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		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=27796</id>
		<title>Hud gauges.tbl</title>
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		<updated>2010-01-24T01:30:29Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5234}}&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in FreeSpace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of FreeSpace 2, there is a gauge that tells you your target&#039;s hull strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but it the standard way to describe screen coordinates and easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in FreeSpace. They are:&lt;br /&gt;
**[[#Table Contents|Miscellaneous variables]]&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file.&lt;br /&gt;
**[[##Custom Gauges|#Custom Gauges]]&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined. This includes any child gauges you want to define.&lt;br /&gt;
**[[##Main Gauges|#Main Gauges]]&lt;br /&gt;
***Used to set the attributes of the Main HUD gauges, such as the escort list or the shield status display or any custom main gauge you have defined.&lt;br /&gt;
**[[##Gauges|#Gauges]]&lt;br /&gt;
***Used to set individual child gauges&#039; attributes.&lt;br /&gt;
**[[##Ship Main Gauges|#Ship Main Gauges]]&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships.&lt;br /&gt;
**[[##Ship Gauges|#Ship Gauges]]&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides.&lt;br /&gt;
&lt;br /&gt;
==Table Contents==&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, from 1 to 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the multiplier used for scaling the distances and speeds reported to the player in the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the default draw method for the targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Options:&lt;br /&gt;
::* &#039;&#039;&#039;0&#039;&#039;&#039; - Standard&lt;br /&gt;
::* &#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::* &#039;&#039;&#039;2&#039;&#039;&#039; - Wireframe with textures}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Selection for display type of the Reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Options: &lt;br /&gt;
::* &#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge. Only main gauges that can already be manipulated in this table or custom gauges that you defined can be used as a parent gauge.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is. These tags are NOT additive.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
*If any later definition that matches has some settings missing that an earlier definition set, those will be overridden with defaults. The previous settings will NOT be used.&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Where &#039;&#039;&amp;lt;Gauge name&amp;gt;&#039;&#039; is the name of the gauge (can be a custom gauge) you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;FloatInteger&#039;&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  &lt;br /&gt;
::* &#039;&#039;&#039;Player Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Target Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Shield Mini&#039;&#039;&#039; &lt;br /&gt;
::* &#039;&#039;&#039;Afterburner Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Weapons Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Escort List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect.&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Gauges==&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the resolution for the draw data&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
===$Gauge:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of gauge&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect.&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Where &#039;&#039;&amp;lt;Gauge name&amp;gt;&#039;&#039; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;FloatInteger&#039;&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  &lt;br /&gt;
::* &#039;&#039;&#039;Player Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Target Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Shield Mini&#039;&#039;&#039; &lt;br /&gt;
::* &#039;&#039;&#039;Afterburner Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Weapons Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Escort List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect. Their values cannot be inherited from the default gauges as their effect is calculated on the fly. They have to be specifed for each ship individually,&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect. Their values cannot be inherited from the default gauges as their effect is calculated on the fly. They have to be specifed for each ship individually,&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
==#Ship Gauges==&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the ship&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the resolution for the draw data&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;
===$Gauge:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of gauge&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect. Their values cannot be inherited from the default gauges as their effect is calculated on the fly. They have to be specifed for each ship individually,&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect. Their values cannot be inherited from the default gauges as their effect is calculated on the fly. They have to be specifed for each ship individually,&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minimal Example==&lt;br /&gt;
   $Max Escort Ships: 15&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
*it runs, but not entirely sure if all of it is working properly; this is a copy-paste from somewhere else... someone please update&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $Max Escort Ships: 15&lt;br /&gt;
  &lt;br /&gt;
  #Custom Gauges&lt;br /&gt;
     $Name: MyParentGauge&lt;br /&gt;
        +Default1024x: 100&lt;br /&gt;
        +Default1024y: 100&lt;br /&gt;
        +Parent: &lt;br /&gt;
     $Name: MyChildGauge&lt;br /&gt;
        +Default1024x: 10&lt;br /&gt;
        +Default1024y: 5&lt;br /&gt;
        +Parent: MyParentGauge&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Main Gauges&lt;br /&gt;
     $Default:                  (1024 768)&lt;br /&gt;
        $Player Shield:         (694 670)&lt;br /&gt;
        $Target Shield:         (232 670)&lt;br /&gt;
        $MyParentGauge:         (100 100)&lt;br /&gt;
     $Resolution:               (1024 768)&lt;br /&gt;
        $Escort List:           (865 330)&lt;br /&gt;
            +Image: escort1&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Gauges&lt;br /&gt;
     $Default:                   (1024 768)        &lt;br /&gt;
         $Gauge: MyParentGauge&lt;br /&gt;
            $MyChildGauge:       (347 219)&lt;br /&gt;
                +Image:          child_image&lt;br /&gt;
                +Color:          175 230 175&lt;br /&gt;
     $Resolution:                (1024 768)&lt;br /&gt;
         $Gauge: Escort List&lt;br /&gt;
            $Header Text:        (4 1)&lt;br /&gt;
                +Text: Monitoring&lt;br /&gt;
            $List:               (0 13)&lt;br /&gt;
            $Ship:               (0 11)&lt;br /&gt;
                +Image:          escort2&lt;br /&gt;
            $Last Ship:          (0 11)&lt;br /&gt;
                +Image:          escort3&lt;br /&gt;
            $Ship Name:          (4 0)&lt;br /&gt;
            $Ship Hull:          (116 0)&lt;br /&gt;
            $Ship Status:        (-11 0)&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Ship Main Gauges&lt;br /&gt;
     $Ship: WhateverShip 107A&lt;br /&gt;
         $Default:               (1024 768)&lt;br /&gt;
            $Player Shield:      (694 670)&lt;br /&gt;
            $Target Shield:      (232 670)&lt;br /&gt;
            $MyParentGauge:      (100 100)&lt;br /&gt;
     $Ship: WhateverShip 105B&lt;br /&gt;
         $Default:               (1024 768)&lt;br /&gt;
            $Player Shield:      (694 623)&lt;br /&gt;
            $Target Shield:      (211 670)&lt;br /&gt;
            $MyParentGauge:      (100 150)&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Ship Gauges&lt;br /&gt;
     $Ship: WhateverShip 107A&lt;br /&gt;
         $Default:               (1024 768)        &lt;br /&gt;
            $Gauge: MyParentGauge&lt;br /&gt;
                $MyChildGauge:   (347 219)&lt;br /&gt;
                    +Image:      child_image&lt;br /&gt;
                    +Color:      175 230 175&lt;br /&gt;
     $Ship: WhateverShip 105B&lt;br /&gt;
         $Default:               (1024 768)        &lt;br /&gt;
            $Gauge: MyParentGauge&lt;br /&gt;
                $MyChildGauge:   (347 219)&lt;br /&gt;
                    +Image:      child_image&lt;br /&gt;
                    +Color:      175 230 175&lt;br /&gt;
  #End&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=27795</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=27795"/>
		<updated>2010-01-24T00:24:46Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5234}}&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in FreeSpace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of FreeSpace 2, there is a gauge that tells you your target&#039;s hull strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but it the standard way to describe screen coordinates and easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in FreeSpace. They are:&lt;br /&gt;
**[[#Table Contents|Miscellaneous variables]]&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file.&lt;br /&gt;
**[[##Custom Gauges|#Custom Gauges]]&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined. This includes any child gauges you want to define.&lt;br /&gt;
**[[##Main Gauges|#Main Gauges]]&lt;br /&gt;
***Used to set the attributes of the Main HUD gauges, such as the escort list or the shield status display or any custom main gauge you have defined.&lt;br /&gt;
**[[##Gauges|#Gauges]]&lt;br /&gt;
***Used to set individual child gauges&#039; attributes.&lt;br /&gt;
**[[##Ship Main Gauges|#Ship Main Gauges]]&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships.&lt;br /&gt;
**[[##Ship Gauges|#Ship Gauges]]&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides.&lt;br /&gt;
&lt;br /&gt;
==Table Contents==&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, from 1 to 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the multiplier used for scaling the distances and speeds reported to the player in the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the default draw method for the targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Options:&lt;br /&gt;
::* &#039;&#039;&#039;0&#039;&#039;&#039; - Standard&lt;br /&gt;
::* &#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::* &#039;&#039;&#039;2&#039;&#039;&#039; - Wireframe with textures}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Selection for display type of the Reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Options: &lt;br /&gt;
::* &#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge. Only main gauges that can already be manipulated in this table or custom gauges that you defined can be used as a parent gauge.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is. These tags are additive.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Where &#039;&#039;&amp;lt;Gauge name&amp;gt;&#039;&#039; is the name of the gauge (can be a custom gauge) you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;FloatInteger&#039;&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  &lt;br /&gt;
::* &#039;&#039;&#039;Player Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Target Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Shield Mini&#039;&#039;&#039; &lt;br /&gt;
::* &#039;&#039;&#039;Afterburner Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Weapons Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Escort List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect.&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Gauges==&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the resolution for the draw data&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
===$Gauge:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of gauge&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect.&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Where &#039;&#039;&amp;lt;Gauge name&amp;gt;&#039;&#039; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;FloatInteger&#039;&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  &lt;br /&gt;
::* &#039;&#039;&#039;Player Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Target Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Shield Mini&#039;&#039;&#039; &lt;br /&gt;
::* &#039;&#039;&#039;Afterburner Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Weapons Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Escort List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect. Their values cannot be inherited from the default gauges as their effect is calculated on the fly. They have to be specifed for each ship individually,&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect. Their values cannot be inherited from the default gauges as their effect is calculated on the fly. They have to be specifed for each ship individually,&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
