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	<updated>2026-11-15T10:47:47Z</updated>
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		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67560</id>
		<title>Game settings.tbl</title>
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		<updated>2026-08-11T06:45:57Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*[[game_settings.tbl#$Fix_scripted_velocity:|Fix scripted velocity]]}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_for_set-camera-host:|Use model eyepoint for set-camera-host]]&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_normals:|Use model eyepoint normals]]&lt;br /&gt;
*[[game_settings.tbl#$Fix_asteroid/debris_field_bounding_box_checks:|Fix asteroid/debris field bounding box checks]]&lt;br /&gt;
*[[game_settings.tbl#$Disable_expensive_turret_target_check:|Disable expensive turret target check]]&lt;br /&gt;
*[[game_settings.tbl#$Skybox_internal_depth_consistency:|Skybox internal depth consistency]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*[[game_settings.tbl#$Zero-radius_explosions_skip_fireballs:|Zero-radius explosions skip fireballs]]&lt;br /&gt;
*[[game_settings.tbl#$Render_insignias_as_decals:|Render insignias as decals:]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
&lt;br /&gt;
The icon should be in data/maps or data/interface, and can apparently be any single-frame image format supported by FSO. The default icon is .png.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lua API returns nil instead of invalid object:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
A design choice very early in FSO&#039;s scripting development established that invalid results return invalid objects.  By using this flag, invalid results will return nil instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t initalize built-in languages by default:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
Prevent FSO from initializing the three additional built-in languages (German, French, and Polish).  This allows mods which don&#039;t support those languages to remove them from the SCPUI language selector.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Auto select subsystem under reticle when targeting same ship:===&lt;br /&gt;
{{Table242|This is a streamlining of functionality, that makes it so one doesn&#039;t need to hit a second key to select the subsystem under the reticle. Instead once you have the capital ship selected, hit Target Under Reticle and it will target a subsystem under the reticle if the feature is enabled and there isn&#039;t a new target under the reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hide main Rearm/Repair items in Comms Gauge:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Prevents 5. Rearm/Repair Subsys and 6. Abort Rearm from being shown in the squad messaging menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint for set-camera-host:===&lt;br /&gt;
{{Table250|The default behavior for set-camera-host is to position the camera at the origin coordinates (0,0,0) of the host.  This flag will make the camera use the model eyepoint instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint normals:===&lt;br /&gt;
{{Table250|If set, model eyepoints will respect the normal vector set for the eyepoint in the model file for the eyepoint.  If not set, model eyepoints will use the model&#039;s orientation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
===$Shadow Smoothness Factor:===&lt;br /&gt;
Sets the strength of the smoothing for each shadow cascade. Larger values mean smoother / softer shadows. Shadow smoothness also scales with cascade distance, so the same value for a larger cascade will be perceived to be smoother.&lt;br /&gt;
The number of smoothness factors &#039;&#039;must&#039;&#039; match the number of Shadow Cockpit Cascades + Shadow Cascades (each 4 by default).&lt;br /&gt;
The list should first contain the smoothness factors for the cockpit cascades in order, and then the smoothness factors for the main cascades in order&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.00333,  0.004,  0.005,  0.005, 0.00333,  0.004,  0.005,  0.005)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable all non-custom generic debris:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Provides one simple control to turn off all non-custom generic debris (the tiny debris shards that are typically spawned when a ship/subsystem explodes). Note, generic debris that is manually specified in the ships table will still be spawned, this is only for turning off non-custom debris. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
===$Render insignias as decals:===&lt;br /&gt;
{{Table260| &lt;br /&gt;
*If set, insignias will be rendered using the decal system. This will make insignias render with correct and deferred lighting, and fix issues with apparent fading&lt;br /&gt;
*Models must be set up correctly for this to work! A model can have multiple insignias, with multiple polygon faces each. To enable this option, each visible insignia must have its own insignia entry in the model. If multiple visible insignias are incorrectly consolidated into one insignia entry with disjointed polygons, this will cause graphical artifacts.&lt;br /&gt;
*For reference, check out the retail FS2 models, which are set up correctly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Skybox internal depth consistency:===&lt;br /&gt;
{{table250|If enabled, this will allow skyboxes that use submodels to render the submodels with proper Z-sorting if the &#039;No Z-Buffer&#039; check box is set to on in FRED. In other words, parts of the skybox closer to the origin point will render in front of sections further away, as might be expected. This flag is enabled by default for FSO version 25.0 onwards&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the grid color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 200, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect scanline color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the scan-line color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 255, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid density:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the number of grid lines in the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect wireframe color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the wireframe color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;80, 49, 160&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 1:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 192, 192)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 2:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (192, 128, 64)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 3:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (175, 175, 175)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 4:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (100, 100, 100)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle color:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Specifies which color should be used for displaying subtitles in the cutscene player.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;255, 255, 255, 255&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable Discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Contrails use absolute speed:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*Causes contrails to be created based on speed in any direction, rather than just forward speed.  This allows contrails to appear when a ship is moving in a direction other than forwards.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use closest distance method for &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to true, the &#039;Target Hostile Bomb or Bomber&#039; control will target the closest hostile bomb or bomber, similar to how the &#039;Target Closest Hostile&#039; key works. By default, the &#039;Target Hostile Bomb or Bomber&#039; control will not sort by distance and simply only target in order of oldest to youngest objects (ie which object spawned first in the mission). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;false&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Objects targeted with &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines what can be targeted when using the &#039;Target Hostile Bomb or Bomber&#039; control. By default this control targets both bombs and bombers, which is the behavior if this field is set to &#039;default&#039; or &#039;bombs and bombers&#039;. If set to &#039;only bombs&#039;, the key will only target bombs and not target bombers. If set to &#039;only bombers&#039;, the key will only target bombers and not target bombs. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix asteroid/debris field bounding box checks:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a bug where asteroid and debris fields did not properly check for whether large ships were within bounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum ship radius for persistent debris::===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with a radius larger than this value will have infinite debris lifetimes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;50&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Zero-radius explosions skip fireballs:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*If set, explosions with a visual radius of 0 will not have fireballs created, and will not have the fireball lifetime added to the explosion lifetime.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67329</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67329"/>
		<updated>2026-07-17T11:47:17Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Intransitive parenting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Intransitive parenting:==&lt;br /&gt;
*Typically, when a particle that is spawned from a particle has &#039;&#039;+Remain local to parent:&#039;&#039; set to on, it will inherit the parent of the particle that it was spawned from (i.e. a trail of a particle parented to a ship will also be parented to the ship)&lt;br /&gt;
*In some cases, this is undesirable, and you want the trail particle to be parented to its trailhead rather than the parent of the trailhead.&lt;br /&gt;
*Setting this option to true achieves this, and breaks the parent inheritance chain. Any descendant of this particle will be parented to this particle rather than to the ancestral parent of this particle.&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Particles are limited to the lifetime of their parents when &#039;&#039;+Remain local to parent:&#039;&#039; is on. As such, this will limit local descendant particles to the lifetime of &#039;&#039;this&#039;&#039; particle, rather than the lifetime of the originally parenting object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Render as Decal:==&lt;br /&gt;
*If this is true, the effect will not spawn floating particles, but instead will render as decals attached to the surface of its parent. &#039;&#039;+Remain local to parent:&#039;&#039; must be enabled for this to work.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Orientation Mode:===&lt;br /&gt;
*When rendering as decals, this controls how the decals are oriented towards their parent. Currently only one option is supported: &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Defaults to &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Towards Center&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Emissive:===&lt;br /&gt;
*Whether or not the decal is an emissive decal as opposed to an albedo decal.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&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; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline particles due to parsing ambiguity. If you really need trails of death particles / trails, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==$Death Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Death Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Death Inline Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies, defined inline&lt;br /&gt;
*It is not possible to define inline death effects for inline particles due to parsing ambiguity. If you really need death particles of death particles / trails, use &#039;&#039;$Death Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Death Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline death effect&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67328</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67328"/>
		<updated>2026-07-17T11:39:23Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Particles as Decals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==+Render as Decal:==&lt;br /&gt;
*If this is true, the effect will not spawn floating particles, but instead will render as decals attached to the surface of its parent. &#039;&#039;+Remain local to parent:&#039;&#039; must be enabled for this to work.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Orientation Mode:===&lt;br /&gt;
*When rendering as decals, this controls how the decals are oriented towards their parent. Currently only one option is supported: &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Defaults to &#039;&#039;Towards Center&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Towards Center&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Emissive:===&lt;br /&gt;
*Whether or not the decal is an emissive decal as opposed to an albedo decal.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&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; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline particles due to parsing ambiguity. If you really need trails of death particles / trails, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==$Death Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Death Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Death Inline Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies, defined inline&lt;br /&gt;
*It is not possible to define inline death effects for inline particles due to parsing ambiguity. If you really need death particles of death particles / trails, use &#039;&#039;$Death Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Death Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline death effect&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67322</id>
		<title>Game settings.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Game_settings.tbl&amp;diff=67322"/>
		<updated>2026-07-05T02:39:12Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2025-02-10|642111676012bc6696f4024c40296a6c20b3b958}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;game_settings.tbl&#039;&#039;&#039;, also known as mod.tbl, defines options that can be changed globally.  All settings are optional.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-mod.tbm&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl#$Target_Version:|target version]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table220|&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Turret_Collisions:|Fixed Turret Collisions]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Missile_Detonation:|Fixed Missile Detonation]]&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Damage_All_Object_Types_Once:|Shockwaves Damage All Object Types Once]]&lt;br /&gt;
*[[game_settings.tbl#$AI_use_framerate_independent_turning:|AI use framerate independent turning]]&lt;br /&gt;
*[[game_settings.tbl#$Use_host_orientation_for_set-camera-facing:|Use host orientation for set-camera-facing]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table230|&lt;br /&gt;
*[[game_settings.tbl#$Shockwaves_Inherit_Parent_Weapon_Damage_Type:|Shockwaves Inherit Parent Weapon Damage Type]]&lt;br /&gt;
*[[game_settings.tbl#$Fixed_Chaining_To_Repeating_Events:|Fixed Chaining To Repeating Events]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*[[game_settings.tbl#$Calculate_subsystem_hitpoints_after_parsing:|Calculate subsystem hitpoints after parsing]]}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*[[game_settings.tbl#$Fix_scripted_velocity:|Fix scripted velocity]]}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_for_set-camera-host:|Use model eyepoint for set-camera-host]]&lt;br /&gt;
*[[game_settings.tbl#$Use_model_eyepoint_normals:|Use model eyepoint normals]]&lt;br /&gt;
*[[game_settings.tbl#$Fix_asteroid/debris_field_bounding_box_checks:|Fix asteroid/debris field bounding box checks]]&lt;br /&gt;
*[[game_settings.tbl#$Disable_expensive_turret_target_check:|Disable expensive turret target check]]&lt;br /&gt;
*[[game_settings.tbl#$Skybox_internal_depth_consistency:|Skybox internal depth consistency]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
*[[game_settings.tbl#$Zero-radius_explosions_skip_fireballs:|Zero-radius explosions skip fireballs]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GAME SETTINGS==&lt;br /&gt;
Contains settings that affect how the engine works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Version:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.&lt;br /&gt;
}}&lt;br /&gt;
{{Table381|&lt;br /&gt;
The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.&lt;br /&gt;
&lt;br /&gt;
The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Major:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the major component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Minor:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the minor component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Build:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Required. Sets the build component of the target version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Revision:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).&lt;br /&gt;
For nightly builds this is the date in YYYYMMDD format.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Example: &#039;&#039;&#039;&#039;&#039;20151121&#039;&#039;&#039;&#039;&#039; (for a minimum version of 3.7.3.20151121)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window title:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of &amp;quot;FreeSpace 2&amp;quot;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Window icon:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.&lt;br /&gt;
&lt;br /&gt;
The icon should be in data/maps or data/interface, and can apparently be any single-frame image format supported by FSO. The default icon is .png.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Mod title:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the title of the mod and will be displayed at the mainhall near the FSO version.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod title on its own.  Previously, the mod version was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mod version:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Specifies the version of the mod and will be displayed at the mainhall near the FSO version. Can be a string or it can be semantic versioning such as 2.0.0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
It is now possible to display the mod version on its own.  Previously, the mod title was also required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unicode mode:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash screens:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Defines a list of splash screens that FSO can display upon game startup. The actual image displayed is chosen at random from the applicable entries. Entries with exact aspect ratio matches will be prioritized first, followed by aspect ratio ranged matches, followed by entries without an aspect ratio specified.}}&lt;br /&gt;
&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The name of the bitmap to use as a splash screen. Extension will be removed if included.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Bitmap: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio matches the specified number within +/- 0.01.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Min:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at least the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Min: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Aspect Ratio Max:====&lt;br /&gt;
{{table234|&lt;br /&gt;
Only consider this bitmap to be an applicable entry if the user&#039;s screen aspect ratio is at most the specified number.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Aspect Ratio Max: Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade in time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade in.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Splash fade out time:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets the time in milliseconds it takes for a splash screen to fade out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Center splash logo:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
Sets whether the splash logo will be displayed in the middle of the screen.  If this is false (the default), it will be displayed at the top-left.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable FSO Internal Loadout Restoration System:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
When the player configures the ships and weapons of the wings in the loadout screen, FSO will remember these settings and attempt to apply them again if the player quits the mission and comes back to it later.  FSO will only remember the most recent mission&#039;s loadout, so it will not attempt to restore the loadout if the player loads a different mission.  It will also not attempt this if the mission&#039;s &#039;&#039;$Modified:&#039;&#039; date has changed.  This flag can be used to prevent FSO from attempting restoration even if it normally would.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lua API returns nil instead of invalid object:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
A design choice very early in FSO&#039;s scripting development established that invalid results return invalid objects.  By using this flag, invalid results will return nil instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#LOCALIZATION SETTINGS==&lt;br /&gt;
Contains various settings related to localization and language support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use tabled strings for the default language:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Causes the game to use the text in strings.tbl and tstrings.tbl even when the current language is English.  By default, the game will use the literal text in the source code and the data files (tables and missions) and will not look up the entry when the language is English.  For other languages, the translation is always used, if it exists, regardless of this setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t initalize built-in languages by default:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
Prevent FSO from initializing the three additional built-in languages (German, French, and Polish).  This allows mods which don&#039;t support those languages to remove them from the SCPUI language selector.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t pre-empt training message voice:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Prevents training messages from being interrupted by other training messages.  If a training message has a voice file associated with it, or simulated speech is active, the next message will not be played until the current message has finished.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#CAMPAIGN SETTINGS==&lt;br /&gt;
This group contains various Campaign related settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Campaign File Name:===&lt;br /&gt;
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===#Ignored Campaign File Names===&lt;br /&gt;
Defines which campaigns, if present, will not appear in the Campaign Room. In the original implementation, only single-player campaigns could be ignored and file extensions were required, but see below.&lt;br /&gt;
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}&lt;br /&gt;
{{Table382|As of 3.8.2, file name comparisons are not case sensitive and multiplayer campaigns can be ignored.}}&lt;br /&gt;
====$Campaign File Name:====&lt;br /&gt;
File name of the campaign to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===#Ignored Mission File Names===&lt;br /&gt;
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.&lt;br /&gt;
====$Mission File Name:====&lt;br /&gt;
File name of the mission to ignore. Multiple entries may exist.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Red-alert applies to delayed ships:===&lt;br /&gt;
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#HUD SETTINGS==&lt;br /&gt;
This group contains various HUD behavior settings and overrides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Directive Wait Time:===&lt;br /&gt;
*Defines how long the game will wait before displaying a directive.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 0 ms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cutscene camera displays HUD:===&lt;br /&gt;
Show the HUD when the cutscene camera is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Full color head animations:===&lt;br /&gt;
Enables full-color head ANIs. Normal head ANIs will appear in gray.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t automatically select a turret when targeting a ship:===&lt;br /&gt;
{{Table220|Uses FS1 behavior where targeting a new ship did not target any turrets.  In FS2 a turret is automatically targeted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Auto select subsystem under reticle when targeting same ship:===&lt;br /&gt;
{{Table242|This is a streamlining of functionality, that makes it so one doesn&#039;t need to hit a second key to select the subsystem under the reticle. Instead once you have the capital ship selected, hit Target Under Reticle and it will target a subsystem under the reticle if the feature is enabled and there isn&#039;t a new target under the reticle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supernova hits at zero:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Adjusts the HUD timer so that the timer reaches zero when the supernova hits the player.  The actual timing is not affected -- whether the flag is enabled or not, the supernova will always hit the player when 5 seconds remain in the time specified in the sexp.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always warn player about unbound keys used in Directives Gauge:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
Ensures that the &amp;quot;Key Unbound&amp;quot; message will pop up for a directive with an unbound key in any single-player mission, not just a training mission. Note, that the default string (index 426) will still say &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with training.&amp;quot; Thus, it is advised to change the string at index 426 using the -lcl.tbm to &amp;quot;Warning\nYou have no control bound to the action \&amp;quot;%s\&amp;quot;.  You must do so before you can continue with this mission.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD drop shadows enabled by default:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If this flag is active, certain elements displayed on the HUD (all text, the main targeting reticle, and the background of the ETS gauges) will have a &amp;quot;drop shadow&amp;quot; effect.  Note that whether or not the flag is active, the player can set this using the &amp;quot;Toggle HUD Drop Shadows&amp;quot; control.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify scanning behavior:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Unifies scanning behavior between subsystem, regular, and cargo allowing missions to use all scan types in all situations.&lt;br /&gt;
*Also allows changing the &amp;quot;Cargo:&amp;quot; text line in a mission by adding &amp;quot;$Cargo Title: STRING&amp;quot; after the &amp;quot;$Cargo 1:&amp;quot; or &amp;quot;$Cargo 2:&amp;quot; lines in the mission file. FRED UI support not yet added for $Cargo Title so you have to do it manually.&lt;br /&gt;
*When this flag is enabled, all ships, no matter the ship class, will react the same way to the cargo-related or scanning-related ship flags:&lt;br /&gt;
**They are not scannable by default&lt;br /&gt;
**Setting the &amp;quot;scannable&amp;quot; flag makes them scannable, and scanning the subsystem will reveal the cargo&lt;br /&gt;
**A new flag available with alter-ship-flag, &amp;quot;no-scanned-cargo&amp;quot;, changes the behavior to scanned/unscanned instead of revealing the cargo&lt;br /&gt;
**The &amp;quot;toggle-subsystem-scanning&amp;quot; flag must be set to swap full-ship scanning mode into subsystem scanning mode and works for all ship types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t show callsigns in the escort list:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
By default, callsigns are shown in the escort list using the same format as in the target box.  If this flag is active, callsigns will not be displayed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hide main Rearm/Repair items in Comms Gauge:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Prevents 5. Rearm/Repair Subsys and 6. Abort Rearm from being shown in the squad messaging menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SEXP SETTINGS==&lt;br /&gt;
This group contains SEXP settings and overrides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Loop SEXPs Then Arguments:===&lt;br /&gt;
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl] &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Alternate Chaining Behavior:===&lt;br /&gt;
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Chaining To Repeating Events:===&lt;br /&gt;
