close&lt;br /&gt;
$Name:	49	V_Lift_Up.wav,		0, 0.70, 0		; vasudan hall - lift up&lt;br /&gt;
$Name:	50	V_Lift_Down.wav,	0, 0.70, 0		; vasudan hall - lift down&lt;br /&gt;
$Name:	51	V_Lite_On.wav,		0, 0.70, 0		; vasudan hall - glow on&lt;br /&gt;
$Name:	52	V_Lite_Off.wav,		0, 0.70, 0		; vasudan hall - glow off&lt;br /&gt;
$Name:	53	Skiff.wav,		0, 0.70, 0		; vasudan hall - skiff loop&lt;br /&gt;
$Name:	54	V_Map_On.wav,		0, 0.70, 0		; vasudan hall - screen on&lt;br /&gt;
$Name:	55	V_Map_Off.wav,		0, 0.70, 0		; vasudan hall - screen off&lt;br /&gt;
$Name:	56	V_Head_1.wav,		0, 0.70, 0		; vasudan hall - vasudan greeting&lt;br /&gt;
$Name:	57	V_Head_2.wav,		0, 0.70, 0		; vasudan hall - vasudan bye&lt;br /&gt;
$Name:	58	V_Pa_01.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 1&lt;br /&gt;
$Name:	59	V_Pa_02.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 2&lt;br /&gt;
$Name:	60	V_Pa_03.wav,		0, 0.70, 0		; vasudan hall - vasudan pa 3&lt;br /&gt;
$Name:	61	bup.wav,		0, 0.90, 0		; bup bup bup-bup bup bup&lt;br /&gt;
$Name:	62	thankyou.wav,		0, 0.90, 0		; thankyou&lt;br /&gt;
$Name:	63	V_Exit_Open.wav,	0, 0.70, 0		; vasudan hall - exit open&lt;br /&gt;
$Name:	64	V_Exit_Close.wav,	0, 0.70, 0		; vasudan hall - exit close&lt;br /&gt;
;&lt;br /&gt;
#Interface Sounds End&lt;br /&gt;
;&lt;br /&gt;
; Each species can have up to 4 different flyby sounds&lt;br /&gt;
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan&lt;br /&gt;
;        the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound&lt;br /&gt;
#Flyby Sounds Start&lt;br /&gt;
&lt;br /&gt;
$Terran:	0	T_flyby1.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
$Terran:	1	T_flyby2.wav,	0, 0.75, 1, 200, 400	; * Terran ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Vasudan:	0	V_flyby1.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
$Vasudan:	1	V_flyby2.wav,	0, 0.85, 1, 200, 400	; * Vasudan ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
$Shivan:	0	S_flyby1.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)&lt;br /&gt;
$Shivan:	1	S_flyby2.wav,	0, 0.75, 1, 200, 400	; * SHIVAN ship1 flyby player sound (3d sound)&lt;br /&gt;
&lt;br /&gt;
#Flyby Sounds End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=37820</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=37820"/>
		<updated>2012-02-09T05:39:00Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* Troubleshooting */ Document -disable_di_mouse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Glowmaps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable mipmapping&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Apply Lighting to Missiles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Normal Maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting it&#039;s value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable soft particles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable FXAA antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Needs optional FXAA shaders, which can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-flightshaftsoff====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Force Lightshafts off&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Compress non-compressed images&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable vertical sync&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cache bitmaps between missions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another Pair of Scanning Lines&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Info next to Target&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enables 3D radar&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Ship Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Weapon Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Flash upon Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Interrupting of AutoPilot&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Preload mission game sounds&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Sound and Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run as Stand Alone Server&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip Mainhall and Start Hosting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Start Hosted Server as Closed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Host Confirms Join requests&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Flight Deck option&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Software Mode (very slow)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Setting of Gamma&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Video Playback&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Parsing Errors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Does this build have Speech?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL VBO&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use cached index buffers (IBX)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Load all weapons, even those not used&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL RenderTargets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable GLSL (shader) Support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use shaders for model rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix Color issues on some ATI cards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use only 2D/stereo for sound effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Allows Ingame Joining&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Voice Recognition&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show frames per second on HUD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Position of Camera&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Fullscreen Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Statistics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Coordinates&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Memory Usage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Collisions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Weapon Rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Outputs SEXPs to sexps.html&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Outputs scripting to scripting.html&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Save Render Targets to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Display Debug Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 6 is highest quality. Default setting is 3.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;[[mod.ini]]&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side-effect) will make everything look bigger and more realistic scale-wise. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=37819</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=37819"/>
		<updated>2012-02-09T05:30:59Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* Development Tools */ Add -start_mission&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Glowmaps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable mipmapping&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Apply Lighting to Missiles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Normal Maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting it&#039;s value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable soft particles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable FXAA antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Needs optional FXAA shaders, which can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-flightshaftsoff====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Force Lightshafts off&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Compress non-compressed images&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable vertical sync&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cache bitmaps between missions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another Pair of Scanning Lines&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Info next to Target&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enables 3D radar&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Ship Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Weapon Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Flash upon Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Interrupting of AutoPilot&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Preload mission game sounds&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Sound and Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run as Stand Alone Server&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip Mainhall and Start Hosting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Start Hosted Server as Closed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Host Confirms Join requests&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Flight Deck option&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Software Mode (very slow)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Setting of Gamma&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Video Playback&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Parsing Errors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Does this build have Speech?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL VBO&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use cached index buffers (IBX)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Load all weapons, even those not used&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL RenderTargets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable GLSL (shader) Support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use shaders for model rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix Color issues on some ATI cards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use only 2D/stereo for sound effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Allows Ingame Joining&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Voice Recognition&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show frames per second on HUD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Position of Camera&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Fullscreen Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Statistics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Coordinates&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Memory Usage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Collisions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Weapon Rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Outputs SEXPs to sexps.html&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Outputs scripting to scripting.html&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Save Render Targets to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Display Debug Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 6 is highest quality. Default setting is 3.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;[[mod.ini]]&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side-effect) will make everything look bigger and more realistic scale-wise. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Commandline&amp;diff=37818</id>
		<title>Commandline</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Commandline&amp;diff=37818"/>
		<updated>2012-02-09T05:23:15Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Redirect this page so that search can find it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Command-Line Reference]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Engine_limitations&amp;diff=37371</id>
		<title>Engine limitations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Engine_limitations&amp;diff=37371"/>
		<updated>2011-12-04T19:14:22Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Add some general limits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that &#039;Inferno&#039; refers to INF builds, developed to boost engine limits. Starting with FS2_Open 3.6.10 these builds can be used in Multiplayer, older builds are not capable of joining the servers due to several incompatibilities. In addition, Inferno and regular builds are incompatible to each other in Multiplayer; someone using an Inferno build will not be able to play with someone using a regular build and vice versa. Those builds are named after the [[Inferno]] mod, but are extensively used by many other projects, like [[The Babylon Project|TBP]].&lt;br /&gt;
Inferno builds will become the standard, starting at FS2_Open revision 3.7, with 3.6.12 being the last version to be distributed both in normal and Inferno variants.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
The overall limits of the various subsystem managers.&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 4750&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sound tracks&lt;br /&gt;
| 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sounds &lt;br /&gt;
| No Limit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
The maximum types of an entity that can exist in the table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ships.tbl|Ship Classes]]&lt;br /&gt;
| 130&lt;br /&gt;
| 250&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Weapons.tbl|Weapon Classes]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Sections&lt;br /&gt;
| colspan=2| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Objecttypes.tbl|Object Types]]&lt;br /&gt;
| colspan=2| 16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Iff_defs.tbl|IFFs]]&lt;br /&gt;
|  colspan=2|10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ai_profiles.tbl|AI Profiles]]&lt;br /&gt;
| colspan=2| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hud_gauges.tbl|Hud Gauges]]&lt;br /&gt;
| colspan=2| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Species.tbl|Intelligence Entries]]&lt;br /&gt;
| colspan=2| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debriefing&lt;br /&gt;
| colspan=2| 2,000 Characters per Stage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please Note - Although not hardcoded, there are limits to the numbers of [[Modular Tables|‎ .tbm files]] that the game will recognize.&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Objects&lt;br /&gt;
| 2000&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships&lt;br /&gt;
| 400&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Weapons&lt;br /&gt;
| 700&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beams&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoints Per Path&lt;br /&gt;
| 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoint Paths&lt;br /&gt;
| 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
The maximum number wings or ships in a wing that can exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wings&lt;br /&gt;
| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships per Wing&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Starting Wings&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Squadron Wings&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Teams&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings per Team&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
The maximum number of models that can exist at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Polygon Models&lt;br /&gt;
| 128&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of a certain entity that can exist within a model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Primary Banks&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Secondary Banks&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firing Points Per-Bank&lt;br /&gt;
| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debris Chunks&lt;br /&gt;
| 64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sub-Weapon Types==&lt;br /&gt;
&lt;br /&gt;
The maximums for the sub types of weapons.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Max Instances&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Corkscrew Missiles&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Swarm Missiles&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Sandbox&amp;diff=37370</id>
		<title>Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Sandbox&amp;diff=37370"/>
		<updated>2011-12-04T19:10:52Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Test refs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Option I==&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
*fluff&lt;br /&gt;
*Example:&lt;br /&gt;
::&amp;lt;pre&amp;gt;this here&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Entry II===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*fluff&lt;br /&gt;
*Example:&lt;br /&gt;
::&amp;lt;pre&amp;gt;this here&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Option II==&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
*fluff&lt;br /&gt;
*Example:&lt;br /&gt;
::&amp;lt;code&amp;gt;this here&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Entry II===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*fluff&lt;br /&gt;
*Example:&lt;br /&gt;
::&amp;lt;code&amp;gt;this here&amp;lt;/code&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Option III==&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
*fluff&lt;br /&gt;
*Example:&lt;br /&gt;
::&amp;lt;tt&amp;gt;this here&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Entry II===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*fluff&lt;br /&gt;
*Example:&lt;br /&gt;
::&amp;lt;tt&amp;gt;this here&amp;lt;/tt&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Option IV==&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
*fluff&lt;br /&gt;
*Example:&lt;br /&gt;
{{Example|this here}}&lt;br /&gt;
&lt;br /&gt;
===Entry II===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*fluff&lt;br /&gt;
*Example:&lt;br /&gt;
{{Example|this here}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Citations===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;LazyDog&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;LazyDog&amp;quot;&amp;gt;This is the lazy dog reference.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Nebula_Data_Files&amp;diff=37038</id>
		<title>Nebula Data Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Nebula_Data_Files&amp;diff=37038"/>
		<updated>2011-09-30T05:39:18Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Sorry I mislead you swashmebuckle, this is used only for V1 nebula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nebula Data Files (.neb) are models of the nebula when using the version 1 nebula.  They are never used in the FS2 retail campaign.  These are loaded by the [[FreeSpace_2_Mission_File_Format#.23Background_bitmaps|+Nebula:]] directive in the mission file.&lt;br /&gt;
&lt;br /&gt;
There are six .neb files located in FS2&#039;s sparky.vp container, beginning with nebfull01.neb&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_2_Mission_File_Format&amp;diff=37037</id>
		<title>FreeSpace 2 Mission File Format</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_2_Mission_File_Format&amp;diff=37037"/>
		<updated>2011-09-30T05:35:18Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* #Background bitmaps */  Add historical note of still parsed entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.fs2 files are simple text files defining how FS2 will &#039;execute&#039; a given mission.&lt;br /&gt;
It refers to external files for the actual assets used in the mission, including [[Model files]] and [[Tables]].&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
File section headers start with the &amp;quot;#&amp;quot; character.&lt;br /&gt;
Each file section should be separated by a blank line.&lt;br /&gt;
&lt;br /&gt;
Statements start with either the &amp;quot;$&amp;quot; or &amp;quot;+&amp;quot; characters, and may last for multiple lines.&lt;br /&gt;
Comments are indicated by &amp;quot;;!&amp;quot;, and continue to the end of the line.&lt;br /&gt;
&lt;br /&gt;
STRING refers to a String data. The game parses these from the &amp;quot;:&amp;quot; at the end of the flag it belongs to until the next flag begins.&lt;br /&gt;
&lt;br /&gt;
XSTR is a single XSTR entry, formatted like this: XSTR(&amp;quot;Text data&amp;quot;, -1) . The &amp;quot;-1&amp;quot; refers to the entry in tstrings.tbl that contains the translated version.&lt;br /&gt;
&lt;br /&gt;
INT is a single integer.&lt;br /&gt;
&lt;br /&gt;
FLOAT is a floating point number, usually used with 6 digits after the decimal point.&lt;br /&gt;
&lt;br /&gt;
SEXP is a symbolic expression or chain of symbolic expressions. Example: &lt;br /&gt;
&amp;lt;pre&amp;gt;( when&lt;br /&gt;
   ( &amp;gt;&lt;br /&gt;
      ( distance &amp;quot;Zeta 3&amp;quot; &amp;quot;center:1&amp;quot; )&lt;br /&gt;
      2000&lt;br /&gt;
   )&lt;br /&gt;
   ( send-message&lt;br /&gt;
      &amp;quot;#Command&amp;quot;&lt;br /&gt;
      &amp;quot;High&amp;quot;&lt;br /&gt;
      &amp;quot;msg08&amp;quot;&lt;br /&gt;
   )&lt;br /&gt;
)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
===#Mission Info===&lt;br /&gt;
Fields:&lt;br /&gt;
&lt;br /&gt;
$Version: STRING&lt;br /&gt;
*contains the version number for this mission&lt;br /&gt;
$Name: XSTR&lt;br /&gt;
*contains the name of this mission. Uses tstrings.tbl for translation.&lt;br /&gt;
$Author: STRING&lt;br /&gt;
*The author&#039;s name&lt;br /&gt;
$Created: STRING&lt;br /&gt;
*The time and date that this mission was created on. Format is &amp;quot;MM/DD/YY at HH:MI:SS&amp;quot;, where MM = Month, DD = Day, YY = Year, HH = Hours (24 hour format), MI = minutes and SS = seconds.&lt;br /&gt;
$Notes: STRING&lt;br /&gt;
*Contains any notes the mission designer wishes to add.&lt;br /&gt;
$End Notes: ??&lt;br /&gt;
&lt;br /&gt;
$Mission Desc: XSTR&lt;br /&gt;
*Contains a short description of this mission. Uses tstrings.tbl for translation.&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&lt;br /&gt;
+Game Type Flags: INT&lt;br /&gt;
&lt;br /&gt;
+Flags: INT&lt;br /&gt;
&lt;br /&gt;
+NebAwacs: FLOAT&lt;br /&gt;
&lt;br /&gt;
+Storm: STRING&lt;br /&gt;
&lt;br /&gt;
+Red Alert: INT&lt;br /&gt;
&lt;br /&gt;
+Scramble: INT&lt;br /&gt;
&lt;br /&gt;
+Disallow Support: 0 or 1&lt;br /&gt;
*Whether or not support ships are available on this mission&lt;br /&gt;
&lt;br /&gt;
+Hull Repair Ceiling: FLOAT&lt;br /&gt;
&lt;br /&gt;
+Subsystem Repair Ceiling: FLOAT&lt;br /&gt;
&lt;br /&gt;
+Player Entry Delay: FLOAT&lt;br /&gt;
&lt;br /&gt;
+Viewer pos: FLOAT, FLOAT, FLOAT&lt;br /&gt;
*FRED camera position&lt;br /&gt;
&lt;br /&gt;
+Viewer orient: &lt;br /&gt;
        FLOAT, FLOAT, FLOAT, &lt;br /&gt;
        FLOAT, FLOAT, FLOAT, &lt;br /&gt;
        FLOAT, FLOAT, FLOAT&lt;br /&gt;
*Orientation Matrix for FRED camera&lt;br /&gt;
&lt;br /&gt;
+SquadReassignName: STRING&lt;br /&gt;
&lt;br /&gt;
+SquadReassignLogo: STRING&lt;br /&gt;
*Squadron the player is reassigned to&lt;br /&gt;
&lt;br /&gt;
$Skybox Model: STRING&lt;br /&gt;
*Which skybox model to use&lt;br /&gt;
&lt;br /&gt;
$AI Profile: STRING&lt;br /&gt;
*Which AI profile is used&lt;br /&gt;
----&lt;br /&gt;
===#Fiction Viewer===&lt;br /&gt;
$File: STRING&lt;br /&gt;
*Name of the text file that will be displayed in the fiction viewer. The file needs to be in data/fiction, and interface art for the fiction viewer must be present.&lt;br /&gt;
----&lt;br /&gt;
===#Sexp_variables===&lt;br /&gt;
&lt;br /&gt;
$Variables: &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Plot Info===&lt;br /&gt;
&lt;br /&gt;
$Tour: XSTR&lt;br /&gt;
&lt;br /&gt;
$Pre-Briefing Cutscene: STRING&lt;br /&gt;
&lt;br /&gt;
$Pre-Mission Cutscene: STRING&lt;br /&gt;
&lt;br /&gt;
$Next Mission Success: STRING&lt;br /&gt;
&lt;br /&gt;
$Next Mission Partial: STRING&lt;br /&gt;
&lt;br /&gt;
$Next Mission Failure: STRING&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Command Briefing===&lt;br /&gt;
*Defines the Command Briefing section of the briefing. If no command briefing is required, leave this blank. Stages are defined like this:&lt;br /&gt;
&lt;br /&gt;
$Stage Text: XSTR&lt;br /&gt;
*The text to be displayed in this stage&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&lt;br /&gt;
$Ani Filename: STRING&lt;br /&gt;
*The ani that will be played while the above text is displayed&lt;br /&gt;
&lt;br /&gt;
+Wave Filename: STRING&lt;br /&gt;
*The filename of the voiceover&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Briefing===&lt;br /&gt;
*Defines the Mission Briefing. Leaving this blank will cause &#039;no briefing&#039; to be shown instead of a mission briefing.&lt;br /&gt;
&lt;br /&gt;
====Briefing init====&lt;br /&gt;
$start_briefing&lt;br /&gt;
&lt;br /&gt;
$num_stages: INT&lt;br /&gt;
*Number of stages in this briefing. Stages are defined as follows:&lt;br /&gt;
&lt;br /&gt;
$start_stage&lt;br /&gt;
&lt;br /&gt;
$multi_text&lt;br /&gt;
XSTR&lt;br /&gt;
*Briefing text for this stage.&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&lt;br /&gt;
$voice: STRING&lt;br /&gt;
*Voiceover filename&lt;br /&gt;
&lt;br /&gt;