==#Ship Gauges==&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the ship&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the resolution for the draw data&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;
===$Gauge:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of gauge&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect. Their values cannot be inherited from the default gauges as their effect is calculated on the fly. They have to be specifed for each ship individually,&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together for size to have an effect. Their values cannot be inherited from the default gauges as their effect is calculated on the fly. They have to be specifed for each ship individually,&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minimal Example==&lt;br /&gt;
   $Max Escort Ships: 15&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
*it runs, but not entirely sure if all of it is working properly; this is a copy-paste from somewhere else... someone please update&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $Max Escort Ships: 15&lt;br /&gt;
  &lt;br /&gt;
  #Custom Gauges&lt;br /&gt;
     $Name: MyParentGauge&lt;br /&gt;
        +Default1024x: 100&lt;br /&gt;
        +Default1024y: 100&lt;br /&gt;
        +Parent: &lt;br /&gt;
     $Name: MyChildGauge&lt;br /&gt;
        +Default1024x: 10&lt;br /&gt;
        +Default1024y: 5&lt;br /&gt;
        +Parent: MyParentGauge&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Main Gauges&lt;br /&gt;
     $Default:                  (1024 768)&lt;br /&gt;
        $Player Shield:         (694 670)&lt;br /&gt;
        $Target Shield:         (232 670)&lt;br /&gt;
        $MyParentGauge:         (100 100)&lt;br /&gt;
     $Resolution:               (1024 768)&lt;br /&gt;
        $Escort List:           (865 330)&lt;br /&gt;
            +Image: escort1&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Gauges&lt;br /&gt;
     $Default:                   (1024 768)        &lt;br /&gt;
         $Gauge: MyParentGauge&lt;br /&gt;
            $MyChildGauge:       (347 219)&lt;br /&gt;
                +Image:          child_image&lt;br /&gt;
                +Color:          175 230 175&lt;br /&gt;
     $Resolution:                (1024 768)&lt;br /&gt;
         $Gauge: Escort List&lt;br /&gt;
            $Header Text:        (4 1)&lt;br /&gt;
                +Text: Monitoring&lt;br /&gt;
            $List:               (0 13)&lt;br /&gt;
            $Ship:               (0 11)&lt;br /&gt;
                +Image:          escort2&lt;br /&gt;
            $Last Ship:          (0 11)&lt;br /&gt;
                +Image:          escort3&lt;br /&gt;
            $Ship Name:          (4 0)&lt;br /&gt;
            $Ship Hull:          (116 0)&lt;br /&gt;
            $Ship Status:        (-11 0)&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Ship Main Gauges&lt;br /&gt;
     $Ship: WhateverShip 107A&lt;br /&gt;
         $Default:               (1024 768)&lt;br /&gt;
            $Player Shield:      (694 670)&lt;br /&gt;
            $Target Shield:      (232 670)&lt;br /&gt;
            $MyParentGauge:      (100 100)&lt;br /&gt;
     $Ship: WhateverShip 105B&lt;br /&gt;
         $Default:               (1024 768)&lt;br /&gt;
            $Player Shield:      (694 623)&lt;br /&gt;
            $Target Shield:      (211 670)&lt;br /&gt;
            $MyParentGauge:      (100 150)&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Ship Gauges&lt;br /&gt;
     $Ship: WhateverShip 107A&lt;br /&gt;
         $Default:               (1024 768)        &lt;br /&gt;
            $Gauge: MyParentGauge&lt;br /&gt;
                $MyChildGauge:   (347 219)&lt;br /&gt;
                    +Image:      child_image&lt;br /&gt;
                    +Color:      175 230 175&lt;br /&gt;
     $Ship: WhateverShip 105B&lt;br /&gt;
         $Default:               (1024 768)        &lt;br /&gt;
            $Gauge: MyParentGauge&lt;br /&gt;
                $MyChildGauge:   (347 219)&lt;br /&gt;
                    +Image:      child_image&lt;br /&gt;
                    +Color:      175 230 175&lt;br /&gt;
  #End&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=27794</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=27794"/>
		<updated>2010-01-24T00:18:16Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5234}}&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in FreeSpace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of FreeSpace 2, there is a gauge that tells you your target&#039;s hull strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but it the standard way to describe screen coordinates and easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in FreeSpace. They are:&lt;br /&gt;
**[[#Table Contents|Miscellaneous variables]]&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file.&lt;br /&gt;
**[[##Custom Gauges|#Custom Gauges]]&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined. This includes any child gauges you want to define.&lt;br /&gt;
**[[##Main Gauges|#Main Gauges]]&lt;br /&gt;
***Used to set the attributes of the Main HUD gauges, such as the escort list or the shield status display or any custom main gauge you have defined.&lt;br /&gt;
**[[##Gauges|#Gauges]]&lt;br /&gt;
***Used to set individual child gauges&#039; attributes.&lt;br /&gt;
**[[##Ship Main Gauges|#Ship Main Gauges]]&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships.&lt;br /&gt;
**[[##Ship Gauges|#Ship Gauges]]&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides.&lt;br /&gt;
&lt;br /&gt;
==Table Contents==&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, from 1 to 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the multiplier used for scaling the distances and speeds reported to the player in the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the default draw method for the targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Options:&lt;br /&gt;
::* &#039;&#039;&#039;0&#039;&#039;&#039; - Standard&lt;br /&gt;
::* &#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::* &#039;&#039;&#039;2&#039;&#039;&#039; - Wireframe with textures}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Selection for display type of the Reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Options: &lt;br /&gt;
::* &#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge. Only main gauges that can already be manipulated in this table or custom gauges that you defined can be used as a parent gauge.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is. These tags are additive.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Where &#039;&#039;&amp;lt;Gauge name&amp;gt;&#039;&#039; is the name of the gauge (can be a custom gauge) you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;FloatInteger&#039;&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  &lt;br /&gt;
::* &#039;&#039;&#039;Player Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Target Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Shield Mini&#039;&#039;&#039; &lt;br /&gt;
::* &#039;&#039;&#039;Afterburner Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Weapons Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Escort List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together. They can not be inherited from default gauges to ship gauges since their results are calculated on the fly.&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together. They can not be inherited from default gauges to ship gauges since their results are calculated on the fly.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Gauges==&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the resolution for the draw data&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
===$Gauge:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of gauge&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together. They can not be inherited from default gauges to ship gauges since their results are calculated on the fly.&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together. They can not be inherited from default gauges to ship gauges since their results are calculated on the fly.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Where &#039;&#039;&amp;lt;Gauge name&amp;gt;&#039;&#039; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;FloatInteger&#039;&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  &lt;br /&gt;
::* &#039;&#039;&#039;Player Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Target Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Shield Mini&#039;&#039;&#039; &lt;br /&gt;
::* &#039;&#039;&#039;Afterburner Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Weapons Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Escort List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together. They can not be inherited from default gauges to ship gauges since their results are calculated on the fly.&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together. They can not be inherited from default gauges to ship gauges since their results are calculated on the fly.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
==#Ship Gauges==&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the ship&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the resolution for the draw data&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;
===$Gauge:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of gauge&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Size and Percentage must always be specifed together. They can not be inherited from default gauges to ship gauges since their results are calculated on the fly.&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;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center.&lt;br /&gt;
**If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&lt;br /&gt;
**Size and Percentage must always be specifed together. They can not be inherited from default gauges to ship gauges since their results are calculated on the fly.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minimal Example==&lt;br /&gt;
   $Max Escort Ships: 15&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
*it runs, but not entirely sure if all of it is working properly; this is a copy-paste from somewhere else... someone please update&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $Max Escort Ships: 15&lt;br /&gt;
  &lt;br /&gt;
  #Custom Gauges&lt;br /&gt;
     $Name: MyParentGauge&lt;br /&gt;
        +Default1024x: 100&lt;br /&gt;
        +Default1024y: 100&lt;br /&gt;
        +Parent: &lt;br /&gt;
     $Name: MyChildGauge&lt;br /&gt;
        +Default1024x: 10&lt;br /&gt;
        +Default1024y: 5&lt;br /&gt;
        +Parent: MyParentGauge&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Main Gauges&lt;br /&gt;
     $Default:                  (1024 768)&lt;br /&gt;
        $Player Shield:         (694 670)&lt;br /&gt;
        $Target Shield:         (232 670)&lt;br /&gt;
        $MyParentGauge:         (100 100)&lt;br /&gt;
     $Resolution:               (1024 768)&lt;br /&gt;
        $Escort List:           (865 330)&lt;br /&gt;
            +Image: escort1&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Gauges&lt;br /&gt;
     $Default:                   (1024 768)        &lt;br /&gt;
         $Gauge: MyParentGauge&lt;br /&gt;
            $MyChildGauge:       (347 219)&lt;br /&gt;
                +Image:          child_image&lt;br /&gt;
                +Color:          175 230 175&lt;br /&gt;
     $Resolution:                (1024 768)&lt;br /&gt;
         $Gauge: Escort List&lt;br /&gt;
            $Header Text:        (4 1)&lt;br /&gt;
                +Text: Monitoring&lt;br /&gt;
            $List:               (0 13)&lt;br /&gt;
            $Ship:               (0 11)&lt;br /&gt;
                +Image:          escort2&lt;br /&gt;
            $Last Ship:          (0 11)&lt;br /&gt;
                +Image:          escort3&lt;br /&gt;
            $Ship Name:          (4 0)&lt;br /&gt;
            $Ship Hull:          (116 0)&lt;br /&gt;
            $Ship Status:        (-11 0)&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Ship Main Gauges&lt;br /&gt;
     $Ship: WhateverShip 107A&lt;br /&gt;
         $Default:               (1024 768)&lt;br /&gt;
            $Player Shield:      (694 670)&lt;br /&gt;
            $Target Shield:      (232 670)&lt;br /&gt;
            $MyParentGauge:      (100 100)&lt;br /&gt;
     $Ship: WhateverShip 105B&lt;br /&gt;
         $Default:               (1024 768)&lt;br /&gt;
            $Player Shield:      (694 623)&lt;br /&gt;
            $Target Shield:      (211 670)&lt;br /&gt;
            $MyParentGauge:      (100 150)&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Ship Gauges&lt;br /&gt;
     $Ship: WhateverShip 107A&lt;br /&gt;
         $Default:               (1024 768)        &lt;br /&gt;
            $Gauge: MyParentGauge&lt;br /&gt;
                $MyChildGauge:   (347 219)&lt;br /&gt;
                    +Image:      child_image&lt;br /&gt;
                    +Color:      175 230 175&lt;br /&gt;
     $Ship: WhateverShip 105B&lt;br /&gt;
         $Default:               (1024 768)        &lt;br /&gt;