{{Table230|When set, this makes event chaining to repeated events work as designed - that is, the chained event will only be evaluated after the chain delay.  If the repeating event&#039;s interval is shorter than the chain delay, then the delay countdown will continually be restarted until all repetitions have completed.  Without this flag, FSO will emulate retail behavior which, due to a bug, allowed chained events to be evaluated immediately after a repeating event is first evaluated.&lt;br /&gt;
&lt;br /&gt;
NOTE: Although the name does not reflect it, the same issue affects repeating events that are evaluated by &amp;lt;tt&amp;gt;is-event-true-delay&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;is-event-false-delay&amp;lt;/tt&amp;gt;.  Without this flag, FSO will emulate retail behavior which causes these SEXP operators to ignore any delay when evaluating repeated events.  With this flag, the delay will be measured from when the final repeat iteration occurs.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Use host orientation for set-camera-facing:===&lt;br /&gt;
{{Table220|When set, this will take into account the host orientation for cutscene cameras.  This is a bugfix for [https://github.com/scp-fs2open/fs2open.github.com/issues/3889 GitHub issue #3889].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint for set-camera-host:===&lt;br /&gt;
{{Table250|The default behavior for set-camera-host is to position the camera at the origin coordinates (0,0,0) of the host.  This flag will make the camera use the model eyepoint instead.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use model eyepoint normals:===&lt;br /&gt;
{{Table250|If set, model eyepoints will respect the normal vector set for the eyepoint in the model file for the eyepoint.  If not set, model eyepoints will use the model&#039;s orientation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle uses pixels:===&lt;br /&gt;
{{Table222|When set, SEXPs which display subtitles will read their arguments as pixels, not percentages.  If &amp;lt;code&amp;gt;$Show-subtitle base resolution:&amp;lt;/code&amp;gt; is set, these pixels will be scaled up or down as needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show-subtitle base resolution:===&lt;br /&gt;
{{Table222|When set, subtitles are assumed to display at the appropriate size in the specified resolution, and will be scaled up or down if the current screen resolution is different.  If this is not set, or is set to a resolution less than (640, 480), subtitles will not be scaled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$HUD-set-coords base resolution:===&lt;br /&gt;
{{Table232|The hud-set-coords SEXP has always used exact pixels, without regard for the current screen resolution.  This setting enables a similar scaling mechanism as &#039;&#039;$Show-subtitle base resolution:&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Integer, Integer)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(-1, -1)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always Show Directive Value Count:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If this setting is enabled, Directive-as-Value values in Directives will always show the number. By default this is disabled, and only values &amp;gt; 1 are shown. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#GRAPHICS SETTINGS==&lt;br /&gt;
This group contains settings related to graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable External Shaders:===&lt;br /&gt;
Enables the use of external shader files. By default, the engine will use the built-in shaders.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Detail Level:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; (0-3)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3&#039;&#039;&#039;&#039;&#039; (very high)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Briefing Window FOV:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375; some previous versions of FSO used a value of 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (0.0 to 1.0)&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.29375&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Generic Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of the pain red flash when the player is hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Pain Flash Factor:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
Determines the intensity of a pain flash when the player&#039;s shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the intensity of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$EMP Pain Flash Color:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Determines the RGB color value of the flash when the player is hit by an EMP blast or weapon.&lt;br /&gt;
*Syntax: Color, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(255, 255, 127)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$BMPMAN Slot Limit:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Int&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Values: &#039;&#039;&#039;&#039;&#039;Greater than or equal to 3500&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;4750&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the EMP lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 10)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the EMP lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (255, 255, 10)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Color:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
Allows custom RGB color values to be set for the damage lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the first primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Primary Color Option 2:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the second primary color for the damage lightning arc effect.&lt;br /&gt;
**The actual lightning arc color shown in-game is randomly selected between the first and second primary color. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (128, 128, 255)&lt;br /&gt;
*&#039;&#039;&#039;+Secondary Color Option 1:&#039;&#039;&#039;&lt;br /&gt;
**The RGB color of the secondary color for the damage lightning arc effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 64, 5)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Arc Width:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows setting how the width is calculated for the EMP lightning arc effect. &lt;br /&gt;
*&#039;&#039;&#039;+Width Default:&#039;&#039;&#039;&lt;br /&gt;
**The default width of the arc. This value will be multiplied by `+Width Radius Multiplier:` if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.9&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**The value that the width is multiplied by if the radius of the ship is less than or equal to `+Do Not Use Width Multiplier Over Radius:`.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.01&lt;br /&gt;
*&#039;&#039;&#039;+Do Not Use Width Multiplier Over Radius:&#039;&#039;&#039;&lt;br /&gt;
**If the object is larger than this radius, the `+Width Default:` value is used.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 500&lt;br /&gt;
*&#039;&#039;&#039;+Width Radius Minimum:&#039;&#039;&#039;&lt;br /&gt;
**Minimum width that the arc can be. Any calculated widths lower than this value will be set to this value. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default value: 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Requires Rendering Feature:===&lt;br /&gt;
{{Table210|Needs description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Render player muzzle flashes in cockpit:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether muzzle flashes will be shown within the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which glowpoints are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shield effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster nebula visibility factor:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which thruster flares are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether beam weapons will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which beam effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 4.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a beam effect affects its visibility. This is multiplied by the radius of the beam and added to the above for the final value. This results in larger beams being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether lasers, missiles, countermeasures, etc will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Weapon visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which laser-type weapons are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.3}}&lt;br /&gt;
&lt;br /&gt;
====+$Trail visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which trails (weapon and ship contrails) are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Shockwave visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which shockwave effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 2.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Particles affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether particle effects, including impact effects, will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which particle effects are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.0}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a particle effect affects its visibility. This is multiplied by the radius of the particle and added to the above for the final value. This results in larger particles being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fireballs affected by nebula visibility:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Determines whether fireballs from ship explosions will be faded by nebula fog.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Constant visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which fireballs are affected by nebula fog. 1.0 is exactly the same as regular ship hull obscurity, higher means they stay visible for longer.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 1.2}}&lt;br /&gt;
&lt;br /&gt;
====+Scaled visibility factor:====&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the degree to which the &#039;&#039;size&#039;&#039; of a fireball affects its visibility. This is multiplied by the radius of the fireball and added to the above for the final value. This results in larger fireballs being visible from farther away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.08}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Quality Default:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the default level for shadow quality if the &#039;enable_shadows&#039; command line is used and &#039;shadow_quality&#039; is not used. By default, the FSO will set the shadow detail level to 2. Valid values are 0 (shadows disabled), 1 (Low, 512x512 shadow map), 2 (Medium, 1024x1024 shadow map), 3 (High, 2048x2048 shadow map), or 4 (Ultra, 4096x4096). Note, the command line &#039;shadow_quality&#039; will override any value set here.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the game scene uses. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(200.0, 600.0, 2500.0, 8000.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Cascade Distances Cockpit:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
Sets the distances that the shadow map for the cockpit pass scene uses. Will only shadow the cockpit model, and does not interact with the external game scene shadow map. Float values must all be greater than 0 and successively larger than each consecutive value.&lt;br /&gt;
{{Table262|&lt;br /&gt;
*Can now be an arbitrary non-zero number of floats. If not set to 4, you must table [[#$Shadow Smoothness Factor:]]&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.25, 0.75, 1.5, 3.0)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
===$Shadow Smoothness Factor:===&lt;br /&gt;
Sets the strength of the smoothing for each shadow cascade. Larger values mean smoother / softer shadows. Shadow smoothness also scales with cascade distance, so the same value for a larger cascade will be perceived to be smoother.&lt;br /&gt;
The number of smoothness factors &#039;&#039;must&#039;&#039; match the number of Shadow Cockpit Cascades + Shadow Cascades (each 4 by default).&lt;br /&gt;
The list should first contain the smoothness factors for the cockpit cascades in order, and then the smoothness factors for the main cascades in order&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;List of floats&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;(0.00333,  0.004,  0.005,  0.005, 0.00333,  0.004,  0.005,  0.005)&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Techroom:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the techroom.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Cockpit:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on the player cockpit in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Weapons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on weapons in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shadow Disable Mission Brief Ships:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Disables shadows on ships in the mission briefing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship Casts Shadow:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When cockpit shadows are enabled, enabling this setting will cause the players ship model shown with &amp;quot;show ship&amp;quot; to cast shadow onto the cockpit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship Model And Cockpit Share Coordinate Space:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
When having the &amp;quot;show ship&amp;quot; flag enabled and cockpit models for a ship, this flag should be on if the cockpits can fit into the actual geometry of the ship model. Disable this flag if this is not the case and the cockpit needs to be rendered on top of the ship regardless of actual coordinates. If this can be enabled, the external show ship model can be rendered using deferred rendering.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Ship enabled only if Cockpits enabled:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Enabling this setting will only use the &#039;show-ship&#039; flag if cockpits are enabled. Useful if your ship uses both &#039;show-ship&#039; and cockpits that exist within the &#039;show-ship&#039; space, and you want to allow players to toggle off cockpits. Note, &#039;show-ship&#039; always only appears if in first-person view. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Thrusters:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that thrusters will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Beams:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that beams will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Muzzle Flashes:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that muzzle flashes will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Trails:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that trails will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Pixel Size Lasers:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Specifies the smallest pixel size that lasers will be rendered. Setting this &amp;gt; 0 can be expensive in larger missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Length:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest length that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Do Not Render Lasers Below Radius:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies the smallest radius that lasers will be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0001}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Easing Value:===&lt;br /&gt;
{{Table220| &lt;br /&gt;
*Smooths out the behavior of maneuvering thruster flares the higher above 0 it is.&lt;br /&gt;
*This is the exponential time constant for the visual flare length to reach it&#039;s true length.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 0.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$SCPUI attempts to load hires animations:===&lt;br /&gt;
{{Table230| &lt;br /&gt;
*Prevents SCPUI from trying to load anims prefixed with &amp;quot;2_&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: true}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table230| &lt;br /&gt;
===$Max draw distance:===&lt;br /&gt;
===$Min draw distance:===&lt;br /&gt;
*These values do more than just cutoff the visuals at certain distances, and they must be adjusted carefully to ensure unintentional rendering artifacts are not introduced.&lt;br /&gt;
*The rendering engine has limited amount of &#039;depth resolution&#039;, the degree to which it can tell a certain polygon is closer or farther away than another. When two polygons are too close, they will Z-fight, picking arbitrarily which is closer. It is the span between the min and max draw distance that determines how well the engine can determine depth, if they are too far from one another, the Z-fighting will become more common as it has to spread its resolution over a wider range. If they are close, Z-fighting will be lessened at the cost of a smaller range of distance able to be rendered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*Default Values: 10,000,000,000 and 1, respectively&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table232| &lt;br /&gt;
===$Randomize particle rotation:===&lt;br /&gt;
*Particle bitmaps are typically screen-aligned; the upper portion of the bitmap will always be mapped to the upper portion of the particle, from the point of view of the camera. Enabling this option makes &#039;&#039;all&#039;&#039; particles have a random &#039;tilt&#039; in an arbitrary direction when created.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable shield effects:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Specifies if FSO attempts to use the shield mesh impact effects. Enabling this flag will prevent the game from preforming any shield mesh effect code, which can be useful if a mod does not use those shield mesh effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable all non-custom generic debris:===&lt;br /&gt;
{{Table250| &lt;br /&gt;
*Provides one simple control to turn off all non-custom generic debris (the tiny debris shards that are typically spawned when a ship/subsystem explodes). Note, generic debris that is manually specified in the ships table will still be spawned, this is only for turning off non-custom debris. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: false}}&lt;br /&gt;
&lt;br /&gt;
==#NETWORK SETTINGS==&lt;br /&gt;
This group contains network-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2NetD port:===&lt;br /&gt;
*(description required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default object update level for multiplayer:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Sets the distances default object update rate  for multiplayer matches. By default, the FSO will set the object update level to 2. Valid values are 0 (Low), 1 (Medium), 2 (High), 3 (LAN). FSO caps the bandwidth it uses based on these settings, but they were designed for connections from 1999. LAN has the least restrictive limits and does not require an actual LAN connection. Also, if a player&#039;s connection is within the dial-up speed range then game auto force the use of the lowest level during a match.  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;2&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#SOUND SETTINGS==&lt;br /&gt;
This group contains sound-related settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Sound Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default sound fx volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Music Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default music volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Voice Volume:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the default voice volume for new pilots.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use weapon class impact sounds for hits to player:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Allows weapons that hit the player to play their specific impact sounds, not the hard-coded default sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Play thruster sounds for the player:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
If the player&#039;s ship has thruster sounds defined, this will ensure they are played like normal, since they are typically suppressed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Unify minimum engine sound:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
Allows $Minimum Engine Volume in ships.tbl to work for all ship classes. By default, that value only triggers for non-huge ships. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Disabled or disrupted engines are silent:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
If set, engines will not play their engine noise if the ship is disabled or a disrupted (such as disruptions caused by an active EMP effect or a weapon with the &amp;quot;electronics&amp;quot; flag).  &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#FRED SETTINGS==&lt;br /&gt;
This group contains settings for FRED. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable Hard Coded Message Head Ani Files:===&lt;br /&gt;
{{table371|&lt;br /&gt;
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Add Message Head Ani Files:===&lt;br /&gt;
{{table224|&lt;br /&gt;
FRED will append each +Head entry listed below to the head ani selection list in the Event Editor.}}&lt;br /&gt;
&lt;br /&gt;
====+Head:====&lt;br /&gt;
{{table224|&lt;br /&gt;
The head ani filename to add. Extensions will be stripped if included.&lt;br /&gt;
NOTE: Pay attention to file names or anis with a,b, c variation not display in-game (unless called directly). Proper name seems to be Head-xxxNa, Head-xxxNb, with N being some number and XXX being whatever you want. Needs further testing and confirmation &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;+Head: String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable scripting in FRED:===&lt;br /&gt;
{{table382|&lt;br /&gt;
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED Briefing window resolution:===&lt;br /&gt;
{{table224|&lt;br /&gt;
The width and height of the briefing window in FRED. Defaults to 888x371. Note that changing this only affects FRED and can cause a mismatch to the ingame briefing view which defaults to 888x371 (or 555x232 for 640 base res).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;integer, integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;888,371&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ignore Music Files In Music Player:===&lt;br /&gt;
{{table232|Music files in this section will not be added to FRED&#039;s built-in music player.}}&lt;br /&gt;
====+File:====&lt;br /&gt;
{{table232|Specifies a file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FRED spacemouse nonlinearities:===&lt;br /&gt;
{{table232|&lt;br /&gt;
Allows setting custom nonlinearities and scaling for controlling FRED with a spacemouse.&lt;br /&gt;
}}&lt;br /&gt;
====+Sideways exponent:====&lt;br /&gt;
{{table232|&lt;br /&gt;
The exponent for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Sideways scale:====&lt;br /&gt;
{{table232|The multiplier for input for Sideways spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Forwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Forwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards exponent:====&lt;br /&gt;
{{table232|The exponent for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Upwards scale:====&lt;br /&gt;
{{table232|The multiplier for input for Upwards spacemouse motion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch exponent:====&lt;br /&gt;
{{table232|The exponent for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Pitch scale:====&lt;br /&gt;
{{table232|The multiplier for input for Pitch spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank exponent:====&lt;br /&gt;
{{table232|The exponent for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Bank scale:====&lt;br /&gt;
{{table232|The multiplier for input for Bank spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading exponent:====&lt;br /&gt;
{{table232|The exponent for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Heading scale:====&lt;br /&gt;
{{table232|The multiplier for input for Heading spacemouse rotation.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Skybox internal depth consistency:===&lt;br /&gt;
{{table250|If enabled, this will allow skyboxes that use submodels to render the submodels with proper Z-sorting if the &#039;No Z-Buffer&#039; check box is set to on in FRED. In other words, parts of the skybox closer to the origin point will render in front of sections further away, as might be expected. This flag is enabled by default for FSO version 25.0 onwards&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#OTHER SETTINGS==&lt;br /&gt;
This group contains miscellaneous settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Turret Collisions:===&lt;br /&gt;
Makes all hits to a turret&#039;s barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret&#039;s base.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fixed Missile Detonation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*When this flag is set, missiles which reach the center of a submodel will not detonate immediately; they will delay detonation until they have traveled another radius of the submodel.  This fixes missile impacts to submodels whose center lies outside the geometry of the submodel.  In other words, without this flag, a missile might detonate in the middle of the &amp;quot;bowl&amp;quot; of a concave submodel; with this flag, the missile will travel to the other side of the submodel before it detonates.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Impacted Subsystem First:===&lt;br /&gt;
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default ship select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the 3d ship select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d ship icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ships in ship/weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon select:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapon select instead of animations&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default weapon select effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the 3d weapon select effect is active. This will default to the FS2 effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;FS2&amp;quot;, &amp;quot;FS1&amp;quot;, and &amp;quot;off&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d weapon icons:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for weapons in weapon select instead of icons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the grid color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 200, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect scanline color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the scan-line color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0, 255, 0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect grid density:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the number of grid lines in the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FS2 effect wireframe color:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the wireframe color for the FS2 loadout animation effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;80, 49, 160&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use 3d overhead ship:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to use 3D models for ship overhead view instead of a bitmap in weapon select&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default overhead ship style:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*This specifies which style of overhead view to use if 3d overhead view is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Possible options are &amp;quot;ROTATE&amp;quot; or &amp;quot;TOPVIEW&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 1:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (64, 192, 192)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 2:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (192, 128, 64)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 3:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (175, 175, 175)&lt;br /&gt;
*&#039;&#039;&#039;+Overhead Line Color 4:&#039;&#039;&#039;&lt;br /&gt;