$camera_pos: FLOAT, FLOAT, FLOAT&lt;br /&gt;
*Camera position for this stage&lt;br /&gt;
&lt;br /&gt;
$camera_orient:&lt;br /&gt;
            FLOAT, FLOAT, FLOAT,&lt;br /&gt;
            FLOAT, FLOAT, FLOAT,&lt;br /&gt;
            FLOAT, FLOAT, FLOAT &lt;br /&gt;
*Camera orientation matrix&lt;br /&gt;
&lt;br /&gt;
$camera_time: INT&lt;br /&gt;
&lt;br /&gt;
$num_lines: INT&lt;br /&gt;
&lt;br /&gt;
$num_icons: INT&lt;br /&gt;
&lt;br /&gt;
$Flags: INT&lt;br /&gt;
&lt;br /&gt;
$Formula: SEXP&lt;br /&gt;
&lt;br /&gt;
====Icons====&lt;br /&gt;
*Icons are defined as follows&lt;br /&gt;
&lt;br /&gt;
$start_icon&lt;br /&gt;
&lt;br /&gt;
$type: INT&lt;br /&gt;
&lt;br /&gt;
$team: STRING&lt;br /&gt;
*Friendly, Hostile, or Neutral&lt;br /&gt;
&lt;br /&gt;
$class: STRING&lt;br /&gt;
*Must be a valid reference to a ship class from ships.tbl&lt;br /&gt;
&lt;br /&gt;
$pos: FLOAT, FLOAT, FLOAT&lt;br /&gt;
&lt;br /&gt;
$label: STRING&lt;br /&gt;
&lt;br /&gt;
+id: INT&lt;br /&gt;
&lt;br /&gt;
$hlight: INT&lt;br /&gt;
&lt;br /&gt;
$mirror: INT&lt;br /&gt;
&lt;br /&gt;
$multi_text&lt;br /&gt;
&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&lt;br /&gt;
$end_icon&lt;br /&gt;
----&lt;br /&gt;
===#Debriefing_info===&lt;br /&gt;
&lt;br /&gt;
$num stages: INT&lt;br /&gt;
*Number of debriefing stages. Debrief stages are defined as follows&lt;br /&gt;
&lt;br /&gt;
$Formula: SEXP&lt;br /&gt;
*Conditions that must be true for the debriefing stage to be shown. Note that several debrief stages may be shown at the same time.&lt;br /&gt;
&lt;br /&gt;
$Multi text&lt;br /&gt;
&lt;br /&gt;
XSTR&lt;br /&gt;
&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&lt;br /&gt;
$Voice: STRING&lt;br /&gt;
&lt;br /&gt;
$Recommendation text: XSTR&lt;br /&gt;
&lt;br /&gt;
$end_multi_text&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Alternate Types===&lt;br /&gt;
$Alt: STRING&lt;br /&gt;
*Contains an Alternate type name. This is a list entry; All alternate types used in the mission must appear here. Must be terminated by #end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Callsigns:===&lt;br /&gt;
$Callsign: STRING&lt;br /&gt;
*Similar to the Alternate Types list. All Callsigns used in the mission must be listed here. Must be terminated by #end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===#Players===&lt;br /&gt;
*Defines the players for the mission. At least one player must be defined.&lt;br /&gt;
&lt;br /&gt;
$Starting Shipname: STRING&lt;br /&gt;
&lt;br /&gt;
$Ship Choices: ( STRING INT )&lt;br /&gt;
*The STRING contains the ship class, the INT holds the number of ships available. Can be left blank ( &amp;quot;$Ship choices: (  )&amp;quot; is valid).&lt;br /&gt;
&lt;br /&gt;
+Weaponry Pool: ( STRING INT )&lt;br /&gt;
*The STRING contains the weapon name, the INT the number of weapons available. Primary weapons are listed before secondary weapons.&lt;br /&gt;
&lt;br /&gt;
*NOTE: For multiplayer TVT missions, these three items need to be present a second time to define the loadout team 2 gets.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===#Objects===&lt;br /&gt;
*Defines all the objects in the mission and their initial state.&lt;br /&gt;
*This includes all ships (including the player ships), installations and other objects.&lt;br /&gt;
*Does not include asteroid (debris) fields.&lt;br /&gt;
&lt;br /&gt;
$Name: STRING&lt;br /&gt;
&lt;br /&gt;
$Class: STRING&lt;br /&gt;
&lt;br /&gt;
$Alt: STRING&lt;br /&gt;
*Alternate class name. Must be defined in the #Alternate Types list above.&lt;br /&gt;
&lt;br /&gt;
$Callsign: STRING&lt;br /&gt;
*Optional Callsign. Must be defined in the #Callsigns list above.&lt;br /&gt;
&lt;br /&gt;
$Team: STRING&lt;br /&gt;
&lt;br /&gt;
$Location: FLOAT, FLOAT, FLOAT&lt;br /&gt;
&lt;br /&gt;
$Orientation:&lt;br /&gt;
        FLOAT, FLOAT, FLOAT, &lt;br /&gt;
        FLOAT, FLOAT, FLOAT, &lt;br /&gt;
        FLOAT, FLOAT, FLOAT&lt;br /&gt;
&lt;br /&gt;
$IFF: STRING&lt;br /&gt;
&lt;br /&gt;
$AI Behavior: STRING&lt;br /&gt;
&lt;br /&gt;
+AI Class: STRING&lt;br /&gt;
&lt;br /&gt;
$AI Goals: ( goals ( SEXP ) )&lt;br /&gt;
*SEXP must be from the ai goals list&lt;br /&gt;
&lt;br /&gt;
$Cargo 1:  XSTR&lt;br /&gt;
&lt;br /&gt;
+Initial Velocity: INT&lt;br /&gt;
&lt;br /&gt;
+Initial Hull: INT&lt;br /&gt;
&lt;br /&gt;
+Subsystem: STRING&lt;br /&gt;
&lt;br /&gt;
$Arrival Location: STRING&lt;br /&gt;
&lt;br /&gt;
$Arrival Cue: SEXP&lt;br /&gt;
&lt;br /&gt;
$Departure Location: STRING&lt;br /&gt;
&lt;br /&gt;
$Departure Cue: SEXP&lt;br /&gt;
&lt;br /&gt;
$Determination: INT&lt;br /&gt;
&lt;br /&gt;
+Flags: ( STRING )&lt;br /&gt;
*Flags must be enclosed by &amp;quot;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
+Respawn priority: INT&lt;br /&gt;
&lt;br /&gt;
+Orders Accepted: INT&lt;br /&gt;
*This is a bitfield&lt;br /&gt;
&lt;br /&gt;
+Group: INT&lt;br /&gt;
&lt;br /&gt;
+Score: INT&lt;br /&gt;
&lt;br /&gt;
+Persona Index: INT&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Wings===&lt;br /&gt;
*Defines all wings in the mission, friendly and hostile&lt;br /&gt;
&lt;br /&gt;
$Name: STRING&lt;br /&gt;
&lt;br /&gt;
$Waves: INT&lt;br /&gt;
&lt;br /&gt;
$Wave Threshold: INT&lt;br /&gt;
&lt;br /&gt;
$Special Ship: INT&lt;br /&gt;
&lt;br /&gt;
$Arrival Location: STRING&lt;br /&gt;
&lt;br /&gt;
$Arrival Cue: SEXP &lt;br /&gt;
&lt;br /&gt;
$Departure Location: STRING&lt;br /&gt;
&lt;br /&gt;
$Departure Cue: SEXP &lt;br /&gt;
&lt;br /&gt;
$Ships: ( STRING )&lt;br /&gt;
&lt;br /&gt;
$AI Goals: ( goals ( SEXP ) )&lt;br /&gt;
*SEXP must be from the ai goals list&lt;br /&gt;
&lt;br /&gt;
+Hotkey: INT&lt;br /&gt;
&lt;br /&gt;
+Flags: ( STRING )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===#Events===&lt;br /&gt;
*The SEXPs that make up the Events List. Events are formatted as follows:&lt;br /&gt;
&lt;br /&gt;
$Formula: SEXP&lt;br /&gt;
&lt;br /&gt;
+Name: STRING&lt;br /&gt;
&lt;br /&gt;
+Repeat Count: INT&lt;br /&gt;
&lt;br /&gt;
+Interval: INT&lt;br /&gt;
&lt;br /&gt;
+Chained: INT&lt;br /&gt;
*The INT shows the chain delay in seconds.&lt;br /&gt;
&lt;br /&gt;
+Objective: XSTR&lt;br /&gt;
&lt;br /&gt;
+Team: INT&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Goals===&lt;br /&gt;
*The mission directives. Goals are formatted as follows:&lt;br /&gt;
&lt;br /&gt;
$Type: STRING&lt;br /&gt;
*Primary or Secondary&lt;br /&gt;
&lt;br /&gt;
+name: STRING&lt;br /&gt;
&lt;br /&gt;
$MessageNew: XSTR&lt;br /&gt;
&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&lt;br /&gt;
$Formula: SEXP&lt;br /&gt;
&lt;br /&gt;
+No music&lt;br /&gt;
&lt;br /&gt;
+Invalid&lt;br /&gt;
----&lt;br /&gt;
===#Waypoints===&lt;br /&gt;
&lt;br /&gt;
$Name: STRING&lt;br /&gt;
&lt;br /&gt;
$List: ( ( FLOAT, FLOAT, FLOAT ) )&lt;br /&gt;
*The list can contain more than one Waypoint, example: ( ( FLOAT, FLOAT, FLOAT ) ( FLOAT, FLOAT, FLOAT ) )&lt;br /&gt;
----&lt;br /&gt;
===#Messages===&lt;br /&gt;
&lt;br /&gt;
$Name: STRING&lt;br /&gt;
&lt;br /&gt;
$Team: INT&lt;br /&gt;
&lt;br /&gt;
$MessageNew:  XSTR&lt;br /&gt;
&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&lt;br /&gt;
+Persona: STRING&lt;br /&gt;
&lt;br /&gt;
+AVI Name: STRING&lt;br /&gt;
&lt;br /&gt;
+Wave Name: STRING&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===#Reinforcements===&lt;br /&gt;
&lt;br /&gt;
$Name: STRING&lt;br /&gt;
*Name of the wing that is available as reinforcement. That wing needs to have the &amp;quot;reinforcement&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
$Type: STRING&lt;br /&gt;
&lt;br /&gt;
$Num times: INT&lt;br /&gt;
&lt;br /&gt;
+Arrival Delay: INT&lt;br /&gt;
&lt;br /&gt;
+No Messages: ( STRING )&lt;br /&gt;
&lt;br /&gt;
+Yes Messages: ( STRING )&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Background bitmaps===&lt;br /&gt;
&lt;br /&gt;
$Num stars: INT&lt;br /&gt;
&lt;br /&gt;
$Ambient light level: INT&lt;br /&gt;
&lt;br /&gt;
+Neb2: STRING&lt;br /&gt;
&lt;br /&gt;
+Neb2Flags: INT&lt;br /&gt;
&lt;br /&gt;
+Nebula: STRING&lt;br /&gt;
* (Optional) &#039;&#039;&#039;HISTORICAL&#039;&#039;&#039; Version 1 nebula, not used in FS2 retail campaign.&lt;br /&gt;
&lt;br /&gt;
*+Color: STRING&lt;br /&gt;
** (Optional) &#039;&#039;&#039;HISTORICAL&#039;&#039;&#039; Version 1 nebula, not used in FS2 retail campaign.&lt;br /&gt;
*+Pitch: INT&lt;br /&gt;
** (Optional) &#039;&#039;&#039;HISTORICAL&#039;&#039;&#039; Version 1 nebula, not used in FS2 retail campaign.&lt;br /&gt;
*+Bank: INT&lt;br /&gt;
** (Optional) &#039;&#039;&#039;HISTORICAL&#039;&#039;&#039; Version 1 nebula, not used in FS2 retail campaign.&lt;br /&gt;
*+Heading: INT&lt;br /&gt;
** (Optional) &#039;&#039;&#039;HISTORICAL&#039;&#039;&#039; Version 1 nebula, not used in FS2 retail campaign.&lt;br /&gt;
&lt;br /&gt;
$Bitmap List:&lt;br /&gt;
*Contains all background bitmaps and suns. Sun entries look like this:&lt;br /&gt;
&lt;br /&gt;
$Sun: STRING&lt;br /&gt;
&lt;br /&gt;
$Angles: FLOAT FLOAT FLOAT&lt;br /&gt;
&lt;br /&gt;
*Background nebulae and other objects look like this:&lt;br /&gt;
&lt;br /&gt;
$Starbitmap: STRING&lt;br /&gt;
&lt;br /&gt;
+Angles: FLOAT FLOAT FLOAT&lt;br /&gt;
&lt;br /&gt;
+ScaleX: FLOAT&lt;br /&gt;
&lt;br /&gt;
+ScaleY: FLOAT&lt;br /&gt;
&lt;br /&gt;
+DivX: INT&lt;br /&gt;
&lt;br /&gt;
+DivY: INT&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Asteroid Fields===&lt;br /&gt;
&lt;br /&gt;
$Density: INT&lt;br /&gt;
&lt;br /&gt;
+Field Type: INT&lt;br /&gt;
&lt;br /&gt;
+Debris Genre: INT&lt;br /&gt;
&lt;br /&gt;
+Field Debris Type: INT&lt;br /&gt;
&lt;br /&gt;
$Average Speed: FLOAT&lt;br /&gt;
&lt;br /&gt;
$Minimum: FLOAT, FLOAT, FLOAT&lt;br /&gt;
&lt;br /&gt;
$Maximum: FLOAT, FLOAT, FLOAT&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Music===&lt;br /&gt;
&lt;br /&gt;
$Event Music: STRING&lt;br /&gt;
&lt;br /&gt;
$Briefing Music: STRING&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#End===&lt;br /&gt;
*The end of the file.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:FRED]]&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lightning.tbl&amp;diff=36963</id>
		<title>Lightning.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lightning.tbl&amp;diff=36963"/>
		<updated>2011-09-27T03:32:46Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Add +flash_to_bang_percent: to the .tbl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|4879|4879|7814}}&lt;br /&gt;
{{Fileversion|7814}}&lt;br /&gt;
Lightning.tbl is used to define the different storms seen in game (such as nebula conditions).&lt;br /&gt;
&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*The hardcoded limit of a maximum of 10 different bolts and storm types has been removed in favour of a dynamic system. This allows the creation of a wider range of nebula lightning and storm types within a campaign.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*Lightning.tbl consists of two sections &#039;&#039;&#039;#Bolts begin&#039;&#039;&#039; that defines the various lightning bolt types used and the &#039;&#039;&#039;#Storms begin&#039;&#039;&#039; that defines the method how the different lightning bolts are used in the storms. Bolts sections ends with &#039;&#039;&#039;#Bolts end&#039;&#039;&#039; and storm section with &#039;&#039;&#039;#Storms end&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bolts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Bolt:===&lt;br /&gt;
*Used to define the name of the bolt.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_scale:===&lt;br /&gt;
*Defines the &#039;spread&#039; of the child forks. Smaller values cause tighter bolts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_shrink:===&lt;br /&gt;
*Defines the percentual value (from 0 to 1) that is for the lenght of the &#039;child&#039; forks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_poly_pct:===&lt;br /&gt;
*Defines the width of the lightning compared to the lenght of the lightning in percents. Large values are not recommended, retail values are from 0.002 to 0.0075.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_rand:===&lt;br /&gt;
*Sets the probability (from 0 to 1) of generating &#039;child lightnings&#039; for the &#039;nodes&#039; of the main lightning. High values may cause the game to run out of lightning nodes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_add:===&lt;br /&gt;
*Sets the drawing distance (in meters) of the lightning glow from the actual lightning towards the viewpoint, same as the z_add used with beams. Changing this value with lightnings is not recommended.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_strikes:===&lt;br /&gt;
*Defines the number of times the bolt strikes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_lifetime:===&lt;br /&gt;
*Defines the total lifetime of the bolt in milliseconds. Lenght of invidual strikes is &#039;&#039;&#039;+b_lifetime:&#039;&#039;&#039; divided by &#039;&#039;&#039;+b_strikes:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_noise:===&lt;br /&gt;
*Defines the &#039;noise&#039; of a multi striking lightning (from 0 to 1). Cause the lightning to &#039;imitate&#039; movement. Large values are not recommended.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_emp:===&lt;br /&gt;
*Sets the EMP effect caused by the lightning. First the EMP intensity followed by time the EMP affects the ships in seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_texture:===&lt;br /&gt;
*Defines the texture used for the main bolt texture&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_glow:===&lt;br /&gt;
*Defines the texture used for the main bolt glow&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+b_bright:===&lt;br /&gt;
*Defines the brightness of the bolts. Higher values cause screen to flash brighter&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Storms==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Storm:===&lt;br /&gt;
*Defines the name of the storm&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+bolt:===&lt;br /&gt;
*Each storm may have up to 10 bolts defined. One bolt type may be listed under a same storm more than once to change the odds of that lightnings appearance.&lt;br /&gt;
*Type of the lightning is randomly determined from the listed bolts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+flavor:===&lt;br /&gt;
*Flavor defines a vector that is added to the lightnings. So it forces the lightnings to be aligned along the vector. Smaller values have lesser effect while extremely large values (longer vector) cause linear lightning bolts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+random_freq:===&lt;br /&gt;
*Defines the &#039;&#039;&#039;minimum&#039;&#039;&#039; and &#039;&#039;&#039;maximum&#039;&#039;&#039; for the random lightning &#039;firings&#039; in milliseconds&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+random_count:===&lt;br /&gt;
Defines the &#039;&#039;&#039;minimum&#039;&#039;&#039; and &#039;&#039;&#039;maximum&#039;&#039;&#039; number of lightnings fired at each timestamp&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+flash_to_bang_percent:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines the &#039;&#039;&#039;percentage&#039;&#039;&#039; of nebula flashes that get turned into bangs.  Max &#039;&#039;100&#039;&#039;. Min &#039;&#039;0&#039;&#039; (effectively turn off thunder).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
*Retail FreeSpace 2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;;  Man, do I like this table :)&lt;br /&gt;
&lt;br /&gt;
; individual bolt definitions. can have up to 10 different bolt types&lt;br /&gt;
#Bolts begin&lt;br /&gt;
&lt;br /&gt;
;; individual lightning bolt types&lt;br /&gt;
$Bolt:		b_standard&lt;br /&gt;
	; this is a percentage of the length of a given beam. envision a circle in the plane of where the bolt&lt;br /&gt;
	; strikes. the radius of this circle is the length of the beam * b_scale. when generating child forks on the&lt;br /&gt;
	; bolt, a point is picked randomly within ths circle and that&#039;s where thr fork &amp;quot;aims&amp;quot;. smaller values produce a&lt;br /&gt;
	; tighter bolt&lt;br /&gt;
	+b_scale:					0.5&lt;br /&gt;
	&lt;br /&gt;
	; when generating the child forks, this is % of the distance from the start of the fork to the point its aiming at&lt;br /&gt;
	; that will be its endpoint. So if you had a value of 0.25, each child fork would be 25% the distance to the strike plane&lt;br /&gt;
	+b_shrink:					0.3			&lt;br /&gt;
&lt;br /&gt;
	; this is the thickness of the main trunk of a bolt relative to the length of the bolt. so 0.003 means the bolt is 0.3% as&lt;br /&gt;
	; wide as it is long&lt;br /&gt;
	+b_poly_pct:				0.002	&lt;br /&gt;
&lt;br /&gt;
	; this is the % chance that any given node on the main trunk will spawn a child node. BE CAREFUL WITH THIS! too high of&lt;br /&gt;
	; a percentage will generate mega-lightning bolts which will run out of nodes. =o&lt;br /&gt;
	+b_rand:						0.24&lt;br /&gt;
&lt;br /&gt;
	; this should probably never be messed with. its just a fudge factor which ensures that the glow of a beam is drawn closer&lt;br /&gt;
	; to the eye that the bolt itself (so its always &amp;quot;over&amp;quot; the bolt). in meters.&lt;br /&gt;
	+b_add:						2.0&lt;br /&gt;
&lt;br /&gt;
	; the # of times the bolt &amp;quot;strikes&amp;quot; &lt;br /&gt;
	+b_strikes:					2&lt;br /&gt;
&lt;br /&gt;
	; the total lifetime of the bolt (in ms). the length of an individual strike is b_lifetime / b_strikes&lt;br /&gt;
	+b_lifetime:				280&lt;br /&gt;
&lt;br /&gt;
	; the &amp;quot;noise&amp;quot; in a multi-strike bolt. each of the nodes in the bolt is perturbed a bit between strikes to make it seem&lt;br /&gt;
	; like its moving. large values don&#039;t look too good&lt;br /&gt;
	+b_noise:					0.015&lt;br /&gt;
&lt;br /&gt;
	; the EMP effect caused by proximity to this lightning bolt. max intensity is 500.0. max time is 30 seconds&lt;br /&gt;
	+b_emp:						0.0 0.0&lt;br /&gt;
&lt;br /&gt;
	; main bolt texture&lt;br /&gt;
	+b_texture:					lightning&lt;br /&gt;
&lt;br /&gt;
	; main bolt glow&lt;br /&gt;
	+b_glow:						beam-dblue			&lt;br /&gt;
&lt;br /&gt;
	; brightness of the bolt. 0.0 to 1.0. higher values result in brighter screen flashes&lt;br /&gt;
	+b_bright:					0.3&lt;br /&gt;
&lt;br /&gt;
$Bolt:		b_red&lt;br /&gt;
	+b_scale:					0.2	&lt;br /&gt;
	+b_shrink:					0.3				&lt;br /&gt;
	+b_poly_pct:				0.0075		&lt;br /&gt;
	+b_rand:						0.45&lt;br /&gt;
	+b_add:						2.0	&lt;br /&gt;
	+b_strikes:					4	&lt;br /&gt;
	+b_lifetime:				200	&lt;br /&gt;
	+b_noise:					0.04	&lt;br /&gt;
	+b_emp:						0.0	0.0	&lt;br /&gt;
	+b_texture:					lightning	&lt;br /&gt;
	+b_glow:						beam-red				&lt;br /&gt;
	+b_bright:					0.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Bolt:		b_green&lt;br /&gt;
	+b_scale:					0.3	&lt;br /&gt;
	+b_shrink:					0.3				&lt;br /&gt;
	+b_poly_pct:				0.0075		&lt;br /&gt;
	+b_rand:					0.2&lt;br /&gt;
	+b_add:						2.0	&lt;br /&gt;
	+b_strikes:					3	&lt;br /&gt;
	+b_lifetime:				240	&lt;br /&gt;
	+b_noise:					0.03	&lt;br /&gt;
	+b_emp:						0.0	0.0	&lt;br /&gt;
	+b_texture:					lightning	&lt;br /&gt;
	+b_glow:						beam-green3		&lt;br /&gt;
	+b_bright:					0.14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Bolt:		b_emp&lt;br /&gt;
	+b_scale:					0.6	&lt;br /&gt;
	+b_shrink:					0.3				&lt;br /&gt;
	+b_poly_pct:				0.0075		&lt;br /&gt;
	+b_rand:						0.3&lt;br /&gt;
	+b_add:						2.0	&lt;br /&gt;
	+b_strikes:					5	&lt;br /&gt;
	+b_lifetime:				300	&lt;br /&gt;
	+b_noise:					0.04	&lt;br /&gt;
	+b_emp:						350.0	5.0	&lt;br /&gt;
	+b_texture:					lightning	&lt;br /&gt;
	+b_glow:						beam-dblue		&lt;br /&gt;
	+b_bright:					0.4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Bolts end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; storm types&lt;br /&gt;
#Storms begin&lt;br /&gt;
&lt;br /&gt;
; this is what the mission designers will choose in fred. can have up to 10 different storm varieties&lt;br /&gt;
$Storm:							s_standard&lt;br /&gt;
	; can have a max of 10 different bolt types. one will be randomly chosen. if you want to make bolts happen more or &lt;br /&gt;
	; less often, add them multiple times. So if you had 4 b_standard bolts and 1 b_red bolt, the b_red bolt would happen&lt;br /&gt;
	; 1/5 as often as the b_standard&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_red&lt;br /&gt;
	+bolt:						b_green&lt;br /&gt;
&lt;br /&gt;
	; direction vector value. flavor of the storm. if all 3 values are 0, its completely random. otherwise lightning bolts will tend to&lt;br /&gt;
	; align themselves to the vector. the longer the flavor vector, the more tightly aligned the bolts will be&lt;br /&gt;
	+flavor:						0.0 0.0 0.0&lt;br /&gt;
&lt;br /&gt;
	; how often random bolts are fired, min-max range, in ms&lt;br /&gt;
	+random_freq:				1500 1750&lt;br /&gt;
&lt;br /&gt;
	; min/max. how many bolts are spewed each random timestamp&lt;br /&gt;
	+random_count:				1 2&lt;br /&gt;
&lt;br /&gt;
$Storm:							s_active&lt;br /&gt;
	; can have a max of 10 different bolt types. one will be randomly chosen. if you want to make bolts happen more or &lt;br /&gt;
	; less often, add them multiple times. So if you had 4 b_standard bolts and 1 b_red bolt, the b_red bolt would happen&lt;br /&gt;
	; 1/5 as often as the b_standard&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_standard		&lt;br /&gt;
	+bolt:						b_red&lt;br /&gt;
&lt;br /&gt;
	; direction vector value. flavor of the storm. if all 3 values are 0, its completely random. otherwise lightning bolts will tend to&lt;br /&gt;
	; align themselves to the vector. the longer the flavor vector, the more tightly aligned the bolts will be&lt;br /&gt;
	+flavor:						0.0 500.0 0.0&lt;br /&gt;
&lt;br /&gt;
	; how often random bolts are fired, min-max range, in ms&lt;br /&gt;
	+random_freq:				200 400&lt;br /&gt;
&lt;br /&gt;
	; min/max. how many bolts are spewed each random timestamp&lt;br /&gt;
	+random_count:				1 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Storm:							s_emp&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_red	&lt;br /&gt;
	+bolt:						b_red&lt;br /&gt;
	+bolt:						b_emp&lt;br /&gt;
	+bolt:						b_red	&lt;br /&gt;
	+bolt:						b_red	&lt;br /&gt;
	&lt;br /&gt;
	+flavor:						0.0 500.0 0.0&lt;br /&gt;
&lt;br /&gt;
	; how often random bolts are fired, min-max range, in ms&lt;br /&gt;
	+random_freq:				300 700&lt;br /&gt;
&lt;br /&gt;
	; min/max. how many bolts are spewed each random timestamp&lt;br /&gt;
	+random_count:				1 4&lt;br /&gt;
&lt;br /&gt;
$Storm:							s_medium&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_red	&lt;br /&gt;
	+bolt:						b_red&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_standard	&lt;br /&gt;
	+bolt:						b_green&lt;br /&gt;
&lt;br /&gt;
	+flavor:						0.1 1.0 0.2&lt;br /&gt;
&lt;br /&gt;
	; how often random bolts are fired, min-max range, in ms&lt;br /&gt;
	+random_freq:				900 1850&lt;br /&gt;
&lt;br /&gt;
	; min/max. how many bolts are spewed each random timestamp&lt;br /&gt;
	+random_count:				1 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Storms end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=36851</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=36851"/>
		<updated>2011-09-20T02:53:04Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Update $substitute: - rename of +frequency to +period and removal of the requirement to specify +period or +index&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|7766}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$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.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| }}&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
{{Table3610|&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;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&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;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the external weapon model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&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. The color in which this gets drawn is determined by @Laser Color and @Laser Color2.&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 glow effect when you fire the weapon.&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 glow effect at the weapon&#039;s 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 targeting 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;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&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;
{{Table3610|&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;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&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;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&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;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&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;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic 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;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&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;