            $Gauge: MyParentGauge&lt;br /&gt;
                $MyChildGauge:   (347 219)&lt;br /&gt;
                    +Image:      child_image&lt;br /&gt;
                    +Color:      175 230 175&lt;br /&gt;
  #End&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=27793</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=27793"/>
		<updated>2010-01-23T23:47:23Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|5211|5234}}&lt;br /&gt;
&lt;br /&gt;
hud_gauges.tbl is used for modifying the elements of the HUD. It is as of now currently unfinished. Not all gauges can be modified. However, it can still be used to add custom gauges equivalent to something like the wingman status display.&lt;br /&gt;
&lt;br /&gt;
==Gauge system overview==&lt;br /&gt;
&lt;br /&gt;
*Many of the gauges in FreeSpace 2 are made up of individual images and text. To allow easy editing, these have been broken up into main gauges and child gauges. &#039;&#039;&#039;Main gauges&#039;&#039;&#039; (aka parent gauges) are a standalone part of the HUD, and may be one gauge or a collection of gauges. &#039;&#039;&#039;Child gauges&#039;&#039;&#039; are gauges that are dependant upon another gauge&#039;s position.&lt;br /&gt;
*For example, in the center of the screen of FreeSpace 2, there is a gauge that tells you your target&#039;s hull strength and shield status. The text is a child gauge, and the shield quadrant is a child gauge. Both of these together make up the main gauge. So, to move both to the corner, you would simply change the position of the main gauge.&lt;br /&gt;
*Finally, &#039;&#039;&#039;all coordinates are measured in pixels from the upper-left corner of the screen.&#039;&#039;&#039; (100 50) is 100 pixels to the right and 50 pixels down; this may seem unnatural at first, but it the standard way to describe screen coordinates and easy to get used to.&lt;br /&gt;
&lt;br /&gt;
==Sections overview==&lt;br /&gt;
&lt;br /&gt;
*hud_gauges.tbl contains six sections, the most of any table in FreeSpace. They are:&lt;br /&gt;
**[[#Table Contents|Miscellaneous variables]]&lt;br /&gt;
***All miscellaneous variables go at the top of the hud_gauges.tbl file.&lt;br /&gt;
**[[##Custom Gauges|#Custom Gauges]]&lt;br /&gt;
***This is where all custom gauges (and their default attributes) are defined. This includes any child gauges you want to define.&lt;br /&gt;
**[[##Main Gauges|#Main Gauges]]&lt;br /&gt;
***Used to set the attributes of the Main HUD gauges, such as the escort list or the shield status display or any custom main gauge you have defined.&lt;br /&gt;
**[[##Gauges|#Gauges]]&lt;br /&gt;
***Used to set individual child gauges&#039; attributes.&lt;br /&gt;
**[[##Ship Main Gauges|#Ship Main Gauges]]&lt;br /&gt;
***Same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges section, except it&#039;s used for overrides to the gauges for specific ships.&lt;br /&gt;
**[[##Ship Gauges|#Ship Gauges]]&lt;br /&gt;
***Again, this is the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Gauges section, except for individual ship overrides.&lt;br /&gt;
&lt;br /&gt;
==Table Contents==&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the number of escort ships shown in the list. Entries more than 16 will cause the list to overflow into the weapons list under a resolution of 1024x768.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, from 1 to 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the multiplier used for scaling the distances and speeds reported to the player in the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the default draw method for the targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Options:&lt;br /&gt;
::* &#039;&#039;&#039;0&#039;&#039;&#039; - Standard&lt;br /&gt;
::* &#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::* &#039;&#039;&#039;2&#039;&#039;&#039; - Wireframe with textures}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, prevents targetbox draw method from being changed during the gaming session. This can be used by modders to define an unchangable look for their mod.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Selection for display type of the Reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Options: &lt;br /&gt;
::* &#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Custom Gauges==&lt;br /&gt;
*Custom Gauges are easy to use, and incredibly powerful with the hud-set SEXPs. Initially, they are completely blank; in order to see them you must set their text or image variable in one of the Gauges sections. In order to define a new custom gauge, only the name field is needed:&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|*What the name of the custom gauge will be&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate of the gauge in 640x480&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default640y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 640x480&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024x:&#039;&#039;&#039;&lt;br /&gt;
**The Default X coordinate in 1024x768&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Default1024y:&#039;&#039;&#039;&lt;br /&gt;
**The Default Y coordinate in 1024x768&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Parent:&#039;&#039;&#039;&lt;br /&gt;
**The parent gauge of the new custom gauge. Only main gauges that can already be manipulated in this table or custom gauges that you defined can be used as a parent gauge.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Main Gauges==&lt;br /&gt;
*Each list of main gauge definitions can start with one of two strings - $Resolution and $Default. A list started with $Resolution will only be used if the resolution FreeSpace 2 is started in is exactly the same as $Resolution. $Default lists will be loaded regardless of the resolution.&lt;br /&gt;
*In other words, a list starting with $Resolution: (1024 768) will only be used in 1024 768. However, a list starting with $Default: (640 480) will be scaled to any resolution, regardless of what the current resolution is. These tags are additive.&lt;br /&gt;
*To have gauges be an absolute distance from the upper-left corner of the screen, regardless of resolution, use $Default: (0 0).&lt;br /&gt;
*Finally, gauges are loaded from first to last in the listing of resolution-specific and default gauge lists, so if any valid gauge settings are defined more than once, the last setting will be used. This means that $Default lists &#039;&#039;&#039;should always come first&#039;&#039;&#039;, so that resolution-specific settings will override them, rather than the other way around.&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Where &#039;&#039;&amp;lt;Gauge name&amp;gt;&#039;&#039; is the name of the gauge (can be a custom gauge) you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;FloatInteger&#039;&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  &lt;br /&gt;
::* &#039;&#039;&#039;Player Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Target Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Shield Mini&#039;&#039;&#039; &lt;br /&gt;
::* &#039;&#039;&#039;Afterburner Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Weapons Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Escort List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center. If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Gauges==&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the resolution for the draw data&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
===$Gauge:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of gauge&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center. If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#Ship Main Gauges==&lt;br /&gt;
Basically the same as the &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;Main Gauges Section, the Ship Main Gauges adds a new variable - $Ship. This defines which ship the specified changes will apply to. So, if you set $Ship as &amp;quot;GTF Ulysses&amp;quot;, whenever the player flies the Ulysses, s/he will see the HUD changes.&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Only $Default or $Resolution may be defined, NOT both.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what ship class HUD attributes will apply to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
**Tip: Set to (100 100) to set coordinates using percentages.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Tells fs2_open that coordinates are for the specified resolution and that resolution only. These will not be used or scaled if the resolution fs2_open is started in is different.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$&amp;lt;Gauge name&amp;gt;:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Where &#039;&#039;&amp;lt;Gauge name&amp;gt;&#039;&#039; is the name of the gauge you want to move, moves the upper-left corner of the gauge to the specified position.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;FloatInteger&#039;&#039;&#039; )&lt;br /&gt;
*&#039;&#039;&#039;List of known supported retail gauges&#039;&#039;&#039;:  &lt;br /&gt;
::* &#039;&#039;&#039;Player Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Target Shield&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Shield Mini&#039;&#039;&#039; &lt;br /&gt;
::* &#039;&#039;&#039;Afterburner Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Weapons Energy&#039;&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Escort List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center. If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
==#Ship Gauges==&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the ship&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines what resolution coordinates are given in and scale them to the current resolution appropriately. If (0 0) is given, coordinates are assumed to be absolute numbers of pixels from the upper-left corner of the screen no matter what resolution is used in fs2_open.&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )}}&lt;br /&gt;
&lt;br /&gt;
===$Resolution:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the resolution for the draw data&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;
===$Gauge:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of gauge&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the gauge; usually not needed, unless the gauge should be centered (see +Percentage below).&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;Integer&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Percentage:&#039;&#039;&#039;&lt;br /&gt;
**Moves the the gauge by the given percent (100.0 is 100%) of the screen size. If a size was specified (see +Size above) the &#039;&#039;&#039;center&#039;&#039;&#039; will be moved to this position. This is added onto the original coordinates given for the gauge. This means if you specify the coordinates (0 0) and as a percentage (50.0 50.0) the gauge&#039;s upper left corner will be positioned on the screen center. If additionally you specified the size, then the gauge&#039;s center is positioned on the screen center. If you specified (5 5) as coordinates then the center is moved 5 to the right and 5 below the center of the screen.&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;
*&#039;&#039;&#039;+Image:&#039;&#039;&#039;&lt;br /&gt;
**What image or animation the gauge should use. If set for a custom gauge, this image will always be displayed at the gauge&#039;s coordinates unless a SEXP is called.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;, up to 32 characters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Text:&#039;&#039;&#039;&lt;br /&gt;
**What text the gauge should use. If set for a custom gauge, the text will always be shown unless a SEXP is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, up to 32 characters, although the limit varies for retail gauges&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Color:&#039;&#039;&#039;&lt;br /&gt;
**What color the gauge&#039;s image or text should be.&lt;br /&gt;
**Syntax: Three &#039;&#039;&#039;Integers&#039;&#039;&#039;, from 0 to 255; red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minimal Example==&lt;br /&gt;
   $Max Escort Ships: 15&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
*it runs, but not entirely sure if all of it is working properly; this is a copy-paste from somewhere else... someone please update&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $Max Escort Ships: 15&lt;br /&gt;
  &lt;br /&gt;
  #Custom Gauges&lt;br /&gt;
     $Name: MyParentGauge&lt;br /&gt;
        +Default1024x: 100&lt;br /&gt;
        +Default1024y: 100&lt;br /&gt;
        +Parent: &lt;br /&gt;
     $Name: MyChildGauge&lt;br /&gt;
        +Default1024x: 10&lt;br /&gt;
        +Default1024y: 5&lt;br /&gt;
        +Parent: MyParentGauge&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Main Gauges&lt;br /&gt;
     $Default:                  (1024 768)&lt;br /&gt;
        $Player Shield:         (694 670)&lt;br /&gt;
        $Target Shield:         (232 670)&lt;br /&gt;
        $MyParentGauge:         (100 100)&lt;br /&gt;
     $Resolution:               (1024 768)&lt;br /&gt;
        $Escort List:           (865 330)&lt;br /&gt;
            +Image: escort1&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Gauges&lt;br /&gt;