** The RGB color for ship secondary bank 1.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, (red, green, blue) respectively, integer value from 0 to 255&lt;br /&gt;
**Default value: (100, 100, 100)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always refresh selected weapon when viewing loadout:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*When set to true, this always refreshes the weapon shown in view box on the right side of the screen when opening the weapon loadout view. This ensures the viewed weapon is one that can actually be on the selected ship when first clicking on the weapon loadout screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapons inherit parent collision group:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set to true, Weapons fired by a ship will inherit their parents&#039; collision group setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flight controls follow eyepoint orientation:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that if the player ship&#039;s eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Use Damage Factors:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default fiction viewer UI:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies which fiction viewer layout to use in missions that don&#039;t specify one. Possible values are as follows:&lt;br /&gt;
**&amp;quot;FS2&amp;quot;: Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.&lt;br /&gt;
**&amp;quot;WCS&amp;quot;: Moves the &amp;quot;Accept&amp;quot; button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.&lt;br /&gt;
**&amp;quot;auto&amp;quot;: Selects &amp;quot;WCS&amp;quot; if the appropriate files are present; otherwise, selects &amp;quot;FS2&amp;quot;. This is the default setting.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle font:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Movie subtitle color:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Specifies which color should be used for displaying subtitles in the cutscene player.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer, Integer, Integer, Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;255, 255, 255, 255&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable built-in translations:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Turns off hard-coded translations, e.g. Transport -&amp;gt; Transporter in German.  All strings will either use their XSTR entry or else not be translated.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon shockwave damage respects huge ship flags:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable external default scripts:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Enables the loading of external scripts with the same name as a built-in script. Otherwise, uses the version of the script included in the executable (currently, just cfile_require.lua).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player warpout speed:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines the speed the player must reach to warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;40.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target warpout match percent:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines how close to the warpout speed the player needs to be to actually warp out.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, between 0.0 and 1.0&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.05&#039;&#039;&#039;&#039;&#039; (5%)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum player warpout time:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*The [[Ships.tbl#.24Warpout_Engage_Time:|default amount of time]], in seconds, warping out will take before actually starting to check whether the player is the right speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;3.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable in-game options:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Mode whereby various settings can be modified by FSO while it&#039;s still running, rather than being set by the launcher before execution. By default is now ON, and can be accessed by going to the Options menu and pressing F3. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;YES&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Shockwave Default Multiplier:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Amount of damage, as a multiple of normal shockwave damage, assigned to a weapon&#039;s [[Weapons.tbl#.24Dinky shockwave:|dinky shockwave]] by default. To get the same behavior FSO had from 2005-2019, set this to 0.25.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;1.0&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Always Damage Bombs:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Enables all bombs being damaged by shockwaves. Previously only those marked with flags could be damaged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Damage All Object Types Once:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Keeps any object from being damaged more than once by a shockwave.  The default behavior is for asteroids and flagged missiles to be damaged every frame by the shockwave.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwaves Inherit Parent Weapon Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When enabled, the shockwaves of weapons that have a defined damage type automatically inherit that damage type, rather than dealing &amp;quot;typeless&amp;quot; damage. As this behavior is more intuitive than when this flag is disabled, mods targeting 22.4 or newer versions of FSO will have it enabled by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039; for mods targeting 22.4 or newer versions of FSO, otherwise &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*When combined with &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot;, this string is added to the inherited damage type to define the shockwave&#039;s damage type. For example, if a weapon has the damage type &amp;quot;heavy&amp;quot; and the provided suffix is &amp;quot;-shock&amp;quot;, then that weapon&#039;s shockwave&#039;s damage type would default to &amp;quot;heavy-shock&amp;quot;.&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Inherited Dinky Shockwave Damage Type Added Suffix:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Inherited Shockwave Damage Type Added Suffix:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If a weapon&#039;s shockwave doesn&#039;t have a damage type set, it will have this damage type instead (when &amp;quot;$Shockwaves Inherit Parent Weapon Damage Type:&amp;quot; is enabled, this will only be used if the weapon itself also doesn&#039;t have a damage type set).&lt;br /&gt;
*Note: When defined, this also implicitly sets the equivalent value for dinky shockwaves, below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Dinky Shockwave Damage Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*The same as &amp;quot;$Default Shockwave Damage Type:&amp;quot;, except specifically for &amp;quot;dinky&amp;quot; shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Engine Wash Intensity:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Allows the game to use the [[ships.tbl#.24Intensity::|Intensity]] value when calculating Engine Wash effects. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Apply HUD shudder to chase view:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Applies hud shudder (afterburner and engine wash) also to chase view. Does not override the command line toggle. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Swarmers Lead Targets:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes swarm missiles to lead their targets by default, and will make use of [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] if specified, like normal aspect seekers. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;NO&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the damage threshold for when turrets become less accurate due to weapon subsystem damage. In other words, how damaged do a ship&#039;s aggregated weapons systems have to be before the turrets become inaccurate? Value must be between 0.0-1.0 (includes 0.0 and 1.0).   &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.7&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI use framerate independent turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Without this flag, missiles turn rate is directly dependent on the current framerate. When enabled their turn rate will be consistent, with the &amp;quot;true&amp;quot; turning taken to be observed turning at 60fps. This flag also affects ships, but the instability is only apparent at extremely low framerates, and so the change will not be apparent. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+AI respect tabled turn time and rotdamp:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Due to complicated physics issues caused by retail not using the above method, tabled turn times on ships and missiles are not representative of actual observed turn times. The above flag makes it consistent, but this flag will make it accurate to what is actually listed in the table. &lt;br /&gt;
*Additionally, rotdamp is now used properly by the AI in a similar manner to players. More rotdamp will result in slower rotational acceleration, and less results in faster acceleration.&lt;br /&gt;
*NOTE: BEWARE OF ADDING THIS FLAG TO AN EXISTING MODPACK. NEARLY EVERY SINGLE TURN TIME WILL NEED TO BE CHANGED.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player starts in third person/chase view by default:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*When this flag is set, a player will start the mission in the chase view, not in the cockpit view.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Custom briefing icons always override standard icons:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Custom ship briefing icons will always be shown when the briefing icon is a ship, but not when it is a non-ship icon such as a planet.  Set this flag to use custom briefing icons in all cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lead indicator behavior:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
Changes how Lead Indicators behave when multiple weapon banks are linked and in range.&lt;br /&gt;
When set to default, if you have linked weapons, only the indicator for the one with the farthest range will be drawn.&lt;br /&gt;
When set to multiple, a lead indicator is drawn for all primary weapons in range when you have them linked.&lt;br /&gt;
When set to average, a single lead indicator is drawn in the average of the position where each of them would usually be drawn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** Valid options are &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;multiple&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;average&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use distant firepoint for all turrets:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the game to use firepoint-based target leading calculations for all turrets. This is useful if all or most turrets in a given mod has firepoints that are distant from their center-point.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Enable Discord rich presence:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Enables or disables the built-in Discord game-status reporting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Always hide hidden ships in hotkey list:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Whether or not to always hide ships with HIDDEN hotkey (set in FRED), even in the in-mission hotkey menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Allow automatically assigning personas:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not the game will automatically assign personas to ships that have no persona set.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;True&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures use capacity:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Whether or not Countermeasures use tabled capacity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Calculate subsystem hitpoints after parsing:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Causes subsystem hitpoints to be calculated after all ships.tbl and -shp.tbm files have been parsed.  This allows subsystem percentages to correctly reflect the final hull value rather than the first hull value encountered.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Contrails use absolute speed:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*Causes contrails to be created based on speed in any direction, rather than just forward speed.  This allows contrails to appear when a ship is moving in a direction other than forwards.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix scripted velocity:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*If this setting is enabled, object velocity set via script will wholly determine the change in position for that frame, ignoring &#039;&#039;all&#039;&#039; other in-engine concerns. Otherwise, the game engine will likely overwrite/ignore any changes, depending on when the changes were made in the frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Preload briefing icon models:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this forces preloading of models used for briefing icons. This only loads models used for icons that haven&#039;t already been loaded for the mission. This is useful for SCPUI&#039;s where hovering over an icon shows the model without having to click on it and the stutter when it loads models not used in mission.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Behavior for pressing Escape key in options menu:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to &#039;save&#039;, the escape key for the HUD and Options screen saves options when leaving those screens (ie it does the same thing as pressing Ctrl-Enter/Accept). By default (or if set to &#039;default&#039;) the Escape key will not save any changed values when exiting those screens. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use closest distance method for &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set to true, the &#039;Target Hostile Bomb or Bomber&#039; control will target the closest hostile bomb or bomber, similar to how the &#039;Target Closest Hostile&#039; key works. By default, the &#039;Target Hostile Bomb or Bomber&#039; control will not sort by distance and simply only target in order of oldest to youngest objects (ie which object spawned first in the mission). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;false&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Objects targeted with &#039;Target Hostile Bomb or Bomber&#039; control:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines what can be targeted when using the &#039;Target Hostile Bomb or Bomber&#039; control. By default this control targets both bombs and bombers, which is the behavior if this field is set to &#039;default&#039; or &#039;bombs and bombers&#039;. If set to &#039;only bombs&#039;, the key will only target bombs and not target bombers. If set to &#039;only bombers&#039;, the key will only target bombers and not target bombs. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;default&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fix asteroid/debris field bounding box checks:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Fixes a bug where asteroid and debris fields did not properly check for whether large ships were within bounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable intro cutscene:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this disables loading of any cutscenes as the game starts that might play before the player reaches the pilot select screen. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show locked status for scramble missions:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, scramble mission will show a text line right below the words &#039;Weapons Loadout&#039; that states &amp;quot;Ships/Weapons Locked&amp;quot; (XSTR 749), thus the player can easily see their loadouts are locked and they do not have to check the loaoout buttons on every mission. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disable expensive turret target check:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If set, this value speeds up turret target checking. By default, turret target acquisition was spending a lot of time doing a raycast, the result of which was barely used at all. If we don&#039;t need the target normal, all it does is get a target point slightly more accurate, but in practice it really isn&#039;t noticeable at all whether the target point of the turret is actually on the surface of the ship, or maybe on the other side of the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Threshold below which shield skips damage:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*By default, FSO logic dictates that shields collisions and any related sound or visuals related to shields are skipped if the shields are under 10%. This value allows modders to customize the value, though the value must be between 0.0 and 1.0. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;0.1&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum ship radius for persistent debris::===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Ships with a radius larger than this value will have infinite debris lifetimes.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;50&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Zero-radius explosions skip fireballs:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
*If set, explosions with a visual radius of 0 will not have fireballs created, and will not have the fireball lifetime added to the explosion lifetime.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;&#039;&#039;False&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#END==&lt;br /&gt;
Required. The last line of the table must be #END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&lt;br /&gt;
    #CAMPAIGN SETTINGS&lt;br /&gt;
    $Default Campaign File Name: NewCampaignFile&lt;br /&gt;
    &lt;br /&gt;
    #Ignored Campaign File Names&lt;br /&gt;
    $Campaign File Name: FreeSpace2.fc2&lt;br /&gt;
    &lt;br /&gt;
    #HUD SETTINGS&lt;br /&gt;
    $Directive Wait Time: 5000&lt;br /&gt;
    &lt;br /&gt;
    #SEXP SETTINGS&lt;br /&gt;
    $Loop SEXPs Then Arguments: True&lt;br /&gt;
    &lt;br /&gt;
    #OTHER SETTINGS&lt;br /&gt;
    $Fix Turret Collisions: True&lt;br /&gt;
    &lt;br /&gt;
    #END&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67321</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67321"/>
		<updated>2026-07-05T02:31:25Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&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; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline particles due to parsing ambiguity. If you really need trails of death particles / trails, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
==$Death Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Death Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Death Inline Effect:==&lt;br /&gt;
*Adds a particle effect that gets spawned when this particle dies, defined inline&lt;br /&gt;
*It is not possible to define inline death effects for inline particles due to parsing ambiguity. If you really need death particles of death particles / trails, use &#039;&#039;$Death Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Death Effect:===&lt;br /&gt;
*Adds a new sub-effect to the inline death effect&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Animation.tbl&amp;diff=67320</id>
		<title>Animation.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Animation.tbl&amp;diff=67320"/>
		<updated>2026-07-05T02:23:15Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* Child Segment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
The new table format to specify subobject animations for models.&lt;br /&gt;
Animations in this form are only added in modular table files which end with -anim.tbm.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=#Animations=&lt;br /&gt;
&lt;br /&gt;
Animations defined here are a pre-defined sequence of movement and actions, that you can then trigger to play/reverse during a mission.&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
*The name used to identify the animation when adding it to a model. Must be unique.&lt;br /&gt;
&lt;br /&gt;
==$Type:==&lt;br /&gt;
*The type of trigger that will start this animation&lt;br /&gt;
**&#039;&#039;&#039;initial&#039;&#039;&#039;&lt;br /&gt;
***Animation is started (and completed) when the mission begins.&lt;br /&gt;
**&#039;&#039;&#039;on-spawn&#039;&#039;&#039;&lt;br /&gt;
***Animation is started once the ship or modelled weapon spawns.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-1&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship follows the docking path.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-2&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship moves to the second to last point in the docking path.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-3&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship is moving onto the dockpoint itself.&lt;br /&gt;
**&#039;&#039;&#039;docked&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started once the ship is docked.&lt;br /&gt;
**&#039;&#039;&#039;primary-bank&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a primary bank is selected (armed).&lt;br /&gt;
**&#039;&#039;&#039;primary-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a primary bank has fired (Useful for recoil or similar things). Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;secondary-bank&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a secondary bank is selected (armed).&lt;br /&gt;
**&#039;&#039;&#039;secondary-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a secondary bank has fired (Useful for recoil or similar things). Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;fighterbay&#039;&#039;&#039;&lt;br /&gt;
***Animation code starts when ship launches from or receives others through its fighterbay.&lt;br /&gt;
**&#039;&#039;&#039;afterburner&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when ships afterburner is engaged.&lt;br /&gt;
**&#039;&#039;&#039;turret-firing&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started while a turret is firing. Gets triggered once a turret starts firing and ends once it has no more targets to shoot.&lt;br /&gt;
**&#039;&#039;&#039;turret-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started whenever a turret has fired (Useful for recoil or similar things). Triggers on each shot. Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;scripted&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when it is triggered with scripts or SEXPs (see [[scripting.tbl]])&lt;br /&gt;
&lt;br /&gt;
===+Triggered By:===&lt;br /&gt;
*Optional more accurate specification of when the animation triggers. Form and value depends on the trigger type. No &amp;lt;tt&amp;gt;+Triggered By:&amp;lt;/tt&amp;gt; usually means &amp;quot;in every applicable case&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;initial&#039;&#039;&#039;, &#039;&#039;&#039;on-spawn&#039;&#039;&#039;, &#039;&#039;&#039;afterburner&#039;&#039;&#039;&lt;br /&gt;
***No further specification is possible, &amp;lt;tt&amp;gt;+Triggered By:&amp;lt;/tt&amp;gt; must not be specified&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-1&#039;&#039;&#039;, &#039;&#039;&#039;docking-stage-2&#039;&#039;&#039;, &#039;&#039;&#039;docking-stage-3&#039;&#039;&#039;, &#039;&#039;&#039;docked&#039;&#039;&#039;&lt;br /&gt;
***The docking port number or name on the ship&lt;br /&gt;
**&#039;&#039;&#039;primary-bank&#039;&#039;&#039;, &#039;&#039;&#039;primary-fired&#039;&#039;&#039;, &#039;&#039;&#039;secondary-bank&#039;&#039;&#039;, &#039;&#039;&#039;secondary-fired&#039;&#039;&#039;&lt;br /&gt;
***The number of the weapon bank&lt;br /&gt;
**&#039;&#039;&#039;fighterbay&#039;&#039;&#039;&lt;br /&gt;
***The number or name of the fighterbay path to open. Can be prefixed with a &amp;lt;tt&amp;gt;NOT&amp;lt;/tt&amp;gt; to trigger when any fighterbay path except for the specified is used.&lt;br /&gt;
**&#039;&#039;&#039;turret-firing&#039;&#039;&#039;, &#039;&#039;&#039;turret-fired&#039;&#039;&#039;&lt;br /&gt;
***The name of the turret subsystem that has fired&lt;br /&gt;
**&#039;&#039;&#039;scripted&#039;&#039;&#039;&lt;br /&gt;
***An arbitrary, user-defined name to specify in a triggering SEXP or Lua method&lt;br /&gt;
&lt;br /&gt;
==$Flags:==&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;
**Some flags are so-called &amp;quot;Auto-resetting&amp;quot; flags. These will cause an animation to not stay in their completed state, but in their untriggered state. This can happen by automatically reversing the animation, resetting it once it is complete, or else, depending on the flag used.&lt;br /&gt;
===&amp;quot;auto reverse&amp;quot;===&lt;br /&gt;
*Once the animation completes, automatically reverse it with no explicit trigger to do so&lt;br /&gt;
**Is an auto-resetting flag&lt;br /&gt;
===&amp;quot;reset at completion&amp;quot;===&lt;br /&gt;
*Once the animation ends, reset its state to the start of the animation. Only useful if the animation ends in the same position as it starts in.&lt;br /&gt;
**Is an auto-resetting flag&lt;br /&gt;
===&amp;quot;loop&amp;quot;===&lt;br /&gt;
*The animation will automatically reverse when complete, and then restart itself once it&#039;s back in it&#039;s original position, repeating infinitely&lt;br /&gt;
**If used together with the &amp;quot;reset at completion&amp;quot; flag, it will instantly snap back to the start and resume playing instead of reversing the animation at completion.&lt;br /&gt;
===&amp;quot;random starting phase&amp;quot;===&lt;br /&gt;
*The animation will start at a random point of its duration instead of at the beginning. Useful if you trigger multiple looping animations at once, but don&#039;t want the animations to synchronize to each other&lt;br /&gt;
===&amp;quot;pause on reverse&amp;quot;===&lt;br /&gt;
*The animation will pause instead of starting in reverse when triggered to play in reverse. This is &#039;&#039;only ever&#039;&#039; useful when using a looping animation with some sort of engine-trigger, like &amp;quot;afterburner&amp;quot;&lt;br /&gt;
{{Table224|&lt;br /&gt;
===&amp;quot;seamless with startup x&amp;quot;===&lt;br /&gt;
*A flag for any animation that is a seamless animation which has a startup prepended. Replace x with the time from which the animation needs to be looped to be seamless. If the animation is started forwards, it&#039;ll play the startup animation, and from then on will repeat from the specified time, playing the animation seamlessly. If reversed, it will play until the point where the seamless animation starts and then repeat back to the animations end. When stop-looping-animation is used, the animation will play until the next time it reaches the point where the seamless part starts, and will then play the startup part in reverse to then stop in its initial state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Segment==&lt;br /&gt;
*Here, the actual animation is specified. The segment that is defined here, needs to be one of the following:&lt;br /&gt;
&lt;br /&gt;
===$Set Orientation:===&lt;br /&gt;
*This segment instantly sets the orientation of a submodel. Especially useful for initial-type animations.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should be at. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Absolute====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this angle is the target angle of this subobject. If not set, this angle is what the submodel is rotated by from its current orientation.&lt;br /&gt;
====&amp;lt;span id=&amp;quot;SubmodelExplanation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;+Submodel:====&lt;br /&gt;
*The name of the submodel this segment applies to.&lt;br /&gt;
**If the target submodel is part of a multipart turret, use &amp;lt;tt&amp;gt;+Turret Base:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Turret Arm:&amp;lt;/tt&amp;gt; respectively instead of &amp;lt;tt&amp;gt;+Submodel:&amp;lt;/tt&amp;gt;, followed by the &#039;&#039;subsystem&#039;&#039; name of the turret.&lt;br /&gt;
***Note that multipart turrets may only be rotated along their axis. Any other rotation or translation is possible (for cutscenes, for example), but will cause undefined behaviour once the turret starts aiming on its own again. Use carefully.&lt;br /&gt;
----&lt;br /&gt;
===$Set Angle:===&lt;br /&gt;
*This segment instantly rotates a submodel on its rotation axis. Useful for initial-type animations, especially on multipart turrets.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should be at. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, angle in degrees&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Rotation:===&lt;br /&gt;
*This segment rotates a submodel. Out of &amp;lt;tt&amp;gt;+Angle:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should rotate by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
=====+Absolute=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this angle is the target angle of this subobject. If not set, this angle is what the submodel is rotated by from its current orientation. Note, that this will almost certainly require acceleration values in all three axes to be non-zero and large enough for the movement, unless acceleration is omitted for pure linear motion.&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines rotation direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the rotation might not be fully completed. Depends on rotation mode:&lt;br /&gt;
***&#039;&#039;&#039;Angle+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target angle within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Angle+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the angle is reached.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the rotation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Axis Rotation:===&lt;br /&gt;
*This segment rotates a submodel around a specified axis. Out of &amp;lt;tt&amp;gt;+Angle:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Axis:====&lt;br /&gt;
*Specified the axis this submodel will rotate around. Does not need to be normalized&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should rotate by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines rotation direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second &lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the rotation might not be fully completed. Depends on rotation mode:&lt;br /&gt;
***&#039;&#039;&#039;Angle+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target angle within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Angle+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the angle is reached.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the rotation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second squared&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
{{Table224|&lt;br /&gt;
===$Translation:===&lt;br /&gt;
*This segment moves a submodel. Out of &amp;lt;tt&amp;gt;+Vector:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Vector:====&lt;br /&gt;