{{Table3610|&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;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&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;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610| 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;
{{Table3610| 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;
{{Table3610|&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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
**Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&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;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&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;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&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;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&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;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&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;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&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;
===$Dinky impact explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky impact explosion radius:===&lt;br /&gt;
{{Table3610|&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;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&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;
{{Table3610|&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;
{{Table3610|&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. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&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 subsystems.&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;
*&#039;&#039;WARNING: Putting +Old Style doesn&#039;t seem to work either.&lt;br /&gt;
To have a working electronics weapon just put the electronics flag in the weapon and make sure it has a big shockwave radius and a shockwave speed of 0.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&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;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&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;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
{{Table3610|&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 targeting beam that is used to trigger SSMs. 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;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; 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;
{{Table3610|&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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&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;
{{Table3610|&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;
:**Only needed when editing beams that already exist in other tables.&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;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling 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;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&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 (at each +Time: interval)&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;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&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;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&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;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&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;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strenght of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&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;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$substitute:&#039;&#039;&#039; can be repeated any number of times. &#039;&#039;+period&#039;&#039; and &#039;&#039;+index&#039;&#039; will grow the pattern array anytime something does not fit so any whole number will be accepted.  If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+period:&#039;&#039;&#039;&lt;br /&gt;
*Substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.  &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+index&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+offset:&#039;&#039;&#039;&lt;br /&gt;
*Shift period pattern &#039;&#039;offset&#039;&#039; shots.  &#039;&#039;&#039;Must be used with &#039;&#039;+frequency&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+index:&#039;&#039;&#039;&lt;br /&gt;
*Substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at &#039;&#039;index&#039;&#039; in the shot pattern. &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+period&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl 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;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&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;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. Also the AI will not try to hit fighters with it.&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;
{{Table3610|&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;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;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&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;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$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>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=.tbm&amp;diff=36135</id>
		<title>.tbm</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=.tbm&amp;diff=36135"/>
		<updated>2011-08-06T15:40:28Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Redirect .tbm to the tables page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tables#.tbm_files]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=.tbl&amp;diff=36134</id>
		<title>.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=.tbl&amp;diff=36134"/>
		<updated>2011-08-06T15:38:50Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Make a redirect for .tbl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tables]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Various_Terms&amp;diff=36131</id>
		<title>Various Terms</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Various_Terms&amp;diff=36131"/>
		<updated>2011-08-06T15:35:38Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* File extensions */ Link .tbl and .tbm to their corrisponding pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists down the &#039;&#039;&#039;various terms, abbreviations, and other jargon&#039;&#039;&#039; used by official FreeSpace sources as well as the FreeSpace community.&lt;br /&gt;
&lt;br /&gt;
==Official Terminology==&lt;br /&gt;
===General===&lt;br /&gt;
* &#039;&#039;&#039;[[FRED]]&#039;&#039;&#039; - FReespace EDitor.  The program created by Volition to make the mission and campaigns for both FreeSpace games.  Released to the public along with said games.&lt;br /&gt;
* &#039;&#039;&#039;[[Portal:FreeSpace 2|FS2]]&#039;&#039;&#039; - FreeSpace 2. The second game of the series.&lt;br /&gt;
&lt;br /&gt;
===File extensions===&lt;br /&gt;
These are FreeSpace-related extensions only.&lt;br /&gt;
*.ani - Animation files such as explosions&lt;br /&gt;
*.fc2 - FreeSpace 2 campaign&lt;br /&gt;
*.fs2 - FreeSpace 2 mission&lt;br /&gt;
*.fsm - FreeSpace 1 mission&lt;br /&gt;
*.pof - Model files with additional gameplay-related information like position of subsystems, turrets, etc.&lt;br /&gt;
*[[.tbl]] - Table file&lt;br /&gt;
*[[.tbm]] - Modular table&lt;br /&gt;
*.vp - Volition Pack files&lt;br /&gt;
&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
*&#039;&#039;&#039;ETS&#039;&#039;&#039; - [[Energy Transfer System]]&lt;br /&gt;
*&#039;&#039;&#039;HUD&#039;&#039;&#039; - Heads-up Display. The interface the player uses while flying.&lt;br /&gt;
*&#039;&#039;&#039;Subsystem&#039;&#039;&#039; - Targetable and destroyable systems of a ship, e.g. radars, engines.&lt;br /&gt;
*&#039;&#039;&#039;TSM&#039;&#039;&#039; - Training Simulator Module&lt;br /&gt;
&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* &#039;&#039;&#039;GT_&#039;&#039;&#039; - [[Galactic Terran Alliance|Galactic Terran]]&lt;br /&gt;
* &#039;&#039;&#039;NT_&#039;&#039;&#039; - [[Neo-Terran Front|Neo-Terran]]&lt;br /&gt;
* &#039;&#039;&#039;GV_&#039;&#039;&#039; - Galactic Vasudan&lt;br /&gt;
* &#039;&#039;&#039;PV_&#039;&#039;&#039; - [[Parliamentary Vasudan Empire|Parliamentary Vasudan]]&lt;br /&gt;
* &#039;&#039;&#039;GTV_&#039;&#039;&#039; - [[Galactic Terran-Vasudan Alliance|Galactic Terran-Vasudan]]&lt;br /&gt;
* &#039;&#039;&#039;S_&#039;&#039;&#039;  - [[Shivans|Shivan]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* &#039;&#039;&#039;_A&#039;&#039;&#039; - [[Advanced Warning And Control System|AWACS]]&lt;br /&gt;
* &#039;&#039;&#039;_B&#039;&#039;&#039; - Bomber&lt;br /&gt;
* &#039;&#039;&#039;_C&#039;&#039;&#039; - Cruiser&lt;br /&gt;
* &#039;&#039;&#039;_Cv&#039;&#039;&#039; - Corvette&lt;br /&gt;
* &#039;&#039;&#039;_D&#039;&#039;&#039; - [[Destroyer]]&lt;br /&gt;
* &#039;&#039;&#039;_Dr&#039;&#039;&#039; - Drone&lt;br /&gt;
* &#039;&#039;&#039;_EP&#039;&#039;&#039; - Escape Pod&lt;br /&gt;
* &#039;&#039;&#039;_F&#039;&#039;&#039; - Fighter&lt;br /&gt;
* &#039;&#039;&#039;_Fr&#039;&#039;&#039; - Freighter&lt;br /&gt;
* &#039;&#039;&#039;_G&#039;&#039;&#039; - Gas Miner&lt;br /&gt;
* &#039;&#039;&#039;_I&#039;&#039;&#039; - Installation&lt;br /&gt;
* &#039;&#039;&#039;_J&#039;&#039;&#039; - [[Juggernaut]]&lt;br /&gt;
* &#039;&#039;&#039;_M&#039;&#039;&#039; - Medical Ship or Missile&lt;br /&gt;
* &#039;&#039;&#039;_NB&#039;&#039;&#039; - Navigation Buoy&lt;br /&gt;
* &#039;&#039;&#039;_S&#039;&#039;&#039; - Support Ship&lt;br /&gt;
* &#039;&#039;&#039;_SC&#039;&#039;&#039; - Science Cruiser&lt;br /&gt;
* &#039;&#039;&#039;_SG&#039;&#039;&#039; - Sentry Gun&lt;br /&gt;
* &#039;&#039;&#039;_T&#039;&#039;&#039; - Transport&lt;br /&gt;
* &#039;&#039;&#039;_W&#039;&#039;&#039; - Weapon ([[Weapon Comparison (FS1)|FreeSpace 1]])([[Weapon Comparison (FS2)|FreeSpace 2]])&lt;br /&gt;
&lt;br /&gt;
===Fighter Units and Roles===&lt;br /&gt;
*&#039;&#039;&#039;Wing&#039;&#039;&#039; - A unit of fightercraft, varying in size from one to six ships. The normal number is four. Ships of a wing are labelled by their wing name and a number (i.e. Alpha 1, Alpha 2, and so on). The GTVA uses the Greek alphabet for its wings and the signs of the zodiac for hostile wings. In FS1, Shivan wings were named after Hindu gods. Wing labels are also sometimes used for groups of larger and similar vessels.&lt;br /&gt;
*&#039;&#039;&#039;Squadron&#039;&#039;&#039; - Refers to an organized group of pilots. The [[242nd Suicide Kings]] and [[203rd Scorpions]] are two examples.&lt;br /&gt;
*&#039;&#039;&#039;Stealth Recon&#039;&#039;&#039; - Fighters that specialize in infiltrating hostile territory and acquiring information without being detected. The [[GTF Pegasus|GTF &#039;&#039;Pegasus&#039;&#039;]] and the [[GVF Ptah|GVF &#039;&#039;Ptah&#039;&#039;]] are the only canon stealth fighters.&lt;br /&gt;
*&#039;&#039;&#039;Interceptor&#039;&#039;&#039; - A fighter role that aims at the destruction of hostile fighters and bombers. Interceptors are fast and agile, but are weakly shielded and armored.&lt;br /&gt;
*&#039;&#039;&#039;Space Superiority&#039;&#039;&#039; - A versatile fighter role that is capable in all sorts of roles, except for bombing. A celebrated example of a Space Superiority fighter is the [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Heavy Assault&#039;&#039;&#039; - Heavy Assault fighters have tremendous secondary capacity, heavy shielding and armoring at the expense of speed and maneuverability&lt;br /&gt;
*&#039;&#039;&#039;Bomber&#039;&#039;&#039; - A bomber is a very heavy craft that specializes in carrying bombs. They attack freighter-size ship and above. Bombers are very slow and easily taken down without fighter escorts. Bombers are further categorized into light, medium, and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* &#039;&#039;&#039;Cruiser&#039;&#039;&#039; - Smallest combatant capital craft classification. Cruisers are at least several times the size of a fighter or bomber and possess mainly antifighter weaponry, with one or two (or in the case of the [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]], three) anticapital weapons. The defensive fire of a cruiser is rarely capable of stopping a determined bomber wing, and most are vulnerable to even a well-handled lone fighter. Unable to carry fighters. Canonical examples include the [[GTC Fenris|&#039;&#039;Fenris&#039;&#039;]] and the [[GTC Leviathan|&#039;&#039;Leviathan&#039;&#039;]]. In FS1, cruisers were deployed for both offensive and defensive tasks by all sides to any situation not requiring the attention of a destroyer. In FS2 Shivan cruisers are often deployed in mainline antiship and strike roles, while GTVA cruisers tend to be used as escorts and patrol craft.&lt;br /&gt;
* &#039;&#039;&#039;Corvette&#039;&#039;&#039; - Middle ground combatant capital craft, falling between the cruiser and the destroyer in size and capablity. Equipped with between two and four anticapital weapons and considerably more impressive antifighter armament than a cruiser. Corvettes are capable of defending themselves adequately against a small number of enemy fighters or bombers. With the exception of the [[SCv Moloch|SCv &#039;&#039;Moloch&#039;&#039;]], corvettes are unable to carry fighters of their own. Corvettes appear to handle most of the antiship and strike duties for the GTVA fleet; Shivan corvettes are extremely rare and have only been deployed against GTVA destroyers canonically. Whether this is their role or not is guesswork.&lt;br /&gt;
* &#039;&#039;&#039;Destroyer&#039;&#039;&#039; - Large combatant capital craft, combining the functions of destroying enemy ships and transporting fighters. Destroyers vary wildly in armament and effectiveness against different types of targets. They will have at least one heavy-calibur anticapital weapon and probably several more, plus a number of cruiser-corvette anticapital weapons. Destroyers tend to need fighter cover more than corvettes; some of them actually mount fewer antifighter weapons, and all have much larger amounts of surface area that needs to be defended. Any situation with the direct involvement of a destroyer-class ship is by definition serious.&lt;br /&gt;
* &#039;&#039;&#039;Frigate&#039;&#039;&#039; - Semi-canonical ship class, both the Hippocrates and the Iceni have been referred to as frigates; the normally accepted role of a frigate is that of a pocket destroyer, lacking a fighterbay and fighter support facilities/crews enabling the ship to be shrunk down to only slightly bigger than a corvette.&lt;br /&gt;
* &#039;&#039;&#039;Superdestroyer&#039;&#039;&#039; - Bigger, meaner, and tougher than a destroyer, yet too small for the juggernaut classification; first applied well before the juggernaut classification came into existence. Only the [[GTD Hades|&#039;&#039;Hades&#039;&#039;]] and [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]] have canonically been given this classification. The nature of the canonical superdestroyers was such that any appearance by them indicates &#039;&#039;the&#039;&#039; major effort by the controlling side. Their success is often decisive for that system, while their failure is a blow that is difficult to recover from.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - The pinnacle of combatant capital craft, a juggernaut is capable of making mincemeat out of an enemy fleet singlehanded and is superbly equipped to combat other capital craft. Due to its large surface area its defenses against fightercraft attack are generally somewhat thinly spread, but a juggernaut&#039;s sheer ability to absorb damage means that only another juggernaut or a mass attack by corvettes and destroyers is capable of destroying one in anything like a timely manner. Only the [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] has canonically been given this classification, though the &#039;&#039;Colossus&#039;&#039; could also be classified as juggernaut. The presence of a juggernaut, like a superdestroyer, indicates the controlling side considers the mission absolutely essential; decisive for the system if not the campaign or the entire war.&lt;br /&gt;
* &#039;&#039;&#039;Installation&#039;&#039;&#039; - A space station, described as &amp;quot;installation&amp;quot; because of its size, self-sufficiency, and permanence. The only installation classes canonically known are the [[GTI Arcadia|Arcadia]] and [[GTI Ganymede|Ganymede]]. The [[Galactic Terran-Vasudan Alliance|GTVA&#039;s]] naming system for installations generally includes something indicating their nature. Installation Riveria, Tombaugh Station, [[Enif Station]], and the Vega Installation are examples.&lt;br /&gt;
&lt;br /&gt;
===Other Ship Types===&lt;br /&gt;
*&#039;&#039;&#039;Transport&#039;&#039;&#039; - Primarily used for transporting personnel. Sometimes used to transport marines in boarding a warship, as seen in the capture of a Shivan cruiser. However, it may also be used for repair purposes and evacuation. Transports are designed with minimal defenses and have to be escorted at all times to ensure survival.&lt;br /&gt;
*&#039;&#039;&#039;Gas miner&#039;&#039;&#039; - Used primarily to retrieve and transport nebular gas. Because of their often volatile contents, gas miners have an explosion yield far larger than ships of comparable size. The [[GTG Zephyrus]], [[GVG Anuket]], and [[SSG Rahu]] are the only three examples of gas miners.&lt;br /&gt;
*&#039;&#039;&#039;AWACS&#039;&#039;&#039; - AWACS vessels are primarily used for the expansion of radar detection in systems. Secondary purposes including jamming communications and detecting ships that are invisible to normal sensors. The [[GTA Charybdis]] and [[GVA Setekh]] are the only two examples of this classification.&lt;br /&gt;
*&#039;&#039;&#039;Escape Pod&#039;&#039;&#039; - The [[GTEP Hermes]] and [[GVEP Ra]] carry out this role. Escape pods are primarily for escape purposes, and are deployed from capital ships on the verge of destruction to save its crew and officers.&lt;br /&gt;
&lt;br /&gt;
===Unique Ship Types===&lt;br /&gt;
*&#039;&#039;&#039;Medical Ship&#039;&#039;&#039; - Only the [[GTM Hippocrates]] carries this role. Primarily used to house patients under medical care, it is also used to evacuate refugees.&lt;br /&gt;
*&#039;&#039;&#039;Science Cruiser&#039;&#039;&#039; - Only the [[GTSC Faustus]] carries out this role. The Faustus appears to be tasked as a civilian science research vessel, but is also used by the military in times of war for weapons research. Science cruisers mount very few defenses and are therefore vulnerable to any form of assault.&lt;br /&gt;
&lt;br /&gt;
===Others found in ships.tbl that are not classified as ships===&lt;br /&gt;
*&#039;&#039;&#039;Cargo Container&#039;&#039;&#039; - Carried by freighters. Cargo containers are unarmed and vulnerable to even fighter attack, and can only move via freighters.&lt;br /&gt;
*&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; - A small, vulnerable structure mounting one or more primary weapons. The largest of these is the [[GTSG Mjolnir]], which mounts a beam cannon. Oddly, Shivan sentry guns are rarely encountered in the FreeSpace 2 campaign.&lt;br /&gt;
*&#039;&#039;&#039;Freighter&#039;&#039;&#039; - Freighters carry important cargo and usually mount a few anti-fighter turrets. The largest canonical freighter is the [[GTFr Triton]].&lt;br /&gt;
*&#039;&#039;&#039;Knossos&#039;&#039;&#039; - The Knossos is an enormous subspace portal which, with its rotating components help stabilize a nearly-collapsed jump node.&lt;br /&gt;
*&#039;&#039;&#039;Meson Bomb&#039;&#039;&#039; - The [[TC-Meson Bomb]] is a remote detonation device which blasts about in a massive shockwave. The only canonical situations wherein these were deployed was in the destruction of the Knossos portal and the sealing off of the Capella jump nodes.&lt;br /&gt;
*&#039;&#039;&#039;Asteroid&#039;&#039;&#039; - Asteroids are of natural phenomenon. They are basically huge rocks in space that are harmful to even large capital ships as demonstrated in [[Rebels and Renegades]]. Asteroids may collide with capital ships and deal a severe amount of damage, but can be neutralized by primary weapons easily.&lt;br /&gt;
*&#039;&#039;&#039;Unknown Shivan rotating device&#039;&#039;&#039; - Known as the [[Shivan Comm Node]] in the editor, there has been no canonical description of the device as information regarding it is classified Level Omega. However, its name implies that it may be a kind of communication device of the Shivans.&lt;br /&gt;
&lt;br /&gt;
===Special objects found in ships.tbl===&lt;br /&gt;
*&#039;&#039;&#039;SpaceHunk&#039;&#039;&#039; - The [[SpaceHunk]] is never used in the main FS2 campaign. It appears to be a large piece of debris from an [[SJ Sathanas]] juggernaut.&lt;br /&gt;
*&#039;&#039;&#039;SJD Sathanas&#039;&#039;&#039; - The [[SJD Sathanas]] is a small, triangular object that is used to represent a distant Sathanas juggernaut in [[Into the Lion&#039;s Den]] and all missions from [[Dunkerque]] onwards.&lt;br /&gt;
*&#039;&#039;&#039;Volition Bravos&#039;&#039;&#039; - The [[Volition Bravos]] is an easter egg that can be summoned onto the field using a cheat. It resembles a pirate ship manned by members of the Volition, Inc. staff. Although the Volition Bravos mounts nothing more than a few flak cannons and turret lasers, it is nearly impossible to destroy due to its incredibly high hitpoint count of ten billion.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Aspect-seeking&#039;&#039;&#039; - A type of secondary that must acquire a lock to track the target. See [[GTM Harpoon]].&lt;br /&gt;
*&#039;&#039;&#039;Countermeasure&#039;&#039;&#039; or &#039;&#039;&#039;CM&#039;&#039;&#039; - An anti-missile defensive mechanism for fighter-sized craft.&lt;br /&gt;
*&#039;&#039;&#039;Dumbfire&#039;&#039;&#039; - Secondary weapons cannot acquire any kind of lock on the target. See [[GTM Tempest]].&lt;br /&gt;
*&#039;&#039;&#039;Heat-seeking&#039;&#039;&#039; - A type of secondary weapon that acquires instant lock on the nearest target and chases it until it gets out of its cone.&lt;br /&gt;
*&#039;&#039;&#039;Primary&#039;&#039;&#039; - Primary weapons in &#039;&#039;FreeSpace&#039;&#039; are energy-based lasers.&lt;br /&gt;
*&#039;&#039;&#039;Secondary&#039;&#039;&#039; - Secondary weapons in &#039;&#039;FreeSpace&#039;&#039; are missiles and bombs.&lt;br /&gt;
*&#039;&#039;&#039;Turret laser&#039;&#039;&#039; - Primary weapons found on capital ships, transports, and freighters. An example would be the [[Terran Turret]]. See also &#039;&#039;&#039;blob turret&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Anti-fighter beam&#039;&#039;&#039; - Small beam weapons on ships at least cruiser-sized. They are used to fire at enemy fighters and bombers, but can also provide fire support against small capital ships.&lt;br /&gt;
*&#039;&#039;&#039;Anti-capital beam&#039;&#039;&#039; - Beam weapons are the main armament of capital ships. They range from small such as the [[SGreen]], to large such as the [[BGreen]] and the juggernaut-scale [[BFGreen]].&lt;br /&gt;
*&#039;&#039;&#039;Slash beam&#039;&#039;&#039; - Beams which are used to sweep ships clean of subsystems. Only Terran and Vasudan warships arm these beam weapons.&lt;br /&gt;
*&#039;&#039;&#039;Swarm missile&#039;&#039;&#039; - Swarm missiles are secondary weapons that are fired in multiple numbers. See [[GTM Hornet]]&lt;br /&gt;
&lt;br /&gt;
==Fan Terminology==&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* &#039;&#039;&#039;A_&#039;&#039;&#039;   - [[Ancients|Ancient]]&lt;br /&gt;
* &#039;&#039;&#039;HL_&#039;&#039;&#039;  - [[Hammer of Light]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* &#039;&#039;&#039;_BS&#039;&#039;&#039; or &#039;&#039;&#039;_Bs&#039;&#039;&#039; or &#039;&#039;&#039;BB&#039;&#039;&#039; - Battleship&lt;br /&gt;
* &#039;&#039;&#039;_Ca&#039;&#039;&#039; - Carrier&lt;br /&gt;
* &#039;&#039;&#039;_Dn&#039;&#039;&#039; - Dreadnaught&lt;br /&gt;
* &#039;&#039;&#039;_Fg&#039;&#039;&#039; - Frigate&lt;br /&gt;
* &#039;&#039;&#039;_Ff&#039;&#039;&#039; - Frigate&lt;br /&gt;
* &#039;&#039;&#039;_H&#039;&#039;&#039; - Hive&lt;br /&gt;
* &#039;&#039;&#039;_SD&#039;&#039;&#039; - Superdestroyer&lt;br /&gt;
* &#039;&#039;&#039;_SJ&#039;&#039;&#039; - Super Juggernaut&lt;br /&gt;
* &#039;&#039;&#039;_TB&#039;&#039;&#039; - Tactical Bomber&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* &#039;&#039;&#039;Carrier&#039;&#039;&#039; - Ship of any size whose primary purpose is to carry fightercraft, whether directly into combat or standing off and lending fightercraft support to ongoing operations as needed. &lt;br /&gt;