     $Default:                   (1024 768)        &lt;br /&gt;
         $Gauge: MyParentGauge&lt;br /&gt;
            $MyChildGauge:       (347 219)&lt;br /&gt;
                +Image:          child_image&lt;br /&gt;
                +Color:          175 230 175&lt;br /&gt;
     $Resolution:                (1024 768)&lt;br /&gt;
         $Gauge: Escort List&lt;br /&gt;
            $Header Text:        (4 1)&lt;br /&gt;
                +Text: Monitoring&lt;br /&gt;
            $List:               (0 13)&lt;br /&gt;
            $Ship:               (0 11)&lt;br /&gt;
                +Image:          escort2&lt;br /&gt;
            $Last Ship:          (0 11)&lt;br /&gt;
                +Image:          escort3&lt;br /&gt;
            $Ship Name:          (4 0)&lt;br /&gt;
            $Ship Hull:          (116 0)&lt;br /&gt;
            $Ship Status:        (-11 0)&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Ship Main Gauges&lt;br /&gt;
     $Ship: WhateverShip 107A&lt;br /&gt;
         $Default:               (1024 768)&lt;br /&gt;
            $Player Shield:      (694 670)&lt;br /&gt;
            $Target Shield:      (232 670)&lt;br /&gt;
            $MyParentGauge:      (100 100)&lt;br /&gt;
     $Ship: WhateverShip 105B&lt;br /&gt;
         $Default:               (1024 768)&lt;br /&gt;
            $Player Shield:      (694 623)&lt;br /&gt;
            $Target Shield:      (211 670)&lt;br /&gt;
            $MyParentGauge:      (100 150)&lt;br /&gt;
  #End&lt;br /&gt;
&lt;br /&gt;
  #Ship Gauges&lt;br /&gt;
     $Ship: WhateverShip 107A&lt;br /&gt;
         $Default:               (1024 768)        &lt;br /&gt;
            $Gauge: MyParentGauge&lt;br /&gt;
                $MyChildGauge:   (347 219)&lt;br /&gt;
                    +Image:      child_image&lt;br /&gt;
                    +Color:      175 230 175&lt;br /&gt;
     $Ship: WhateverShip 105B&lt;br /&gt;
         $Default:               (1024 768)        &lt;br /&gt;
            $Gauge: MyParentGauge&lt;br /&gt;
                $MyChildGauge:   (347 219)&lt;br /&gt;
                    +Image:      child_image&lt;br /&gt;
                    +Color:      175 230 175&lt;br /&gt;
  #End&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=21619</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=21619"/>
		<updated>2009-03-28T17:31:32Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|4562|4499}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different 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;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table37|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash. &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;
{{Table36|&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;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&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;
===Example===&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the name of template&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;
===+Use Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Another template can be used as template for the current template&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;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort Freespace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in &amp;quot;Enter the dragon&amp;quot; mission, appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;, although, as its name suggests, it is less powerful than the original one.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. More over &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36| &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;
===+Use Template:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example: &lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:==== &lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example: &lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table36|*Filename of the cockpit model file&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;
===+Cockpit offset:===&lt;br /&gt;
{{Table36|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&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;
===$POF target file:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show damage:===&lt;br /&gt;
*No known function. Best left alone to avoid possible compatibility issues.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*In 3.7 impact spew earlier entry has been replaced with full particle emitter&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Relative Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative position of the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative velocity of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative normal of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table37|&lt;br /&gt;
*In 3.7 damage spew earlier entry has been replaced with full particle emitter&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Relative Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative position of the particle&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative velocity of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Relative Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the relative normal of the particle emitter&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z -axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&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;
===$Forward decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide accel:=== &lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Max Glide Speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the maximum glide speed if the glide has been enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin time:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect duration&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;
===$Warpin radius:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin animation:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the animation used as the warpin 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;
===$Warpout type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout time:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout radius:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the effect radius&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;
===$Warpout animation:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the name of the animation to 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;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes). &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;
{{Table36|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&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;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table36| &lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&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;
{{Table36| &lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&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;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Max Vel:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn For accel:&#039;&#039;&#039;&lt;br /&gt;
**Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Fuel:&#039;&#039;&#039;&lt;br /&gt;
**Amount of afterburner fuel the ship has&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Burn Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
*&#039;&#039;&#039;+Aburn Rec Rate:&#039;&#039;&#039;&lt;br /&gt;
**Rate the fuel is restored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;$Trails:&#039;&#039;&#039;&lt;br /&gt;
**Allows afterburner trails to be used&lt;br /&gt;
**&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
***Texture used to draw the afterburner trail&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
***Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
***Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
***How long the trail will last&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;
===$Countermeasure Type:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&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;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown offset:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_icon:===&lt;br /&gt;
*The icon used in ship selection. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&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;
===$Ship_overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout. &lt;br /&gt;
{{Table36|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar. &lt;br /&gt;
{{Table36|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max decals:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**The position of the contrail&#039;s head&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**The width of the contrail&#039;s head&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;
**The width of the contrail&#039;s tail&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 contrail&#039;s 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 contrail&#039;s 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 contrail remains&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Spew Time:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The image to use for the contrail.&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:===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used for:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table37|&lt;br /&gt;
*&#039;&#039;&#039;+Flags:&#039;&#039;&#039;&lt;br /&gt;
**Flags that modify thruster behavior. As of now, only &amp;quot;no scale&amp;quot; exists, which causes all thrusters to be displayed at the same size regardless of thrust amount.&lt;br /&gt;
**List of flags: no scale&lt;br /&gt;
**Syntax: (&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;), names of the flags}}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&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 radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started &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;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&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;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting 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;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystems|$Subsystem:]]===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table36|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Prevents ships from linking primary weapons}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF file:                   fighter01.pof&lt;br /&gt;
$Detail distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward accel:              2.0&lt;br /&gt;
$Forward decel:              1.5&lt;br /&gt;
$Slide accel:                0.0&lt;br /&gt;
$Slide decel:                0.0&lt;br /&gt;
$Expl inner rad:             25.0&lt;br /&gt;
$Expl outer rad:             55.0&lt;br /&gt;
$Expl damage:                15.0&lt;br /&gt;
$Expl blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_zoom:               0.5&lt;br /&gt;
$Shield_icon:                shield-f01&lt;br /&gt;
$Ship_icon:                  iconfighter01&lt;br /&gt;
$Ship_anim:                  ssfighter01&lt;br /&gt;
$Ship_overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&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>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16012</id>
		<title>Music.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16012"/>
		<updated>2008-04-23T07:36:10Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: /* Music Tracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.40.2.7&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 2.48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Music.tbl consist of several sections. Some are used to define in-game soundtracks and others various other musics.&lt;br /&gt;
*Sountrack entries&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack Start&#039;&#039;&#039;&lt;br /&gt;
**Soundtracks names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack End&#039;&#039;&#039;&lt;br /&gt;
*Other musics&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music Start&#039;&#039;&#039;&lt;br /&gt;
**Music names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soundtrack Musics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Soundtrack Name:===&lt;br /&gt;
*Soundtrack Name is immediately followed by the soundtrack order number and the name of the soundtrack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Example: 1: Genesis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soundtrack Flags===&lt;br /&gt;
{{Table36|&lt;br /&gt;
If the music should be played according to the FS1 style, the following flags should be added after $Soundtrack Name:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Cycle: FS1&#039;&#039;&#039;&lt;br /&gt;