*Sets the movement vector this submodel should move by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
=====+Absolute=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this position is the target position of this subobject within the defined reference frame. If not set, this position is what the submodel is moved by from its current position. Note, that this will almost certainly require acceleration values in all three axes to be non-zero and large enough for the movement, unless acceleration is omitted for pure linear motion.&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should move at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines movement direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the movement.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the translation might not be fully completed. Depends on translation mode:&lt;br /&gt;
***&#039;&#039;&#039;Vector+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target vector within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Vector+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the movement is completed.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the translation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second squared&lt;br /&gt;
====+Coordinate System:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the coordinate system this translation operates in. One of:&lt;br /&gt;
**&#039;&#039;&#039;Parent&#039;&#039;&#039; - The translation is in the coordinate system of its parent submodel (so, unless the parent submodel is rotated, the same as the ship&#039;s local coordinates).&lt;br /&gt;
**&#039;&#039;&#039;Local at start&#039;&#039;&#039; - The translation is in the coordinate system of this submodel as it is once the translation starts, not considering other animations.&lt;br /&gt;
**&#039;&#039;&#039;Local current&#039;&#039;&#039; - The translation is in the coordinate system of this submodel as it is currently. This includes rotations parallel to the translation, even from other animations.&lt;br /&gt;
*Defaults to &#039;&#039;&#039;Parent&#039;&#039;&#039; when not set.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Inverse Kinematics:===&lt;br /&gt;
*This segment performs inverse kinematics to position a submodel by rotating individual parts of a chain of submodels. It is highly recommended to not run any other animation in parallel to an inverse kinematic segment that operates on one of the chain&#039;s submodules.&lt;br /&gt;
====+Target Position:====&lt;br /&gt;
*Sets the position the last link in the submodule chain should be after the IK segment is complete. Relative to the first link in the chain.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Target Orientation:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the orientation the last link in the submodule chain should be after the IK segment is complete. If left out, it will be in the same orientation as the penultimate link. Relative to the first link in the chain.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time the movement should take.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====$Chain Link:====&lt;br /&gt;
*Specifies the individual links. This and all following properties of this segment are repeated for each chain link. There need to be at least two chain links for the IK segment.&lt;br /&gt;
*Each new chain link&#039;s submodel &#039;&#039;must&#039;&#039; be a direct child of the preceding chain link&#039;s submodel in the pof it is applied to&lt;br /&gt;
=====+Submodel:=====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
=====+Acceleration:=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: Make &#039;&#039;absolutely&#039;&#039; sure that the acceleration is sufficient for the submodel to reach where it needs to go in the time specified, or the chain will not end up where you specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
=====+Constraint=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Can be used to constrain the movement of the current chain link relative to its parent. Either of:&lt;br /&gt;
**&#039;&#039;&#039;Window&#039;&#039;&#039;, used to specify a maximum x, y, z rotation of this submodel&lt;br /&gt;
***&#039;&#039;&#039;+Window Size:&#039;&#039;&#039; Specifies this window, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees&lt;br /&gt;
**&#039;&#039;&#039;Hinge&#039;&#039;&#039;, used to constrain the chain link to rotate on an axis (note, can cause problems, especially as the first link. If issues occur, report them please)&lt;br /&gt;
***&#039;&#039;&#039;+Axis:&#039;&#039;&#039; Specifies the rotation axis, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
----&lt;br /&gt;
===$Sound During:===&lt;br /&gt;
*Plays a sound during another segment&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, a 3D-Sound played with this segment will be anchored to the submodels position. If not set, any sounds will be played as 2D-Sounds&lt;br /&gt;
**Syntax: [[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
====+Start:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be played once the child segment starts&lt;br /&gt;
====+Loop:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be looped while the child segment runs&lt;br /&gt;
====+End:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be played once the child segment ends&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*The additional radius for a 3D-Sound playing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;,&lt;br /&gt;
====+Position:====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: The additional offset of the sound position from the submodel center. Only valid if &amp;lt;tt&amp;gt;+Submodel:&amp;lt;/tt&amp;gt; is set&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
}}&lt;br /&gt;
====+Flip When Reversed====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, when the animation is played in reverse, the start sound will play first (so technically at the end of the animation), and the end sound will play once the segment has completely reset.&lt;br /&gt;
====+Don&#039;t Interrupt Playing Sounds====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, playing sounds will not be stopped once they start playing. This means start sounds will not be interrupted by end sounds or the end of the segment.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Child Segment====&lt;br /&gt;
Specify a child segment here by normal [[#Segment|segment definition rules]], during which the sound should play.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===$Particles During:===&lt;br /&gt;
&lt;br /&gt;
*Spawns a particle effect at a specified time during another animation segment.&lt;br /&gt;
&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, a particle effect played with this segment will be anchored to the submodels position. If not set, it will be anchored to the object if such an object exists, or to world 0, 0, 0 if the animation is not played on an object&lt;br /&gt;
**Syntax: [[#SubmodelExplanation|See above]]&lt;br /&gt;
&lt;br /&gt;
====+Effect:====&lt;br /&gt;
*The particle effect to spawn. Must reference a valid particle effect defined in [[Particle_Effects]]).&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the particle effect&lt;br /&gt;
&lt;br /&gt;
====+At Time:====&lt;br /&gt;
*The time in seconds at which the particle effect should be triggered during the animation.&lt;br /&gt;
** Syntax: &#039;&#039;float&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Position:====&lt;br /&gt;
* &#039;&#039;&#039;Optional&#039;&#039;&#039;: An offset position from the anchor point (submodel or object origin).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;floats&#039;, x, y, z respectively, in meters&lt;br /&gt;
&lt;br /&gt;
====+Orientation:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: The orientation of the particle effect. If not set, uses the identity matrix.&lt;br /&gt;
**Syntax: &#039;&#039;Vector&#039;&#039;, three &#039;floats&#039;, x, y, z respectively, in degrees (pitch, heading, bank)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table262|&lt;br /&gt;
====+Limit Direction:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, will spawn the particles only if the animation is currently playing forwards or backwards respectively.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;FWD&#039;&#039;&#039; or &#039;&#039;&#039;RWD&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Child Segment====&lt;br /&gt;
Specify a child segment here by normal [[#Segment|segment definition rules]], during which the sound should play.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Wait:===&lt;br /&gt;
*A segment to wait for a specific time.&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Wait for a specified time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
----&lt;br /&gt;
===$Segment Sequential:===&lt;br /&gt;
*Perform different segments one after another. The length of this segment is the sum of the length of the child segments.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If a submodel is specified here, it is automatically applied to the child segments, which then don&#039;t need to specify a submodel themselves. Explicit definitions by child segments override this setting.&lt;br /&gt;
[[#SubmodelExplanation|See above as for how to specify a submodel]]&lt;br /&gt;
====Child Segments====&lt;br /&gt;
Specify any number of child segments here by normal [[#Segment|segment definition rules]] that should be played one after another.&lt;br /&gt;
====+End Segment====&lt;br /&gt;
Once the last child segment of this sequence is specified, &amp;lt;tt&amp;gt;+End Segment&amp;lt;/tt&amp;gt; must follow.&lt;br /&gt;
----&lt;br /&gt;
===$Segment Parallel:===&lt;br /&gt;
*Perform different segments at the same time. The length of this segment is defined by the longest child segment.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If a submodel is specified here, it is automatically applied to the child segments, which then don&#039;t need to specify a submodel themselves. Explicit definitions by child segments override this setting.&lt;br /&gt;
[[#SubmodelExplanation|See above as for how to specify a submodel]]&lt;br /&gt;
====Child Segments====&lt;br /&gt;
Specify any number of child segments here by normal [[#Segment|segment definition rules]] that should be played at the same time.&lt;br /&gt;
====+End Segment====&lt;br /&gt;
Once the last child segment of this sequence is specified, &amp;lt;tt&amp;gt;+End Segment&amp;lt;/tt&amp;gt; must follow.&lt;br /&gt;
&lt;br /&gt;
=#Moveables=&lt;br /&gt;
&lt;br /&gt;
Unlike normal Animations, moveables can only define one specific type of movement, but its movement targets can be set at runtime through SEXP.&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
*The name used to identify the animation when adding it to a model. Must be unique.&lt;br /&gt;
&lt;br /&gt;
===$Type: Orientation===&lt;br /&gt;
This can be used to set the orientation of a submodel during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the pitch, heading and bank in degrees the submodels orientation should be set to.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should point to at the start of the mission. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Rotation===&lt;br /&gt;
This can be used to slowly rotate a submodel to a new target orientation during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the pitch, heading and bank in degrees the submodel should then rotate towards.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should point to at the start of the mission. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is ignored. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 in any axis.&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Axis Rotation===&lt;br /&gt;
This can be used to slowly rotate a submodel around an axis during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects one number after the moveable name: the new angle this submodule should rotate towards.&lt;br /&gt;
====+Axis:====&lt;br /&gt;
*Sets the axis that the moveable should rotate around&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, does not need to be normalized&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is ignored. Must not be 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 if specified&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Type: Translation===&lt;br /&gt;
{{Table232|&lt;br /&gt;
This can be used to slowly translate a submodel to a new target position during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the x, y and z in 100th&#039;s of a meter the submodel should move towards.&lt;br /&gt;
====+Target:====&lt;br /&gt;
*Sets the distance this submodel should travel. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should move at. The sign is ignored. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second squared&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Inverse Kinematics===&lt;br /&gt;
This moveable performs inverse kinematics to position a submodel by rotating individual parts of a chain of submodels&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: The x, y and z position of the target, in 0.01 meters. Optionally, add the pitch, heading and bank in degrees to specify the end effector orientation target.&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time any movement should take.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====$Chain Link:====&lt;br /&gt;
*Specifies the individual links. This and all following properties of this segment are repeated for each chain link. There need to be at least two chain links for the IK segment.&lt;br /&gt;
*Each new chain link&#039;s submodel &#039;&#039;must&#039;&#039; be a direct child of the preceding chain link&#039;s submodel in the pof it is applied to&lt;br /&gt;
=====+Submodel:=====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
=====+Acceleration:=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: Make &#039;&#039;absolutely&#039;&#039; sure that the acceleration is sufficient for the submodel to reach where it needs to go in the time specified, or the chain will not end up where you specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
=====+Constraint=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Can be used to constrain the movement of the current chain link relative to its parent. Either of:&lt;br /&gt;
**&#039;&#039;&#039;Window&#039;&#039;&#039;, used to specify a maximum x, y, z rotation of this submodel&lt;br /&gt;
***&#039;&#039;&#039;+Window Size:&#039;&#039;&#039; Specifies this window, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees&lt;br /&gt;
**&#039;&#039;&#039;Hinge&#039;&#039;&#039;, used to constrain the chain link to rotate on an axis (note, can cause problems, especially as the first link. If issues occur, report them please)&lt;br /&gt;
***&#039;&#039;&#039;+Axis:&#039;&#039;&#039; Specifies the rotation axis, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Animations&lt;br /&gt;
&lt;br /&gt;
$Name: Lid&lt;br /&gt;
$Type: scripted&lt;br /&gt;
+Triggered By: openlid&lt;br /&gt;
$Rotation:&lt;br /&gt;
+Angle: 70,0,0&lt;br /&gt;
+Time: 5&lt;br /&gt;
+Acceleration: 17,0,0&lt;br /&gt;
+Submodel: lid&lt;br /&gt;
&lt;br /&gt;
$Name: Wings&lt;br /&gt;
$Type: on-spawn&lt;br /&gt;
$Flags: ( &amp;quot;Loop&amp;quot; )&lt;br /&gt;
$Segment Parallel: &lt;br /&gt;
	$Rotation:&lt;br /&gt;
	+Angle: 0,0,150&lt;br /&gt;
	+Time: 1.5&lt;br /&gt;
	+Acceleration: 0,0,50&lt;br /&gt;
	+Submodel: wingleft&lt;br /&gt;
	$Rotation:&lt;br /&gt;
	+Angle: 0,0,-150&lt;br /&gt;
	+Time: 1.5&lt;br /&gt;
	+Acceleration: 0,0,50&lt;br /&gt;
	+Submodel: wingright&lt;br /&gt;
+End Segment&lt;br /&gt;
&lt;br /&gt;
$Name: HangarDoor3&lt;br /&gt;
  $Type: scripted&lt;br /&gt;
    +Triggered By: HangarDoor3_Toggle&lt;br /&gt;
  $Sound During:&lt;br /&gt;
    +Loop: 175&lt;br /&gt;
    +Radius: 100&lt;br /&gt;
  $Axis Rotation:&lt;br /&gt;
    +Axis: -0.5, 0.0, -0.866&lt;br /&gt;
    +Angle: -90&lt;br /&gt;
    +Time: 5.0&lt;br /&gt;
    +Submodel: HangarDoor03&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
#Moveables&lt;br /&gt;
&lt;br /&gt;
$Name: Canard&lt;br /&gt;
$Type: Rotation&lt;br /&gt;
+Angle: 0,0,0&lt;br /&gt;
+Velocity: 20,20,20&lt;br /&gt;
+Submodel: canard&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Table262&amp;diff=67319</id>
		<title>Template:Table262</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Table262&amp;diff=67319"/>
		<updated>2026-07-05T02:21:56Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;Table262&amp;lt;/noinclude&amp;gt; &amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #222222; border: solid 1px #EE22DD; padding: 0px 4px; font-size:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Templates|Table262]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #222222; border: solid 1px #EE22DD; padding: 0px 4px; font-size: -1; color: #CC22AA&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;font color=#CC22AA&amp;gt;FS2 Open, 26.2&amp;lt;/font&amp;gt;:&#039;&#039;&#039; {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67305</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67305"/>
		<updated>2026-06-11T22:48:02Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* +Position Offset: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&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; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*While this is affected by the spawner orientation, it is &#039;&#039;NOT&#039;&#039; affected by the above &#039;&#039;&#039;+Direction&#039;&#039;&#039; paramter.&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67283</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67283"/>
		<updated>2026-05-27T22:16:53Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Impact Effect: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon initially starts firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the weapon is firing.&lt;br /&gt;
*Does not work for turrets.&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;
**Note: This must be a 3d sound.}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon stops firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&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;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&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;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
*If used for beams, this will create an impact every 170ms or every frame with a 1/4th chance. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
{{Table190|&lt;br /&gt;
*A weapon_expl.tbl entry is no longer required.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters.&lt;br /&gt;
*Default: Half of the target&#039;s length width or depth, whichever is smallest.}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Muzzle Particle Effect:&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for the muzzle warmup particles of this beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+PCount&#039;&#039;, &#039;&#039;+PRadius&#039;&#039;, &#039;&#039;+PAngle&#039;&#039; and &#039;&#039;+PAni&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 30000&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]] (will be applied every frame where the beam is colliding).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam (will be applied every frame with a beam that is strong / large enough to pierce through its target).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION AFTER OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the &amp;lt;tt&amp;gt;+Particle Count Per Spawn:&amp;lt;/tt&amp;gt; (or &amp;lt;tt&amp;gt;+Number:&amp;lt;/tt&amp;gt; for legacy particles) for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
**&#039;&#039;&#039;direct fire lead target&#039;&#039;&#039;, if the beam is direct fire (type 0), makes the beam aim for the target&#039;s predicted position when the beam initially starts warming up, allowing the target to &#039;dodge&#039; the beam.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
{{Table250|&lt;br /&gt;
**May be any positive number.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for this Pspew.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+Type&#039;&#039;, &#039;&#039;+Count&#039;&#039;, &#039;&#039;+Time&#039;&#039;, &#039;&#039;+Vel&#039;&#039;, &#039;&#039;+Radius&#039;&#039;, &#039;&#039;+Life&#039;&#039;, &#039;&#039;+Scale&#039;&#039;, &#039;&#039;+Z Scale&#039;&#039;, &#039;&#039;+Rotation Rate&#039;&#039;, &#039;&#039;+Offset&#039;&#039;, &#039;&#039;+Initial Velocity&#039;&#039; and &#039;&#039;+Bitmap&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&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;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67282</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67282"/>
		<updated>2026-05-27T12:47:03Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $BeamInfo: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon initially starts firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the weapon is firing.&lt;br /&gt;
*Does not work for turrets.&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;
**Note: This must be a 3d sound.}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon stops firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&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;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&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;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
*If used for beams, this will create an impact every 170ms or every frame with a 1/4th chance. This option also requires either &#039;&#039;+Beam Flash Effect&#039;&#039; or &#039;&#039;+Beam Piercing Effect&#039;&#039; to spawn. It will be rendered only if either of those [or both] are specified. }}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
{{Table190|&lt;br /&gt;
*A weapon_expl.tbl entry is no longer required.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters.&lt;br /&gt;
*Default: Half of the target&#039;s length width or depth, whichever is smallest.}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Muzzle Particle Effect:&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for the muzzle warmup particles of this beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+PCount&#039;&#039;, &#039;&#039;+PRadius&#039;&#039;, &#039;&#039;+PAngle&#039;&#039; and &#039;&#039;+PAni&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 30000&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]] (will be applied every frame where the beam is colliding).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam (will be applied every frame with a beam that is strong / large enough to pierce through its target).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION AFTER OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the &amp;lt;tt&amp;gt;+Particle Count Per Spawn:&amp;lt;/tt&amp;gt; (or &amp;lt;tt&amp;gt;+Number:&amp;lt;/tt&amp;gt; for legacy particles) for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
**&#039;&#039;&#039;direct fire lead target&#039;&#039;&#039;, if the beam is direct fire (type 0), makes the beam aim for the target&#039;s predicted position when the beam initially starts warming up, allowing the target to &#039;dodge&#039; the beam.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
{{Table250|&lt;br /&gt;
**May be any positive number.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for this Pspew.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+Type&#039;&#039;, &#039;&#039;+Count&#039;&#039;, &#039;&#039;+Time&#039;&#039;, &#039;&#039;+Vel&#039;&#039;, &#039;&#039;+Radius&#039;&#039;, &#039;&#039;+Life&#039;&#039;, &#039;&#039;+Scale&#039;&#039;, &#039;&#039;+Z Scale&#039;&#039;, &#039;&#039;+Rotation Rate&#039;&#039;, &#039;&#039;+Offset&#039;&#039;, &#039;&#039;+Initial Velocity&#039;&#039; and &#039;&#039;+Bitmap&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&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;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67281</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67281"/>
		<updated>2026-05-27T12:46:06Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Impact Effect: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon initially starts firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the weapon is firing.&lt;br /&gt;
*Does not work for turrets.&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;
**Note: This must be a 3d sound.}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon stops firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&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;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&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;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
*If used for beams, this will create an impact every 170ms or every frame with a 1/4th chance. This option also requires either &#039;&#039;+Beam Flash Effect&#039;&#039; or &#039;&#039;+Beam Piercing Effect&#039;&#039; to spawn. It will be rendered only if either of those [or both] are specified. }}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
{{Table190|&lt;br /&gt;
*A weapon_expl.tbl entry is no longer required.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters.&lt;br /&gt;
*Default: Half of the target&#039;s length width or depth, whichever is smallest.}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Muzzle Particle Effect:&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for the muzzle warmup particles of this beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+PCount&#039;&#039;, &#039;&#039;+PRadius&#039;&#039;, &#039;&#039;+PAngle&#039;&#039; and &#039;&#039;+PAni&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 30000&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION AFTER OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the &amp;lt;tt&amp;gt;+Particle Count Per Spawn:&amp;lt;/tt&amp;gt; (or &amp;lt;tt&amp;gt;+Number:&amp;lt;/tt&amp;gt; for legacy particles) for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
**&#039;&#039;&#039;direct fire lead target&#039;&#039;&#039;, if the beam is direct fire (type 0), makes the beam aim for the target&#039;s predicted position when the beam initially starts warming up, allowing the target to &#039;dodge&#039; the beam.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
{{Table250|&lt;br /&gt;
**May be any positive number.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for this Pspew.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+Type&#039;&#039;, &#039;&#039;+Count&#039;&#039;, &#039;&#039;+Time&#039;&#039;, &#039;&#039;+Vel&#039;&#039;, &#039;&#039;+Radius&#039;&#039;, &#039;&#039;+Life&#039;&#039;, &#039;&#039;+Scale&#039;&#039;, &#039;&#039;+Z Scale&#039;&#039;, &#039;&#039;+Rotation Rate&#039;&#039;, &#039;&#039;+Offset&#039;&#039;, &#039;&#039;+Initial Velocity&#039;&#039; and &#039;&#039;+Bitmap&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&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;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67221</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=67221"/>
		<updated>2026-05-18T05:02:45Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
==+Local position scaling:==&lt;br /&gt;
*Scales the &#039;&#039;&#039;local&#039;&#039;&#039; position (wrt its hosting object) of particles before being offset by other properties of the particle effect by a random range.&lt;br /&gt;
*Has no effect if the particle has no object parent.&lt;br /&gt;
*This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&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; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===ModelSurface===&lt;br /&gt;
&lt;br /&gt;
Defines a volume that samples random vertices from the surface of the host model.&lt;br /&gt;
&lt;br /&gt;
When used as a spawn position volume, particles will spawn on the surface of the model by randomly selecting vertices from the model&#039;s geometry. If the effect is attached to a submodel, particles will spawn on just that submodel&#039;s surface. &lt;br /&gt;
&lt;br /&gt;
====+Scale:====&lt;br /&gt;
*Scales the sampled vertex position. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Scale Mult&#039;&#039;&#039;, which is a multiplier for the scale value. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Animation.tbl&amp;diff=67220</id>
		<title>Animation.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Animation.tbl&amp;diff=67220"/>
		<updated>2026-05-18T04:55:46Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
The new table format to specify subobject animations for models.&lt;br /&gt;
Animations in this form are only added in modular table files which end with -anim.tbm.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=#Animations=&lt;br /&gt;
&lt;br /&gt;
Animations defined here are a pre-defined sequence of movement and actions, that you can then trigger to play/reverse during a mission.&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
*The name used to identify the animation when adding it to a model. Must be unique.&lt;br /&gt;
&lt;br /&gt;
==$Type:==&lt;br /&gt;
*The type of trigger that will start this animation&lt;br /&gt;