* &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; - Generally understood to be a destroyer-sized craft, but built for the sole purpose of ship-to-ship combat and lacking a fighterbay or supporting a very limited number of fighters purely for self-defense.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* &#039;&#039;&#039;162&#039;&#039;&#039; - The Phoenix sub-forum on the Hard Light Productions Forums.&lt;br /&gt;
* &#039;&#039;&#039;AAA&#039;&#039;&#039; - Anti-fighter beam cannon(s)&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; - Afterburner(s)&lt;br /&gt;
* &#039;&#039;&#039;Blob turret&#039;&#039;&#039; - A primary weapon-based, warship-mounted turret. The [[Terran Turret]] is an example.&lt;br /&gt;
* &#039;&#039;&#039;CM&#039;&#039;&#039; - Countermeasure&lt;br /&gt;
* &#039;&#039;&#039;CB&#039;&#039;&#039; - Command Briefing&lt;br /&gt;
* &#039;&#039;&#039;CBAnim&#039;&#039;&#039; - Command Briefing animation&lt;br /&gt;
* &#039;&#039;&#039;Colly&#039;&#039;&#039; - The [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;FA&#039;&#039;&#039; - FRED Academy&lt;br /&gt;
* &#039;&#039;&#039;F2S&#039;&#039;&#039; - FreeSpace 2 Sector&lt;br /&gt;
* &#039;&#039;&#039;[[Portal:FreeSpace 1|FS1]]&#039;&#039;&#039; - Descent: FreeSpace&amp;amp;mdash;The Great War. Also called Conflict: FreeSpace&amp;amp;mdash;The Great War in Europe. The first game of the series.&lt;br /&gt;
* &#039;&#039;&#039;FS2_Open&#039;&#039;&#039; or &#039;&#039;&#039;FSO&#039;&#039;&#039; - The open source version of FreeSpace 2&lt;br /&gt;
* &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; - FS2 Network Game Monitor; utility used to monitor FS2 network games being operated on the FS2Net servers.&lt;br /&gt;
* &#039;&#039;&#039;FS3&#039;&#039;&#039; - [[FreeSpace 3]], the theoretical sequel to FreeSpace 2&lt;br /&gt;
* &#039;&#039;&#039;GOG&#039;&#039;&#039; or &#039;&#039;&#039;GoG&#039;&#039;&#039; - Good Old Games. A digital distribution website that sells copies of FreeSpace 2.  See [[Getting FreeSpace]].&lt;br /&gt;
* &#039;&#039;&#039;GW&#039;&#039;&#039; - Game-Warden&lt;br /&gt;
* &#039;&#039;&#039;Hattie&#039;&#039;&#039; - The [[GVD Hatshepsut|GVD &#039;&#039;Hatshepsut&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;HLP&#039;&#039;&#039; - Hard Light Productions&lt;br /&gt;
* &#039;&#039;&#039;HOTU&#039;&#039;&#039; - Home of the Underdogs. This website used to host a stripped-down version of FreeSpace 2.&lt;br /&gt;
* &#039;&#039;&#039;Lucy&#039;&#039;&#039; - The [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;MediaVP&#039;&#039;&#039; or &#039;&#039;&#039;MVP&#039;&#039;&#039; - VP files with graphical enhancements for FreeSpace Open&lt;br /&gt;
* &#039;&#039;&#039;Retail&#039;&#039;&#039; - The original, unaltered version of FreeSpace 2. (=not FreeSpace Open)&lt;br /&gt;
* &#039;&#039;&#039;RTB&#039;&#039;&#039; - Return to Base. Used to refer to the directive that tells the player to return to base.&lt;br /&gt;
* &#039;&#039;&#039;SCP&#039;&#039;&#039; - Source Code Project.  The people responsible for creating, maintaining and debugging FS2_Open.&lt;br /&gt;
* &#039;&#039;&#039;SEXP&#039;&#039;&#039; - Symbolic EXPressions.  Special function strings within FRED that allow for complex mission objectives and other things to be carried out by a mission bulider.&lt;br /&gt;
* &#039;&#039;&#039;SG&#039;&#039;&#039; - Sectorgame. This website hosts the FreeSpace 2 Sector.&lt;br /&gt;
* &#039;&#039;&#039;ST&#039;&#039;&#039; - [[Silent Threat]]&lt;br /&gt;
* &#039;&#039;&#039;TC&#039;&#039;&#039; - Total Conversion. See [[Total conversions]]&lt;br /&gt;
* &#039;&#039;&#039;V&#039;&#039;&#039; or &#039;&#039;&#039;[V]&#039;&#039;&#039; - [[Volition]], Inc., the developer of FreeSpace and FreeSpace 2.&lt;br /&gt;
* &#039;&#039;&#039;VBB&#039;&#039;&#039; - Volition Bulletin Board.  The boards Volition maintained as a centre for the FS community.  Now defunct.&lt;br /&gt;
* &#039;&#039;&#039;VW&#039;&#039;&#039; - Volition Watch, developer fansite covering the FreeSpace, Red Faction and Summoner series. Awaiting demolition.&lt;br /&gt;
* &#039;&#039;&#039;Zod&#039;&#039;&#039; - A term used to describe [[Vasudans]]. Derived from Zodiac because their fighter wings were designated based on them in FS1. The term has been coined by Eishtmo.&lt;br /&gt;
&lt;br /&gt;
===Campaign Abbreviations===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;This list is incomplete and not necessarily up-to-date. See also: [[Narwhal&#039;s Campaign List]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;158&#039;&#039;&#039; - The 158th Banshee Squadron&lt;br /&gt;
* &#039;&#039;&#039;AA&#039;&#039;&#039; - Aeos Affair&lt;br /&gt;
* &#039;&#039;&#039;AAB&#039;&#039;&#039; - Ascension and Beyond&lt;br /&gt;
* &#039;&#039;&#039;AG&#039;&#039;&#039; - [[Alcibiades&#039; Gamble]]&lt;br /&gt;
* &#039;&#039;&#039;AHTW&#039;&#039;&#039; - All Hands to War&lt;br /&gt;
* &#039;&#039;&#039;AotD&#039;&#039;&#039; - Angels of the Damned&lt;br /&gt;
* &#039;&#039;&#039;[[ASW]]&#039;&#039;&#039; - The [[Ancient-Shivan War (campaign)|Ancient-Shivan War]]&lt;br /&gt;
* &#039;&#039;&#039;BP&#039;&#039;&#039; - [[Blue Planet]]&lt;br /&gt;
** &#039;&#039;&#039;BP:AoA&#039;&#039;&#039; or &#039;&#039;&#039;AoA&#039;&#039;&#039; - [[Blue Planet: Age of Aquarius]]&lt;br /&gt;
** &#039;&#039;&#039;BP:WiH&#039;&#039;&#039; or &#039;&#039;&#039;WiH&#039;&#039;&#039; - [[Blue Planet: War in Heaven]]&lt;br /&gt;
* &#039;&#039;&#039;BtRL&#039;&#039;&#039; - [[Beyond the Red Line]]&lt;br /&gt;
* &#039;&#039;&#039;BWO&#039;&#039;&#039; - [[Blackwater Operations]]&lt;br /&gt;
* &#039;&#039;&#039;CoW&#039;&#039;&#039; - Casualties of War&lt;br /&gt;
* &#039;&#039;&#039;CoS&#039;&#039;&#039;, &#039;&#039;&#039;Nukemod-CoS&#039;&#039;&#039; or &#039;&#039;&#039;Nukemod&#039;&#039;&#039; - [[Nukemod|Nukemod - Children of Shiva]]&lt;br /&gt;
* &#039;&#039;&#039;CtS&#039;&#039;&#039; - [[Crossing the Styx]]&lt;br /&gt;
* &#039;&#039;&#039;DEM&#039;&#039;&#039; - [[Deus Ex Machina]]&lt;br /&gt;
* &#039;&#039;&#039;FSPort&#039;&#039;&#039; - [[FreeSpace Port]]&lt;br /&gt;
** &#039;&#039;&#039;ST:R&#039;&#039;&#039; - [[Silent Threat: Reborn]]&lt;br /&gt;
* &#039;&#039;&#039;FSU&#039;&#039;&#039; - The FreeSpace Upgrade Project&lt;br /&gt;
* &#039;&#039;&#039;INF&#039;&#039;&#039; - [[Inferno]]. This may refer to any Inferno mod.&lt;br /&gt;
** &#039;&#039;&#039;INFA&#039;&#039;&#039; or &#039;&#039;&#039;INFA1&#039;&#039;&#039; - [[Inferno: Alliance]]&lt;br /&gt;
** &#039;&#039;&#039;INFA2&#039;&#039;&#039; - The sequel to Inferno: Alliance&lt;br /&gt;
** &#039;&#039;&#039;INFR1&#039;&#039;&#039; - [[Inferno Release 1]]&lt;br /&gt;
** &#039;&#039;&#039;INFASA&#039;&#039;&#039; - Inferno: Alliance Standalone&lt;br /&gt;
** &#039;&#039;&#039;INF SCP&#039;&#039;&#039; - Inferno SCP&lt;br /&gt;
* &#039;&#039;&#039;ITDoH&#039;&#039;&#039; - Into The Depths of Hell&lt;br /&gt;
* &#039;&#039;&#039;ITHOV&#039;&#039;&#039; - Into the Halls of Valhalla&lt;br /&gt;
* &#039;&#039;&#039;JAD&#039;&#039;&#039; - [[Just Another Day]]&lt;br /&gt;
** &#039;&#039;&#039;JAD2&#039;&#039;&#039; - [[Just Another Day 2: Electric Boogaloo]]&lt;br /&gt;
** &#039;&#039;&#039;JAD3&#039;&#039;&#039; - [[Just Another Day 3: Shivans on a Plane]]&lt;br /&gt;
* &#039;&#039;&#039;JtEP&#039;&#039;&#039; - The Journey to Epsilon Pegasi&lt;br /&gt;
* &#039;&#039;&#039;LM&#039;&#039;&#039; - The Lightning Marshal&lt;br /&gt;
* &#039;&#039;&#039;MT&#039;&#039;&#039; - Machina Terra&lt;br /&gt;
* &#039;&#039;&#039;MG&#039;&#039;&#039; - Mind Games&lt;br /&gt;
* &#039;&#039;&#039;NTV&#039;&#039;&#039; - [[Neo-Terra Victorious]]&lt;br /&gt;
* &#039;&#039;&#039;OTT&#039;&#039;&#039; - [[Over the Top]]&lt;br /&gt;
* &#039;&#039;&#039;PI&#039;&#039;&#039; - [[The Procyon Insurgency]]&lt;br /&gt;
* &#039;&#039;&#039;RR&#039;&#039;&#039; - Renegade Resurgence&lt;br /&gt;
* &#039;&#039;&#039;SA&#039;&#039;&#039; - The Scroll of Antankharzim&lt;br /&gt;
* &#039;&#039;&#039;SGWP2&#039;&#039;&#039; - [[The Second Great War Part II]]&lt;br /&gt;
* &#039;&#039;&#039;SoL&#039;&#039;&#039; - [[Shadows of Lylat]]&lt;br /&gt;
* &#039;&#039;&#039;SWC&#039;&#039;&#039; - Star Wars Conversion&lt;br /&gt;
** &#039;&#039;&#039;FotG&#039;&#039;&#039; - [[Fate of the Galaxy]]&lt;br /&gt;
* &#039;&#039;&#039;TAP&#039;&#039;&#039; - [[The Apocalypse Project]]&lt;br /&gt;
* &#039;&#039;&#039;TBP&#039;&#039;&#039; - [[The Babylon Project]]&lt;br /&gt;
** &#039;&#039;&#039;TBP:RW&#039;&#039;&#039; or &#039;&#039;&#039;RW&#039;&#039;&#039; - [[Raider Wars]]&lt;br /&gt;
** &#039;&#039;&#039;TBP:FH&#039;&#039;&#039; or &#039;&#039;&#039;FH&#039;&#039;&#039; - [[Fortune Hunters]]&lt;br /&gt;
* &#039;&#039;&#039;TI&#039;&#039;&#039; - Twisted Infinities&lt;br /&gt;
* &#039;&#039;&#039;TotT&#039;&#039;&#039; or &#039;&#039;&#039;ToT&#039;&#039;&#039; - Teeth of the Tiger&lt;br /&gt;
* &#039;&#039;&#039;TS&#039;&#039;&#039; - Technological Superiority&lt;br /&gt;
* &#039;&#039;&#039;TTP&#039;&#039;&#039; - The Titan Project&lt;br /&gt;
* &#039;&#039;&#039;TVWP&#039;&#039;&#039; - [[Terran-Vasudan War Project]]&lt;br /&gt;
* &#039;&#039;&#039;WCS&#039;&#039;&#039; - [[Wing Commander Saga]]&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
The following is a list of some terms commonly seen on multiplayer chat screens.&lt;br /&gt;
* &#039;&#039;&#039;AI&#039;&#039;&#039; - Artificial Intelligence. This refers to any computer-controlled ship.&lt;br /&gt;
* &#039;&#039;&#039;Coop&#039;&#039;&#039; - Cooperative game. All players are on the same side and work together to accomplish the mission objectives.&lt;br /&gt;
* &#039;&#039;&#039;Dogfight&#039;&#039;&#039; or &#039;&#039;&#039;DF&#039;&#039;&#039; - A free-for-all type of game, essentially the Deathmatch of FreeSpace. All players are on their own and fight for survival.&lt;br /&gt;
* &#039;&#039;&#039;EMP&#039;&#039;&#039; - The EMP missile&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; - The Infyrno missile&lt;br /&gt;
* &#039;&#039;&#039;Fish&#039;&#039;&#039; - The Piranha missile&lt;br /&gt;
* &#039;&#039;&#039;Lag&#039;&#039;&#039; - Latency. This refers to the &amp;quot;jumpiness&amp;quot; in a multiplayer game due to slow Internet connections. FreeSpace has always had a lag problem, and even modern, high-speed connections have trouble hosting and playing online FreeSpace games. Can be greatly mitigated by having all players set their &amp;quot;Object Update&amp;quot; setting to Low.&lt;br /&gt;
* &#039;&#039;&#039;Lag bombing&#039;&#039;&#039; - Double-linking your secondary slot, firing, then quickly switching to your other secondary slot and firing it. Continue cycling and firing secondary slots until the server finally updates and you must wait to reload. This is often outlawed in multiplayer games.&lt;br /&gt;
* &#039;&#039;&#039;Lag loading&#039;&#039;&#039; or &#039;&#039;&#039;Tab loading&#039;&#039;&#039; - An exploit that allows a player to load their ship with weapons that it is unable to carry by default, such as the Helios on a Perseus. This is achieved by first selecting the weapon in question with the mouse button, keeping it selected while using the Tab key to switch to the Ship Selection screen, moving the cursor over the bank where the weapon is to be loaded, and finally pressing the Tab key one more time to change back to the Weapons Loadout screen and letting go of the mouse button just as the screen changes. The server will still think that you have your old ship selected, so its weapons permissions will not update in time to prevent you from loading something illegal. This is usually discouraged in multiplayer and considered cheating, but some multiplayer maps were actually made to accommodate this tactic. Lag loading is also possible in single-player. Contrary to popular belief, does not have anything to do with lag, nor is it harder to do in single player.&lt;br /&gt;
*&#039;&#039;&#039;Lock/Unlock&#039;&#039;&#039; - Refers to the &amp;quot;Lock&amp;quot; button on the mission briefing screen. The host (or in TvT game, team captains) have to click the &amp;quot;Lock&amp;quot; button to allow other pilots/wingmates to make ship/loadout changes. &lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039; - Setting &amp;quot;Object Updates&amp;quot; in the Multiplayer tab of FreeSpace 2&#039;s options to &amp;quot;Low&amp;quot;. This is the preferred setting for MP clients. The &amp;quot;Low&amp;quot; setting limits the connection bit rate between the MP host and the client in order to make the game run smoother for everyone.&lt;br /&gt;
* &#039;&#039;&#039;Quick jumping&#039;&#039;&#039; - A technique that involves all players in the Briefing menu to commit in order for the host to end the mission without needing to host again. It is usually used to give players not yet playing an opportunity to join the game instead of needing to wait for another match.&lt;br /&gt;
*&#039;&#039;&#039;TvT&#039;&#039;&#039; - Team versus Team game. The players are divided into two sides and fight for supremacy.&lt;br /&gt;
&lt;br /&gt;
==Terms related to modelling==&lt;br /&gt;
*&#039;&#039;&#039;Greeble&#039;&#039;&#039; - Small piece of detail which serve no other purpose only to make a ship look better.&lt;br /&gt;
*&#039;&#039;&#039;HTL&#039;&#039;&#039; - Hardware Transformation &amp;amp; Lighting. This abbreviation has since mutated into shorthand for any user-created high-polygon ship, or generally any retail ship with extra details added by the community.&lt;br /&gt;
*&#039;&#039;&#039;LOD&#039;&#039;&#039; - Level of Detail. The further you get away from a ship, the less detailed it will be rendered.&lt;br /&gt;
*&#039;&#039;&#039;Multi-part turret&#039;&#039;&#039; - A multi-part turret is, in a word, a turret with one, two or three barrels.&lt;br /&gt;
*&#039;&#039;&#039;Single-part turret&#039;&#039;&#039; - A single-part turret, is, in a word, a turret without any barrels.&lt;br /&gt;
*&#039;&#039;&#039;TrueView&#039;&#039;&#039; - A plugin utility for [[trueSpace]]. Ideal for building hierarchy. However, not a must.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Tables&amp;diff=36129</id>
		<title>Tables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Tables&amp;diff=36129"/>
		<updated>2011-08-06T15:31:50Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* Accessing table files */ VPs are Volition Packs not Packages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tables&#039;&#039;&#039; are the major data files in [[Portal:FreeSpace 1|FreeSpace]] and [[Portal:FreeSpace 2|FreeSpace 2]]. Compared with many other games, they are highly intuitive and easy to edit, requiring no special tools other than Notepad. For more detail on specific tables, see the links below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Full list of tables can be found in [[:Category:Tables]] page. &amp;lt;br&amp;gt;In-depth modular tables info can be found in [[Modular Tables]] page.&lt;br /&gt;
&lt;br /&gt;
Information on how FreeSpace uses tables can be found on the [[FreeSpace 2 directory structure|FreeSpace 2 directory structure]] page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=2 cellspacing=1 style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Tables files and related code files&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ai.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/ai/&#039;&#039;&#039;aicode.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ai_profiles.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/ai/&#039;&#039;&#039;ai_profiles.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Armor.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Asteroid.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/asteroid/&#039;&#039;&#039;asteroid.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Autopilot.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/autopilot/&#039;&#039;&#039;autopilot.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Credits.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;credits.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Cutscenes.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/cutscene/&#039;&#039;&#039;cutscenes.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Fireball.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/fireball/&#039;&#039;&#039;fireballs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Help.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/gamehelp/&#039;&#039;&#039;contexthelp.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Hud.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/hud/&#039;&#039;&#039;hudshield.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Hud_gauges.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/hud/&#039;&#039;&#039;hudparse.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Icons.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/mission/&#039;&#039;&#039;missionbriefcommon.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Iff_defs.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/iff_defs/&#039;&#039;&#039;iff_defs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Lightning.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/nebula/&#039;&#039;&#039;neblightning.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Mainhall.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;mainhallmenu.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Medals.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/stats/&#039;&#039;&#039;medals.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Menu.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;snazzyui.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Messages.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/mission/&#039;&#039;&#039;missionmessage.cpp		&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Mflash.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;muzzleflash.cpp &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Music.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/gamesnd/&#039;&#039;&#039;eventmusic.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Nebula.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/nebula/&#039;&#039;&#039;neb.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Objecttypes.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Pixels.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/palman/&#039;&#039;&#039;palman.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Post_processing.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/graphics/&#039;&#039;&#039;gropenglpostprocessing.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Rank.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/stats/&#039;&#039;&#039;scoring.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Scripting.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/parse/&#039;&#039;&#039;scripting.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ships.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/ship/&#039;&#039;&#039;ship.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Sounds.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/gamesnd/&#039;&#039;&#039;gamesnd.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Species_defs.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/species_defs/&#039;&#039;&#039;species_defs.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Species.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;techmenu.cpp	&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Ssm.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/hud/&#039;&#039;&#039;hudartillery.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Stars.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/starfield/&#039;&#039;&#039;starfield.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Strings.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/localization/&#039;&#039;&#039;localize.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Tips.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/menuui/&#039;&#039;&#039;playermenu.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Traitor.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/missionui/&#039;&#039;&#039;missiondebrief.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Tstrings.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/localization/&#039;&#039;&#039;localize.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Weapon_expl.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;weapons.cpp&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Weapons.tbl]]&lt;br /&gt;
| &#039;&#039;&#039;/weapon/&#039;&#039;&#039;weapons.cpp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Accessing table files==&lt;br /&gt;
Volition used a special kind of packaging method called .vp (Volition Pack) for the FreeSpace games. Table files are stored in Root_fs2.vp. To open and extract files from a VP, you must use a VP editing program such as [[VPView32]]. For more details about VP files and how to work with them, consult [[*.VP|this article]].&lt;br /&gt;
&lt;br /&gt;
For some further information about where to put modified files, consult [[FreeSpace 2 directory structure]].&lt;br /&gt;
&lt;br /&gt;
==Table files==&lt;br /&gt;
Table files are customarily edited using Notepad, but any text editor that can save in a pure text format will do.&lt;br /&gt;
&lt;br /&gt;
===.tbl files===&lt;br /&gt;
&lt;br /&gt;
These files are the basic FreeSpace table used for defining various aspects of the game. Game reads only single .tbl choosing the one it encounters first while parsing the game directories.&lt;br /&gt;
&lt;br /&gt;
===.tbm files===&lt;br /&gt;
These files are modular table files. They can be used for adding content to the &#039;base&#039; tables or to modify the data from those files. For usage info and important notes, see [[Modular Tables]].&lt;br /&gt;
&lt;br /&gt;
===Notes of certain table files===&lt;br /&gt;
&lt;br /&gt;
====Hardcoded table files====&lt;br /&gt;
&lt;br /&gt;
Some of the table files are not actually required as the basic version has been written directly to the code. However these can be overridden by table files present in game directories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These files are not present in standard FreeSpace 2 .vp files&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Ai_profiles.tbl]]&lt;br /&gt;
*[[Autopilot.tbl]]&lt;br /&gt;
*[[iff_defs.tbl]]&lt;br /&gt;
*[[Objecttypes.tbl]]&lt;br /&gt;
*[[Species_defs.tbl]]&lt;br /&gt;
&lt;br /&gt;
====Optional table files====&lt;br /&gt;
&lt;br /&gt;
Certain tables are not found from the code nor do they belong to the basic table set. These tables are parsed if game detects them&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These files are not present in standard FreeSpace 2 .vp files&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Armor.tbl]]&lt;br /&gt;
*[[Scripting.tbl]]&lt;br /&gt;
&lt;br /&gt;
====Obsolete table files====&lt;br /&gt;
&lt;br /&gt;
Some table files have since been &#039;retired&#039; and they are no longer needed with FreeSpace Open&lt;br /&gt;
&lt;br /&gt;
*[[Hud.tbl]]&lt;br /&gt;
&lt;br /&gt;
==Important notes==&lt;br /&gt;
&lt;br /&gt;
===Table entries must be ordered===&lt;br /&gt;
&lt;br /&gt;
*As a general rule, &#039;&#039;&#039;&#039;&#039;all the table entries must be ordered&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Keep the order shown in the following help sections for each table in both normal tables (tbl files) and [[Modular Tables]] (tbm files). If you don&#039;t do it, you can get parser errors on FS2 or FRED2 loading when they are reading them.&lt;br /&gt;
&lt;br /&gt;
==Brief descriptions of table files==&lt;br /&gt;
&lt;br /&gt;
*In all the table help pages, SCP added entries are usually marked with infoboxes that mark the branch there the particular feature has added to.&lt;br /&gt;
:*&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{Table3610| text}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; gives 3.6.10 box&lt;br /&gt;
{{Table3610| text}}&lt;br /&gt;
:*&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;{{Table3611| text}}&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; gives 3.6.11 box&lt;br /&gt;
{{Table3611| text}}&lt;br /&gt;
*For full list of table related pages and links see [[:Category:Tables]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables|*]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Various_Terms&amp;diff=36128</id>
		<title>Various Terms</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Various_Terms&amp;diff=36128"/>
		<updated>2011-08-06T15:30:09Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* File extensions */ vps are Pack files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists down the &#039;&#039;&#039;various terms, abbreviations, and other jargon&#039;&#039;&#039; used by official FreeSpace sources as well as the FreeSpace community.&lt;br /&gt;
&lt;br /&gt;
==Official Terminology==&lt;br /&gt;