**This cycles the NRML and BTTL tracks the FS1 way, instead of the FS2 way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Allied Arrival Overlay: NO&#039;&#039;&#039;&lt;br /&gt;
**This allows the Allied Arrival track to play on its own, as it did in FS1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Music Tracks===&lt;br /&gt;
*All music track lines beging with &#039;&#039;&#039;$Name:&#039;&#039;&#039; followed by the &#039;&#039;&#039;filename&#039;&#039;&#039; of music track, with file extension. After the tracks filename the &#039;&#039;&#039;number of measures&#039;&#039;&#039; (NM) in the track is defined followed by the &#039;&#039;&#039;number of samples per measure&#039;&#039;&#039; (SPM).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Example: $Name: FS2_Amb_A01.wav 25.0 105840&lt;br /&gt;
*The SPM value is computed using the formula &#039;&#039;&#039;SPM = 2 * SF * L / NM&#039;&#039;&#039;, where SF is the sampling frequency in hz and L is length of the music piece in seconds (exact seconds up to about 3 decimal places). The NM value is important. The game uses SPM to determine how long a measure is, and it will stop playing the track after the specified number of measures. Whenever the game situation changes and one track must be interrupted by another, the game will interrupt the current track at the end of the currently playing measure.&lt;br /&gt;
So if you enter wrong numbers here, say using a different calculation, the track might still be played to the end - but when it should be interrupted it might not be for quite a while because you specified the length of one measure wrong.&lt;br /&gt;
E.g.: If you set NM to 1 and SPM to 2*SF*L the track will be played without problems - BUT, the interrupt will never happen. You have informed the game that the entire track basically consists of one large measure, so it will keep playing the track until that measure is over before switching to any other track - and this can take a while.&lt;br /&gt;
So make sure you use correct values here. If the exact measure count is not known you best use the following method:&lt;br /&gt;
&lt;br /&gt;
Set NM to half the length of the track in seconds, say 61.202s = 30.601, and SPM to 4 * SF, say 4 * 22050Hz = 88200.&lt;br /&gt;
By doing this you state that one measure is 2 seconds long. This leads to a max delay of 2 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another important result of this is that a track must not contain any quiet at the beginning or end of the file, since that distorts the location of the measures in the file. The game considers the entire file to be the track, it does not check where the actual music starts. So make sure you cut the track so it is a snug fit, begins with music and ends with music.&lt;br /&gt;
This is however less important if you do not know the number of measures anyway and use the 2 second work-around described above, since an exact fade after a measure cannot be done that way anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order of the music tracks:====&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 1 ( goal completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 2  ( all enemies dead, goals completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goal Failed&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Failure 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player dies&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Dead 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Following entries have been added by SCP}}&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambience 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Normal 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Music Tracks===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If table doesn&#039;t have retail like &#039;&#039;&#039;$Name:&#039;&#039;&#039; at the beginning of the line then a new method for parsing tables can be used&lt;br /&gt;
*Instead $&#039;&#039;&#039;String&#039;&#039;&#039;: can be used where the string is shortened name of the music track. &lt;br /&gt;
*After the initial entry on the line, rest of the music entry is added after it.&lt;br /&gt;
*Name of the music track, name of the associated music file with file extension, number of measure, number of samples per measure&lt;br /&gt;
*Syntax: $&#039;&#039;&#039;String&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Example: $Battle 1:     FS2_Btl_G01.ogg            25.8  176400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Menu Musics==&lt;br /&gt;
*Menu musics are defined with &#039;&#039;&#039;filename&#039;&#039;&#039; after the name of the tracks &#039;&#039;&#039;name&#039;&#039;&#039;.&lt;br /&gt;
*Syntax for all of the &#039;&#039;&#039;Menu Music&#039;&#039;&#039; entries are similar&lt;br /&gt;
*Syntax: $Filename: &#039;&#039;Filename.xxx&#039;&#039;&lt;br /&gt;
**Example: $Filename: FS2_Brief_01.wav &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the menu music&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Allowed musics:&lt;br /&gt;
***&#039;&#039;Brief1&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief2&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief3&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief4&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief5&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief6&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief7&#039;&#039;&lt;br /&gt;
***&#039;&#039;Success&#039;&#039;&lt;br /&gt;
***&#039;&#039;Average&#039;&#039;&lt;br /&gt;
***&#039;&#039;Failure&#039;&#039;&lt;br /&gt;
***&#039;&#039;Aquitane&#039;&#039;&lt;br /&gt;
***&#039;&#039;Psampik&#039;&#039;&lt;br /&gt;
***&#039;&#039;Cinema&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Filename:===&lt;br /&gt;
*Defines the actual file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename with file extension&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Uses normal soundtrack and menu musics from FS2&lt;br /&gt;
&lt;br /&gt;
   #SoundTrack Start&lt;br /&gt;
   $Soundtrack Name: 1: Genesis&lt;br /&gt;
   $Name:   FS2_Amb_A01.wav      25.0     105840&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B01.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Btl_A01.wav      25.8     66150&lt;br /&gt;
   $Name:   FS2_Btl_A02.wav      27.8     81415&lt;br /&gt;
   $Name:   FS2_Btl_A03.wav      39.8     81415&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B02.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Vict_A01.wav     2.8      52920&lt;br /&gt;
   $Name:   FS2_Vict_A02.wav     30.8     52920&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   #SoundTrack End&lt;br /&gt;
   #Menu Music Start&lt;br /&gt;
   $Name:      Brief1&lt;br /&gt;
   $Filename:  FS2_Brief_01.wav&lt;br /&gt;
   $Name:      Brief2&lt;br /&gt;
   $Filename:  FS2_Brief_02.wav&lt;br /&gt;
   $Name:      Brief3&lt;br /&gt;
   $Filename:  FS2_Brief_03.wav&lt;br /&gt;
   $Name:      Brief4&lt;br /&gt;
   $Filename:  FS2_Brief_04.wav&lt;br /&gt;
   $Name:      Brief5&lt;br /&gt;
   $Filename:  FS2_Brief_05.wav&lt;br /&gt;
   $Name:      Brief6&lt;br /&gt;
   $Filename:  FS2_Btl_A01.wav&lt;br /&gt;
   $Name:      Brief7&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   $Name:      Success&lt;br /&gt;
   $Filename:  FS2_DB_01.wav&lt;br /&gt;
   $Name:      Average&lt;br /&gt;
   $Filename:  FS2_DB_02.wav&lt;br /&gt;
   $Name:      Failure&lt;br /&gt;
   $Filename:  FS2_DB_03.wav&lt;br /&gt;
   $Name:      Aquitaine&lt;br /&gt;
   $Filename:  Aquitaine.wav&lt;br /&gt;
   $Name:      Psampik&lt;br /&gt;
   $Filename:  Psampik.wav&lt;br /&gt;
   $Name:      Cinema&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   #Menu Music End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16011</id>
		<title>Music.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16011"/>
		<updated>2008-04-23T07:35:01Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: /* Music Tracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.40.2.7&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 2.48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Music.tbl consist of several sections. Some are used to define in-game soundtracks and others various other musics.&lt;br /&gt;
*Sountrack entries&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack Start&#039;&#039;&#039;&lt;br /&gt;
**Soundtracks names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack End&#039;&#039;&#039;&lt;br /&gt;
*Other musics&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music Start&#039;&#039;&#039;&lt;br /&gt;
**Music names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soundtrack Musics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Soundtrack Name:===&lt;br /&gt;
*Soundtrack Name is immediately followed by the soundtrack order number and the name of the soundtrack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Example: 1: Genesis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soundtrack Flags===&lt;br /&gt;
{{Table36|&lt;br /&gt;
If the music should be played according to the FS1 style, the following flags should be added after $Soundtrack Name:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Cycle: FS1&#039;&#039;&#039;&lt;br /&gt;
**This cycles the NRML and BTTL tracks the FS1 way, instead of the FS2 way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Allied Arrival Overlay: NO&#039;&#039;&#039;&lt;br /&gt;
**This allows the Allied Arrival track to play on its own, as it did in FS1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Music Tracks===&lt;br /&gt;
*All music track lines beging with &#039;&#039;&#039;$Name:&#039;&#039;&#039; followed by the &#039;&#039;&#039;filename&#039;&#039;&#039; of music track, with file extension. After the tracks filename the &#039;&#039;&#039;number of measures&#039;&#039;&#039; (NM) in the track is defined followed by the &#039;&#039;&#039;number of samples per measure&#039;&#039;&#039; (SPM).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Example: $Name: FS2_Amb_A01.wav 25.0 105840&lt;br /&gt;
*The SPM value is computed using the formula &#039;&#039;&#039;SPM = 2 * SF * L / NM&#039;&#039;&#039;, where SF is the sampling frequency in hz and L is length of the music piece in seconds (exact seconds up to about 3 decimal places). The NM value is important. The game uses SPM to determine how long a measure is, and it will stop playing the track after the specified number of measures. Whenever the game situation changes and one track must be interrupted by another, the game will interrupt the current track at the end of the currently playing measure.&lt;br /&gt;
So if you enter wrong numbers here, say using a different calculation, the track might still be played to the end - but when it should be interrupted it might not be for quite a while because you specified the length of one measure wrong.&lt;br /&gt;
E.g.: If you set NM to 1 and SPM to 2*SF*L the track will be played without problems - BUT, the interrupt will never happen. You have informed the game that the entire track basically consists of one large measure, so it will keep playing the track until that measure is over before switching to any other track - and this can take a while.&lt;br /&gt;
So make sure you use correct values here. If the exact measure count is not known you best use the following method:&lt;br /&gt;
&lt;br /&gt;
Set NM to half the length of the track in seconds, say 61.202s = 30.601, and SPM to 4 * SF, say 4 * 22050Hz = 88200.&lt;br /&gt;
By doing this you state that one measure is 2 seconds long. This leads to a max delay of 2 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another important result of this is that a track must not contain any quiet at the beginning or end of the file, since that distorts the location of the measures in the file. The game considers the entire file to be the track, it does not check where the actual music starts. So make sure you cut the track so it is a snug fit, begins with music and ends with music.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order of the music tracks:====&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 1 ( goal completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 2  ( all enemies dead, goals completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goal Failed&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Failure 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player dies&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Dead 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Following entries have been added by SCP}}&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambience 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Normal 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Music Tracks===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If table doesn&#039;t have retail like &#039;&#039;&#039;$Name:&#039;&#039;&#039; at the beginning of the line then a new method for parsing tables can be used&lt;br /&gt;
*Instead $&#039;&#039;&#039;String&#039;&#039;&#039;: can be used where the string is shortened name of the music track. &lt;br /&gt;
*After the initial entry on the line, rest of the music entry is added after it.&lt;br /&gt;
*Name of the music track, name of the associated music file with file extension, number of measure, number of samples per measure&lt;br /&gt;
*Syntax: $&#039;&#039;&#039;String&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Example: $Battle 1:     FS2_Btl_G01.ogg            25.8  176400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Menu Musics==&lt;br /&gt;