**&#039;&#039;&#039;initial&#039;&#039;&#039;&lt;br /&gt;
***Animation is started (and completed) when the mission begins.&lt;br /&gt;
**&#039;&#039;&#039;on-spawn&#039;&#039;&#039;&lt;br /&gt;
***Animation is started once the ship or modelled weapon spawns.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-1&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship follows the docking path.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-2&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship moves to the second to last point in the docking path.&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-3&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when the ship is moving onto the dockpoint itself.&lt;br /&gt;
**&#039;&#039;&#039;docked&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started once the ship is docked.&lt;br /&gt;
**&#039;&#039;&#039;primary-bank&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a primary bank is selected (armed).&lt;br /&gt;
**&#039;&#039;&#039;primary-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a primary bank has fired (Useful for recoil or similar things). Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;secondary-bank&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a secondary bank is selected (armed).&lt;br /&gt;
**&#039;&#039;&#039;secondary-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when a secondary bank has fired (Useful for recoil or similar things). Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;fighterbay&#039;&#039;&#039;&lt;br /&gt;
***Animation code starts when ship launches from or receives others through its fighterbay.&lt;br /&gt;
**&#039;&#039;&#039;afterburner&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when ships afterburner is engaged.&lt;br /&gt;
**&#039;&#039;&#039;turret-firing&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started while a turret is firing. Gets triggered once a turret starts firing and ends once it has no more targets to shoot.&lt;br /&gt;
**&#039;&#039;&#039;turret-fired&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started whenever a turret has fired (Useful for recoil or similar things). Triggers on each shot. Needs an auto-resetting flag (see [[#$Flags:|below]])&lt;br /&gt;
**&#039;&#039;&#039;scripted&#039;&#039;&#039;&lt;br /&gt;
***Animation code is started when it is triggered with scripts or SEXPs (see [[scripting.tbl]])&lt;br /&gt;
&lt;br /&gt;
===+Triggered By:===&lt;br /&gt;
*Optional more accurate specification of when the animation triggers. Form and value depends on the trigger type. No &amp;lt;tt&amp;gt;+Triggered By:&amp;lt;/tt&amp;gt; usually means &amp;quot;in every applicable case&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;initial&#039;&#039;&#039;, &#039;&#039;&#039;on-spawn&#039;&#039;&#039;, &#039;&#039;&#039;afterburner&#039;&#039;&#039;&lt;br /&gt;
***No further specification is possible, &amp;lt;tt&amp;gt;+Triggered By:&amp;lt;/tt&amp;gt; must not be specified&lt;br /&gt;
**&#039;&#039;&#039;docking-stage-1&#039;&#039;&#039;, &#039;&#039;&#039;docking-stage-2&#039;&#039;&#039;, &#039;&#039;&#039;docking-stage-3&#039;&#039;&#039;, &#039;&#039;&#039;docked&#039;&#039;&#039;&lt;br /&gt;
***The docking port number or name on the ship&lt;br /&gt;
**&#039;&#039;&#039;primary-bank&#039;&#039;&#039;, &#039;&#039;&#039;primary-fired&#039;&#039;&#039;, &#039;&#039;&#039;secondary-bank&#039;&#039;&#039;, &#039;&#039;&#039;secondary-fired&#039;&#039;&#039;&lt;br /&gt;
***The number of the weapon bank&lt;br /&gt;
**&#039;&#039;&#039;fighterbay&#039;&#039;&#039;&lt;br /&gt;
***The number or name of the fighterbay path to open. Can be prefixed with a &amp;lt;tt&amp;gt;NOT&amp;lt;/tt&amp;gt; to trigger when any fighterbay path except for the specified is used.&lt;br /&gt;
**&#039;&#039;&#039;turret-firing&#039;&#039;&#039;, &#039;&#039;&#039;turret-fired&#039;&#039;&#039;&lt;br /&gt;
***The name of the turret subsystem that has fired&lt;br /&gt;
**&#039;&#039;&#039;scripted&#039;&#039;&#039;&lt;br /&gt;
***An arbitrary, user-defined name to specify in a triggering SEXP or Lua method&lt;br /&gt;
&lt;br /&gt;
==$Flags:==&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;
**Some flags are so-called &amp;quot;Auto-resetting&amp;quot; flags. These will cause an animation to not stay in their completed state, but in their untriggered state. This can happen by automatically reversing the animation, resetting it once it is complete, or else, depending on the flag used.&lt;br /&gt;
===&amp;quot;auto reverse&amp;quot;===&lt;br /&gt;
*Once the animation completes, automatically reverse it with no explicit trigger to do so&lt;br /&gt;
**Is an auto-resetting flag&lt;br /&gt;
===&amp;quot;reset at completion&amp;quot;===&lt;br /&gt;
*Once the animation ends, reset its state to the start of the animation. Only useful if the animation ends in the same position as it starts in.&lt;br /&gt;
**Is an auto-resetting flag&lt;br /&gt;
===&amp;quot;loop&amp;quot;===&lt;br /&gt;
*The animation will automatically reverse when complete, and then restart itself once it&#039;s back in it&#039;s original position, repeating infinitely&lt;br /&gt;
**If used together with the &amp;quot;reset at completion&amp;quot; flag, it will instantly snap back to the start and resume playing instead of reversing the animation at completion.&lt;br /&gt;
===&amp;quot;random starting phase&amp;quot;===&lt;br /&gt;
*The animation will start at a random point of its duration instead of at the beginning. Useful if you trigger multiple looping animations at once, but don&#039;t want the animations to synchronize to each other&lt;br /&gt;
===&amp;quot;pause on reverse&amp;quot;===&lt;br /&gt;
*The animation will pause instead of starting in reverse when triggered to play in reverse. This is &#039;&#039;only ever&#039;&#039; useful when using a looping animation with some sort of engine-trigger, like &amp;quot;afterburner&amp;quot;&lt;br /&gt;
{{Table224|&lt;br /&gt;
===&amp;quot;seamless with startup x&amp;quot;===&lt;br /&gt;
*A flag for any animation that is a seamless animation which has a startup prepended. Replace x with the time from which the animation needs to be looped to be seamless. If the animation is started forwards, it&#039;ll play the startup animation, and from then on will repeat from the specified time, playing the animation seamlessly. If reversed, it will play until the point where the seamless animation starts and then repeat back to the animations end. When stop-looping-animation is used, the animation will play until the next time it reaches the point where the seamless part starts, and will then play the startup part in reverse to then stop in its initial state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Segment==&lt;br /&gt;
*Here, the actual animation is specified. The segment that is defined here, needs to be one of the following:&lt;br /&gt;
&lt;br /&gt;
===$Set Orientation:===&lt;br /&gt;
*This segment instantly sets the orientation of a submodel. Especially useful for initial-type animations.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should be at. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Absolute====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this angle is the target angle of this subobject. If not set, this angle is what the submodel is rotated by from its current orientation.&lt;br /&gt;
====&amp;lt;span id=&amp;quot;SubmodelExplanation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;+Submodel:====&lt;br /&gt;
*The name of the submodel this segment applies to.&lt;br /&gt;
**If the target submodel is part of a multipart turret, use &amp;lt;tt&amp;gt;+Turret Base:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Turret Arm:&amp;lt;/tt&amp;gt; respectively instead of &amp;lt;tt&amp;gt;+Submodel:&amp;lt;/tt&amp;gt;, followed by the &#039;&#039;subsystem&#039;&#039; name of the turret.&lt;br /&gt;
***Note that multipart turrets may only be rotated along their axis. Any other rotation or translation is possible (for cutscenes, for example), but will cause undefined behaviour once the turret starts aiming on its own again. Use carefully.&lt;br /&gt;
----&lt;br /&gt;
===$Set Angle:===&lt;br /&gt;
*This segment instantly rotates a submodel on its rotation axis. Useful for initial-type animations, especially on multipart turrets.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should be at. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, angle in degrees&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Rotation:===&lt;br /&gt;
*This segment rotates a submodel. Out of &amp;lt;tt&amp;gt;+Angle:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should rotate by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
=====+Absolute=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this angle is the target angle of this subobject. If not set, this angle is what the submodel is rotated by from its current orientation. Note, that this will almost certainly require acceleration values in all three axes to be non-zero and large enough for the movement, unless acceleration is omitted for pure linear motion.&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines rotation direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the rotation might not be fully completed. Depends on rotation mode:&lt;br /&gt;
***&#039;&#039;&#039;Angle+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target angle within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Angle+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the angle is reached.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the rotation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Axis Rotation:===&lt;br /&gt;
*This segment rotates a submodel around a specified axis. Out of &amp;lt;tt&amp;gt;+Angle:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Axis:====&lt;br /&gt;
*Specified the axis this submodel will rotate around. Does not need to be normalized&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should rotate by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines rotation direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second &lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the rotation might not be fully completed. Depends on rotation mode:&lt;br /&gt;
***&#039;&#039;&#039;Angle+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target angle within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Angle+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the angle is reached.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the rotation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second squared&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
{{Table224|&lt;br /&gt;
===$Translation:===&lt;br /&gt;
*This segment moves a submodel. Out of &amp;lt;tt&amp;gt;+Vector:&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;+Velocity:&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;+Time:&amp;lt;/tt&amp;gt;, exactly two must be defined. The third will be automatically calculated to match the two specified properties.&lt;br /&gt;
====+Vector:====&lt;br /&gt;
*Sets the movement vector this submodel should move by. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
=====+Absolute=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, this position is the target position of this subobject within the defined reference frame. If not set, this position is what the submodel is moved by from its current position. Note, that this will almost certainly require acceleration values in all three axes to be non-zero and large enough for the movement, unless acceleration is omitted for pure linear motion.&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should move at. The sign is only relevant in &#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode, where it defines movement direction. In the other cases, the sign is ignored.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time this submodel takes to complete the movement.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant.&lt;br /&gt;
**Note: If the acceleration is too small, the translation might not be fully completed. Depends on translation mode:&lt;br /&gt;
***&#039;&#039;&#039;Vector+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target vector within the rotation time.&lt;br /&gt;
***&#039;&#039;&#039;Vector+Velocity&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity until the movement is completed.&lt;br /&gt;
***&#039;&#039;&#039;Velocity+Time&#039;&#039;&#039;-mode: The acceleration is too small to reach the target velocity within the translation time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second squared&lt;br /&gt;
====+Coordinate System:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the coordinate system this translation operates in. One of:&lt;br /&gt;
**&#039;&#039;&#039;Parent&#039;&#039;&#039; - The translation is in the coordinate system of its parent submodel (so, unless the parent submodel is rotated, the same as the ship&#039;s local coordinates).&lt;br /&gt;
**&#039;&#039;&#039;Local at start&#039;&#039;&#039; - The translation is in the coordinate system of this submodel as it is once the translation starts, not considering other animations.&lt;br /&gt;
**&#039;&#039;&#039;Local current&#039;&#039;&#039; - The translation is in the coordinate system of this submodel as it is currently. This includes rotations parallel to the translation, even from other animations.&lt;br /&gt;
*Defaults to &#039;&#039;&#039;Parent&#039;&#039;&#039; when not set.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Inverse Kinematics:===&lt;br /&gt;
*This segment performs inverse kinematics to position a submodel by rotating individual parts of a chain of submodels. It is highly recommended to not run any other animation in parallel to an inverse kinematic segment that operates on one of the chain&#039;s submodules.&lt;br /&gt;
====+Target Position:====&lt;br /&gt;
*Sets the position the last link in the submodule chain should be after the IK segment is complete. Relative to the first link in the chain.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Target Orientation:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the orientation the last link in the submodule chain should be after the IK segment is complete. If left out, it will be in the same orientation as the penultimate link. Relative to the first link in the chain.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time the movement should take.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====$Chain Link:====&lt;br /&gt;
*Specifies the individual links. This and all following properties of this segment are repeated for each chain link. There need to be at least two chain links for the IK segment.&lt;br /&gt;
*Each new chain link&#039;s submodel &#039;&#039;must&#039;&#039; be a direct child of the preceding chain link&#039;s submodel in the pof it is applied to&lt;br /&gt;
=====+Submodel:=====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
=====+Acceleration:=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: Make &#039;&#039;absolutely&#039;&#039; sure that the acceleration is sufficient for the submodel to reach where it needs to go in the time specified, or the chain will not end up where you specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
=====+Constraint=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Can be used to constrain the movement of the current chain link relative to its parent. Either of:&lt;br /&gt;
**&#039;&#039;&#039;Window&#039;&#039;&#039;, used to specify a maximum x, y, z rotation of this submodel&lt;br /&gt;
***&#039;&#039;&#039;+Window Size:&#039;&#039;&#039; Specifies this window, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees&lt;br /&gt;
**&#039;&#039;&#039;Hinge&#039;&#039;&#039;, used to constrain the chain link to rotate on an axis (note, can cause problems, especially as the first link. If issues occur, report them please)&lt;br /&gt;
***&#039;&#039;&#039;+Axis:&#039;&#039;&#039; Specifies the rotation axis, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
----&lt;br /&gt;
===$Sound During:===&lt;br /&gt;
*Plays a sound during another segment&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, a 3D-Sound played with this segment will be anchored to the submodels position. If not set, any sounds will be played as 2D-Sounds&lt;br /&gt;
**Syntax: [[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
====+Start:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be played once the child segment starts&lt;br /&gt;
====+Loop:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be looped while the child segment runs&lt;br /&gt;
====+End:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: A sound that should be played once the child segment ends&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*The additional radius for a 3D-Sound playing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;,&lt;br /&gt;
====+Position:====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: The additional offset of the sound position from the submodel center. Only valid if &amp;lt;tt&amp;gt;+Submodel:&amp;lt;/tt&amp;gt; is set&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
}}&lt;br /&gt;
====+Flip When Reversed====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, when the animation is played in reverse, the start sound will play first (so technically at the end of the animation), and the end sound will play once the segment has completely reset.&lt;br /&gt;
====+Don&#039;t Interrupt Playing Sounds====&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, playing sounds will not be stopped once they start playing. This means start sounds will not be interrupted by end sounds or the end of the segment.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Child Segment====&lt;br /&gt;
Specify a child segment here by normal [[#Segment|segment definition rules]], during which the sound should play.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
===$Particles During:===&lt;br /&gt;
&lt;br /&gt;
*Spawns a particle effect at a specified time during another animation segment.&lt;br /&gt;
&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If set, a particle effect played with this segment will be anchored to the submodels position. If not set, it will be anchored to the object if such an object exists, or to world 0, 0, 0 if the animation is not played on an object&lt;br /&gt;
**Syntax: [[#SubmodelExplanation|See above]]&lt;br /&gt;
&lt;br /&gt;
====+Effect:====&lt;br /&gt;
*The particle effect to spawn. Must reference a valid particle effect defined in [[Particle_Effects]]).&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the particle effect&lt;br /&gt;
&lt;br /&gt;
====+At Time:====&lt;br /&gt;
*The time in seconds at which the particle effect should be triggered during the animation.&lt;br /&gt;
** Syntax: &#039;&#039;float&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Position:====&lt;br /&gt;
* &#039;&#039;&#039;Optional&#039;&#039;&#039;: An offset position from the anchor point (submodel or object origin).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;floats&#039;, x, y, z respectively, in meters&lt;br /&gt;
&lt;br /&gt;
====+Orientation:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: The orientation of the particle effect. If not set, uses the identity matrix.&lt;br /&gt;
**Syntax: &#039;&#039;Vector&#039;&#039;, three &#039;floats&#039;, x, y, z respectively, in degrees (pitch, heading, bank)&lt;br /&gt;
&lt;br /&gt;
====Child Segment====&lt;br /&gt;
Specify a child segment here by normal [[#Segment|segment definition rules]], during which the sound should play.&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
===$Wait:===&lt;br /&gt;
*A segment to wait for a specific time.&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Wait for a specified time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
----&lt;br /&gt;
===$Segment Sequential:===&lt;br /&gt;
*Perform different segments one after another. The length of this segment is the sum of the length of the child segments.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If a submodel is specified here, it is automatically applied to the child segments, which then don&#039;t need to specify a submodel themselves. Explicit definitions by child segments override this setting.&lt;br /&gt;
[[#SubmodelExplanation|See above as for how to specify a submodel]]&lt;br /&gt;
====Child Segments====&lt;br /&gt;
Specify any number of child segments here by normal [[#Segment|segment definition rules]] that should be played one after another.&lt;br /&gt;
====+End Segment====&lt;br /&gt;
Once the last child segment of this sequence is specified, &amp;lt;tt&amp;gt;+End Segment&amp;lt;/tt&amp;gt; must follow.&lt;br /&gt;
----&lt;br /&gt;
===$Segment Parallel:===&lt;br /&gt;
*Perform different segments at the same time. The length of this segment is defined by the longest child segment.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: If a submodel is specified here, it is automatically applied to the child segments, which then don&#039;t need to specify a submodel themselves. Explicit definitions by child segments override this setting.&lt;br /&gt;
[[#SubmodelExplanation|See above as for how to specify a submodel]]&lt;br /&gt;
====Child Segments====&lt;br /&gt;
Specify any number of child segments here by normal [[#Segment|segment definition rules]] that should be played at the same time.&lt;br /&gt;
====+End Segment====&lt;br /&gt;
Once the last child segment of this sequence is specified, &amp;lt;tt&amp;gt;+End Segment&amp;lt;/tt&amp;gt; must follow.&lt;br /&gt;
&lt;br /&gt;
=#Moveables=&lt;br /&gt;
&lt;br /&gt;
Unlike normal Animations, moveables can only define one specific type of movement, but its movement targets can be set at runtime through SEXP.&lt;br /&gt;
&lt;br /&gt;
==$Name:==&lt;br /&gt;
*The name used to identify the animation when adding it to a model. Must be unique.&lt;br /&gt;
&lt;br /&gt;
===$Type: Orientation===&lt;br /&gt;
This can be used to set the orientation of a submodel during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the pitch, heading and bank in degrees the submodels orientation should be set to.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should point to at the start of the mission. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Rotation===&lt;br /&gt;
This can be used to slowly rotate a submodel to a new target orientation during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the pitch, heading and bank in degrees the submodel should then rotate towards.&lt;br /&gt;
====+Angle:====&lt;br /&gt;
*Sets the angle this submodel should point to at the start of the mission. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees (equal to pitch, heading, bank)&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is ignored. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 in any axis.&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Axis Rotation===&lt;br /&gt;
This can be used to slowly rotate a submodel around an axis during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects one number after the moveable name: the new angle this submodule should rotate towards.&lt;br /&gt;
====+Axis:====&lt;br /&gt;
*Sets the axis that the moveable should rotate around&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, does not need to be normalized&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should rotate at. The sign is ignored. Must not be 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees per second (equal to pitch, heading, bank)&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 if specified&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
----&lt;br /&gt;
===$Type: Translation===&lt;br /&gt;
{{Table232|&lt;br /&gt;
This can be used to slowly translate a submodel to a new target position during a mission.&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: the x, y and z in 100th&#039;s of a meter the submodel should move towards.&lt;br /&gt;
====+Target:====&lt;br /&gt;
*Sets the distance this submodel should travel. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters&lt;br /&gt;
====+Velocity:====&lt;br /&gt;
*Sets the velocity this submodel should move at. The sign is ignored. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second squared&lt;br /&gt;
====+Acceleration:====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this translation. The sign is irrelevant. Must not be 0 in any axis.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in meters per second&lt;br /&gt;
**Note: If the acceleration is too small, the defined velocity might not be reached until the target rotation is achieved.&lt;br /&gt;
====+Submodel:====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===$Type: Inverse Kinematics===&lt;br /&gt;
This moveable performs inverse kinematics to position a submodel by rotating individual parts of a chain of submodels&lt;br /&gt;
The &#039;&#039;&#039;update-moveable-animation&#039;&#039;&#039; SEXP expects three numbers after the moveable name: The x, y and z position of the target, in 0.01 meters. Optionally, add the pitch, heading and bank in degrees to specify the end effector orientation target.&lt;br /&gt;
====+Time:====&lt;br /&gt;
*Sets the time any movement should take.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, seconds&lt;br /&gt;
====$Chain Link:====&lt;br /&gt;
*Specifies the individual links. This and all following properties of this segment are repeated for each chain link. There need to be at least two chain links for the IK segment.&lt;br /&gt;
*Each new chain link&#039;s submodel &#039;&#039;must&#039;&#039; be a direct child of the preceding chain link&#039;s submodel in the pof it is applied to&lt;br /&gt;
=====+Submodel:=====&lt;br /&gt;
[[#SubmodelExplanation|See above]]&lt;br /&gt;
=====+Acceleration:=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Sets the acceleration of this submodel rotation. The sign is irrelevant.&lt;br /&gt;
**Note: Make &#039;&#039;absolutely&#039;&#039; sure that the acceleration is sufficient for the submodel to reach where it needs to go in the time specified, or the chain will not end up where you specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees per second squared (equal to pitch, heading, bank)&lt;br /&gt;
=====+Constraint=====&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Can be used to constrain the movement of the current chain link relative to its parent. Either of:&lt;br /&gt;
**&#039;&#039;&#039;Window&#039;&#039;&#039;, used to specify a maximum x, y, z rotation of this submodel&lt;br /&gt;
***&#039;&#039;&#039;+Window Size:&#039;&#039;&#039; Specifies this window, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively, in degrees&lt;br /&gt;
**&#039;&#039;&#039;Hinge&#039;&#039;&#039;, used to constrain the chain link to rotate on an axis (note, can cause problems, especially as the first link. If issues occur, report them please)&lt;br /&gt;
***&#039;&#039;&#039;+Axis:&#039;&#039;&#039; Specifies the rotation axis, &#039;&#039;&#039;Vector&#039;&#039;&#039;, three &#039;&#039;floats&#039;&#039;, x, y, z respectively&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Animations&lt;br /&gt;
&lt;br /&gt;
$Name: Lid&lt;br /&gt;
$Type: scripted&lt;br /&gt;
+Triggered By: openlid&lt;br /&gt;
$Rotation:&lt;br /&gt;
+Angle: 70,0,0&lt;br /&gt;
+Time: 5&lt;br /&gt;
+Acceleration: 17,0,0&lt;br /&gt;
+Submodel: lid&lt;br /&gt;
&lt;br /&gt;
$Name: Wings&lt;br /&gt;
$Type: on-spawn&lt;br /&gt;
$Flags: ( &amp;quot;Loop&amp;quot; )&lt;br /&gt;
$Segment Parallel: &lt;br /&gt;
	$Rotation:&lt;br /&gt;
	+Angle: 0,0,150&lt;br /&gt;
	+Time: 1.5&lt;br /&gt;
	+Acceleration: 0,0,50&lt;br /&gt;
	+Submodel: wingleft&lt;br /&gt;
	$Rotation:&lt;br /&gt;
	+Angle: 0,0,-150&lt;br /&gt;
	+Time: 1.5&lt;br /&gt;
	+Acceleration: 0,0,50&lt;br /&gt;
	+Submodel: wingright&lt;br /&gt;
+End Segment&lt;br /&gt;
&lt;br /&gt;
$Name: HangarDoor3&lt;br /&gt;
  $Type: scripted&lt;br /&gt;
    +Triggered By: HangarDoor3_Toggle&lt;br /&gt;
  $Sound During:&lt;br /&gt;
    +Loop: 175&lt;br /&gt;
    +Radius: 100&lt;br /&gt;
  $Axis Rotation:&lt;br /&gt;
    +Axis: -0.5, 0.0, -0.866&lt;br /&gt;
    +Angle: -90&lt;br /&gt;
    +Time: 5.0&lt;br /&gt;
    +Submodel: HangarDoor03&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
#Moveables&lt;br /&gt;
&lt;br /&gt;
$Name: Canard&lt;br /&gt;
$Type: Rotation&lt;br /&gt;
+Angle: 0,0,0&lt;br /&gt;
+Velocity: 20,20,20&lt;br /&gt;
+Submodel: canard&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=67164</id>
		<title>Objecttypes.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=67164"/>
		<updated>2026-04-01T00:28:22Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Fog: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2016-08-14|6f7039e}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;objecttypes.tbl&#039;&#039;&#039; is a table added by the FSSCP, used to set attributes of different object types. Currently the only section of this table are ship type attributes. A ship &#039;type&#039; supercedes ship classes defined in ships.tbl. For example, the [[GTF Perseus]] and [[GTF Ulysses]] belong to the &#039;fighter&#039; ship type. However, the [[GTD Orion]] belongs to the &#039;capital&#039; ship type.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-obt.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Note that objecttypes.tbl is fully XMT-compliant. In addition, the retail hardcoded types are being ported over to the objecttypes.tbl via an in-code table. So if a mod wishes to expand on the original types rather than replace them entirely, it should use a modular table file rather than a normal .tbl. Otherwise the in-code table will be ignored in favor of the one included in the mod, and the retail types will not be loaded (unless the mod includes them in its .tbl)&lt;br /&gt;
*Note that a number of aspects of the retail types are still hardcoded, although they may be moved to the objecttypes.tbl if a mod requests it.&lt;br /&gt;
&lt;br /&gt;
==#Target Priorities==&lt;br /&gt;
All set target priorities function on additive basis. For example setting &#039;object type&#039; &amp;quot;ship&amp;quot; already includes all the ships in the game.&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Object Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object types which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