===General===&lt;br /&gt;
* &#039;&#039;&#039;[[FRED]]&#039;&#039;&#039; - FReespace EDitor.  The program created by Volition to make the mission and campaigns for both FreeSpace games.  Released to the public along with said games.&lt;br /&gt;
* &#039;&#039;&#039;[[Portal:FreeSpace 2|FS2]]&#039;&#039;&#039; - FreeSpace 2. The second game of the series.&lt;br /&gt;
&lt;br /&gt;
===File extensions===&lt;br /&gt;
These are FreeSpace-related extensions only.&lt;br /&gt;
*.ani - Animation files such as explosions&lt;br /&gt;
*.fc2 - FreeSpace 2 campaign&lt;br /&gt;
*.fs2 - FreeSpace 2 mission&lt;br /&gt;
*.fsm - FreeSpace 1 mission&lt;br /&gt;
*.pof - Model files with additional gameplay-related information like position of subsystems, turrets, etc.&lt;br /&gt;
*.tbl - Table file&lt;br /&gt;
*.tbm - Modular table&lt;br /&gt;
*.vp - Volition Pack files&lt;br /&gt;
&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
*&#039;&#039;&#039;ETS&#039;&#039;&#039; - [[Energy Transfer System]]&lt;br /&gt;
*&#039;&#039;&#039;HUD&#039;&#039;&#039; - Heads-up Display. The interface the player uses while flying.&lt;br /&gt;
*&#039;&#039;&#039;Subsystem&#039;&#039;&#039; - Targetable and destroyable systems of a ship, e.g. radars, engines.&lt;br /&gt;
*&#039;&#039;&#039;TSM&#039;&#039;&#039; - Training Simulator Module&lt;br /&gt;
&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* &#039;&#039;&#039;GT_&#039;&#039;&#039; - [[Galactic Terran Alliance|Galactic Terran]]&lt;br /&gt;
* &#039;&#039;&#039;NT_&#039;&#039;&#039; - [[Neo-Terran Front|Neo-Terran]]&lt;br /&gt;
* &#039;&#039;&#039;GV_&#039;&#039;&#039; - Galactic Vasudan&lt;br /&gt;
* &#039;&#039;&#039;PV_&#039;&#039;&#039; - [[Parliamentary Vasudan Empire|Parliamentary Vasudan]]&lt;br /&gt;
* &#039;&#039;&#039;GTV_&#039;&#039;&#039; - [[Galactic Terran-Vasudan Alliance|Galactic Terran-Vasudan]]&lt;br /&gt;
* &#039;&#039;&#039;S_&#039;&#039;&#039;  - [[Shivans|Shivan]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* &#039;&#039;&#039;_A&#039;&#039;&#039; - [[Advanced Warning And Control System|AWACS]]&lt;br /&gt;
* &#039;&#039;&#039;_B&#039;&#039;&#039; - Bomber&lt;br /&gt;
* &#039;&#039;&#039;_C&#039;&#039;&#039; - Cruiser&lt;br /&gt;
* &#039;&#039;&#039;_Cv&#039;&#039;&#039; - Corvette&lt;br /&gt;
* &#039;&#039;&#039;_D&#039;&#039;&#039; - [[Destroyer]]&lt;br /&gt;
* &#039;&#039;&#039;_Dr&#039;&#039;&#039; - Drone&lt;br /&gt;
* &#039;&#039;&#039;_EP&#039;&#039;&#039; - Escape Pod&lt;br /&gt;
* &#039;&#039;&#039;_F&#039;&#039;&#039; - Fighter&lt;br /&gt;
* &#039;&#039;&#039;_Fr&#039;&#039;&#039; - Freighter&lt;br /&gt;
* &#039;&#039;&#039;_G&#039;&#039;&#039; - Gas Miner&lt;br /&gt;
* &#039;&#039;&#039;_I&#039;&#039;&#039; - Installation&lt;br /&gt;
* &#039;&#039;&#039;_J&#039;&#039;&#039; - [[Juggernaut]]&lt;br /&gt;
* &#039;&#039;&#039;_M&#039;&#039;&#039; - Medical Ship or Missile&lt;br /&gt;
* &#039;&#039;&#039;_NB&#039;&#039;&#039; - Navigation Buoy&lt;br /&gt;
* &#039;&#039;&#039;_S&#039;&#039;&#039; - Support Ship&lt;br /&gt;
* &#039;&#039;&#039;_SC&#039;&#039;&#039; - Science Cruiser&lt;br /&gt;
* &#039;&#039;&#039;_SG&#039;&#039;&#039; - Sentry Gun&lt;br /&gt;
* &#039;&#039;&#039;_T&#039;&#039;&#039; - Transport&lt;br /&gt;
* &#039;&#039;&#039;_W&#039;&#039;&#039; - Weapon ([[Weapon Comparison (FS1)|FreeSpace 1]])([[Weapon Comparison (FS2)|FreeSpace 2]])&lt;br /&gt;
&lt;br /&gt;
===Fighter Units and Roles===&lt;br /&gt;
*&#039;&#039;&#039;Wing&#039;&#039;&#039; - A unit of fightercraft, varying in size from one to six ships. The normal number is four. Ships of a wing are labelled by their wing name and a number (i.e. Alpha 1, Alpha 2, and so on). The GTVA uses the Greek alphabet for its wings and the signs of the zodiac for hostile wings. In FS1, Shivan wings were named after Hindu gods. Wing labels are also sometimes used for groups of larger and similar vessels.&lt;br /&gt;
*&#039;&#039;&#039;Squadron&#039;&#039;&#039; - Refers to an organized group of pilots. The [[242nd Suicide Kings]] and [[203rd Scorpions]] are two examples.&lt;br /&gt;
*&#039;&#039;&#039;Stealth Recon&#039;&#039;&#039; - Fighters that specialize in infiltrating hostile territory and acquiring information without being detected. The [[GTF Pegasus|GTF &#039;&#039;Pegasus&#039;&#039;]] and the [[GVF Ptah|GVF &#039;&#039;Ptah&#039;&#039;]] are the only canon stealth fighters.&lt;br /&gt;
*&#039;&#039;&#039;Interceptor&#039;&#039;&#039; - A fighter role that aims at the destruction of hostile fighters and bombers. Interceptors are fast and agile, but are weakly shielded and armored.&lt;br /&gt;
*&#039;&#039;&#039;Space Superiority&#039;&#039;&#039; - A versatile fighter role that is capable in all sorts of roles, except for bombing. A celebrated example of a Space Superiority fighter is the [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Heavy Assault&#039;&#039;&#039; - Heavy Assault fighters have tremendous secondary capacity, heavy shielding and armoring at the expense of speed and maneuverability&lt;br /&gt;
*&#039;&#039;&#039;Bomber&#039;&#039;&#039; - A bomber is a very heavy craft that specializes in carrying bombs. They attack freighter-size ship and above. Bombers are very slow and easily taken down without fighter escorts. Bombers are further categorized into light, medium, and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* &#039;&#039;&#039;Cruiser&#039;&#039;&#039; - Smallest combatant capital craft classification. Cruisers are at least several times the size of a fighter or bomber and possess mainly antifighter weaponry, with one or two (or in the case of the [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]], three) anticapital weapons. The defensive fire of a cruiser is rarely capable of stopping a determined bomber wing, and most are vulnerable to even a well-handled lone fighter. Unable to carry fighters. Canonical examples include the [[GTC Fenris|&#039;&#039;Fenris&#039;&#039;]] and the [[GTC Leviathan|&#039;&#039;Leviathan&#039;&#039;]]. In FS1, cruisers were deployed for both offensive and defensive tasks by all sides to any situation not requiring the attention of a destroyer. In FS2 Shivan cruisers are often deployed in mainline antiship and strike roles, while GTVA cruisers tend to be used as escorts and patrol craft.&lt;br /&gt;
* &#039;&#039;&#039;Corvette&#039;&#039;&#039; - Middle ground combatant capital craft, falling between the cruiser and the destroyer in size and capablity. Equipped with between two and four anticapital weapons and considerably more impressive antifighter armament than a cruiser. Corvettes are capable of defending themselves adequately against a small number of enemy fighters or bombers. With the exception of the [[SCv Moloch|SCv &#039;&#039;Moloch&#039;&#039;]], corvettes are unable to carry fighters of their own. Corvettes appear to handle most of the antiship and strike duties for the GTVA fleet; Shivan corvettes are extremely rare and have only been deployed against GTVA destroyers canonically. Whether this is their role or not is guesswork.&lt;br /&gt;
* &#039;&#039;&#039;Destroyer&#039;&#039;&#039; - Large combatant capital craft, combining the functions of destroying enemy ships and transporting fighters. Destroyers vary wildly in armament and effectiveness against different types of targets. They will have at least one heavy-calibur anticapital weapon and probably several more, plus a number of cruiser-corvette anticapital weapons. Destroyers tend to need fighter cover more than corvettes; some of them actually mount fewer antifighter weapons, and all have much larger amounts of surface area that needs to be defended. Any situation with the direct involvement of a destroyer-class ship is by definition serious.&lt;br /&gt;
* &#039;&#039;&#039;Frigate&#039;&#039;&#039; - Semi-canonical ship class, both the Hippocrates and the Iceni have been referred to as frigates; the normally accepted role of a frigate is that of a pocket destroyer, lacking a fighterbay and fighter support facilities/crews enabling the ship to be shrunk down to only slightly bigger than a corvette.&lt;br /&gt;
* &#039;&#039;&#039;Superdestroyer&#039;&#039;&#039; - Bigger, meaner, and tougher than a destroyer, yet too small for the juggernaut classification; first applied well before the juggernaut classification came into existence. Only the [[GTD Hades|&#039;&#039;Hades&#039;&#039;]] and [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]] have canonically been given this classification. The nature of the canonical superdestroyers was such that any appearance by them indicates &#039;&#039;the&#039;&#039; major effort by the controlling side. Their success is often decisive for that system, while their failure is a blow that is difficult to recover from.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - The pinnacle of combatant capital craft, a juggernaut is capable of making mincemeat out of an enemy fleet singlehanded and is superbly equipped to combat other capital craft. Due to its large surface area its defenses against fightercraft attack are generally somewhat thinly spread, but a juggernaut&#039;s sheer ability to absorb damage means that only another juggernaut or a mass attack by corvettes and destroyers is capable of destroying one in anything like a timely manner. Only the [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] has canonically been given this classification, though the &#039;&#039;Colossus&#039;&#039; could also be classified as juggernaut. The presence of a juggernaut, like a superdestroyer, indicates the controlling side considers the mission absolutely essential; decisive for the system if not the campaign or the entire war.&lt;br /&gt;
* &#039;&#039;&#039;Installation&#039;&#039;&#039; - A space station, described as &amp;quot;installation&amp;quot; because of its size, self-sufficiency, and permanence. The only installation classes canonically known are the [[GTI Arcadia|Arcadia]] and [[GTI Ganymede|Ganymede]]. The [[Galactic Terran-Vasudan Alliance|GTVA&#039;s]] naming system for installations generally includes something indicating their nature. Installation Riveria, Tombaugh Station, [[Enif Station]], and the Vega Installation are examples.&lt;br /&gt;
&lt;br /&gt;
===Other Ship Types===&lt;br /&gt;
*&#039;&#039;&#039;Transport&#039;&#039;&#039; - Primarily used for transporting personnel. Sometimes used to transport marines in boarding a warship, as seen in the capture of a Shivan cruiser. However, it may also be used for repair purposes and evacuation. Transports are designed with minimal defenses and have to be escorted at all times to ensure survival.&lt;br /&gt;
*&#039;&#039;&#039;Gas miner&#039;&#039;&#039; - Used primarily to retrieve and transport nebular gas. Because of their often volatile contents, gas miners have an explosion yield far larger than ships of comparable size. The [[GTG Zephyrus]], [[GVG Anuket]], and [[SSG Rahu]] are the only three examples of gas miners.&lt;br /&gt;
*&#039;&#039;&#039;AWACS&#039;&#039;&#039; - AWACS vessels are primarily used for the expansion of radar detection in systems. Secondary purposes including jamming communications and detecting ships that are invisible to normal sensors. The [[GTA Charybdis]] and [[GVA Setekh]] are the only two examples of this classification.&lt;br /&gt;
*&#039;&#039;&#039;Escape Pod&#039;&#039;&#039; - The [[GTEP Hermes]] and [[GVEP Ra]] carry out this role. Escape pods are primarily for escape purposes, and are deployed from capital ships on the verge of destruction to save its crew and officers.&lt;br /&gt;
&lt;br /&gt;
===Unique Ship Types===&lt;br /&gt;
*&#039;&#039;&#039;Medical Ship&#039;&#039;&#039; - Only the [[GTM Hippocrates]] carries this role. Primarily used to house patients under medical care, it is also used to evacuate refugees.&lt;br /&gt;
*&#039;&#039;&#039;Science Cruiser&#039;&#039;&#039; - Only the [[GTSC Faustus]] carries out this role. The Faustus appears to be tasked as a civilian science research vessel, but is also used by the military in times of war for weapons research. Science cruisers mount very few defenses and are therefore vulnerable to any form of assault.&lt;br /&gt;
&lt;br /&gt;
===Others found in ships.tbl that are not classified as ships===&lt;br /&gt;
*&#039;&#039;&#039;Cargo Container&#039;&#039;&#039; - Carried by freighters. Cargo containers are unarmed and vulnerable to even fighter attack, and can only move via freighters.&lt;br /&gt;
*&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; - A small, vulnerable structure mounting one or more primary weapons. The largest of these is the [[GTSG Mjolnir]], which mounts a beam cannon. Oddly, Shivan sentry guns are rarely encountered in the FreeSpace 2 campaign.&lt;br /&gt;
*&#039;&#039;&#039;Freighter&#039;&#039;&#039; - Freighters carry important cargo and usually mount a few anti-fighter turrets. The largest canonical freighter is the [[GTFr Triton]].&lt;br /&gt;
*&#039;&#039;&#039;Knossos&#039;&#039;&#039; - The Knossos is an enormous subspace portal which, with its rotating components help stabilize a nearly-collapsed jump node.&lt;br /&gt;
*&#039;&#039;&#039;Meson Bomb&#039;&#039;&#039; - The [[TC-Meson Bomb]] is a remote detonation device which blasts about in a massive shockwave. The only canonical situations wherein these were deployed was in the destruction of the Knossos portal and the sealing off of the Capella jump nodes.&lt;br /&gt;
*&#039;&#039;&#039;Asteroid&#039;&#039;&#039; - Asteroids are of natural phenomenon. They are basically huge rocks in space that are harmful to even large capital ships as demonstrated in [[Rebels and Renegades]]. Asteroids may collide with capital ships and deal a severe amount of damage, but can be neutralized by primary weapons easily.&lt;br /&gt;
*&#039;&#039;&#039;Unknown Shivan rotating device&#039;&#039;&#039; - Known as the [[Shivan Comm Node]] in the editor, there has been no canonical description of the device as information regarding it is classified Level Omega. However, its name implies that it may be a kind of communication device of the Shivans.&lt;br /&gt;
&lt;br /&gt;
===Special objects found in ships.tbl===&lt;br /&gt;
*&#039;&#039;&#039;SpaceHunk&#039;&#039;&#039; - The [[SpaceHunk]] is never used in the main FS2 campaign. It appears to be a large piece of debris from an [[SJ Sathanas]] juggernaut.&lt;br /&gt;
*&#039;&#039;&#039;SJD Sathanas&#039;&#039;&#039; - The [[SJD Sathanas]] is a small, triangular object that is used to represent a distant Sathanas juggernaut in [[Into the Lion&#039;s Den]] and all missions from [[Dunkerque]] onwards.&lt;br /&gt;
*&#039;&#039;&#039;Volition Bravos&#039;&#039;&#039; - The [[Volition Bravos]] is an easter egg that can be summoned onto the field using a cheat. It resembles a pirate ship manned by members of the Volition, Inc. staff. Although the Volition Bravos mounts nothing more than a few flak cannons and turret lasers, it is nearly impossible to destroy due to its incredibly high hitpoint count of ten billion.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Aspect-seeking&#039;&#039;&#039; - A type of secondary that must acquire a lock to track the target. See [[GTM Harpoon]].&lt;br /&gt;
*&#039;&#039;&#039;Countermeasure&#039;&#039;&#039; or &#039;&#039;&#039;CM&#039;&#039;&#039; - An anti-missile defensive mechanism for fighter-sized craft.&lt;br /&gt;
*&#039;&#039;&#039;Dumbfire&#039;&#039;&#039; - Secondary weapons cannot acquire any kind of lock on the target. See [[GTM Tempest]].&lt;br /&gt;
*&#039;&#039;&#039;Heat-seeking&#039;&#039;&#039; - A type of secondary weapon that acquires instant lock on the nearest target and chases it until it gets out of its cone.&lt;br /&gt;
*&#039;&#039;&#039;Primary&#039;&#039;&#039; - Primary weapons in &#039;&#039;FreeSpace&#039;&#039; are energy-based lasers.&lt;br /&gt;
*&#039;&#039;&#039;Secondary&#039;&#039;&#039; - Secondary weapons in &#039;&#039;FreeSpace&#039;&#039; are missiles and bombs.&lt;br /&gt;
*&#039;&#039;&#039;Turret laser&#039;&#039;&#039; - Primary weapons found on capital ships, transports, and freighters. An example would be the [[Terran Turret]]. See also &#039;&#039;&#039;blob turret&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Anti-fighter beam&#039;&#039;&#039; - Small beam weapons on ships at least cruiser-sized. They are used to fire at enemy fighters and bombers, but can also provide fire support against small capital ships.&lt;br /&gt;
*&#039;&#039;&#039;Anti-capital beam&#039;&#039;&#039; - Beam weapons are the main armament of capital ships. They range from small such as the [[SGreen]], to large such as the [[BGreen]] and the juggernaut-scale [[BFGreen]].&lt;br /&gt;
*&#039;&#039;&#039;Slash beam&#039;&#039;&#039; - Beams which are used to sweep ships clean of subsystems. Only Terran and Vasudan warships arm these beam weapons.&lt;br /&gt;
*&#039;&#039;&#039;Swarm missile&#039;&#039;&#039; - Swarm missiles are secondary weapons that are fired in multiple numbers. See [[GTM Hornet]]&lt;br /&gt;
&lt;br /&gt;
==Fan Terminology==&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* &#039;&#039;&#039;A_&#039;&#039;&#039;   - [[Ancients|Ancient]]&lt;br /&gt;
* &#039;&#039;&#039;HL_&#039;&#039;&#039;  - [[Hammer of Light]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* &#039;&#039;&#039;_BS&#039;&#039;&#039; or &#039;&#039;&#039;_Bs&#039;&#039;&#039; or &#039;&#039;&#039;BB&#039;&#039;&#039; - Battleship&lt;br /&gt;
* &#039;&#039;&#039;_Ca&#039;&#039;&#039; - Carrier&lt;br /&gt;
* &#039;&#039;&#039;_Dn&#039;&#039;&#039; - Dreadnaught&lt;br /&gt;
* &#039;&#039;&#039;_Fg&#039;&#039;&#039; - Frigate&lt;br /&gt;
* &#039;&#039;&#039;_Ff&#039;&#039;&#039; - Frigate&lt;br /&gt;
* &#039;&#039;&#039;_H&#039;&#039;&#039; - Hive&lt;br /&gt;
* &#039;&#039;&#039;_SD&#039;&#039;&#039; - Superdestroyer&lt;br /&gt;
* &#039;&#039;&#039;_SJ&#039;&#039;&#039; - Super Juggernaut&lt;br /&gt;
* &#039;&#039;&#039;_TB&#039;&#039;&#039; - Tactical Bomber&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* &#039;&#039;&#039;Carrier&#039;&#039;&#039; - Ship of any size whose primary purpose is to carry fightercraft, whether directly into combat or standing off and lending fightercraft support to ongoing operations as needed. &lt;br /&gt;
* &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; - Generally understood to be a destroyer-sized craft, but built for the sole purpose of ship-to-ship combat and lacking a fighterbay or supporting a very limited number of fighters purely for self-defense.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* &#039;&#039;&#039;162&#039;&#039;&#039; - The Phoenix sub-forum on the Hard Light Productions Forums.&lt;br /&gt;
* &#039;&#039;&#039;AAA&#039;&#039;&#039; - Anti-fighter beam cannon(s)&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; - Afterburner(s)&lt;br /&gt;
* &#039;&#039;&#039;Blob turret&#039;&#039;&#039; - A primary weapon-based, warship-mounted turret. The [[Terran Turret]] is an example.&lt;br /&gt;
* &#039;&#039;&#039;CM&#039;&#039;&#039; - Countermeasure&lt;br /&gt;
* &#039;&#039;&#039;CB&#039;&#039;&#039; - Command Briefing&lt;br /&gt;
* &#039;&#039;&#039;CBAnim&#039;&#039;&#039; - Command Briefing animation&lt;br /&gt;
* &#039;&#039;&#039;Colly&#039;&#039;&#039; - The [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;FA&#039;&#039;&#039; - FRED Academy&lt;br /&gt;
* &#039;&#039;&#039;F2S&#039;&#039;&#039; - FreeSpace 2 Sector&lt;br /&gt;
* &#039;&#039;&#039;[[Portal:FreeSpace 1|FS1]]&#039;&#039;&#039; - Descent: FreeSpace&amp;amp;mdash;The Great War. Also called Conflict: FreeSpace&amp;amp;mdash;The Great War in Europe. The first game of the series.&lt;br /&gt;
* &#039;&#039;&#039;FS2_Open&#039;&#039;&#039; or &#039;&#039;&#039;FSO&#039;&#039;&#039; - The open source version of FreeSpace 2&lt;br /&gt;
* &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; - FS2 Network Game Monitor; utility used to monitor FS2 network games being operated on the FS2Net servers.&lt;br /&gt;
* &#039;&#039;&#039;FS3&#039;&#039;&#039; - [[FreeSpace 3]], the theoretical sequel to FreeSpace 2&lt;br /&gt;
* &#039;&#039;&#039;GOG&#039;&#039;&#039; or &#039;&#039;&#039;GoG&#039;&#039;&#039; - Good Old Games. A digital distribution website that sells copies of FreeSpace 2.  See [[Getting FreeSpace]].&lt;br /&gt;
* &#039;&#039;&#039;GW&#039;&#039;&#039; - Game-Warden&lt;br /&gt;
* &#039;&#039;&#039;Hattie&#039;&#039;&#039; - The [[GVD Hatshepsut|GVD &#039;&#039;Hatshepsut&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;HLP&#039;&#039;&#039; - Hard Light Productions&lt;br /&gt;
* &#039;&#039;&#039;HOTU&#039;&#039;&#039; - Home of the Underdogs. This website used to host a stripped-down version of FreeSpace 2.&lt;br /&gt;
* &#039;&#039;&#039;Lucy&#039;&#039;&#039; - The [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;MediaVP&#039;&#039;&#039; or &#039;&#039;&#039;MVP&#039;&#039;&#039; - VP files with graphical enhancements for FreeSpace Open&lt;br /&gt;
* &#039;&#039;&#039;Retail&#039;&#039;&#039; - The original, unaltered version of FreeSpace 2. (=not FreeSpace Open)&lt;br /&gt;
* &#039;&#039;&#039;RTB&#039;&#039;&#039; - Return to Base. Used to refer to the directive that tells the player to return to base.&lt;br /&gt;
* &#039;&#039;&#039;SCP&#039;&#039;&#039; - Source Code Project.  The people responsible for creating, maintaining and debugging FS2_Open.&lt;br /&gt;
* &#039;&#039;&#039;SEXP&#039;&#039;&#039; - Symbolic EXPressions.  Special function strings within FRED that allow for complex mission objectives and other things to be carried out by a mission bulider.&lt;br /&gt;
* &#039;&#039;&#039;SG&#039;&#039;&#039; - Sectorgame. This website hosts the FreeSpace 2 Sector.&lt;br /&gt;
* &#039;&#039;&#039;ST&#039;&#039;&#039; - [[Silent Threat]]&lt;br /&gt;
* &#039;&#039;&#039;TC&#039;&#039;&#039; - Total Conversion. See [[Total conversions]]&lt;br /&gt;
* &#039;&#039;&#039;V&#039;&#039;&#039; or &#039;&#039;&#039;[V]&#039;&#039;&#039; - [[Volition]], Inc., the developer of FreeSpace and FreeSpace 2.&lt;br /&gt;
* &#039;&#039;&#039;VBB&#039;&#039;&#039; - Volition Bulletin Board.  The boards Volition maintained as a centre for the FS community.  Now defunct.&lt;br /&gt;
* &#039;&#039;&#039;VW&#039;&#039;&#039; - Volition Watch, developer fansite covering the FreeSpace, Red Faction and Summoner series. Awaiting demolition.&lt;br /&gt;
* &#039;&#039;&#039;Zod&#039;&#039;&#039; - A term used to describe [[Vasudans]]. Derived from Zodiac because their fighter wings were designated based on them in FS1. The term has been coined by Eishtmo.&lt;br /&gt;
&lt;br /&gt;
===Campaign Abbreviations===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;This list is incomplete and not necessarily up-to-date. See also: [[Narwhal&#039;s Campaign List]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;158&#039;&#039;&#039; - The 158th Banshee Squadron&lt;br /&gt;
* &#039;&#039;&#039;AA&#039;&#039;&#039; - Aeos Affair&lt;br /&gt;
* &#039;&#039;&#039;AAB&#039;&#039;&#039; - Ascension and Beyond&lt;br /&gt;
* &#039;&#039;&#039;AG&#039;&#039;&#039; - [[Alcibiades&#039; Gamble]]&lt;br /&gt;
* &#039;&#039;&#039;AHTW&#039;&#039;&#039; - All Hands to War&lt;br /&gt;
* &#039;&#039;&#039;AotD&#039;&#039;&#039; - Angels of the Damned&lt;br /&gt;
* &#039;&#039;&#039;[[ASW]]&#039;&#039;&#039; - The [[Ancient-Shivan War (campaign)|Ancient-Shivan War]]&lt;br /&gt;
* &#039;&#039;&#039;BP&#039;&#039;&#039; - [[Blue Planet]]&lt;br /&gt;
** &#039;&#039;&#039;BP:AoA&#039;&#039;&#039; or &#039;&#039;&#039;AoA&#039;&#039;&#039; - [[Blue Planet: Age of Aquarius]]&lt;br /&gt;
** &#039;&#039;&#039;BP:WiH&#039;&#039;&#039; or &#039;&#039;&#039;WiH&#039;&#039;&#039; - [[Blue Planet: War in Heaven]]&lt;br /&gt;
* &#039;&#039;&#039;BtRL&#039;&#039;&#039; - [[Beyond the Red Line]]&lt;br /&gt;
* &#039;&#039;&#039;BWO&#039;&#039;&#039; - [[Blackwater Operations]]&lt;br /&gt;
* &#039;&#039;&#039;CoW&#039;&#039;&#039; - Casualties of War&lt;br /&gt;
* &#039;&#039;&#039;CoS&#039;&#039;&#039;, &#039;&#039;&#039;Nukemod-CoS&#039;&#039;&#039; or &#039;&#039;&#039;Nukemod&#039;&#039;&#039; - [[Nukemod|Nukemod - Children of Shiva]]&lt;br /&gt;
* &#039;&#039;&#039;CtS&#039;&#039;&#039; - [[Crossing the Styx]]&lt;br /&gt;
* &#039;&#039;&#039;DEM&#039;&#039;&#039; - [[Deus Ex Machina]]&lt;br /&gt;
* &#039;&#039;&#039;FSPort&#039;&#039;&#039; - [[FreeSpace Port]]&lt;br /&gt;
** &#039;&#039;&#039;ST:R&#039;&#039;&#039; - [[Silent Threat: Reborn]]&lt;br /&gt;
* &#039;&#039;&#039;FSU&#039;&#039;&#039; - The FreeSpace Upgrade Project&lt;br /&gt;
* &#039;&#039;&#039;INF&#039;&#039;&#039; - [[Inferno]]. This may refer to any Inferno mod.&lt;br /&gt;
** &#039;&#039;&#039;INFA&#039;&#039;&#039; or &#039;&#039;&#039;INFA1&#039;&#039;&#039; - [[Inferno: Alliance]]&lt;br /&gt;
** &#039;&#039;&#039;INFA2&#039;&#039;&#039; - The sequel to Inferno: Alliance&lt;br /&gt;
** &#039;&#039;&#039;INFR1&#039;&#039;&#039; - [[Inferno Release 1]]&lt;br /&gt;
** &#039;&#039;&#039;INFASA&#039;&#039;&#039; - Inferno: Alliance Standalone&lt;br /&gt;
** &#039;&#039;&#039;INF SCP&#039;&#039;&#039; - Inferno SCP&lt;br /&gt;
* &#039;&#039;&#039;ITDoH&#039;&#039;&#039; - Into The Depths of Hell&lt;br /&gt;