*Menu musics are defined with &#039;&#039;&#039;filename&#039;&#039;&#039; after the name of the tracks &#039;&#039;&#039;name&#039;&#039;&#039;.&lt;br /&gt;
*Syntax for all of the &#039;&#039;&#039;Menu Music&#039;&#039;&#039; entries are similar&lt;br /&gt;
*Syntax: $Filename: &#039;&#039;Filename.xxx&#039;&#039;&lt;br /&gt;
**Example: $Filename: FS2_Brief_01.wav &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the menu music&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Allowed musics:&lt;br /&gt;
***&#039;&#039;Brief1&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief2&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief3&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief4&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief5&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief6&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief7&#039;&#039;&lt;br /&gt;
***&#039;&#039;Success&#039;&#039;&lt;br /&gt;
***&#039;&#039;Average&#039;&#039;&lt;br /&gt;
***&#039;&#039;Failure&#039;&#039;&lt;br /&gt;
***&#039;&#039;Aquitane&#039;&#039;&lt;br /&gt;
***&#039;&#039;Psampik&#039;&#039;&lt;br /&gt;
***&#039;&#039;Cinema&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Filename:===&lt;br /&gt;
*Defines the actual file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename with file extension&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Uses normal soundtrack and menu musics from FS2&lt;br /&gt;
&lt;br /&gt;
   #SoundTrack Start&lt;br /&gt;
   $Soundtrack Name: 1: Genesis&lt;br /&gt;
   $Name:   FS2_Amb_A01.wav      25.0     105840&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B01.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Btl_A01.wav      25.8     66150&lt;br /&gt;
   $Name:   FS2_Btl_A02.wav      27.8     81415&lt;br /&gt;
   $Name:   FS2_Btl_A03.wav      39.8     81415&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B02.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Vict_A01.wav     2.8      52920&lt;br /&gt;
   $Name:   FS2_Vict_A02.wav     30.8     52920&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   #SoundTrack End&lt;br /&gt;
   #Menu Music Start&lt;br /&gt;
   $Name:      Brief1&lt;br /&gt;
   $Filename:  FS2_Brief_01.wav&lt;br /&gt;
   $Name:      Brief2&lt;br /&gt;
   $Filename:  FS2_Brief_02.wav&lt;br /&gt;
   $Name:      Brief3&lt;br /&gt;
   $Filename:  FS2_Brief_03.wav&lt;br /&gt;
   $Name:      Brief4&lt;br /&gt;
   $Filename:  FS2_Brief_04.wav&lt;br /&gt;
   $Name:      Brief5&lt;br /&gt;
   $Filename:  FS2_Brief_05.wav&lt;br /&gt;
   $Name:      Brief6&lt;br /&gt;
   $Filename:  FS2_Btl_A01.wav&lt;br /&gt;
   $Name:      Brief7&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   $Name:      Success&lt;br /&gt;
   $Filename:  FS2_DB_01.wav&lt;br /&gt;
   $Name:      Average&lt;br /&gt;
   $Filename:  FS2_DB_02.wav&lt;br /&gt;
   $Name:      Failure&lt;br /&gt;
   $Filename:  FS2_DB_03.wav&lt;br /&gt;
   $Name:      Aquitaine&lt;br /&gt;
   $Filename:  Aquitaine.wav&lt;br /&gt;
   $Name:      Psampik&lt;br /&gt;
   $Filename:  Psampik.wav&lt;br /&gt;
   $Name:      Cinema&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   #Menu Music End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16010</id>
		<title>Music.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16010"/>
		<updated>2008-04-23T07:34:22Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: /* Music Tracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.40.2.7&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 2.48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Music.tbl consist of several sections. Some are used to define in-game soundtracks and others various other musics.&lt;br /&gt;
*Sountrack entries&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack Start&#039;&#039;&#039;&lt;br /&gt;
**Soundtracks names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack End&#039;&#039;&#039;&lt;br /&gt;
*Other musics&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music Start&#039;&#039;&#039;&lt;br /&gt;
**Music names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soundtrack Musics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Soundtrack Name:===&lt;br /&gt;
*Soundtrack Name is immediately followed by the soundtrack order number and the name of the soundtrack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Example: 1: Genesis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soundtrack Flags===&lt;br /&gt;
{{Table36|&lt;br /&gt;
If the music should be played according to the FS1 style, the following flags should be added after $Soundtrack Name:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Cycle: FS1&#039;&#039;&#039;&lt;br /&gt;
**This cycles the NRML and BTTL tracks the FS1 way, instead of the FS2 way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Allied Arrival Overlay: NO&#039;&#039;&#039;&lt;br /&gt;
**This allows the Allied Arrival track to play on its own, as it did in FS1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Music Tracks===&lt;br /&gt;
*All music track lines beging with &#039;&#039;&#039;$Name:&#039;&#039;&#039; followed by the &#039;&#039;&#039;filename&#039;&#039;&#039; of music track, with file extension. After the tracks filename the &#039;&#039;&#039;number of measures&#039;&#039;&#039; (NM) in the track is defined followed by the &#039;&#039;&#039;number of samples per measure&#039;&#039;&#039; (SPM).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Example: $Name: FS2_Amb_A01.wav 25.0 105840&lt;br /&gt;
*The SPM value is computed using the formula &#039;&#039;&#039;SPM = 2 * SF * L / NM&#039;&#039;&#039;, where SF is the sampling frequency in hz and L is length of the music piece in seconds (exact seconds up to about 3 decimal places). The NM value is important. The game uses SPM to determine how long a measure is, and it will stop playing the track after the specified number of measures. Whenever the game situation changes and one track must be interrupted by another, the game will interrupt the current track at the end of the currently playing measure.&lt;br /&gt;
So if you enter wrong numbers here, say using a different calculation, the track might still be played to the end - but when it should be interrupted it might not be for quite a while because you specified the length of one measure wrong.&lt;br /&gt;
E.g.: If you set NM to 1 and SPM to 2*SF*L the track will be played without problems - BUT, the interrupt will never happen. You have informed the game that the entire track basically consists of one large measure, so it will keep playing the track until that measure is over before switching to any other track - and this can take a while.&lt;br /&gt;
So make sure you use correct values here. If the exact measure count is not known you best use the following method:&lt;br /&gt;
&lt;br /&gt;
Set NM to half the length of the track in seconds, say 61.202s = 30.601, and SPM to 4 * SF, say 4 * 22050Hz = 88200.&lt;br /&gt;
By doing this you state that one measure is 2 seconds long. This leads to a max delay of 2 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another important result of this is that a track must not contain any quiet at the beginning or end of the file, since that distorts the location of the measures in the file. The game consideres the entire file to be the track, it does not check where the actual music starts. So make sure you cut the track so it is a snug fit, begins with music and ends with music.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order of the music tracks:====&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 1 ( goal completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 2  ( all enemies dead, goals completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goal Failed&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Failure 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player dies&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Dead 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Following entries have been added by SCP}}&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambience 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Normal 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Music Tracks===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If table doesn&#039;t have retail like &#039;&#039;&#039;$Name:&#039;&#039;&#039; at the beginning of the line then a new method for parsing tables can be used&lt;br /&gt;
*Instead $&#039;&#039;&#039;String&#039;&#039;&#039;: can be used where the string is shortened name of the music track. &lt;br /&gt;
*After the initial entry on the line, rest of the music entry is added after it.&lt;br /&gt;
*Name of the music track, name of the associated music file with file extension, number of measure, number of samples per measure&lt;br /&gt;
*Syntax: $&#039;&#039;&#039;String&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Example: $Battle 1:     FS2_Btl_G01.ogg            25.8  176400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Menu Musics==&lt;br /&gt;
*Menu musics are defined with &#039;&#039;&#039;filename&#039;&#039;&#039; after the name of the tracks &#039;&#039;&#039;name&#039;&#039;&#039;.&lt;br /&gt;
*Syntax for all of the &#039;&#039;&#039;Menu Music&#039;&#039;&#039; entries are similar&lt;br /&gt;
*Syntax: $Filename: &#039;&#039;Filename.xxx&#039;&#039;&lt;br /&gt;
**Example: $Filename: FS2_Brief_01.wav &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the menu music&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Allowed musics:&lt;br /&gt;
***&#039;&#039;Brief1&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief2&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief3&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief4&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief5&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief6&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief7&#039;&#039;&lt;br /&gt;
***&#039;&#039;Success&#039;&#039;&lt;br /&gt;
***&#039;&#039;Average&#039;&#039;&lt;br /&gt;
***&#039;&#039;Failure&#039;&#039;&lt;br /&gt;
***&#039;&#039;Aquitane&#039;&#039;&lt;br /&gt;
***&#039;&#039;Psampik&#039;&#039;&lt;br /&gt;
***&#039;&#039;Cinema&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Filename:===&lt;br /&gt;
*Defines the actual file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename with file extension&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Uses normal soundtrack and menu musics from FS2&lt;br /&gt;
&lt;br /&gt;
   #SoundTrack Start&lt;br /&gt;
   $Soundtrack Name: 1: Genesis&lt;br /&gt;
   $Name:   FS2_Amb_A01.wav      25.0     105840&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B01.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Btl_A01.wav      25.8     66150&lt;br /&gt;
   $Name:   FS2_Btl_A02.wav      27.8     81415&lt;br /&gt;
   $Name:   FS2_Btl_A03.wav      39.8     81415&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B02.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Vict_A01.wav     2.8      52920&lt;br /&gt;
   $Name:   FS2_Vict_A02.wav     30.8     52920&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   #SoundTrack End&lt;br /&gt;
   #Menu Music Start&lt;br /&gt;
   $Name:      Brief1&lt;br /&gt;
   $Filename:  FS2_Brief_01.wav&lt;br /&gt;
   $Name:      Brief2&lt;br /&gt;
   $Filename:  FS2_Brief_02.wav&lt;br /&gt;
   $Name:      Brief3&lt;br /&gt;
   $Filename:  FS2_Brief_03.wav&lt;br /&gt;
   $Name:      Brief4&lt;br /&gt;
   $Filename:  FS2_Brief_04.wav&lt;br /&gt;
   $Name:      Brief5&lt;br /&gt;
   $Filename:  FS2_Brief_05.wav&lt;br /&gt;
   $Name:      Brief6&lt;br /&gt;
   $Filename:  FS2_Btl_A01.wav&lt;br /&gt;
   $Name:      Brief7&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   $Name:      Success&lt;br /&gt;
   $Filename:  FS2_DB_01.wav&lt;br /&gt;
   $Name:      Average&lt;br /&gt;
   $Filename:  FS2_DB_02.wav&lt;br /&gt;
   $Name:      Failure&lt;br /&gt;
   $Filename:  FS2_DB_03.wav&lt;br /&gt;
   $Name:      Aquitaine&lt;br /&gt;
   $Filename:  Aquitaine.wav&lt;br /&gt;
   $Name:      Psampik&lt;br /&gt;
   $Filename:  Psampik.wav&lt;br /&gt;
   $Name:      Cinema&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   #Menu Music End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16009</id>
		<title>Music.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16009"/>
		<updated>2008-04-23T07:28:12Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: /* Music Tracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.40.2.7&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 2.48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Music.tbl consist of several sections. Some are used to define in-game soundtracks and others various other musics.&lt;br /&gt;
*Sountrack entries&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack Start&#039;&#039;&#039;&lt;br /&gt;
**Soundtracks names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack End&#039;&#039;&#039;&lt;br /&gt;
*Other musics&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music Start&#039;&#039;&#039;&lt;br /&gt;