** Example: &#039;&#039;ship&#039;&#039;&lt;br /&gt;
** Options&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;asteroid&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;weapon&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;debris&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of weapon classes which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, names of the weapons}}&lt;br /&gt;
** Example: ( &amp;quot;&#039;&#039;Cyclops&#039;&#039;&amp;quot; &amp;quot;&#039;&#039;Tsunami&#039;&#039;&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===+Object Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;targetable as bomb&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;renders&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;collides&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;physics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;invulnerable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;special warpin&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;immobile&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Ship Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The ship class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;afterburners&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;has awacs&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;no collide&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;path fixup&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;support&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cargo&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;fighter&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cruiser&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;freighter&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;capital&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;transport&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;navbuoy&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;sentrygun&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;escapepod&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no type&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship copy&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database multi&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;stealth&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;drydock&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;dont collide invisible&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;corvette&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;gas miner&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;awacs&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;knossos&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no fred&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database multi&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;flash&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;surface shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;generate icon&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no weapon damage scaling&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;gun convergence&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no thruster geometry noise&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;intrinsic no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no pain flash&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;allow landings&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no ets&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no lighting&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;dyn primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;auto spread shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;draw weapon models&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;model point shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;repair disabled subsystems&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The weapon class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;huge damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber+&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;puncture&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;emp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;engine seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pierce shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;local ssm&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:::&#039;&#039;&amp;quot;capital+&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat-seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect-seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;javelin&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;spawn&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;remote detonate&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;countermeasure&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;turns&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;swarm&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;trail&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;child&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no dumbfire&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;thruster&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player allowed&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;corkscrew&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;esuck&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;tag&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;shudder&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;lockarm&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;stream&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ballistic&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;tagged only&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cycle&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;small only&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;same turret cooldown&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;apply no light&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;transparent&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;training&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;smart spawn&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;inherit parent target&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no emp kill&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;variable lead homing&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;untargeted heat seeker&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no radius doubling&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no subsystem homing&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no lifeleft penalty&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;custom seeker str&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;can be targeted&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show on radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show friendly on radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;chain external model fps&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;external model launcher&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;takes blast damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;takes shockwave damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;hide from radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;render flak&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ciws&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;anti-subsystem beam&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;same emp time for capships&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linked penalty&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no homing speed ramp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pulls aspect seekers&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;turret interceptable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;fighter interceptable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aoe electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;apply recoil&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;don&#039;t spawn if shot&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;die on lost lock&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Weapon Targeting Priorities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of the weapon for which the target priorities are set&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Names (in order) of the target priorities set for this ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Ship Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Name of ship type. To assign a ship class to a given type, simply place the name entered here in the ship class&#039;s &amp;quot;$Flags:&amp;quot; field.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines the target priority groups ships of this objecttype belong to&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
** Replaces the objecttypes existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Counts for Alone:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship counts for determing whether or not Freespace 2 will play the &amp;quot;No reinforcements are available&amp;quot; message.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Praise Destruction:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether wingmates will praise destruction of the ship.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Hotkey List:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will show up in hotkey screen.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target as Threat:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will be targetted with the &#039;H&#039; key.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Indicates whether the ship type can be targeted by the &amp;quot;target unscanned object&amp;quot; function.  In retail, these are the Cargo and Freighter types.  This is independent of whether the ship type can actually be scanned, which by default are the Cargo and &#039;&#039;Transport&#039;&#039; types.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
&#039;&#039;&#039;$Targetable as unscanned:&#039;&#039;&#039; can be used as a synonym}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable by default:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
* Indicates whether the ship type can be scanned if its cargo is unknown and it has cargo other than Nothing.  In retail, these are the Cargo and Transport types.  This not applicable if the &#039;&#039;&#039;[https://wiki.hard-light.net/index.php/Game_settings.tbl#.24Unify_scanning_behavior: $Unify scanning behavior:]&#039;&#039;&#039; flag is set.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushes:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will push other (pushable) ships out of the way while warping.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship can be pushed out of the way by ships with Warp Pushes enabled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turrets prioritize ship target:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines that ships turrets prioritize ships current target above normal turret targeting priorities&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Debris Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defined the maximum speed for debris form this shiptype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FF Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Friendly-fire damage to ship will be multiplied by this amount, but only for purposes of scoring and traitor check, not actually damaging ships in-mission&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Not currently implemented. Originally used for &amp;quot;electronics&amp;quot; weapons. Deactivated in commit 941faf9ab9ed05a1b0efebf7de32c6e3c724baf7 as it broke retail compatibility.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Sound Range Multiplier:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
* Modifies the audible range used for warp fireball 3d sound effects.  In retail, &amp;quot;big ships&amp;quot; have a multiplier of 6.0 while all other types (including larger types) have 1.0.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Easily Hit:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether a type 4 anti-fighter beam should be converted to a type 0 direct-fire beam when firing at this type of target.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Protected on cripple:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* If ship should be protected when its subsystems are being targeted&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$No Huge Beam Impact Effects:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines if the huge beams will generate impact effects on ships of this type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t display class in briefing:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Option to prevent ship class data from being shown during the briefings&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fog:===&lt;br /&gt;
This likely didn&#039;t do anything since FSO 20.0, roughly&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
* This options is deprecated and should not be used anymore, they likely never did anything anyways, and certainly don&#039;t have an effect going forward}}&lt;br /&gt;
&lt;br /&gt;
====+Start Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that fogging effect will start&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Compl Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that this object will be completely obscured by the fogging effect&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI:===&lt;br /&gt;
&lt;br /&gt;
====+Valid Goals:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Valid goals that can be given to this object.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** dock&lt;br /&gt;
** waypoints&lt;br /&gt;
** waypoints once&lt;br /&gt;
** depart&lt;br /&gt;
** attack subsys&lt;br /&gt;
** form on wing&lt;br /&gt;
** undock&lt;br /&gt;
** attack wing&lt;br /&gt;
** guard ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** attack any&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** guard wing&lt;br /&gt;
** evade ship&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist&lt;br /&gt;
** rearm ship&lt;br /&gt;
** stay still&lt;br /&gt;
** play dead&lt;br /&gt;
** attack weapon&lt;br /&gt;
** fly to ship}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
** attack ship class}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
** disable ship (tactical)&lt;br /&gt;
** disarm ship (tactical)}}&lt;br /&gt;
&lt;br /&gt;
====+Accept Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will accept orders from player&lt;br /&gt;
* Syntax: &#039;&#039;Yes/No&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Orders that ship type will accept from player&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** disable subsys&lt;br /&gt;
** guard ship&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** form on wing&lt;br /&gt;
** cover me&lt;br /&gt;
** attack any&lt;br /&gt;
** depart&lt;br /&gt;
** dock&lt;br /&gt;
** rearm me&lt;br /&gt;
** abort rearm&lt;br /&gt;
** stay near me&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
** attack ship class}}&lt;br /&gt;
{{Table222|&lt;br /&gt;
** &#039;&#039;&#039;Any [[Dynamic_SEXPs#.24Player_Order:|LuaAI order registered as a player order]]&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
** disable ship (tactical)&lt;br /&gt;
** disarm ship (tactical)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Attacks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will auto attack nearby ships&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Attempt broadside:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not the ship type will use capital ship attack and movement behavior, IE: approach and orbit its target. This overrides general fighter attack behavior and anything derived from it will not work.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Actively Pursues:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Which ship types the current ship type will actively pursue (rather than simply return to guard position or whatnot)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, shiptypes}}&lt;br /&gt;
&lt;br /&gt;
====+Guards Attack this:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ships assigned to guard another ship will attempt to engage ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Turrets Attack This:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not turrets will target the ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Can Form Wing:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type can be formed into a wing&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Active Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is initiating the dock with another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, names of the dock bays&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
====+Passive Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is receiving a dock from another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
====+Ignored on cripple by:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Defines the ship types which ignore this ship if its has been crippled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, ( &amp;quot;string&amp;quot; &amp;quot;string&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Determines whether this ship type is a valid target for weapons with the &#039;huge&#039; flag and to be ignored by weapons with the &#039;small only&#039; flag.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
* Default: &#039;&#039;&#039;Whether the ship is a default big or huge class: Cruiser, Freighter, Transport, Corvette, Gas miner, Awacs, Capital, Supercap, Drydock, or Knossos Device&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defines the animations used with the objecttype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. This can be overridden on a per-ship basis in [[ships.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Default FreeSpace 2 Table===&lt;br /&gt;
*This is the default table built into the executable that is loaded when no objecttypes.tbl can be found in the games&#039; load path&lt;br /&gt;
*Shiptypes &#039;&#039;&#039;Stealth&#039;&#039;&#039; and &#039;&#039;&#039;Fighter/Bomber&#039;&#039;&#039; do not seem to be used&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Ship types&lt;br /&gt;
&lt;br /&gt;
$Name:					Navbuoy											&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Sentry Gun										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			0.10											&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Accept Player Orders:	NO											&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Escape Pod										&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Cargo											&lt;br /&gt;
$Scannable:				YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			0.10											&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Passive docks:			( &amp;quot;cargo&amp;quot; )								&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Support											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		3.5												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;rearm ship&amp;quot; )							&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player orders:			( &amp;quot;rearm me&amp;quot; &amp;quot;abort rearm&amp;quot; &amp;quot;depart&amp;quot; )																	&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Active docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
;;WMC - Stealth ships always have another type, so this isn&#039;t used		&lt;br /&gt;
$Name:					Stealth											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Fighter											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot;)	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Bomber											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
;;WMC - This fighter/bomber type doesn&#039;t seem to be used anywhere, because no ship is set as both fighter and bomber&lt;br /&gt;
$Name:					Fighter/bomber									&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Transport										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		2.0												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;depart&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Freighter										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Scannable:				YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		1.75											&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;depart&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Active docks:			( &amp;quot;cargo&amp;quot; )								&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					AWACS											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.8												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Gas Miner										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		1.0												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Cruiser											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.9												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Corvette										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.3333											&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Capital											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushes:			YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.2												&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			750.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )						&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;depart&amp;quot; )								&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Super Cap										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushes:			YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.075											&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			1000.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Drydock											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.5												&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			750.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Knossos Device									&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.10											&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			1000.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=67163</id>
		<title>Objecttypes.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=67163"/>
		<updated>2026-04-01T00:04:45Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Fog: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2016-08-14|6f7039e}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;objecttypes.tbl&#039;&#039;&#039; is a table added by the FSSCP, used to set attributes of different object types. Currently the only section of this table are ship type attributes. A ship &#039;type&#039; supercedes ship classes defined in ships.tbl. For example, the [[GTF Perseus]] and [[GTF Ulysses]] belong to the &#039;fighter&#039; ship type. However, the [[GTD Orion]] belongs to the &#039;capital&#039; ship type.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-obt.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Note that objecttypes.tbl is fully XMT-compliant. In addition, the retail hardcoded types are being ported over to the objecttypes.tbl via an in-code table. So if a mod wishes to expand on the original types rather than replace them entirely, it should use a modular table file rather than a normal .tbl. Otherwise the in-code table will be ignored in favor of the one included in the mod, and the retail types will not be loaded (unless the mod includes them in its .tbl)&lt;br /&gt;
*Note that a number of aspects of the retail types are still hardcoded, although they may be moved to the objecttypes.tbl if a mod requests it.&lt;br /&gt;
&lt;br /&gt;
==#Target Priorities==&lt;br /&gt;
All set target priorities function on additive basis. For example setting &#039;object type&#039; &amp;quot;ship&amp;quot; already includes all the ships in the game.&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Object Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object types which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
** Example: &#039;&#039;ship&#039;&#039;&lt;br /&gt;
** Options&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;asteroid&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;weapon&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;debris&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of weapon classes which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, names of the weapons}}&lt;br /&gt;
** Example: ( &amp;quot;&#039;&#039;Cyclops&#039;&#039;&amp;quot; &amp;quot;&#039;&#039;Tsunami&#039;&#039;&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===+Object Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;targetable as bomb&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;renders&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;collides&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;physics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;invulnerable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;special warpin&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;immobile&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Ship Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The ship class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;afterburners&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;has awacs&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;no collide&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;path fixup&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;support&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cargo&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;fighter&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cruiser&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;freighter&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;capital&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;transport&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;navbuoy&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;sentrygun&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;escapepod&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no type&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship copy&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database multi&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;stealth&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;drydock&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;dont collide invisible&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;corvette&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;gas miner&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;awacs&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;knossos&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no fred&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database multi&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;flash&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;surface shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;generate icon&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no weapon damage scaling&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;gun convergence&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no thruster geometry noise&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;intrinsic no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no pain flash&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;allow landings&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no ets&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no lighting&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;dyn primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;auto spread shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;draw weapon models&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;model point shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;repair disabled subsystems&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The weapon class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;huge damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber+&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;puncture&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;emp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;engine seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pierce shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;local ssm&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:::&#039;&#039;&amp;quot;capital+&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat-seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect-seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;javelin&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;spawn&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;remote detonate&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;countermeasure&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;turns&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;swarm&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;trail&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;child&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no dumbfire&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;thruster&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player allowed&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;corkscrew&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;esuck&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;tag&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;shudder&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;lockarm&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;stream&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ballistic&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;tagged only&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cycle&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;small only&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;same turret cooldown&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;apply no light&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;transparent&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;training&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;smart spawn&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;inherit parent target&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no emp kill&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;variable lead homing&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;untargeted heat seeker&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no radius doubling&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no subsystem homing&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no lifeleft penalty&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;custom seeker str&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;can be targeted&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show on radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show friendly on radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;chain external model fps&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;external model launcher&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;takes blast damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;takes shockwave damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;hide from radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;render flak&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ciws&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;anti-subsystem beam&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;same emp time for capships&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linked penalty&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no homing speed ramp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pulls aspect seekers&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;turret interceptable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;fighter interceptable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aoe electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;apply recoil&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;don&#039;t spawn if shot&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;die on lost lock&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Weapon Targeting Priorities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of the weapon for which the target priorities are set&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Names (in order) of the target priorities set for this ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Ship Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Name of ship type. To assign a ship class to a given type, simply place the name entered here in the ship class&#039;s &amp;quot;$Flags:&amp;quot; field.