* &#039;&#039;&#039;ITHOV&#039;&#039;&#039; - Into the Halls of Valhalla&lt;br /&gt;
* &#039;&#039;&#039;JAD&#039;&#039;&#039; - [[Just Another Day]]&lt;br /&gt;
** &#039;&#039;&#039;JAD2&#039;&#039;&#039; - [[Just Another Day 2: Electric Boogaloo]]&lt;br /&gt;
** &#039;&#039;&#039;JAD3&#039;&#039;&#039; - [[Just Another Day 3: Shivans on a Plane]]&lt;br /&gt;
* &#039;&#039;&#039;JtEP&#039;&#039;&#039; - The Journey to Epsilon Pegasi&lt;br /&gt;
* &#039;&#039;&#039;LM&#039;&#039;&#039; - The Lightning Marshal&lt;br /&gt;
* &#039;&#039;&#039;MT&#039;&#039;&#039; - Machina Terra&lt;br /&gt;
* &#039;&#039;&#039;MG&#039;&#039;&#039; - Mind Games&lt;br /&gt;
* &#039;&#039;&#039;NTV&#039;&#039;&#039; - [[Neo-Terra Victorious]]&lt;br /&gt;
* &#039;&#039;&#039;OTT&#039;&#039;&#039; - [[Over the Top]]&lt;br /&gt;
* &#039;&#039;&#039;PI&#039;&#039;&#039; - [[The Procyon Insurgency]]&lt;br /&gt;
* &#039;&#039;&#039;RR&#039;&#039;&#039; - Renegade Resurgence&lt;br /&gt;
* &#039;&#039;&#039;SA&#039;&#039;&#039; - The Scroll of Antankharzim&lt;br /&gt;
* &#039;&#039;&#039;SGWP2&#039;&#039;&#039; - [[The Second Great War Part II]]&lt;br /&gt;
* &#039;&#039;&#039;SoL&#039;&#039;&#039; - [[Shadows of Lylat]]&lt;br /&gt;
* &#039;&#039;&#039;SWC&#039;&#039;&#039; - Star Wars Conversion&lt;br /&gt;
** &#039;&#039;&#039;FotG&#039;&#039;&#039; - [[Fate of the Galaxy]]&lt;br /&gt;
* &#039;&#039;&#039;TAP&#039;&#039;&#039; - [[The Apocalypse Project]]&lt;br /&gt;
* &#039;&#039;&#039;TBP&#039;&#039;&#039; - [[The Babylon Project]]&lt;br /&gt;
** &#039;&#039;&#039;TBP:RW&#039;&#039;&#039; or &#039;&#039;&#039;RW&#039;&#039;&#039; - [[Raider Wars]]&lt;br /&gt;
** &#039;&#039;&#039;TBP:FH&#039;&#039;&#039; or &#039;&#039;&#039;FH&#039;&#039;&#039; - [[Fortune Hunters]]&lt;br /&gt;
* &#039;&#039;&#039;TI&#039;&#039;&#039; - Twisted Infinities&lt;br /&gt;
* &#039;&#039;&#039;TotT&#039;&#039;&#039; or &#039;&#039;&#039;ToT&#039;&#039;&#039; - Teeth of the Tiger&lt;br /&gt;
* &#039;&#039;&#039;TS&#039;&#039;&#039; - Technological Superiority&lt;br /&gt;
* &#039;&#039;&#039;TTP&#039;&#039;&#039; - The Titan Project&lt;br /&gt;
* &#039;&#039;&#039;TVWP&#039;&#039;&#039; - [[Terran-Vasudan War Project]]&lt;br /&gt;
* &#039;&#039;&#039;WCS&#039;&#039;&#039; - [[Wing Commander Saga]]&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
The following is a list of some terms commonly seen on multiplayer chat screens.&lt;br /&gt;
* &#039;&#039;&#039;AI&#039;&#039;&#039; - Artificial Intelligence. This refers to any computer-controlled ship.&lt;br /&gt;
* &#039;&#039;&#039;Coop&#039;&#039;&#039; - Cooperative game. All players are on the same side and work together to accomplish the mission objectives.&lt;br /&gt;
* &#039;&#039;&#039;Dogfight&#039;&#039;&#039; or &#039;&#039;&#039;DF&#039;&#039;&#039; - A free-for-all type of game, essentially the Deathmatch of FreeSpace. All players are on their own and fight for survival.&lt;br /&gt;
* &#039;&#039;&#039;EMP&#039;&#039;&#039; - The EMP missile&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; - The Infyrno missile&lt;br /&gt;
* &#039;&#039;&#039;Fish&#039;&#039;&#039; - The Piranha missile&lt;br /&gt;
* &#039;&#039;&#039;Lag&#039;&#039;&#039; - Latency. This refers to the &amp;quot;jumpiness&amp;quot; in a multiplayer game due to slow Internet connections. FreeSpace has always had a lag problem, and even modern, high-speed connections have trouble hosting and playing online FreeSpace games. Can be greatly mitigated by having all players set their &amp;quot;Object Update&amp;quot; setting to Low.&lt;br /&gt;
* &#039;&#039;&#039;Lag bombing&#039;&#039;&#039; - Double-linking your secondary slot, firing, then quickly switching to your other secondary slot and firing it. Continue cycling and firing secondary slots until the server finally updates and you must wait to reload. This is often outlawed in multiplayer games.&lt;br /&gt;
* &#039;&#039;&#039;Lag loading&#039;&#039;&#039; or &#039;&#039;&#039;Tab loading&#039;&#039;&#039; - An exploit that allows a player to load their ship with weapons that it is unable to carry by default, such as the Helios on a Perseus. This is achieved by first selecting the weapon in question with the mouse button, keeping it selected while using the Tab key to switch to the Ship Selection screen, moving the cursor over the bank where the weapon is to be loaded, and finally pressing the Tab key one more time to change back to the Weapons Loadout screen and letting go of the mouse button just as the screen changes. The server will still think that you have your old ship selected, so its weapons permissions will not update in time to prevent you from loading something illegal. This is usually discouraged in multiplayer and considered cheating, but some multiplayer maps were actually made to accommodate this tactic. Lag loading is also possible in single-player. Contrary to popular belief, does not have anything to do with lag, nor is it harder to do in single player.&lt;br /&gt;
*&#039;&#039;&#039;Lock/Unlock&#039;&#039;&#039; - Refers to the &amp;quot;Lock&amp;quot; button on the mission briefing screen. The host (or in TvT game, team captains) have to click the &amp;quot;Lock&amp;quot; button to allow other pilots/wingmates to make ship/loadout changes. &lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039; - Setting &amp;quot;Object Updates&amp;quot; in the Multiplayer tab of FreeSpace 2&#039;s options to &amp;quot;Low&amp;quot;. This is the preferred setting for MP clients. The &amp;quot;Low&amp;quot; setting limits the connection bit rate between the MP host and the client in order to make the game run smoother for everyone.&lt;br /&gt;
* &#039;&#039;&#039;Quick jumping&#039;&#039;&#039; - A technique that involves all players in the Briefing menu to commit in order for the host to end the mission without needing to host again. It is usually used to give players not yet playing an opportunity to join the game instead of needing to wait for another match.&lt;br /&gt;
*&#039;&#039;&#039;TvT&#039;&#039;&#039; - Team versus Team game. The players are divided into two sides and fight for supremacy.&lt;br /&gt;
&lt;br /&gt;
==Terms related to modelling==&lt;br /&gt;
*&#039;&#039;&#039;Greeble&#039;&#039;&#039; - Small piece of detail which serve no other purpose only to make a ship look better.&lt;br /&gt;
*&#039;&#039;&#039;HTL&#039;&#039;&#039; - Hardware Transformation &amp;amp; Lighting. This abbreviation has since mutated into shorthand for any user-created high-polygon ship, or generally any retail ship with extra details added by the community.&lt;br /&gt;
*&#039;&#039;&#039;LOD&#039;&#039;&#039; - Level of Detail. The further you get away from a ship, the less detailed it will be rendered.&lt;br /&gt;
*&#039;&#039;&#039;Multi-part turret&#039;&#039;&#039; - A multi-part turret is, in a word, a turret with one, two or three barrels.&lt;br /&gt;
*&#039;&#039;&#039;Single-part turret&#039;&#039;&#039; - A single-part turret, is, in a word, a turret without any barrels.&lt;br /&gt;
*&#039;&#039;&#039;TrueView&#039;&#039;&#039; - A plugin utility for [[trueSpace]]. Ideal for building hierarchy. However, not a must.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=35739</id>
		<title>Mod.ini (old)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=35739"/>
		<updated>2011-07-24T15:57:37Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* Multimod */ Note how to add multiple mods to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Mod.ini defines the options for a given mod.&lt;br /&gt;
The core use for these is to allow a mod to easily use assets from another mod, such as the MediaVPs.&lt;br /&gt;
&lt;br /&gt;
The file must be called &amp;quot;mod.ini&amp;quot; and be in the main folder of the mod.&lt;br /&gt;
It must be in ASCII text format (not Unicode) and use Windows-style end-of-line markers.&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039; or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause this explanation about mod.ini to fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
===Launcher===&lt;br /&gt;
&amp;lt;pre&amp;gt;[launcher]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Information about the mod, displayed in the Launcher.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*modname      = &#039;&#039;Name of the mod&#039;&#039;;&lt;br /&gt;
*image255x112 = &#039;&#039;Mod bitmap.bmp&#039;&#039;;&lt;br /&gt;
*infotext     = &#039;&#039;Information about the mod&#039;&#039;;&lt;br /&gt;
*website      = &#039;&#039;URL to the mod&#039;s website, if applicable&#039;&#039;;&lt;br /&gt;
*forum        = &#039;&#039;URL to the mod&#039;s forum, if applicable&#039;&#039;;&lt;br /&gt;
*mantis		 = &#039;&#039;URL to the mod&#039;s bugtracker, if applicable&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
The mod bitmap is displayed in the Launcher, under the &amp;quot;MOD&amp;quot; tab, when the mod is selected.&lt;br /&gt;
===Multimod===&lt;br /&gt;
&amp;lt;pre&amp;gt;[multimod]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines other mods that are used at the same time.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*primarylist  = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will override assets in the current mod. Primarylist is needed very rarely. Currently only [[Silent Threat: Reborn]] requires the use of primarylist.  Multiple mods are separated by commas.&lt;br /&gt;
*secondarylist = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will be added to the assets for the current mod, and may be overridden by data in the current mod.  Multiple mods are separated by commas.&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&amp;lt;pre&amp;gt;[settings]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines other required settings.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*flags = &#039;&#039;list of additional commandline flags&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Below are examples of different mod.inis in various situations.&lt;br /&gt;
===MediaVPs 3.6.10===&lt;br /&gt;
The mod.ini provided with the MediaVPs doesn&#039;t use any other mods, as the MediaVPs are selected as a mod only when the player wants to play the regular FS2 campaign with better graphics. The mod.ini does, however, provide a Launcher image and links to Hard Light Productions.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = FSU-MVP.bmp;&lt;br /&gt;
infotext     = Freespace II - 3.6.10 MediaVPs;&lt;br /&gt;
website      = http://www.hard-light.net/;&lt;br /&gt;
forum        = http://www.hard-light.net/forums;&lt;br /&gt;
mantis       = http://www.hard-light.net/mantis;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist   = ;&lt;br /&gt;
secondarylist = ;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Derelict===&lt;br /&gt;
The [[Derelict]] mod.ini contains a reference to the MediaVPs, because many users want to play Derelict, and other mods, with better graphics provided by the MediaVPs. Also, the person who originally created the mod.ini deemed it necessary to include the -spec flag, though most people already have it turned on in their Launchers.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = Derelict.bmp;&lt;br /&gt;
infotext     = Five years have passed since the jump node to the Capella system was collapsed...;&lt;br /&gt;
website      = http://www.3dap.com/hlp/hosted/ce/;&lt;br /&gt;
forum        = http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=83686deb4fd49b5f670f6d92203b257d&amp;amp;forumid=89;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist   = ;&lt;br /&gt;
secondarylist = mediavps;&lt;br /&gt;
&lt;br /&gt;
[settings]&lt;br /&gt;
flags = -spec;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cardinal Spear===&lt;br /&gt;
[[Cardinal Spear]] is a mod that requires FSPort. Therefore, the secondarylist includes &amp;quot;fsport&amp;quot; in addition to &amp;quot;mediavps&amp;quot;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = CardinalSpear.bmp;&lt;br /&gt;
infotext     = In the tenth year of our war against the Vasudans, humanity had attempted one last desperate strike to end the war outright - a spear in the dark.  The Cardinal Fleet had been laid ruin, and the crew of the GTD Agamemnon was being hunted by a Vasudan general.  It was too late for victory, but not too late for vengeance...;&lt;br /&gt;
website      = http://fsport.hard-light.net/;&lt;br /&gt;
forum        = http://www.hard-light.net/forums/index.php/board,39.0.html;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
secondarylist = fsport,mediavps;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Silent Threat: Reborn===&lt;br /&gt;
Due to some design issues, Silent Threat: Reborn doesn&#039;t work correctly with the MediaVPs, if it is designated as the primary mod, with the other mods being of a secondary nature. The FSPort MediaVPs have to be read before ST:R for ST:R to function correctly. Therefore, &amp;quot;fsport-mediavps&amp;quot; is entered into the primarylist line.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
modname      = Silent Threat: Reborn v1.0;&lt;br /&gt;
image255x112 = fsport-str.bmp;&lt;br /&gt;
infotext     = As the Great War rages on, you&#039;ve been commissioned by Galactic Terran Intelligence for special intelligence operations.  Your objectives are to contain the Shivan onslaught and preserve the fragile Terran-Vasudan alliance.  But a series of suspicious events cloud the GTI&#039;s spotless record.  Is the GTI setting you up or are the Shivans spreading their evil rage?;&lt;br /&gt;
website      = http://fsport.hard-light.net/website/str/;&lt;br /&gt;
forum        = http://www.hard-light.net/forums/index.php/board,140.0.html;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist = fsport-mediavps;&lt;br /&gt;
secondarylist = fsport,mediavps;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=33344</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=33344"/>
		<updated>2011-01-27T05:34:17Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Add $substitute&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fileversion|6978}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: &amp;quot;beam&amp;quot; flag&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES: [[weapons.tbl#$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.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| }}&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
{{Table3610|&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;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targetting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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. The color in which this gets drawn is determined by @Laser Color and @Laser Color2.&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 glow effect when you fire the weapon.&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 glow effect at the weapon&#039;s 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;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&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;
{{Table3610|&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;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&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;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&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;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&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;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic 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;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&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;
{{Table3610|&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;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&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;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610| 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;
{{Table3610| 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;
{{Table3610|&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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;&lt;br /&gt;
**Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
**Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&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;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be travelling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&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;
{{Table3610|&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;
===$Rearm Rate:===&lt;br /&gt;
*Defines the rate the weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, missiles loaded per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*Defines the range to the target where the weapons under AI will start firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&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 flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&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;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&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;
===$Dinky impact explosion radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact explosion radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&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;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&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. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&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 subsystems.&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;
*&#039;&#039;WARNING: Putting +Old Style doesn&#039;t seem to work either.&lt;br /&gt;
To have a working electronics weapon just put the electronics flag in the weapon and make sure it has a big shockwave radius and a shockwave speed of 0.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missiles centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Spawn angle can be defined as many times as the carrier missile has child weapons defined for it (up to 5).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&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;
===$Countermeasure:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the countermeasure effectiveness and radius&lt;br /&gt;
*&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
***Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the countermeasures effective radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 300}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; 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;
{{Table3610|&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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&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;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&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;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&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;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$substitute:&#039;&#039;&#039; can be repeated any number of times. &#039;&#039;+frequency&#039;&#039; and &#039;&#039;+index&#039;&#039; will grow the pattern array anytime something does not fit so any whole number will be accepted.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+frequency:&#039;&#039;&#039;&lt;br /&gt;
*Substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;frequency&#039;&#039; shots.  &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+index&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+offset:&#039;&#039;&#039;&lt;br /&gt;
*Shift frequency pattern &#039;&#039;offset&#039;&#039; shots.  &#039;&#039;&#039;Must be used with &#039;&#039;+frequency&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+index:&#039;&#039;&#039;&lt;br /&gt;
*Substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at &#039;&#039;index&#039;&#039; in the shot pattern. &#039;&#039;&#039;Mutually exclusive with &#039;&#039;+frequency&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl 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;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&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;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. Also the AI will not try to hit fighters with it.&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;
{{Table3610|&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;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;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&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#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$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;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI to use this weapon only on capital ships}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&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 speed 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;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$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>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=-mod&amp;diff=31523</id>
		<title>-mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=-mod&amp;diff=31523"/>
		<updated>2010-10-31T04:42:06Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Redirected page to Command-Line Reference#-mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Command-Line_Reference#-mod]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Collateral_Damage&amp;diff=31501</id>
		<title>Collateral Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Collateral_Damage&amp;diff=31501"/>
		<updated>2010-10-27T16:07:46Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* Walkthrough */ Typo fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|previous=The Cost of War|next=Post Meridian|campaign=Blue Planet: War in Heaven Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 02&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 02&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; 170th Fighting Navajas&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Third Fleet&#039;s Exodus continues. Two ships are out of communication, and the Navajas are sent to investigate.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
After a twenty-minute break following [[The Cost of War|their last mission]], Alpha wing of the Navajas receives a situation report on the evacuation of Third Fleet and new orders from Captain Tefler.&lt;br /&gt;
&lt;br /&gt;
Flight operations to cover Third Fleet&#039;s remaining assets are in full swing and have achieved limited success. While two additional cruisers have been recovered, the [[Galactic Terran-Vasudan Alliance|Alliance]] managed to destroy six haulers. Beta wing of the Navajas is in the midst of launching to cover evacuation operations at Jovian storm platforms.&lt;br /&gt;
&lt;br /&gt;
Alpha wing is now deployed to one of a number of likely misjump sites to locate two missing frigates, the [[UEFg Karuna|&#039;&#039;Karuna&#039;&#039;-class]] &#039;&#039;Akula&#039;&#039; and the [[UEFg Narayana|&#039;&#039;Narayana&#039;&#039;-class]] &#039;&#039;Ranvir&#039;&#039;. These two ships are part of a flotilla that crash-jumped from Europa orbit while under heavy fire. Their course was vectored by reconnaissance, but their eventual exit point is not known. Alpha wing&#039;s job is to sweep the area where they are most likely to end up in and find them before the Alliance does so.&lt;br /&gt;
&lt;br /&gt;
Sensors have also detected a pack of Allied corvettes sweeping the area as well. The evacuation effort means that the &#039;&#039;Solaris&#039;&#039;&#039;s assets are severely limited for this sortie. Although the 12th Shuduhune are on standby to intercept Allied warship targets, they will not be deployed except under the most dire circumstances.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You can only pilot the [[UEF Uhlan|UEF &#039;&#039;Uhlan&#039;&#039;]] in this mission. As with the previous mission, the default loadout should suffice, but feel free to change your loadout as you see fit.&lt;br /&gt;
&lt;br /&gt;