**Music names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soundtrack Musics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Soundtrack Name:===&lt;br /&gt;
*Soundtrack Name is immediately followed by the soundtrack order number and the name of the soundtrack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Example: 1: Genesis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soundtrack Flags===&lt;br /&gt;
{{Table36|&lt;br /&gt;
If the music should be played according to the FS1 style, the following flags should be added after $Soundtrack Name:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Cycle: FS1&#039;&#039;&#039;&lt;br /&gt;
**This cycles the NRML and BTTL tracks the FS1 way, instead of the FS2 way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Allied Arrival Overlay: NO&#039;&#039;&#039;&lt;br /&gt;
**This allows the Allied Arrival track to play on its own, as it did in FS1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Music Tracks===&lt;br /&gt;
*All music track lines beging with &#039;&#039;&#039;$Name:&#039;&#039;&#039; followed by the &#039;&#039;&#039;filename&#039;&#039;&#039; of music track, with file extension. After the tracks filename the &#039;&#039;&#039;number of measures&#039;&#039;&#039; (NM) in the track is defined followed by the &#039;&#039;&#039;number of samples per measure&#039;&#039;&#039; (SPM).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Example: $Name: FS2_Amb_A01.wav 25.0 105840&lt;br /&gt;
*The SPM value is computed using the formula &#039;&#039;&#039;SPM = 2 * SF * L / NM&#039;&#039;&#039;, where SF is the sampling frequency in hz and L is length of the music piece in seconds (exact seconds up to about 3 decimal places). The NM value is important. The game uses SPM to determine how long a measure is, and it will stop playing the track after the specified number of measures. Whenever the game situation changes and one track must be interrupted by another, the game will interrupt the current track at the end of the currently playing measure.&lt;br /&gt;
So if you enter wrong numbers here, say using a different calculation, the track might still be played to the end - but when it should be interrupted it might not be for quite a while because you specified the length of one measure wrong.&lt;br /&gt;
E.g.: If you set NM to 1 and SPM to 2*SF*L the track will be played without problems - BUT, the interrupt will never happen. You have informed the game that the entire track basically consists of one large measure, so it will keep playing the track until that measure is over before switching to any other track - and this can take a while.&lt;br /&gt;
So make sure you use correct values here. If the exact measure count is not known you best use the following method:&lt;br /&gt;
&lt;br /&gt;
Set NM to half the length of the track in seconds, say 61.202s = 30.601, and SPM to 4 * SF, say 4 * 22050Hz = 88200.&lt;br /&gt;
By doing this you state that one measure is 2 seconds long. This leads to a max delay of 2 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order of the music tracks:====&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 1 ( goal completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 2  ( all enemies dead, goals completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goal Failed&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Failure 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player dies&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Dead 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Following entries have been added by SCP}}&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambience 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Normal 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Music Tracks===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If table doesn&#039;t have retail like &#039;&#039;&#039;$Name:&#039;&#039;&#039; at the beginning of the line then a new method for parsing tables can be used&lt;br /&gt;
*Instead $&#039;&#039;&#039;String&#039;&#039;&#039;: can be used where the string is shortened name of the music track. &lt;br /&gt;
*After the initial entry on the line, rest of the music entry is added after it.&lt;br /&gt;
*Name of the music track, name of the associated music file with file extension, number of measure, number of samples per measure&lt;br /&gt;
*Syntax: $&#039;&#039;&#039;String&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Example: $Battle 1:     FS2_Btl_G01.ogg            25.8  176400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Menu Musics==&lt;br /&gt;
*Menu musics are defined with &#039;&#039;&#039;filename&#039;&#039;&#039; after the name of the tracks &#039;&#039;&#039;name&#039;&#039;&#039;.&lt;br /&gt;
*Syntax for all of the &#039;&#039;&#039;Menu Music&#039;&#039;&#039; entries are similar&lt;br /&gt;
*Syntax: $Filename: &#039;&#039;Filename.xxx&#039;&#039;&lt;br /&gt;
**Example: $Filename: FS2_Brief_01.wav &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the menu music&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Allowed musics:&lt;br /&gt;
***&#039;&#039;Brief1&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief2&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief3&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief4&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief5&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief6&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief7&#039;&#039;&lt;br /&gt;
***&#039;&#039;Success&#039;&#039;&lt;br /&gt;
***&#039;&#039;Average&#039;&#039;&lt;br /&gt;
***&#039;&#039;Failure&#039;&#039;&lt;br /&gt;
***&#039;&#039;Aquitane&#039;&#039;&lt;br /&gt;
***&#039;&#039;Psampik&#039;&#039;&lt;br /&gt;
***&#039;&#039;Cinema&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Filename:===&lt;br /&gt;
*Defines the actual file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename with file extension&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Uses normal soundtrack and menu musics from FS2&lt;br /&gt;
&lt;br /&gt;
   #SoundTrack Start&lt;br /&gt;
   $Soundtrack Name: 1: Genesis&lt;br /&gt;
   $Name:   FS2_Amb_A01.wav      25.0     105840&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B01.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Btl_A01.wav      25.8     66150&lt;br /&gt;
   $Name:   FS2_Btl_A02.wav      27.8     81415&lt;br /&gt;
   $Name:   FS2_Btl_A03.wav      39.8     81415&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B02.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Vict_A01.wav     2.8      52920&lt;br /&gt;
   $Name:   FS2_Vict_A02.wav     30.8     52920&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   #SoundTrack End&lt;br /&gt;
   #Menu Music Start&lt;br /&gt;
   $Name:      Brief1&lt;br /&gt;
   $Filename:  FS2_Brief_01.wav&lt;br /&gt;
   $Name:      Brief2&lt;br /&gt;
   $Filename:  FS2_Brief_02.wav&lt;br /&gt;
   $Name:      Brief3&lt;br /&gt;
   $Filename:  FS2_Brief_03.wav&lt;br /&gt;
   $Name:      Brief4&lt;br /&gt;
   $Filename:  FS2_Brief_04.wav&lt;br /&gt;
   $Name:      Brief5&lt;br /&gt;
   $Filename:  FS2_Brief_05.wav&lt;br /&gt;
   $Name:      Brief6&lt;br /&gt;
   $Filename:  FS2_Btl_A01.wav&lt;br /&gt;
   $Name:      Brief7&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   $Name:      Success&lt;br /&gt;
   $Filename:  FS2_DB_01.wav&lt;br /&gt;
   $Name:      Average&lt;br /&gt;
   $Filename:  FS2_DB_02.wav&lt;br /&gt;
   $Name:      Failure&lt;br /&gt;
   $Filename:  FS2_DB_03.wav&lt;br /&gt;
   $Name:      Aquitaine&lt;br /&gt;
   $Filename:  Aquitaine.wav&lt;br /&gt;
   $Name:      Psampik&lt;br /&gt;
   $Filename:  Psampik.wav&lt;br /&gt;
   $Name:      Cinema&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   #Menu Music End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16008</id>
		<title>Music.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16008"/>
		<updated>2008-04-23T07:24:30Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: /* Music Tracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.40.2.7&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 2.48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Music.tbl consist of several sections. Some are used to define in-game soundtracks and others various other musics.&lt;br /&gt;
*Sountrack entries&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack Start&#039;&#039;&#039;&lt;br /&gt;
**Soundtracks names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack End&#039;&#039;&#039;&lt;br /&gt;
*Other musics&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music Start&#039;&#039;&#039;&lt;br /&gt;
**Music names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soundtrack Musics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Soundtrack Name:===&lt;br /&gt;
*Soundtrack Name is immediately followed by the soundtrack order number and the name of the soundtrack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Example: 1: Genesis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soundtrack Flags===&lt;br /&gt;
{{Table36|&lt;br /&gt;
If the music should be played according to the FS1 style, the following flags should be added after $Soundtrack Name:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Cycle: FS1&#039;&#039;&#039;&lt;br /&gt;
**This cycles the NRML and BTTL tracks the FS1 way, instead of the FS2 way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Allied Arrival Overlay: NO&#039;&#039;&#039;&lt;br /&gt;
**This allows the Allied Arrival track to play on its own, as it did in FS1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Music Tracks===&lt;br /&gt;
*All music track lines beging with &#039;&#039;&#039;$Name:&#039;&#039;&#039; followed by the &#039;&#039;&#039;filename&#039;&#039;&#039; of music track, with file extension. After the tracks filename the &#039;&#039;&#039;number of measures&#039;&#039;&#039; (NM) in the track is defined followed by the &#039;&#039;&#039;number of samples per measure&#039;&#039;&#039; (SPM).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Example: $Name: FS2_Amb_A01.wav 25.0 105840&lt;br /&gt;
*The SPM value is computed using the formula &#039;&#039;&#039;SPM = 2 * SF * L / NM&#039;&#039;&#039;, where SF is the sampling frequency in hz and L is length of the music piece in seconds (exact seconds up to about 3 decimal places). The NM value is important. The game uses SPM to determine how long a measure is, and it will stop playing the track after the specified number of measures. Whenever the game situation changes and one track must be interrupted by another, the game will interrupt the current track at the end of the currently playing measure.&lt;br /&gt;
So if you enter wrong numbers here, say using a different calculation, the track might still be played to the end - but when it should be interrupted it might not be for quite a while because you specified the length of one measure wrong.&lt;br /&gt;
E.g.: If you set NM to 1 and SPM to 2*SF*L the track will be played without problems - BUT, the interrupt will never happen. YOu have informed the game that the entire track basically consists of one large measure, so it will keep playing the track until that measure is over before switching to any other track - and this can take a while.&lt;br /&gt;
So make sure you use correct values here. If the exact measure count is not known you best use the following method:&lt;br /&gt;
&lt;br /&gt;
Set NM to half the length of the track in seconds, say 61.202s = 30.601, and SPM to 4 * SF, say 4 * 22050Hz = 88200.&lt;br /&gt;
By doing this you state that one measure is 2 seconds long. This leads to a max delay of 2 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order of the music tracks:====&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 1 ( goal completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 2  ( all enemies dead, goals completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goal Failed&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Failure 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player dies&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Dead 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Following entries have been added by SCP}}&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambience 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Normal 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Music Tracks===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If table doesn&#039;t have retail like &#039;&#039;&#039;$Name:&#039;&#039;&#039; at the beginning of the line then a new method for parsing tables can be used&lt;br /&gt;
*Instead $&#039;&#039;&#039;String&#039;&#039;&#039;: can be used where the string is shortened name of the music track. &lt;br /&gt;
*After the initial entry on the line, rest of the music entry is added after it.&lt;br /&gt;
*Name of the music track, name of the associated music file with file extension, number of measure, number of samples per measure&lt;br /&gt;
*Syntax: $&#039;&#039;&#039;String&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Example: $Battle 1:     FS2_Btl_G01.ogg            25.8  176400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Menu Musics==&lt;br /&gt;
*Menu musics are defined with &#039;&#039;&#039;filename&#039;&#039;&#039; after the name of the tracks &#039;&#039;&#039;name&#039;&#039;&#039;.&lt;br /&gt;