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines the target priority groups ships of this objecttype belong to&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
** Replaces the objecttypes existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Counts for Alone:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship counts for determing whether or not Freespace 2 will play the &amp;quot;No reinforcements are available&amp;quot; message.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Praise Destruction:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether wingmates will praise destruction of the ship.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Hotkey List:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will show up in hotkey screen.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target as Threat:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will be targetted with the &#039;H&#039; key.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Indicates whether the ship type can be targeted by the &amp;quot;target unscanned object&amp;quot; function.  In retail, these are the Cargo and Freighter types.  This is independent of whether the ship type can actually be scanned, which by default are the Cargo and &#039;&#039;Transport&#039;&#039; types.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
&#039;&#039;&#039;$Targetable as unscanned:&#039;&#039;&#039; can be used as a synonym}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable by default:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
* Indicates whether the ship type can be scanned if its cargo is unknown and it has cargo other than Nothing.  In retail, these are the Cargo and Transport types.  This not applicable if the &#039;&#039;&#039;[https://wiki.hard-light.net/index.php/Game_settings.tbl#.24Unify_scanning_behavior: $Unify scanning behavior:]&#039;&#039;&#039; flag is set.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushes:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will push other (pushable) ships out of the way while warping.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship can be pushed out of the way by ships with Warp Pushes enabled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turrets prioritize ship target:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines that ships turrets prioritize ships current target above normal turret targeting priorities&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Debris Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defined the maximum speed for debris form this shiptype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FF Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Friendly-fire damage to ship will be multiplied by this amount, but only for purposes of scoring and traitor check, not actually damaging ships in-mission&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Not currently implemented. Originally used for &amp;quot;electronics&amp;quot; weapons. Deactivated in commit 941faf9ab9ed05a1b0efebf7de32c6e3c724baf7 as it broke retail compatibility.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Sound Range Multiplier:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
* Modifies the audible range used for warp fireball 3d sound effects.  In retail, &amp;quot;big ships&amp;quot; have a multiplier of 6.0 while all other types (including larger types) have 1.0.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Easily Hit:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether a type 4 anti-fighter beam should be converted to a type 0 direct-fire beam when firing at this type of target.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Protected on cripple:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* If ship should be protected when its subsystems are being targeted&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$No Huge Beam Impact Effects:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines if the huge beams will generate impact effects on ships of this type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t display class in briefing:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Option to prevent ship class data from being shown during the briefings&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fog:===&lt;br /&gt;
&lt;br /&gt;
====+Start Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that fogging effect will start&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Compl Dist:====&lt;br /&gt;
This likely didn&#039;t do anything since FSO 20.0, roughly&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
* This options is deprecated and should not be used anymore, they likely never did anything anyways, and certainly don&#039;t have an effect going forward}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that this object will be completely obscured by the fogging effect&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI:===&lt;br /&gt;
&lt;br /&gt;
====+Valid Goals:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Valid goals that can be given to this object.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** dock&lt;br /&gt;
** waypoints&lt;br /&gt;
** waypoints once&lt;br /&gt;
** depart&lt;br /&gt;
** attack subsys&lt;br /&gt;
** form on wing&lt;br /&gt;
** undock&lt;br /&gt;
** attack wing&lt;br /&gt;
** guard ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** attack any&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** guard wing&lt;br /&gt;
** evade ship&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist&lt;br /&gt;
** rearm ship&lt;br /&gt;
** stay still&lt;br /&gt;
** play dead&lt;br /&gt;
** attack weapon&lt;br /&gt;
** fly to ship}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
** attack ship class}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
** disable ship (tactical)&lt;br /&gt;
** disarm ship (tactical)}}&lt;br /&gt;
&lt;br /&gt;
====+Accept Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will accept orders from player&lt;br /&gt;
* Syntax: &#039;&#039;Yes/No&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Orders that ship type will accept from player&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** disable subsys&lt;br /&gt;
** guard ship&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** form on wing&lt;br /&gt;
** cover me&lt;br /&gt;
** attack any&lt;br /&gt;
** depart&lt;br /&gt;
** dock&lt;br /&gt;
** rearm me&lt;br /&gt;
** abort rearm&lt;br /&gt;
** stay near me&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
** attack ship class}}&lt;br /&gt;
{{Table222|&lt;br /&gt;
** &#039;&#039;&#039;Any [[Dynamic_SEXPs#.24Player_Order:|LuaAI order registered as a player order]]&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
** disable ship (tactical)&lt;br /&gt;
** disarm ship (tactical)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Attacks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will auto attack nearby ships&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Attempt broadside:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not the ship type will use capital ship attack and movement behavior, IE: approach and orbit its target. This overrides general fighter attack behavior and anything derived from it will not work.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Actively Pursues:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Which ship types the current ship type will actively pursue (rather than simply return to guard position or whatnot)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, shiptypes}}&lt;br /&gt;
&lt;br /&gt;
====+Guards Attack this:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ships assigned to guard another ship will attempt to engage ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Turrets Attack This:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not turrets will target the ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Can Form Wing:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type can be formed into a wing&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Active Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is initiating the dock with another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, names of the dock bays&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
====+Passive Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is receiving a dock from another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
====+Ignored on cripple by:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Defines the ship types which ignore this ship if its has been crippled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, ( &amp;quot;string&amp;quot; &amp;quot;string&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Determines whether this ship type is a valid target for weapons with the &#039;huge&#039; flag and to be ignored by weapons with the &#039;small only&#039; flag.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
* Default: &#039;&#039;&#039;Whether the ship is a default big or huge class: Cruiser, Freighter, Transport, Corvette, Gas miner, Awacs, Capital, Supercap, Drydock, or Knossos Device&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defines the animations used with the objecttype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. This can be overridden on a per-ship basis in [[ships.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Default FreeSpace 2 Table===&lt;br /&gt;
*This is the default table built into the executable that is loaded when no objecttypes.tbl can be found in the games&#039; load path&lt;br /&gt;
*Shiptypes &#039;&#039;&#039;Stealth&#039;&#039;&#039; and &#039;&#039;&#039;Fighter/Bomber&#039;&#039;&#039; do not seem to be used&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Ship types&lt;br /&gt;
&lt;br /&gt;
$Name:					Navbuoy											&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Sentry Gun										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			0.10											&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Accept Player Orders:	NO											&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Escape Pod										&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Cargo											&lt;br /&gt;
$Scannable:				YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			0.10											&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Passive docks:			( &amp;quot;cargo&amp;quot; )								&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Support											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		3.5												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;rearm ship&amp;quot; )							&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player orders:			( &amp;quot;rearm me&amp;quot; &amp;quot;abort rearm&amp;quot; &amp;quot;depart&amp;quot; )																	&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Active docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
;;WMC - Stealth ships always have another type, so this isn&#039;t used		&lt;br /&gt;
$Name:					Stealth											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Fighter											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot;)	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Bomber											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
;;WMC - This fighter/bomber type doesn&#039;t seem to be used anywhere, because no ship is set as both fighter and bomber&lt;br /&gt;
$Name:					Fighter/bomber									&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Transport										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		2.0												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;depart&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Freighter										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Scannable:				YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		1.75											&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;depart&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Active docks:			( &amp;quot;cargo&amp;quot; )								&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					AWACS											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.8												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Gas Miner										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		1.0												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Cruiser											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.9												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Corvette										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.3333											&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Capital											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushes:			YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.2												&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			750.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )						&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;depart&amp;quot; )								&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Super Cap										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushes:			YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.075											&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			1000.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Drydock											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.5												&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			750.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Knossos Device									&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.10											&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			1000.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=67162</id>
		<title>Objecttypes.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Objecttypes.tbl&amp;diff=67162"/>
		<updated>2026-04-01T00:03:10Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Fog: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2016-08-14|6f7039e}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;objecttypes.tbl&#039;&#039;&#039; is a table added by the FSSCP, used to set attributes of different object types. Currently the only section of this table are ship type attributes. A ship &#039;type&#039; supercedes ship classes defined in ships.tbl. For example, the [[GTF Perseus]] and [[GTF Ulysses]] belong to the &#039;fighter&#039; ship type. However, the [[GTD Orion]] belongs to the &#039;capital&#039; ship type.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-obt.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Note that objecttypes.tbl is fully XMT-compliant. In addition, the retail hardcoded types are being ported over to the objecttypes.tbl via an in-code table. So if a mod wishes to expand on the original types rather than replace them entirely, it should use a modular table file rather than a normal .tbl. Otherwise the in-code table will be ignored in favor of the one included in the mod, and the retail types will not be loaded (unless the mod includes them in its .tbl)&lt;br /&gt;
*Note that a number of aspects of the retail types are still hardcoded, although they may be moved to the objecttypes.tbl if a mod requests it.&lt;br /&gt;
&lt;br /&gt;
==#Target Priorities==&lt;br /&gt;
All set target priorities function on additive basis. For example setting &#039;object type&#039; &amp;quot;ship&amp;quot; already includes all the ships in the game.&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Object Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object types which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
** Example: &#039;&#039;ship&#039;&#039;&lt;br /&gt;
** Options&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;asteroid&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;weapon&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;debris&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of weapon classes which belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, names of the weapons}}&lt;br /&gt;
** Example: ( &amp;quot;&#039;&#039;Cyclops&#039;&#039;&amp;quot; &amp;quot;&#039;&#039;Tsunami&#039;&#039;&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===+Object Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The object flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;targetable as bomb&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;renders&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;collides&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;physics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;invulnerable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;special warpin&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;immobile&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Ship Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The ship class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;afterburners&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;has awacs&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;no collide&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default player ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;path fixup&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;support&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cargo&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;fighter&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cruiser&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;freighter&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;capital&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;transport&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;navbuoy&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;sentrygun&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;escapepod&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no type&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ship copy&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database multi&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;stealth&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;drydock&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;dont collide invisible&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;corvette&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;gas miner&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;awacs&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;knossos&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no fred&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database multi&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;flash&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;surface shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;generate icon&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no weapon damage scaling&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;gun convergence&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no thruster geometry noise&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;intrinsic no shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no pain flash&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;allow landings&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no ets&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no lighting&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;dyn primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;auto spread shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;draw weapon models&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;model point shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;repair disabled subsystems&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Class Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* The weapon class flags which make their owners belong to this target priority group.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;&lt;br /&gt;
** Valid Options:&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;huge damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;supercap damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;bomber+&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;puncture&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;emp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;engine seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pierce shields&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;local ssm&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:::&#039;&#039;&amp;quot;capital+&amp;quot;&#039;&#039;}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
:::&#039;&#039;&amp;quot;heat-seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aspect-seeking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;javelin&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;spawn&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;remote detonate&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;countermeasure&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;turns&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;swarm&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;trail&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;big ship&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;child&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no dumbfire&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;thruster&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;player allowed&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;corkscrew&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;esuck&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;tag&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;shudder&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;lockarm&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;stream&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ballistic&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;default in tech database&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;tagged only&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;cycle&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;small only&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;same turret cooldown&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;apply no light&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;transparent&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;training&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;smart spawn&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;inherit parent target&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no emp kill&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;variable lead homing&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;untargeted heat seeker&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no radius doubling&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no subsystem homing&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no lifeleft penalty&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;custom seeker str&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;can be targeted&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show on radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;show friendly on radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;chain external model fps&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;external model launcher&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;takes blast damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;takes shockwave damage&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;hide from radar&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;render flak&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;ciws&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;anti-subsystem beam&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linking&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;same emp time for capships&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no primary linked penalty&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;no homing speed ramp&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;pulls aspect seekers&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;turret interceptable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;fighter interceptable&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;aoe electronics&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;apply recoil&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;don&#039;t spawn if shot&amp;quot;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;&amp;quot;die on lost lock&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Weapon Targeting Priorities==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Name of the weapon for which the target priorities are set&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Target Priority:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Names (in order) of the target priorities set for this ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==#Ship Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Name of ship type. To assign a ship class to a given type, simply place the name entered here in the ship class&#039;s &amp;quot;$Flags:&amp;quot; field.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used with [[Modular Tables|modular tables]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines the target priority groups ships of this objecttype belong to&lt;br /&gt;
* Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
** Replaces the objecttypes existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Counts for Alone:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship counts for determing whether or not Freespace 2 will play the &amp;quot;No reinforcements are available&amp;quot; message.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Praise Destruction:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether wingmates will praise destruction of the ship.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Hotkey List:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will show up in hotkey screen.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target as Threat:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will be targetted with the &#039;H&#039; key.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Indicates whether the ship type can be targeted by the &amp;quot;target unscanned object&amp;quot; function.  In retail, these are the Cargo and Freighter types.  This is independent of whether the ship type can actually be scanned, which by default are the Cargo and &#039;&#039;Transport&#039;&#039; types.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
{{Table260|&lt;br /&gt;
&#039;&#039;&#039;$Targetable as unscanned:&#039;&#039;&#039; can be used as a synonym}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scannable by default:===&lt;br /&gt;
{{Table260|&lt;br /&gt;