This mission begins with Brie yelling an order to turn hard left and hit afterburners as you jump right into the flak and AAA range of the &#039;&#039;Cho&#039;&#039;, an [[GTC Aeolus|&#039;&#039;Aeolus&#039;&#039;-class cruiser]]. As you recover, you see the two missing frigates on your escort list and radar being besieged by three [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]]s. The &#039;&#039;Ranvir&#039;&#039; is able to hold off the &#039;&#039;Idomeneus&#039;&#039; on its own, but because of the corvette, it is unable to assist the less powerful &#039;&#039;Akula&#039;&#039;, which is under attack from the &#039;&#039;Cardinal&#039;&#039; and &#039;&#039;Regensburg&#039;&#039; some ten klicks away because of considerable damage to her navigation systems. Brie attempts to call the &#039;&#039;Solaris&#039;&#039; for reinforcements, but he realises that there is massive jamming in place, preventing anyone from requesting outside help.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Ranvir&#039;&#039; will chase the &#039;&#039;Idomeneus&#039;&#039; off eventually, and the &#039;&#039;Cho&#039;&#039; will follow suit not too long after. Almost immediately, Brie alerts you and Kassim about a wing of [[GTF Aurora|&#039;&#039;Aurora&#039;&#039;-class fighters]] setting up a subspace missile strike on the &#039;&#039;Ranvir&#039;&#039;. The &#039;&#039;Ranvir&#039;&#039; acknowledges this transmission. As it bears down on the two corvettes attacking the &#039;&#039;Akula&#039;&#039;, the subspace missiles&amp;amp;mdash;numerous Eos torpedoes&amp;amp;mdash;arrive from subspace. Intercept as many as you can. This will be followed soon after by a wing of four [[GTB Artemis D.H.|&#039;&#039;Artemis D.H.&#039;&#039; bombers]]. Destroy them quickly, as they pack numerous Cyclops torpedoes that will whittle away at the &#039;&#039;Ranvir&#039;&#039;&#039;s hull if left unchecked.&lt;br /&gt;
&lt;br /&gt;
With the added firepower of the &#039;&#039;Ranvir&#039;&#039;, both the &#039;&#039;Cardinal&#039;&#039; and &#039;&#039;Regensburg&#039;&#039; are eventually forced to jump out. As the battlefield falls silent, the jamming clears, and the &#039;&#039;Ranvir&#039;&#039; and &#039;&#039;Akula&#039;&#039; finally make contact with Second Fleet HQ. HQ plots an exit path for both ships, as they are still capable of making a jump to subspace under their own power if given proper navigation coordinates and enough time to recharge their jump drives. The two frigates follow HQ&#039;s instructions, with the &#039;&#039;Akula&#039;&#039;, well over eight klicks ahead of the &#039;&#039;Ranvir&#039;&#039;, taking point.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Argus&#039;&#039;, a hostile [[GTA Charybdis|&#039;&#039;Charybdis&#039;&#039;-class AWACS]], will jump in about forty-five klicks away not too long after. Brie orders you and Kassim to ignore it and stay close to the &#039;&#039;Ranvir&#039;&#039;, as the &#039;&#039;Argus&#039;&#039; is most likely vectoring in additional attack waves. All too soon, a wing of [[GTF Ares|&#039;&#039;Ares&#039;&#039;-class fighters]] jump in about four klicks away. Brie predicts an anti-fighter Trebuchet sweep. True enough, the fighter wing departs right after releasing one round of Trebuchet missiles. Keep the lock indicator as far left or right to the reticle as you can and pay attention to the lock alert. When it starts to drastically increase in frequency, release your countermeasures and hit your afterburners. Done correctly, you should be able to evade the Trebuchet missiles locked onto your ship without having to mash your Countermeasure key.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Ranvir&#039;&#039; signals your wing after the Trebuchet threat has passed on. It is concerned that the &#039;&#039;Argus&#039;&#039; may vector in heavier forces, like a bomber wing or warship. Just then, the &#039;&#039;Akula&#039;&#039; detects another wing of &#039;&#039;Ares&#039;&#039; fighters attempting to gain targeting lock on her. Brie immediately orders you to intercept the fighters, but you are too far away. As you watch, you see numerous subspace wormholes forming all around the &#039;&#039;Akula&#039;&#039;&amp;amp;mdash;more than you can count. From them emerge countless Eos torpedoes heading directly for the frigate. The torpedoes hit home as the fighter wing jumps out, and the &#039;&#039;Akula&#039;&#039; is completely and utterly destroyed. Your scan of the debris field returned no survivors.&lt;br /&gt;
&lt;br /&gt;
No less than thirty seconds after this, Command alerts your wing and the &#039;&#039;Ranvir&#039;&#039; that their listening posts have detected a massive subspace transit into the immediate vicinity, and are scrambling reinforcements to assist. The &#039;&#039;Ranvir&#039;&#039; prepares to make another crash-jump.&lt;br /&gt;
&lt;br /&gt;
And then, they arrive.&lt;br /&gt;
&lt;br /&gt;
Three corvettes&amp;amp;mdash;two [[GTCv Chimera|&#039;&#039;Chimera&#039;&#039;-classes]], designated &#039;&#039;Hydra&#039;&#039; and &#039;&#039;Pilum&#039;&#039; and a [[GTCv Bellerophon|&#039;&#039;Bellerophon&#039;&#039;-class]], designated &#039;&#039;Marcus Glaive&#039;&#039;&amp;amp;mdash;emerge a few klicks away and well within beam range. The &#039;&#039;Ranvir&#039;&#039; loses her composure for a moment before she sends out the following transmission:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;It&#039;s Serkr Team, Steele&#039;s war dogs, the ones who took &#039;&#039;Artemis&#039;&#039;. Alpha, clear our blast zone. You&#039;ve done all you can.&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Ranvir&#039;&#039; barely manages to send out this message before the three corvettes charge their frontal beam cannons&amp;amp;mdash;nine in all. As one, and with a sound that could almost make your ears bleed, they annihilate the &#039;&#039;Ranvir&#039;&#039; with their combined firepower.&lt;br /&gt;
&lt;br /&gt;
Two wings from the 12th Shuduhune arrive on the battlefield just as the frigate disintegrates into a debris field. &#039;&#039;Shuduhune Alpha 1&#039;&#039; identifies herself as Captain Lila Zhiyan and immediately commences a heavy strike attack with her wingmen. Brie gives her a status update before asking her about the rest of her strike force. Her reply: there are none. She and her three wings are given the near-suicidal task of delaying the corvette trio to prevent them from attacking other fleet assets. They are not expected to survive.&lt;br /&gt;
&lt;br /&gt;
Brie gives new orders. You now have to protect Shuduhune Alpha, comprising of two [[UEB Durga|&#039;&#039;Durga&#039;&#039; bombers]], Shuduhune Beta, consisting of four [[UEF Uriel|&#039;&#039;Uriel&#039;&#039; gunships]], and Shuduhune Gamma, a wing of two &#039;&#039;Uriel&#039;&#039; gunships, from enemy fighters. As the heavy fighters and bombers charge towards the corvette, three [[GTF Myrmidon|&#039;&#039;Myrmidon&#039;&#039;-class fighters]] show up, designated Cetus wing. Intercept them before they rip through the Shuduhune wings.&lt;br /&gt;
&lt;br /&gt;
As the strike force nears the corvettes, Captain Zhiyan orders Brie, Kassim and you to disengage and withdraw to beyond the striking range of Serkr Team. The three of you can only watch as the three wings fly straight into a maelstrom of anti-fighter artillery. The corvette trio departs not too long afterwards.&lt;br /&gt;
&lt;br /&gt;
As Serkr Team leaves, you realise that this mission is over. Brie was hopeful that the Shuduhune managed to slow the corvettes long enough for another frigate to make it to safety. Kassim is furious that the three of you were the only ships that stood between the &#039;&#039;Akula&#039;&#039; and &#039;&#039;Ranvir&#039;&#039; and countless tons of explosive warheads. Brie, however, acknowledges that the two frigates were already lost even before your intervention; the Alliance&#039;s plan of attack was far too great for three fighters to stop it. &lt;br /&gt;
&lt;br /&gt;
Brie gives orders to return to base. Jump out.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The &#039;&#039;Ranvir&#039;&#039; uses the Hydra Torpedo in this mission. This was originally necessary because the Apocalypse (the standard capital ship missile of the UEF) didn&#039;t have the turn radius to reliably engage the corvette. In-universe, the Hydra is a swarm weapon that is designed to penetrate thick point defenses by saturating the enemy with missiles, but at the cost of lower overall damage output. The intent here is to show that the &#039;&#039;Ranvir&#039;&#039; has run out of Apocalypse missiles, and has to resort to secondary loadouts.&lt;br /&gt;
* The &#039;&#039;Cardinal&#039;&#039; and &#039;&#039;Regensburg&#039;&#039; not only sport new pulse weaponry in addition to the normal loadout of a GTCv &#039;&#039;Deimos&#039;&#039;, but are also assigned the dreaded &#039;&#039;BALLS OF STEELE&#039;&#039; AI class, the most competent AI class ever made for War in Heaven that can do everything a normal human pilot is capable of and more.&lt;br /&gt;
* This is also the first mission in War in Heaven where the &#039;&#039;BALLS OF STEELE&#039;&#039; AI class is used.&lt;br /&gt;
* The &#039;&#039;Hydra&#039;&#039; and &#039;&#039;Pilum&#039;&#039; are normal &#039;&#039;Chimera&#039;&#039;-class corvettes with more powerful weaponry, befitting Captain Tefler&#039;s description of Serkr Team.&lt;br /&gt;
* Strangely enough, the GTCv &#039;&#039;Hydra&#039;&#039; did not make an appearance in [[Artemis Station]] despite being part of Serkr Team.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[United Earth Federation|UEF]]&lt;br /&gt;
|belligerent_2 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[UEFg Narayana|UEFg &#039;&#039;Narayana&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Ranvir&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[UEFg Karuna|UEFg &#039;&#039;Karuna&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Akula&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* &#039;&#039;&#039;Serkr Team&#039;&#039;&#039;&lt;br /&gt;
** 1 [[GTCv Bellerophon|GTCv &#039;&#039;Bellerophon&#039;&#039;]]&lt;br /&gt;
*** &#039;&#039;Marcus Glaive&#039;&#039;&lt;br /&gt;
** 2 [[GTCv Chimera|GTCv &#039;&#039;Chimera&#039;&#039;]]&lt;br /&gt;
*** &#039;&#039;Hydra&#039;&#039;&lt;br /&gt;
*** &#039;&#039;Pilum&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cardinal&#039;&#039;&lt;br /&gt;
** &#039;&#039;Idomeneus&#039;&#039;&lt;br /&gt;
** &#039;&#039;Regensburg&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTC Aeolus|GTC &#039;&#039;Aeolus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cho&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTA Charybdis|GTA &#039;&#039;Charybdis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Argus&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 7 [[UEF Uhlan|UEF &#039;&#039;Uhlan&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha 1&#039;&#039;&lt;br /&gt;
*** Brie&lt;br /&gt;
** &#039;&#039;Alpha 2&#039;&#039;&lt;br /&gt;
*** Kassim&lt;br /&gt;
** &#039;&#039;Alpha 3&#039;&#039;&lt;br /&gt;
*** Laporte&lt;br /&gt;
** &#039;&#039;Upsilon&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 6 [[UEF Uriel|UEF &#039;&#039;Uriel&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shuduhune Beta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Shuduhune Gamma&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 2 [[UEB Durga|UEB &#039;&#039;Durga&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shuduhune Alpha&#039;&#039; (2)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 2 [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Auriga 4&#039;&#039;&lt;br /&gt;
** &#039;&#039;Eridan 6&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cetus&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Auriga&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 10 [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Corvus&#039;&#039; (5)&lt;br /&gt;
** &#039;&#039;Eridan&#039;&#039; (5)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 1 [[UEFg Narayana|UEFg &#039;&#039;Narayana&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Ranvir&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[UEFg Karuna|UEFg &#039;&#039;Karuna&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Akula&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-4 [[UEF Uhlan|UEF &#039;&#039;Uhlan&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Upsilon&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 0-6 [[UEF Uriel|UEF &#039;&#039;Uriel&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shuduhune Beta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Shuduhune Gamma&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-2 [[UEB Durga|UEB &#039;&#039;Durga&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Shuduhune Alpha&#039;&#039; (2)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 0-1 [[GTF Aurora|GTF &#039;&#039;Aurora&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Auriga 4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cetus&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Auriga&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Blue Planet]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&amp;diff=31103</id>
		<title>Fs2 open on Linux/Installing the Development Libraries</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&amp;diff=31103"/>
		<updated>2010-10-02T22:43:25Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Fix package list for ubuntu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Acquiring_the_Code|Acquiring_the_Code]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note|: &amp;lt;b&amp;gt;Redhat&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Slackware&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Archlinux&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;SuSE&amp;lt;/b&amp;gt;, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}&lt;br /&gt;
&lt;br /&gt;
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora], readline, [http://www.lua.org liblua &amp;gt;= 5.1.3], and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ubuntu&#039;&#039;&#039; users want to:&lt;br /&gt;
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}&lt;br /&gt;
 $ apt-get install libopenal-dev libvorbis-dev build-essential automake1.10 autoconf libsdl1.2-dev libtheora-dev libreadline6-dev libpng12-dev liblua5.1-0-dev&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debian&#039;&#039;&#039; users want to:&lt;br /&gt;
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}&lt;br /&gt;
 $ apt-get install libopenal-dev libvorbis-dev build-essential automake1.10 autoconf libsdl1.2-dev libtheora-dev libreadline6-dev libpng12-dev liblua5.1-0-dev&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fedora Core&#039;&#039;&#039; users (and most likely Redhat users too) want to:&lt;br /&gt;
 $ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel readline-devel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gentoo&#039;&#039;&#039; users want to:&lt;br /&gt;
{{Note| media-libs/openal needs the &amp;lt;b&amp;gt;&amp;quot;alsa&amp;quot;&amp;lt;/b&amp;gt; USE-flag if you intend to use ALSA, and media-libs/libsdl needs the &amp;lt;b&amp;gt;&amp;quot;X&amp;quot;&amp;lt;/b&amp;gt;,&amp;lt;b&amp;gt;&amp;quot;opengl&amp;quot;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;quot;xv&amp;quot;&amp;lt;/b&amp;gt; USE-flags.}}&lt;br /&gt;
&lt;br /&gt;
 $ emerge -va openal libvorbis libsdl libtheora readline&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandriva&#039;&#039;&#039; users want to:&lt;br /&gt;
 $ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Installing the Development Libraries]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Quickstart&amp;diff=30675</id>
		<title>Fs2 open on Linux/Quickstart</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Quickstart&amp;diff=30675"/>
		<updated>2010-08-09T06:24:31Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Added note about non 32 bit rendering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, [[User:Galemp|Galemp]] here. If, like me, you&#039;re new to Linux and have no idea how to compile code, I have a quick startup guide here. You should at least be familiar with basic file management like moving and renaming files. I also assume that you have an administrator account. Make sure your video card drivers are working properly; other sources can assist you with this.&lt;br /&gt;
&lt;br /&gt;
This guide was written using Ubuntu Linux 9.04. Note that EVERYTHING in Linux is case sensitive, so if your folder is named &amp;lt;code&amp;gt;Games&amp;lt;/code&amp;gt; and you enter &amp;lt;code&amp;gt;games&amp;lt;/code&amp;gt; it won&#039;t work. Also pay close attention to SPACES and DOTS. &amp;lt;code&amp;gt;.fs2_open&amp;lt;/code&amp;gt; is not the same as &amp;lt;code&amp;gt;fs2_open&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;fs2 open&amp;lt;/code&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Part 1. Getting the game running.&#039;&#039;&#039;&lt;br /&gt;
This assumes that you have access to a Windows installation of retail or GOG FS2, or otherwise have access to the original VPs. I copied mine from a mounted secondary hard drive that I boot Windows from.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Copy the game data.&#039;&#039;&#039; If you&#039;re a Freespace modder, you install mods, or just like downloading new missions, it makes sense to put it in your Home folder. Create a new folder in your home directory, called &amp;lt;code&amp;gt;Games&amp;lt;/code&amp;gt;, and a new folder in that called &amp;lt;code&amp;gt;freespace2&amp;lt;/code&amp;gt;, and copy all .VP files in your original install folder there. If you have any mods installed, such as MediaVPs or FSPort, move those folders as well. &lt;br /&gt;
# &#039;&#039;&#039;Initial configuration.&#039;&#039;&#039; We&#039;re going to create a file that sets essential options for starting up Freespace. Browse to your home folder and press CTRL-H to unhide system files. Create a new folder called &amp;lt;code&amp;gt;.fs2_open&amp;lt;/code&amp;gt; and inside that, create a plaintext file called &amp;lt;code&amp;gt;fs2_open.ini&amp;lt;/code&amp;gt;. On the first line, put &amp;lt;code&amp;gt;[Default]&amp;lt;/code&amp;gt; and on the second line put &amp;lt;code&amp;gt;VideocardFs2open=OGL -(1024x768)x32 bit&amp;lt;/code&amp;gt;. You can change the first two parameters to your native screen resolution. Save and close it. [[Note|Do not change from &amp;lt;code&amp;gt;32 bit&amp;lt;/code&amp;gt; unless told otherwise by a Support Ninja.]]&lt;br /&gt;
# &#039;&#039;&#039;Download the Linux binaries.&#039;&#039;&#039; This is the actual game executable. The latest stable version as of this writing (8 August 2010) is [http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_INF.tar.bz2 3.6.12]. If you&#039;d like a newer build, or a specific one (such as a Wanderer, XT branch, or Inferno build) please see the [http://www.hard-light.net/forums/index.php/board,173.0.html Nightly Builds forum] and pick the most recent Linux build. Unpack the executables to the same folder where you put the Freespace VPs.&lt;br /&gt;
# &#039;&#039;&#039;Run a test.&#039;&#039;&#039; Now let&#039;s see if Freespace will run. In your game directory, run the binary you&#039;ve just downloaded. If you&#039;ve done everything correctly, you should have Freespace 2 up and running on Linux! Congratulations! From here you should be able to experience the game just as it was when it was released, and play online using [[Multiplayer Getting Started Guide|FS2Net]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Part 2. Getting mods to work.&#039;&#039;&#039;&lt;br /&gt;
If you want to run mods, things get trickier. First, there are currently some issues with current builds not supporting mods; second, you&#039;ll want to install a launcher to switch between them. The Linux launcher, YAL, is non-portable, so we&#039;ll have to configure SVN (a tool for updating code databases) to download the latest code, configure it to work on your system, compile the code into a working executable, then move that to your Freespace directory. This is the most frustrating part of the whole process, but bear with me and we&#039;ll get through it. The Source Code Project team is working on an installer/launcher overhaul, so go bug them in the meantime.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Install the fixed binary.&#039;&#039;&#039; For now, download and unpack [[http://www.joskus.jossain.com/fso_5395.zip this build]] into your Freespace directory. Or, try a build of your choosing.&lt;br /&gt;
# &#039;&#039;&#039;Install dependencies.&#039;&#039;&#039; Compiling the launcher requires a few external libraries to get going. We&#039;re going to install them as a super user (sudo) by using the get application command (apt-get.) Open Terminal under Applications &amp;gt; Accessories and enter this command: &amp;lt;code&amp;gt;sudo apt-get install build-essential automake1.9 autoconf libreadline5-dev subversion&amp;lt;/code&amp;gt; You will need to enter your password when prompted.&lt;br /&gt;
# &#039;&#039;&#039;Download the launcher code.&#039;&#039;&#039; From Terminal, enter &amp;lt;code&amp;gt;cd $HOME&amp;lt;/code&amp;gt; to navigate to your home folder, and enter &amp;lt;code&amp;gt;mkdir yal&amp;lt;/code&amp;gt; to create a new folder named yal. This is where we&#039;ll put the code. Enter &amp;lt;code&amp;gt;cd yal&amp;lt;/code&amp;gt; to navigate to that directory, then enter  &amp;lt;code&amp;gt;svn checkout svn://vega.livecd.pl/yal/trunk&amp;lt;/code&amp;gt; to download the latest launcher code.&lt;br /&gt;
# &#039;&#039;&#039;Compile the launcher code.&#039;&#039;&#039; Enter &amp;lt;code&amp;gt;./autogen.sh&amp;lt;/code&amp;gt; then &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; and in a moment it should compile a new binary. Move this to your Freespace directory by entering &amp;lt;code&amp;gt;mv fs2_launcher $HOME/Games/freespace2&amp;lt;/code&amp;gt;.&lt;br /&gt;
# &#039;&#039;&#039;Test the launcher.&#039;&#039;&#039; Now you can try running the FS2 Launcher app in your Freespace 2 directory, choosing the fixed binary above and the mod of your choice. In all respects this should work like the Windows launcher, except that only a few tabs will be working.&lt;br /&gt;
&lt;br /&gt;
Well, that worked for me. The_E and I are working on a script to automate some of this, so stay tuned.&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Quickstart&amp;diff=30674</id>
		<title>Fs2 open on Linux/Quickstart</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Quickstart&amp;diff=30674"/>
		<updated>2010-08-09T06:19:47Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: New binary release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, [[User:Galemp|Galemp]] here. If, like me, you&#039;re new to Linux and have no idea how to compile code, I have a quick startup guide here. You should at least be familiar with basic file management like moving and renaming files. I also assume that you have an administrator account. Make sure your video card drivers are working properly; other sources can assist you with this.&lt;br /&gt;
&lt;br /&gt;
This guide was written using Ubuntu Linux 9.04. Note that EVERYTHING in Linux is case sensitive, so if your folder is named &amp;lt;code&amp;gt;Games&amp;lt;/code&amp;gt; and you enter &amp;lt;code&amp;gt;games&amp;lt;/code&amp;gt; it won&#039;t work. Also pay close attention to SPACES and DOTS. &amp;lt;code&amp;gt;.fs2_open&amp;lt;/code&amp;gt; is not the same as &amp;lt;code&amp;gt;fs2_open&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;fs2 open&amp;lt;/code&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Part 1. Getting the game running.&#039;&#039;&#039;&lt;br /&gt;
This assumes that you have access to a Windows installation of retail or GOG FS2, or otherwise have access to the original VPs. I copied mine from a mounted secondary hard drive that I boot Windows from.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Copy the game data.&#039;&#039;&#039; If you&#039;re a Freespace modder, you install mods, or just like downloading new missions, it makes sense to put it in your Home folder. Create a new folder in your home directory, called &amp;lt;code&amp;gt;Games&amp;lt;/code&amp;gt;, and a new folder in that called &amp;lt;code&amp;gt;freespace2&amp;lt;/code&amp;gt;, and copy all .VP files in your original install folder there. If you have any mods installed, such as MediaVPs or FSPort, move those folders as well. &lt;br /&gt;