*Syntax for all of the &#039;&#039;&#039;Menu Music&#039;&#039;&#039; entries are similar&lt;br /&gt;
*Syntax: $Filename: &#039;&#039;Filename.xxx&#039;&#039;&lt;br /&gt;
**Example: $Filename: FS2_Brief_01.wav &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the menu music&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Allowed musics:&lt;br /&gt;
***&#039;&#039;Brief1&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief2&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief3&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief4&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief5&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief6&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief7&#039;&#039;&lt;br /&gt;
***&#039;&#039;Success&#039;&#039;&lt;br /&gt;
***&#039;&#039;Average&#039;&#039;&lt;br /&gt;
***&#039;&#039;Failure&#039;&#039;&lt;br /&gt;
***&#039;&#039;Aquitane&#039;&#039;&lt;br /&gt;
***&#039;&#039;Psampik&#039;&#039;&lt;br /&gt;
***&#039;&#039;Cinema&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Filename:===&lt;br /&gt;
*Defines the actual file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename with file extension&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Uses normal soundtrack and menu musics from FS2&lt;br /&gt;
&lt;br /&gt;
   #SoundTrack Start&lt;br /&gt;
   $Soundtrack Name: 1: Genesis&lt;br /&gt;
   $Name:   FS2_Amb_A01.wav      25.0     105840&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B01.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Btl_A01.wav      25.8     66150&lt;br /&gt;
   $Name:   FS2_Btl_A02.wav      27.8     81415&lt;br /&gt;
   $Name:   FS2_Btl_A03.wav      39.8     81415&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B02.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Vict_A01.wav     2.8      52920&lt;br /&gt;
   $Name:   FS2_Vict_A02.wav     30.8     52920&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   #SoundTrack End&lt;br /&gt;
   #Menu Music Start&lt;br /&gt;
   $Name:      Brief1&lt;br /&gt;
   $Filename:  FS2_Brief_01.wav&lt;br /&gt;
   $Name:      Brief2&lt;br /&gt;
   $Filename:  FS2_Brief_02.wav&lt;br /&gt;
   $Name:      Brief3&lt;br /&gt;
   $Filename:  FS2_Brief_03.wav&lt;br /&gt;
   $Name:      Brief4&lt;br /&gt;
   $Filename:  FS2_Brief_04.wav&lt;br /&gt;
   $Name:      Brief5&lt;br /&gt;
   $Filename:  FS2_Brief_05.wav&lt;br /&gt;
   $Name:      Brief6&lt;br /&gt;
   $Filename:  FS2_Btl_A01.wav&lt;br /&gt;
   $Name:      Brief7&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   $Name:      Success&lt;br /&gt;
   $Filename:  FS2_DB_01.wav&lt;br /&gt;
   $Name:      Average&lt;br /&gt;
   $Filename:  FS2_DB_02.wav&lt;br /&gt;
   $Name:      Failure&lt;br /&gt;
   $Filename:  FS2_DB_03.wav&lt;br /&gt;
   $Name:      Aquitaine&lt;br /&gt;
   $Filename:  Aquitaine.wav&lt;br /&gt;
   $Name:      Psampik&lt;br /&gt;
   $Filename:  Psampik.wav&lt;br /&gt;
   $Name:      Cinema&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   #Menu Music End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16007</id>
		<title>Music.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Music.tbl&amp;diff=16007"/>
		<updated>2008-04-23T07:20:14Z</updated>

		<summary type="html">&lt;p&gt;KeldorKatarn: /* Music Tracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revision information.. &amp;lt;!-- Please update this information when page is updated --&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;3.6.x branch:&#039;&#039;&#039; 2.40.2.7&lt;br /&gt;
::&#039;&#039;&#039;3.7 branch:&#039;&#039;&#039; 2.48&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Music.tbl consist of several sections. Some are used to define in-game soundtracks and others various other musics.&lt;br /&gt;
*Sountrack entries&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack Start&#039;&#039;&#039;&lt;br /&gt;
**Soundtracks names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#SoundTrack End&#039;&#039;&#039;&lt;br /&gt;
*Other musics&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music Start&#039;&#039;&#039;&lt;br /&gt;
**Music names and definitions&lt;br /&gt;
**&#039;&#039;&#039;#Menu Music End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soundtrack Musics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Soundtrack Name:===&lt;br /&gt;
*Soundtrack Name is immediately followed by the soundtrack order number and the name of the soundtrack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Example: 1: Genesis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soundtrack Flags===&lt;br /&gt;
{{Table36|&lt;br /&gt;
If the music should be played according to the FS1 style, the following flags should be added after $Soundtrack Name:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Cycle: FS1&#039;&#039;&#039;&lt;br /&gt;
**This cycles the NRML and BTTL tracks the FS1 way, instead of the FS2 way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Allied Arrival Overlay: NO&#039;&#039;&#039;&lt;br /&gt;
**This allows the Allied Arrival track to play on its own, as it did in FS1.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Music Tracks===&lt;br /&gt;
*All music track lines beging with &#039;&#039;&#039;$Name:&#039;&#039;&#039; followed by the &#039;&#039;&#039;filename&#039;&#039;&#039; of music track, with file extension. After the tracks filename the &#039;&#039;&#039;number of measures&#039;&#039;&#039; (NM) in the track is defined followed by the &#039;&#039;&#039;number of samples per measure&#039;&#039;&#039; (SPM).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Example: $Name: FS2_Amb_A01.wav 25.0 105840&lt;br /&gt;
*The SPM value is computed using the formula &#039;&#039;&#039;SPM = 2 * SF * L / NM&#039;&#039;&#039;, where SF is the sampling frequency in hz and L is length of the music piece in seconds (exact seconds up to about 3 decimal places). The NM value is important. The game uses SPM to determine how long a measure is, and it will stop playing the track after the specified number of measures. Whenever the game situation changes and one track must be interrupted by another, the game will interrupt the current track at the end of the currently playing measure.&lt;br /&gt;
So if you enter wrong numbers here, say using a different calculation, the track might still be played to the end - but when it should be interrupted it might not be for quite a while because you specified the length of one measure wrong.&lt;br /&gt;
E.g.: If you set NM to 1 and SPM to 2*SF*L the track will be played without problems - BUT, the interrupt will never happen. YOu have informed the game that the entire track basically consists of one large measure, so it will keep playing the track until that measure is over before switching to any other track - and this can take a while.&lt;br /&gt;
So make sure you use correct values here. If the exact measure count is not known you best use the following method:&lt;br /&gt;
&lt;br /&gt;
Set NM to the length of the track in seconds, say 61.205, and SPM to 2 * SF, say 2 * 22050Hz = 44100.&lt;br /&gt;
By doing this you state that one measure is 1 second long. This leads to a max delay of 1 second.&lt;br /&gt;
If this switch sounds too fast, use NM = half the time in seconds and SPM = 4 * SF, that will increase the delay to max 2 seconds.&lt;br /&gt;
You get the picture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order of the music tracks:====&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Normal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battle 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Battle 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Ally arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enemy Arrival during Battle&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Enemy arrival 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 1 ( goal completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victory 2  ( all enemies dead, goals completed )&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Victory 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goal Failed&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Failure 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player dies&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Dead 1&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Following entries have been added by SCP}}&lt;br /&gt;
{|-&lt;br /&gt;
| style=&amp;quot;width:350px&amp;quot;|&#039;&#039;&#039;Ambience 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:100px&amp;quot;|&#039;&#039;&amp;quot;Normal 2&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ambience 3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&amp;quot;Normal 3&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specific Music Tracks===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*If table doesn&#039;t have retail like &#039;&#039;&#039;$Name:&#039;&#039;&#039; at the beginning of the line then a new method for parsing tables can be used&lt;br /&gt;
*Instead $&#039;&#039;&#039;String&#039;&#039;&#039;: can be used where the string is shortened name of the music track. &lt;br /&gt;
*After the initial entry on the line, rest of the music entry is added after it.&lt;br /&gt;
*Name of the music track, name of the associated music file with file extension, number of measure, number of samples per measure&lt;br /&gt;
*Syntax: $&#039;&#039;&#039;String&#039;&#039;&#039;: &#039;&#039;&#039;String&#039;&#039;&#039; &#039;&#039;&#039;Float&#039;&#039;&#039; &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Example: $Battle 1:     FS2_Btl_G01.ogg            25.8  176400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Menu Musics==&lt;br /&gt;
*Menu musics are defined with &#039;&#039;&#039;filename&#039;&#039;&#039; after the name of the tracks &#039;&#039;&#039;name&#039;&#039;&#039;.&lt;br /&gt;
*Syntax for all of the &#039;&#039;&#039;Menu Music&#039;&#039;&#039; entries are similar&lt;br /&gt;
*Syntax: $Filename: &#039;&#039;Filename.xxx&#039;&#039;&lt;br /&gt;
**Example: $Filename: FS2_Brief_01.wav &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the menu music&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
**Allowed musics:&lt;br /&gt;
***&#039;&#039;Brief1&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief2&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief3&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief4&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief5&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief6&#039;&#039;&lt;br /&gt;
***&#039;&#039;Brief7&#039;&#039;&lt;br /&gt;
***&#039;&#039;Success&#039;&#039;&lt;br /&gt;
***&#039;&#039;Average&#039;&#039;&lt;br /&gt;
***&#039;&#039;Failure&#039;&#039;&lt;br /&gt;
***&#039;&#039;Aquitane&#039;&#039;&lt;br /&gt;
***&#039;&#039;Psampik&#039;&#039;&lt;br /&gt;
***&#039;&#039;Cinema&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table36|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]] to set the parser to use the modular table only for modifying an existing entry instead of creating new (possibly incomplete) one.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Filename:===&lt;br /&gt;
*Defines the actual file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename with file extension&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Uses normal soundtrack and menu musics from FS2&lt;br /&gt;
&lt;br /&gt;
   #SoundTrack Start&lt;br /&gt;
   $Soundtrack Name: 1: Genesis&lt;br /&gt;
   $Name:   FS2_Amb_A01.wav      25.0     105840&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B01.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Btl_A01.wav      25.8     66150&lt;br /&gt;
   $Name:   FS2_Btl_A02.wav      27.8     81415&lt;br /&gt;
   $Name:   FS2_Btl_A03.wav      39.8     81415&lt;br /&gt;
   $Name:   FS2_AArv_A01.wav     1.8      105840&lt;br /&gt;
   $Name:   FS2_Arv_B02.wav      3.8      81415&lt;br /&gt;
   $Name:   FS2_Vict_A01.wav     2.8      52920&lt;br /&gt;
   $Name:   FS2_Vict_A02.wav     30.8     52920&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   $Name:   FS2_Dth_A01.wav      23.8     132300&lt;br /&gt;
   #SoundTrack End&lt;br /&gt;
   #Menu Music Start&lt;br /&gt;
   $Name:      Brief1&lt;br /&gt;
   $Filename:  FS2_Brief_01.wav&lt;br /&gt;
   $Name:      Brief2&lt;br /&gt;
   $Filename:  FS2_Brief_02.wav&lt;br /&gt;
   $Name:      Brief3&lt;br /&gt;
   $Filename:  FS2_Brief_03.wav&lt;br /&gt;
   $Name:      Brief4&lt;br /&gt;
   $Filename:  FS2_Brief_04.wav&lt;br /&gt;
   $Name:      Brief5&lt;br /&gt;
   $Filename:  FS2_Brief_05.wav&lt;br /&gt;
   $Name:      Brief6&lt;br /&gt;
   $Filename:  FS2_Btl_A01.wav&lt;br /&gt;
   $Name:      Brief7&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   $Name:      Success&lt;br /&gt;
   $Filename:  FS2_DB_01.wav&lt;br /&gt;
   $Name:      Average&lt;br /&gt;
   $Filename:  FS2_DB_02.wav&lt;br /&gt;
   $Name:      Failure&lt;br /&gt;
   $Filename:  FS2_DB_03.wav&lt;br /&gt;
   $Name:      Aquitaine&lt;br /&gt;
   $Filename:  Aquitaine.wav&lt;br /&gt;
   $Name:      Psampik&lt;br /&gt;
   $Filename:  Psampik.wav&lt;br /&gt;
   $Name:      Cinema&lt;br /&gt;
   $Filename:  FS2_Cinema2.wav&lt;br /&gt;
   #Menu Music End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>KeldorKatarn</name></author>
	</entry>
</feed>