# &#039;&#039;&#039;Initial configuration.&#039;&#039;&#039; We&#039;re going to create a file that sets essential options for starting up Freespace. Browse to your home folder and press CTRL-H to unhide system files. Create a new folder called &amp;lt;code&amp;gt;.fs2_open&amp;lt;/code&amp;gt; and inside that, create a plaintext file called &amp;lt;code&amp;gt;fs2_open.ini&amp;lt;/code&amp;gt;. On the first line, put &amp;lt;code&amp;gt;[Default]&amp;lt;/code&amp;gt; and on the second line put &amp;lt;code&amp;gt;VideocardFs2open=OGL -(1024x768)x32 bit&amp;lt;/code&amp;gt;. You can change these parameters to your native screen resolution. Save and close it.&lt;br /&gt;
# &#039;&#039;&#039;Download the Linux binaries.&#039;&#039;&#039; This is the actual game executable. The latest stable version as of this writing (8 August 2010) is [http://swc.fs2downloads.com/builds/LINUX/fs2_open_3_6_12_INF.tar.bz2 3.6.12]. If you&#039;d like a newer build, or a specific one (such as a Wanderer, XT branch, or Inferno build) please see the [http://www.hard-light.net/forums/index.php/board,173.0.html Nightly Builds forum] and pick the most recent Linux build. Unpack the executables to the same folder where you put the Freespace VPs.&lt;br /&gt;
# &#039;&#039;&#039;Run a test.&#039;&#039;&#039; Now let&#039;s see if Freespace will run. In your game directory, run the binary you&#039;ve just downloaded. If you&#039;ve done everything correctly, you should have Freespace 2 up and running on Linux! Congratulations! From here you should be able to experience the game just as it was when it was released, and play online using [[Multiplayer Getting Started Guide|FS2Net]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Part 2. Getting mods to work.&#039;&#039;&#039;&lt;br /&gt;
If you want to run mods, things get trickier. First, there are currently some issues with current builds not supporting mods; second, you&#039;ll want to install a launcher to switch between them. The Linux launcher, YAL, is non-portable, so we&#039;ll have to configure SVN (a tool for updating code databases) to download the latest code, configure it to work on your system, compile the code into a working executable, then move that to your Freespace directory. This is the most frustrating part of the whole process, but bear with me and we&#039;ll get through it. The Source Code Project team is working on an installer/launcher overhaul, so go bug them in the meantime.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Install the fixed binary.&#039;&#039;&#039; For now, download and unpack [[http://www.joskus.jossain.com/fso_5395.zip this build]] into your Freespace directory. Or, try a build of your choosing.&lt;br /&gt;
# &#039;&#039;&#039;Install dependencies.&#039;&#039;&#039; Compiling the launcher requires a few external libraries to get going. We&#039;re going to install them as a super user (sudo) by using the get application command (apt-get.) Open Terminal under Applications &amp;gt; Accessories and enter this command: &amp;lt;code&amp;gt;sudo apt-get install build-essential automake1.9 autoconf libreadline5-dev subversion&amp;lt;/code&amp;gt; You will need to enter your password when prompted.&lt;br /&gt;
# &#039;&#039;&#039;Download the launcher code.&#039;&#039;&#039; From Terminal, enter &amp;lt;code&amp;gt;cd $HOME&amp;lt;/code&amp;gt; to navigate to your home folder, and enter &amp;lt;code&amp;gt;mkdir yal&amp;lt;/code&amp;gt; to create a new folder named yal. This is where we&#039;ll put the code. Enter &amp;lt;code&amp;gt;cd yal&amp;lt;/code&amp;gt; to navigate to that directory, then enter  &amp;lt;code&amp;gt;svn checkout svn://vega.livecd.pl/yal/trunk&amp;lt;/code&amp;gt; to download the latest launcher code.&lt;br /&gt;
# &#039;&#039;&#039;Compile the launcher code.&#039;&#039;&#039; Enter &amp;lt;code&amp;gt;./autogen.sh&amp;lt;/code&amp;gt; then &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; and in a moment it should compile a new binary. Move this to your Freespace directory by entering &amp;lt;code&amp;gt;mv fs2_launcher $HOME/Games/freespace2&amp;lt;/code&amp;gt;.&lt;br /&gt;
# &#039;&#039;&#039;Test the launcher.&#039;&#039;&#039; Now you can try running the FS2 Launcher app in your Freespace 2 directory, choosing the fixed binary above and the mod of your choice. In all respects this should work like the Windows launcher, except that only a few tabs will be working.&lt;br /&gt;
&lt;br /&gt;
Well, that worked for me. The_E and I are working on a script to automate some of this, so stay tuned.&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=30427</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=30427"/>
		<updated>2010-07-19T20:11:36Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: /* -mod */  updated information regarding FRED and fixed some typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
Enables 3D Shockwaves.  This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag anymore.}}&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-voicer====&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;[[mod.ini]]&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side-effect) will make everything look bigger and more realistic scale-wise. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Battle_of_Deneb_(2335)&amp;diff=30347</id>
		<title>Battle of Deneb (2335)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Battle_of_Deneb_(2335)&amp;diff=30347"/>
		<updated>2010-07-14T04:06:08Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This article is about the first battle of Deneb. For other uses, see [[Battle of Deneb]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{|border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#3C1E1E; font-size: 150%&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;First Battle of Deneb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
* Date&lt;br /&gt;
* Location&lt;br /&gt;
* Result&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
* 2/20/2335&lt;br /&gt;
* Deneb system&lt;br /&gt;
* Shivan victory&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Belligerents&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |[[GTA]] / [[PVN]]&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |[[Shivans]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Commanders&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
*Admiral Shima&lt;br /&gt;
*Admiral Wolf&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Unknown&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Strength&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
* [[GTD Galatea|GTD &#039;&#039;Galatea&#039;&#039;]]&lt;br /&gt;
* [[GTD Bastion|GTD &#039;&#039;Bastion&#039;&#039;]]&lt;br /&gt;
* [[GTD Legion|GTD &#039;&#039;Legion&#039;&#039;]]&lt;br /&gt;
* 4+ [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
* 1+ [[GTSC Faustus|GTSC &#039;&#039;Faustus&#039;&#039;]]&lt;br /&gt;
* 2+ [[PVD Typhon|PVD &#039;&#039;Typhon&#039;&#039;]]&lt;br /&gt;
* 2+ [[PVC Aten|PVC &#039;&#039;Aten&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
* [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]&lt;br /&gt;
* [[SD Eva|SD &#039;&#039;Eva&#039;&#039;]]&lt;br /&gt;
* SC &#039;&#039;Raja&#039;&#039;&lt;br /&gt;
* 6+ [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]] / [[SC Lilith|SC &#039;&#039;Lilith&#039;&#039;]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Casualties&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
* [[GTD Galatea|GTD &#039;&#039;Galatea&#039;&#039;]]&lt;br /&gt;
* [[GTD Legion|GTD &#039;&#039;Legion&#039;&#039;]]&lt;br /&gt;
* Multiple small ships&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
* SD &#039;&#039;Eva&#039;&#039;&lt;br /&gt;
* SC &#039;&#039;Raja&#039;&#039;&lt;br /&gt;
* Miscellaneous small ships&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first [[Great War]], a [[Shivan]] fleet centered around the [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]] and the destroyer [[SD Eva|SD &#039;&#039;Eva&#039;&#039;]] made use of an unknown jump node to bypass the GTA blockade in [[Antares]] and reach [[Deneb]]. After [[Alpha 1]] made [[Playing Judas|a reconnaissance]] of the Shivan arrival in Deneb, the Shivan battle group and a [[Terran]]/[[Vasudan]] fleet, including the [[GTD Galatea|GTD &#039;&#039;Galatea&#039;&#039;]] and [[GTD Legion|GTD &#039;&#039;Legion&#039;&#039;]], engaged in battle. The FS2 intro cutscene and two FS1 missions, [[Evangelist]] and [[Doomsday]], show the the Battle of Deneb (2335) from different perspectives.&lt;br /&gt;
&lt;br /&gt;
The FS1 failure debrief for Evangelist claims that there are only two Shivan destroyers in the system, the &#039;&#039;Eva&#039;&#039; and the &#039;&#039;Lucifer&#039;&#039;, but the player destroys the &#039;&#039;Eva&#039;&#039; if he successfully completes Evangelist. However, the FS2 cutscene clearly shows a Shivan [[SD Demon|&#039;&#039;Demon&#039;&#039;]]-class destroyer present after the &#039;&#039;Galatea&#039;&#039; has been destroyed. As the &#039;&#039;Eva&#039;&#039; is implied to be the only Shivan &#039;&#039;Demon&#039;&#039;-class destroyer in the system, this is an inconsistency unless we assume that either the &#039;&#039;Eva&#039;&#039; was not destroyed or another Shivan destroyer arrived in-system &#039;&#039;during&#039;&#039; the battle. Also, the FS2 intro cutscene shows many cruisers and destroyers present during the Battle of Deneb probably after the destruction of the &#039;&#039;Galatea&#039;&#039;, and the destruction of another Terran [[GTD Orion|&#039;&#039;Orion&#039;&#039;]]-class destroyer. As [[Volition]] has allegedly stated that the &#039;&#039;Orion&#039;&#039; in the FS2 intro was not &#039;&#039;Galatea&#039;&#039;, the community has labeled this unknown destroyer the GTD &#039;&#039;Legion&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For more information on the introduction cutscene&#039;s inconsistencies, see the [[FreeSpace Trivia#Cutscene quirks|FreeSpace Trivia]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:History|Deneb, Battle of, 2335]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Autopilot.tbl&amp;diff=30346</id>
		<title>Autopilot.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Autopilot.tbl&amp;diff=30346"/>
		<updated>2010-07-13T21:09:49Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5264}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autopilot.tbl&#039;&#039;&#039; is used to define the autopilot behavior for a mod. This table is not found in the retail game.&lt;br /&gt;
&lt;br /&gt;
==General Structure==&lt;br /&gt;
*Table consists of autopilot section&lt;br /&gt;
*Starts with &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Autopilot&#039;&#039;&#039;&lt;br /&gt;
*Ends with &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;END&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Table Contents==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Table works only with new builds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Link Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum distance for autopilot link&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Interrupt autopilot if enemy within distance:===&lt;br /&gt;
{{Table3612|&lt;br /&gt;
*Defines the minimum distance that an enemy has to be from the player at autopilot start and the minimum distance that enemies have to be from the autopilot flight leader in meters.  &#039;&#039;&#039;Default is 5000 meters&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Interrupt autopilot if asteroid within distance:===&lt;br /&gt;
{{Table3612|&lt;br /&gt;
*Defines the minimum distance that an asteroid has to be from the player for the autopilot to engage and is the minimum distance that an asteroid has to be from the autopilot flight leader in meters.  &#039;&#039;&#039;Default is 1000 meters&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Lock weapons during autopilot:===&lt;br /&gt;
{{Table3612|&lt;br /&gt;
*Disables all weapons of all ships involved in the cinematic autopilot sequence. &#039;&#039;&#039;Default is NO&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+No_Cutscene_Bars===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Turns the cutscene bars off for the autopilot duration}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+No_Autopilot_Interrupt===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces autopilot to ignore interrupts}}&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Table allows for setting both message and sound file for certain events&lt;br /&gt;
*Allowed events:&lt;br /&gt;
::&#039;&#039;&#039;$No Nav Selected:&#039;&#039;&#039;&lt;br /&gt;
::*Triggered if no navpoint has been selected when autopilot is activated.&lt;br /&gt;
::&#039;&#039;&#039;$Gliding:&#039;&#039;&#039;&lt;br /&gt;
::*Triggered if autopilot is activated while in glide mode.&lt;br /&gt;
::&#039;&#039;&#039;$Too Close:&#039;&#039;&#039;&lt;br /&gt;
::*Triggered if selected navpoint is too close when autopilot is activated.&lt;br /&gt;
::&#039;&#039;&#039;$Hostiles:&#039;&#039;&#039;&lt;br /&gt;
::*Triggered if hostiles are within 5000 meters when autopilot is activated.&lt;br /&gt;
{{Table3612|&lt;br /&gt;
::*Triggered when the player is within &#039;&#039;&#039;$Interrupt autopilot if enemy within distance:&#039;&#039;&#039; meters of an enemy.}}&lt;br /&gt;
::&#039;&#039;&#039;$Linked:&#039;&#039;&#039;&lt;br /&gt;
::*Triggered when the player links his autopilot to another ship by flying within &#039;&#039;&#039;$Link Distance:&#039;&#039;&#039;. See NAV_NEEDS_LINK.&lt;br /&gt;
::&#039;&#039;&#039;$Hazard:&#039;&#039;&#039;&lt;br /&gt;
::*Triggered if the autopilot is activated when too close to a hazard (namely an asteroid)&lt;br /&gt;
{{Table3612|&lt;br /&gt;
::*Triggered when the player is within &#039;&#039;&#039;$Interrupt autopilot if enemy within distance:&#039;&#039;&#039; meters of an asteroid.}}&lt;br /&gt;
{{Table3612|&lt;br /&gt;
::&#039;&#039;&#039;$Support Present:&#039;&#039;&#039;&lt;br /&gt;
::*Triggered when any friendly support ship within range but engine is unable to dismiss the support ship for an unknown reason.&lt;br /&gt;
::&#039;&#039;&#039;$Support Working:&#039;&#039;&#039;&lt;br /&gt;
::*Triggered when any friendly support ship within range has an outstanding repair/rearm order.&lt;br /&gt;
}}&lt;br /&gt;
*For each defined event both message and sound file has to be set&lt;br /&gt;
*&#039;&#039;&#039;+Msg:&#039;&#039;&#039;&lt;br /&gt;
**Defines the message displayed on screen&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Snd File:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, has to include file extension}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Autopilot&lt;br /&gt;
&lt;br /&gt;
$Link Distance: 100&lt;br /&gt;
&lt;br /&gt;
$No Nav Selected:&lt;br /&gt;
   +Msg: none&lt;br /&gt;
   +Snd File: none.wav&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>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Engine_limitations&amp;diff=29954</id>
		<title>Engine limitations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Engine_limitations&amp;diff=29954"/>
		<updated>2010-06-25T15:57:06Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Added some sub-weapon type limits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that &#039;Inferno&#039; refers to INF builds, developed to boost engine limits. Starting with FS2_Open 3.6.10 these builds can be used in Multiplayer, older builds are not capable of joining the servers due to several incompatibilities. In addition, Inferno and regular builds are incompatible to each other in Multiplayer; someone using an Inferno build will not be able to play with someone using a regular build and vice versa. Those builds are named after the [[Inferno]] mod, but are extensively used by many other projects, like [[The Babylon Project|TBP]].&lt;br /&gt;
Inferno builds will become the standard, starting at FS2_Open revision 3.7, with 3.6.12 being the last version to be distributed both in normal and Inferno variants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
The maximum types of an entity that can exist in the table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ships.tbl|Ship Classes]]&lt;br /&gt;
| 130&lt;br /&gt;
| 250&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Weapons.tbl|Weapon Classes]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Shots&lt;br /&gt;
| colspan=2| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Objecttypes.tbl|Object Types]]&lt;br /&gt;
| colspan=2| 16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Iff_defs.tbl|IFFs]]&lt;br /&gt;
|  colspan=2|10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ai_profiles.tbl|AI Profiles]]&lt;br /&gt;
| colspan=2| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Cutscenes.tbl|Cutscenes]]&lt;br /&gt;
| colspan=2| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hud_gauges.tbl|Hud Gauges]]&lt;br /&gt;
| colspan=2| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Species.tbl|Intelligence Entries]]&lt;br /&gt;
| colspan=2| 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Debriefing&lt;br /&gt;
| colspan=2| 2,000 Characters per Stage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Table3612|&lt;br /&gt;
*The number of Intelligence Entries in species.tbl has been increased to 75}}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Objects&lt;br /&gt;
| 1000&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships&lt;br /&gt;
| 400&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Weapons&lt;br /&gt;
| 350&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beams&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoints Per Path&lt;br /&gt;
| 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoint Paths&lt;br /&gt;
| 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
The maximum number wings or ships in a wing that can exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wings&lt;br /&gt;
| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships per Wing&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Starting Wings&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Squadron Wings&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Teams&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings per Team&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
The maximum number of models that can exist at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Polygon Models&lt;br /&gt;
| 128&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of a certain entity that can exist within a model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Primary Banks&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Secondary Banks&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sub-Weapon Types==&lt;br /&gt;
&lt;br /&gt;
The maximums for the sub types of weapons.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Max Instances&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Corkscrew Missiles&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Swarm Missiles&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Engine_limitations&amp;diff=29282</id>
		<title>Engine limitations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Engine_limitations&amp;diff=29282"/>
		<updated>2010-05-16T20:24:56Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: be not bee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The maximum numbers of certain types of entities that can exist in the FS2_Open engine. Please note that &#039;Inferno&#039; refers to INF builds, developed to boost engine limits. Starting with FS2_Open 3.6.10 these builds can be used in Multiplayer, older builds are not capable of joining the servers due to several incompatibilities. In addition, Inferno and regular builds are incompatible to each other in Multiplayer; someone using an Inferno build will not be able to play with someone using a regular build and vice versa. Those builds are named after the [[Inferno]] mod, but are extensively used by many other projects, like [[The Babylon Project|TBP]].&lt;br /&gt;
Inferno builds will become the standard, starting at FS2_Open revision 3.7, with 3.6.12 being the last version to be distributed both in normal and Inferno variants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
The maximum types of an entity that can exist in the table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ships.tbl|Ship Classes]]&lt;br /&gt;
| 130&lt;br /&gt;
| 250&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Weapons.tbl|Weapon Classes]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Shots&lt;br /&gt;
| colspan=2| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Objecttypes.tbl|Object Types]]&lt;br /&gt;
| colspan=2| 16&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Iff_defs.tbl|IFFs]]&lt;br /&gt;
|  colspan=2|10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Ai_profiles.tbl|AI Profiles]]&lt;br /&gt;
| colspan=2| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Cutscenes.tbl|Cutscenes]]&lt;br /&gt;
| colspan=2| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Hud_gauges.tbl|Hud Gauges]]&lt;br /&gt;
| colspan=2| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Species.tbl|Intelligence Entries]]&lt;br /&gt;
| colspan=2| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Table3612|&lt;br /&gt;
*The number of Intelligence Entries in species.tbl has been increased to 75}}&lt;br /&gt;
&lt;br /&gt;
==Objects==&lt;br /&gt;
The maximum number of objects that can exist in a mission at any given time (except for ships and waypoints, which apply to the whole mission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Objects&lt;br /&gt;
| 1000&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships&lt;br /&gt;
| 400&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Weapons&lt;br /&gt;
| 350&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beams&lt;br /&gt;
| 500&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoints Per Path&lt;br /&gt;
| 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Waypoint Paths&lt;br /&gt;
| 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
The maximum number wings or ships in a wing that can exist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wings&lt;br /&gt;
| 75&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ships per Wing&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Starting Wings&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Squadron Wings&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Teams&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings per Team&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TvT Wings&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
The maximum number of models that can exist at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| rowspan=2 style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Standard&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Polygon Models&lt;br /&gt;
| 128&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The maximum number of a certain entity that can exist within a model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#351515; width:150px&amp;quot;| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505; width:75px&amp;quot;| &#039;&#039;&#039;Limit&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Textures&lt;br /&gt;
| 64&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Primary Banks&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ship Secondary Banks&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&amp;diff=28510</id>
		<title>Fs2 open on Linux/Installing the Development Libraries</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&amp;diff=28510"/>
		<updated>2010-03-25T06:19:38Z</updated>

		<summary type="html">&lt;p&gt;IssMneur: Added liblua to the page for Ubuntu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Acquiring_the_Code|Acquiring_the_Code]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note|: &amp;lt;b&amp;gt;Redhat&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Slackware&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Archlinux&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;SuSE&amp;lt;/b&amp;gt;, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}&lt;br /&gt;
&lt;br /&gt;
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora], readline, [http://www.lua.org liblua &amp;gt;= 5.1.3], and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Debian/Ubuntu&#039;&#039;&#039; users want to:&lt;br /&gt;
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}&lt;br /&gt;
 $ apt-get install libopenal-dev libvorbis-dev build-essential automake1.9 autoconf libsdl-dev libtheora-dev libreadline5-dev libpng12-dev liblua5.1-dev&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fedora Core&#039;&#039;&#039; users (and most likely Redhat users too) want to:&lt;br /&gt;
 $ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel readline-devel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gentoo&#039;&#039;&#039; users want to:&lt;br /&gt;
{{Note| media-libs/openal needs the &amp;lt;b&amp;gt;&amp;quot;alsa&amp;quot;&amp;lt;/b&amp;gt; USE-flag if you intend to use ALSA, and media-libs/libsdl needs the &amp;lt;b&amp;gt;&amp;quot;X&amp;quot;&amp;lt;/b&amp;gt;,&amp;lt;b&amp;gt;&amp;quot;opengl&amp;quot;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;quot;xv&amp;quot;&amp;lt;/b&amp;gt; USE-flags.}}&lt;br /&gt;
&lt;br /&gt;
 $ emerge -va openal libvorbis libsdl libtheora readline&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandriva&#039;&#039;&#039; users want to:&lt;br /&gt;
 $ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Installing the Development Libraries]]&lt;/div&gt;</summary>
		<author><name>IssMneur</name></author>
	</entry>
</feed>