* Indicates whether the ship type can be scanned if its cargo is unknown and it has cargo other than Nothing.  In retail, these are the Cargo and Transport types.  This not applicable if the &#039;&#039;&#039;[https://wiki.hard-light.net/index.php/Game_settings.tbl#.24Unify_scanning_behavior: $Unify scanning behavior:]&#039;&#039;&#039; flag is set.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushes:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship will push other (pushable) ships out of the way while warping.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Pushable:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ship can be pushed out of the way by ships with Warp Pushes enabled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turrets prioritize ship target:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines that ships turrets prioritize ships current target above normal turret targeting priorities&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Debris Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defined the maximum speed for debris form this shiptype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FF Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Friendly-fire damage to ship will be multiplied by this amount, but only for purposes of scoring and traitor check, not actually damaging ships in-mission&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Multiplier:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Not currently implemented. Originally used for &amp;quot;electronics&amp;quot; weapons. Deactivated in commit 941faf9ab9ed05a1b0efebf7de32c6e3c724baf7 as it broke retail compatibility.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warp Sound Range Multiplier:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
* Modifies the audible range used for warp fireball 3d sound effects.  In retail, &amp;quot;big ships&amp;quot; have a multiplier of 6.0 while all other types (including larger types) have 1.0.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beams Easily Hit:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether a type 4 anti-fighter beam should be converted to a type 0 direct-fire beam when firing at this type of target.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Protected on cripple:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* If ship should be protected when its subsystems are being targeted&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$No Huge Beam Impact Effects:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Defines if the huge beams will generate impact effects on ships of this type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Don&#039;t display class in briefing:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Option to prevent ship class data from being shown during the briefings&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fog:===&lt;br /&gt;
These likely didn&#039;t do anything since FSO 20.0, roughly&lt;br /&gt;
&lt;br /&gt;
{{Table260|&lt;br /&gt;
* These options are deprecated and should not be used anymore, they likely never did anything anyways, and certainly don&#039;t have an effect going forward}}&lt;br /&gt;
&lt;br /&gt;
====+Start Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that fogging effect will start&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Compl Dist:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Distance from camera that this object will be completely obscured by the fogging effect&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI:===&lt;br /&gt;
&lt;br /&gt;
====+Valid Goals:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Valid goals that can be given to this object.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Goals:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** dock&lt;br /&gt;
** waypoints&lt;br /&gt;
** waypoints once&lt;br /&gt;
** depart&lt;br /&gt;
** attack subsys&lt;br /&gt;
** form on wing&lt;br /&gt;
** undock&lt;br /&gt;
** attack wing&lt;br /&gt;
** guard ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** attack any&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** guard wing&lt;br /&gt;
** evade ship&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist&lt;br /&gt;
** rearm ship&lt;br /&gt;
** stay still&lt;br /&gt;
** play dead&lt;br /&gt;
** attack weapon&lt;br /&gt;
** fly to ship}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
** attack ship class}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
** disable ship (tactical)&lt;br /&gt;
** disarm ship (tactical)}}&lt;br /&gt;
&lt;br /&gt;
====+Accept Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will accept orders from player&lt;br /&gt;
* Syntax: &#039;&#039;Yes/No&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Player Orders:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Orders that ship type will accept from player&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orders:&#039;&#039;&#039;&lt;br /&gt;
** attack ship&lt;br /&gt;
** disable ship&lt;br /&gt;
** disarm ship&lt;br /&gt;
** disable subsys&lt;br /&gt;
** guard ship&lt;br /&gt;
** ignore ship&lt;br /&gt;
** ignore ship (new)&lt;br /&gt;
** form on wing&lt;br /&gt;
** cover me&lt;br /&gt;
** attack any&lt;br /&gt;
** depart&lt;br /&gt;
** dock&lt;br /&gt;
** rearm me&lt;br /&gt;
** abort rearm&lt;br /&gt;
** stay near me&lt;br /&gt;
** stay near ship&lt;br /&gt;
** keep safe dist}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
** attack ship class}}&lt;br /&gt;
{{Table222|&lt;br /&gt;
** &#039;&#039;&#039;Any [[Dynamic_SEXPs#.24Player_Order:|LuaAI order registered as a player order]]&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
** disable ship (tactical)&lt;br /&gt;
** disarm ship (tactical)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Attacks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type will auto attack nearby ships&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Attempt broadside:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not the ship type will use capital ship attack and movement behavior, IE: approach and orbit its target. This overrides general fighter attack behavior and anything derived from it will not work.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Actively Pursues:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Which ship types the current ship type will actively pursue (rather than simply return to guard position or whatnot)&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, shiptypes}}&lt;br /&gt;
&lt;br /&gt;
====+Guards Attack this:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether ships assigned to guard another ship will attempt to engage ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Turrets Attack This:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not turrets will target the ships of the type&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Can Form Wing:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Whether or not ship type can be formed into a wing&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, Yes or No}}&lt;br /&gt;
&lt;br /&gt;
====+Active Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is initiating the dock with another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;, names of the dock bays&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
====+Passive Docks:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Preferred docking bay type for ship when it is receiving a dock from another ship&lt;br /&gt;
* Syntax: &#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dock bays:&#039;&#039;&#039;&lt;br /&gt;
** cargo&lt;br /&gt;
** rearm&lt;br /&gt;
** generic}}&lt;br /&gt;
&lt;br /&gt;
====+Ignored on cripple by:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Defines the ship types which ignore this ship if its has been crippled&lt;br /&gt;
* Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, ( &amp;quot;string&amp;quot; &amp;quot;string&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons:====&lt;br /&gt;
{{Table212|&lt;br /&gt;
* Determines whether this ship type is a valid target for weapons with the &#039;huge&#039; flag and to be ignored by weapons with the &#039;small only&#039; flag.&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
* Default: &#039;&#039;&#039;Whether the ship is a default big or huge class: Cruiser, Freighter, Transport, Corvette, Gas miner, Awacs, Capital, Supercap, Drydock, or Knossos Device&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
* Defines the animations used with the objecttype&lt;br /&gt;
* Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. This can be overridden on a per-ship basis in [[ships.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Default FreeSpace 2 Table===&lt;br /&gt;
*This is the default table built into the executable that is loaded when no objecttypes.tbl can be found in the games&#039; load path&lt;br /&gt;
*Shiptypes &#039;&#039;&#039;Stealth&#039;&#039;&#039; and &#039;&#039;&#039;Fighter/Bomber&#039;&#039;&#039; do not seem to be used&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Ship types&lt;br /&gt;
&lt;br /&gt;
$Name:					Navbuoy											&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Sentry Gun										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			0.10											&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Accept Player Orders:	NO											&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Escape Pod										&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Cargo											&lt;br /&gt;
$Scannable:				YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			0.10											&lt;br /&gt;
$EMP Multiplier:		10.0											&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Passive docks:			( &amp;quot;cargo&amp;quot; )								&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Support											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		3.5												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;rearm ship&amp;quot; )							&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player orders:			( &amp;quot;rearm me&amp;quot; &amp;quot;abort rearm&amp;quot; &amp;quot;depart&amp;quot; )																	&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Active docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
;;WMC - Stealth ships always have another type, so this isn&#039;t used		&lt;br /&gt;
$Name:					Stealth											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Fighter											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot;)	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Bomber											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Turrets prioritize ship target: YES									&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
;;WMC - This fighter/bomber type doesn&#039;t seem to be used anywhere, because no ship is set as both fighter and bomber&lt;br /&gt;
$Name:					Fighter/bomber									&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushable:			YES												&lt;br /&gt;
$Max Debris Speed:		200												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		4.0												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;attack subsys&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;guard wing&amp;quot; &amp;quot;evade ship&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; &amp;quot;keep safe dist&amp;quot; &amp;quot;form on wing&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;disable ship&amp;quot; &amp;quot;disable ship (tactical)&amp;quot; &amp;quot;disarm ship&amp;quot; &amp;quot;disarm ship (tactical)&amp;quot; &amp;quot;guard ship&amp;quot; &amp;quot;ignore ship&amp;quot; &amp;quot;ignore ship (new)&amp;quot; &amp;quot;form on wing&amp;quot; &amp;quot;cover me&amp;quot; &amp;quot;attack any&amp;quot; &amp;quot;attack ship class&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;disable subsys&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )																&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Transport										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		2.0												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			500.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;depart&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Freighter										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Scannable:				YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		1.75											&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;depart&amp;quot; )		&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Active docks:			( &amp;quot;cargo&amp;quot; )								&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					AWACS											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.8												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Gas Miner										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		1.0												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES	&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Cruiser											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.9												&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Corvette										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		150												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.3333											&lt;br /&gt;
$Warp Sound Range Multiplier:	6.0										&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	YES												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			600.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;dock&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;undock&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;attack ship&amp;quot; &amp;quot;depart&amp;quot; )				&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Capital											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushes:			YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.2												&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			750.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )						&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Player Orders:			( &amp;quot;depart&amp;quot; )								&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Super Cap										&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Warp Pushes:			YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.075											&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			1000.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Valid goals:			( &amp;quot;fly to ship&amp;quot; &amp;quot;attack ship&amp;quot; &amp;quot;attack wing&amp;quot; &amp;quot;waypoints&amp;quot; &amp;quot;waypoints once&amp;quot; &amp;quot;depart&amp;quot; &amp;quot;stay still&amp;quot; &amp;quot;play dead&amp;quot; &amp;quot;play dead (persistent)&amp;quot; &amp;quot;stay near ship&amp;quot; )&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Can Form Wing:			YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Drydock											&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.5												&lt;br /&gt;
$Beams Easily Hit:		YES												&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			750.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Accept Player Orders:	YES											&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
$Name:					Knossos Device									&lt;br /&gt;
$Counts for Alone:		YES												&lt;br /&gt;
$Praise Destruction:	YES												&lt;br /&gt;
$On Hotkey List:		YES												&lt;br /&gt;
$Target as Threat:		YES												&lt;br /&gt;
$Show Attack Direction:	YES												&lt;br /&gt;
$Max Debris Speed:		100												&lt;br /&gt;
$FF Multiplier:			1.0												&lt;br /&gt;
$EMP Multiplier:		0.10											&lt;br /&gt;
$Protected on cripple:	NO												&lt;br /&gt;
$Fog:																	&lt;br /&gt;
	+Start dist:			10.0										&lt;br /&gt;
	+Compl dist:			1000.0										&lt;br /&gt;
$AI:																	&lt;br /&gt;
	+Auto attacks:			YES											&lt;br /&gt;
	+Attempt Broadside:		YES											&lt;br /&gt;
	+Actively Pursues:		( &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )										&lt;br /&gt;
	+Guards attack this:	YES											&lt;br /&gt;
	+Turrets attack this:	YES											&lt;br /&gt;
	+Passive docks:			( &amp;quot;support&amp;quot; )								&lt;br /&gt;
	+Ignored on cripple by:	( &amp;quot;navbuoy&amp;quot; &amp;quot;sentry gun&amp;quot; &amp;quot;escape pod&amp;quot; &amp;quot;cargo&amp;quot; &amp;quot;support&amp;quot; &amp;quot;stealth&amp;quot; &amp;quot;fighter&amp;quot; &amp;quot;bomber&amp;quot; &amp;quot;fighter/bomber&amp;quot; &amp;quot;transport&amp;quot; &amp;quot;freighter&amp;quot; &amp;quot;awacs&amp;quot; &amp;quot;gas miner&amp;quot; &amp;quot;cruiser&amp;quot; &amp;quot;corvette&amp;quot; &amp;quot;capital&amp;quot; &amp;quot;super cap&amp;quot; &amp;quot;drydock&amp;quot; &amp;quot;knossos device&amp;quot; )	&lt;br /&gt;
	+Targeted by &#039;Huge&#039; weapons and Ignored by &#039;small only&#039; weapons: YES&lt;br /&gt;
$Skip Death Roll Percent Chance: 0.0											&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Open_Lua_Scripting&amp;diff=67108</id>
		<title>FS2 Open Lua Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Open_Lua_Scripting&amp;diff=67108"/>
		<updated>2026-01-10T00:34:50Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* Custom SEXPs */ Whoops, fix custom sexp docs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an updated tutorial intended to give an introduction and overview into using Lua for scripting in FSO. It is split into three sections. Scripting with FSO, examples for common pitfalls or special situations, and best practices (both for Lua in general and in conjunction with FSO). It is written as of January 2023, for FSO 23.0.0, and some scripting functions or names used may have changed since then. If you spot something that does not work or exist any more, please let us know!&lt;br /&gt;
&lt;br /&gt;
==Requirements and Resources==&lt;br /&gt;
One of the most important resources for scripting in FSO is the scripting documentation provided by FSO. To access it, check the FSO launch flag &amp;quot;Output scripting to scripting.html&amp;quot; under &amp;quot;Dev Tool&amp;quot; in Knossos (or pass -output_scripting with the launcher of your choice) and launch the mod. Note that the mod has to actually launch. If FSO throws an error on startup, it&#039;ll not generate scripting.html.&lt;br /&gt;
This will generate a file called scripting.html. It will probably be located in the same folder where your retail FS2 root.vp is located. If you open the file in your browser, you will see a long list of various different things. It&#039;ll be confusing now, but don&#039;t worry, we&#039;ll get to it in time.&lt;br /&gt;
Furthermore, there exists a [https://github.com/FSO-Scripters/fso-scripts public repository of available scripts] for FSO. It may be worth checking what is already available, or how certain problems have been solved by other people if you are stuck. Also, if you have completed and tested a script, you are welcome to add it to the scripting repository.&lt;br /&gt;
==Lua Basics==&lt;br /&gt;
For a more professional, long term look at Lua I recommend having a look at [https://www.lua.org/pil/contents.html Programming in Lua], but it certainly isn’t a required read to do scripting. For a slightly shorter text, see the following:&lt;br /&gt;
==Lua Basics==&lt;br /&gt;
So, in order to be able to script with Lua, the first question obviously has to be &amp;quot;how does one even Lua?&amp;quot;.&lt;br /&gt;
At its very basic steps, programming, in most languages, is a combination of calculating things, and making decisions from it. And Lua is no different from that.&lt;br /&gt;
So to start off, let’s learn to calculate a simple addition and to save that.&lt;br /&gt;
Now, the calculation part is pretty straightforward.&lt;br /&gt;
 1 + 1&lt;br /&gt;
That is enough to tell Lua to calculate 1 + 1. But we don’t save it, so it’s not very useful to us.&lt;br /&gt;
 calculation = 1 + 1&lt;br /&gt;
But that is also not too hard. This has now created something called a variable. If we later say something like &amp;lt;tt&amp;gt;calculation + 1&amp;lt;/tt&amp;gt; it will yield 3, because &amp;lt;tt&amp;gt;calculation&amp;lt;/tt&amp;gt; is now 2. This variable we have now called &amp;quot;calculation&amp;quot;, but any name consisting of letters and underscores are allowed. Other special characters, especially spaces, must not be part of a variable name.&lt;br /&gt;
Something you should remember is that in Lua, variables can be local and global. What we did above is make a global variable. That means that it can be accessed from everywhere, including other scripts.&lt;br /&gt;
But we could have also written the following&lt;br /&gt;
 local calculation = 1 + 1&lt;br /&gt;
That would have made calculation a local variable. The difference is, that a local variable is only available where you created it. It cannot be accessed by another script.&lt;br /&gt;
And if you created the variable for example in a loop, or in an if (we will learn what these are shortly), then you cannot access the variable after this loop or if as well. As a rule of thumb, try to make something a local variable if possible.&lt;br /&gt;
Now, variables are called variable for a reason: You can also change them after you have created them:&lt;br /&gt;
 calculation = calculation + 1&lt;br /&gt;
This increases the calculation variable by one. Unpacking what this line of code says one by one, we can also describe it as follows: Set the value of calculation to the what the value of calculation was plus one.&lt;br /&gt;
Variables can store more than numbers, however. Everything you can do stuff with in Lua can be made into a variable. Some examples below:&lt;br /&gt;
 local number = 1&lt;br /&gt;
 local number_with_decimal_point = 1.5&lt;br /&gt;
 local string = &amp;quot;Can be any text&amp;quot;&lt;br /&gt;
 local boolean = true --true or false, used for logical operations&lt;br /&gt;
&lt;br /&gt;
But what do we do now with these variables?&lt;br /&gt;
One of the most important things in programming is having our program make decisions. In Lua, one way of doing this is an if statement. The way it is programmed is almost like you would phrase a conditional sentence in English: If some condition is true, then do something, else do something different. Let’s say we want to add 1 to &amp;lt;tt&amp;gt;calculation&amp;lt;/tt&amp;gt; if it is smaller than 2, and remove 1 otherwise. In Lua, it looks like this:&lt;br /&gt;
 if calculation &amp;lt; 2 then&lt;br /&gt;
 	calculation = calculation + 1&lt;br /&gt;
 else&lt;br /&gt;
 	calculation = calculation - 1&lt;br /&gt;
 end&lt;br /&gt;
Basically the same, except that after the thing to do when the condition is not fulfilled must be an &amp;lt;tt&amp;gt;end&amp;lt;/tt&amp;gt;. The condition can be anything really, from comparing if two things are the same (using ==, with two equals signs), or if something is smaller as something else like in the example. You can even combine multiple conditions using &amp;lt;tt&amp;gt;and&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;or&amp;lt;/tt&amp;gt; if it is needed.&lt;br /&gt;
&lt;br /&gt;
Similarly to if, there are loops to repeat things.&lt;br /&gt;
If you write &amp;lt;tt&amp;gt;while&amp;lt;/tt&amp;gt; instead of &amp;lt;tt&amp;gt;if&amp;lt;/tt&amp;gt;, Lua will repeat the content of the while loop as long as the condition is true.&lt;br /&gt;
 a = 5&lt;br /&gt;
 b = 5&lt;br /&gt;
 result = 0&lt;br /&gt;
 while a &amp;gt; 0 do&lt;br /&gt;
 	a = a - 1&lt;br /&gt;
 	result = result + b&lt;br /&gt;
 end&lt;br /&gt;
This is a very simple multiplication program that uses a while loop and basic arithmetics to calculate the product of &amp;lt;tt&amp;gt;a&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;b&amp;lt;/tt&amp;gt; and saves it in &amp;lt;tt&amp;gt;result&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Often, you will end up in a situation where you want a variable to be global. But if you have many variables, at some point it becomes hard to keep track what is what.&lt;br /&gt;
One tool to help you organize your variables are tables. These can serve as a container to keep multiple variables together. The following example shows how you can create a table and store a variable inside it:&lt;br /&gt;
 table1 = {&lt;br /&gt;
 	variable1 = 1&lt;br /&gt;
 }&lt;br /&gt;
 table2 = {&lt;br /&gt;
 	variable1 = 2,&lt;br /&gt;
 	variable2 = 3&lt;br /&gt;
 }&lt;br /&gt;
 table1.variable2 = 4&lt;br /&gt;
 --Both tables now have entries called variable1 and variable2, both with different values&lt;br /&gt;
 &lt;br /&gt;
 --Access for reading works the same as for writing:&lt;br /&gt;
 table1.variable1 = table1.variable2 + table2.variable1&lt;br /&gt;
&lt;br /&gt;
But that is not the only think tables can do. They can also help you to keep a list of values, even if you don&#039;t know how many values you will have.&lt;br /&gt;
We can make a table that is basically a list, and then do something for all elements in the list.&lt;br /&gt;
 list = {}&lt;br /&gt;
 --Now the list is still empty&lt;br /&gt;
 table.insert(list, 5)&lt;br /&gt;
 table.insert(list, 2)&lt;br /&gt;
 &lt;br /&gt;
 --Now we have two elements in our list, 5 and 2&lt;br /&gt;
 for i, value in ipairs(list) do&lt;br /&gt;
 	--This piece of code will be called once for each element in the list, no matter how many elements are in the list.&lt;br /&gt;
 	--i is the number of the element in the list, and value is the value of the element&lt;br /&gt;
 	--In this example, this piece of code will be called with i = 1 and value = 5 as well as with i = 2 and value = 2&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
There is one more helpful use of tables. You can also use them to store values for a certain name or index.&lt;br /&gt;
Consider the use case that we want to store the balance of multiple people. For this, we could use the following:&lt;br /&gt;
 accounts = {}&lt;br /&gt;
 --Now the list is still empty&lt;br /&gt;
 accounts[&amp;quot;John&amp;quot;] = 5&lt;br /&gt;
 accounts[&amp;quot;Frank&amp;quot;] = 20&lt;br /&gt;
 --Now the list has two elements, one stored for the name John and one for Frank.&lt;br /&gt;
 &lt;br /&gt;
 --We can also access them again:&lt;br /&gt;
 local johnsMoney = accounts[&amp;quot;John&amp;quot;]&lt;br /&gt;
 &lt;br /&gt;
 --using a loop for all elements works too, but a bit differently:&lt;br /&gt;
 for name, value in pairs(list) do&lt;br /&gt;
 	--Name will be the name, and value the value stored for this name&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
Finally, we need to have a look at one last tool: Functions. In many cases, when you write Lua code, there will be parts of your code that you want to reuse somewhere else.&lt;br /&gt;
But instead of copying the code, we can make it a function. Let us consider the multiplication example from before. Instead of copying that to everywhere we would need it, we can convert it to a function.&lt;br /&gt;
 function multiply(a, b)&lt;br /&gt;
 	result = 0&lt;br /&gt;
 	while a &amp;gt; 0 do&lt;br /&gt;
 		a = a - 1&lt;br /&gt;
 		result = result + b&lt;br /&gt;
 	end&lt;br /&gt;
 	return result&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
As you can see, the function consist of three main parts. First, the function declaration. After &amp;lt;tt&amp;gt;function&amp;lt;/tt&amp;gt;, you write the name you want to use for the function, followed by its parameters in parenthesis.&lt;br /&gt;
This list of parameters can be as long as you want, including having no parameters. The names you use for the parameters are then available to use in your functions like a variable would be.&lt;br /&gt;
The second part is the actual code of the function. This code can contain the word &amp;lt;tt&amp;gt;return&amp;lt;/tt&amp;gt;. Return means that the function will be quit, and if there is a value or a variable named after &amp;lt;tt&amp;gt;return&amp;lt;/tt&amp;gt;, it will be returned to the function caller as the reuslt.&lt;br /&gt;
Finally, the function is terminated with an &amp;lt;tt&amp;gt;end&amp;lt;/tt&amp;gt;&lt;br /&gt;
To use the function, simply call its name and fill in any arguments you may have added:&lt;br /&gt;
 local multiplicationResult = multiply(2, 4)&lt;br /&gt;
 --multiplicationResult will be 8&lt;br /&gt;
&lt;br /&gt;
For organization, functions can also be part of tables. For this, just put a colon between the table name and the function name:&lt;br /&gt;
 table = {}&lt;br /&gt;
 function table:functionInTable()&lt;br /&gt;
 	--Do something&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
One special thing when using functions in tables is that the function has access to other values in the table by using the name &amp;lt;tt&amp;gt;self&amp;lt;/tt&amp;gt;. It can be used like any other variable, and will be the table that contains the function. See the following example:&lt;br /&gt;
 table = {&lt;br /&gt;
 	test = 5&lt;br /&gt;
 }&lt;br /&gt;
 function table:functionInTable()&lt;br /&gt;
 	return self.test --This will return 5&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
==Interactions with FSO==&lt;br /&gt;
Knowing Lua we can now consider how we can use that to make FSO do things.&lt;br /&gt;
===Running Code / Conditional Hooks===&lt;br /&gt;
Now, we know how to write very basic code. But how do we actually run it?&lt;br /&gt;
For this, FSO uses conditional hooks, specified in the [[Scripting.tbl|scripting table (*-sct.tbm)]].&lt;br /&gt;
At the basic level, conditional hooks are made up of three parts, action, condition and code.&lt;br /&gt;
* First, the action: An action is effectively an event in FSO at which we can run our custom code. The very basic example is &amp;lt;tt&amp;gt;On Game Init&amp;lt;/tt&amp;gt;. This action is run once when FSO starts up, and can be used by us to run scripts that need to happen during this start up. A list of all available actions and when they trigger can be found in the scripting.html, reasonably far up, under the section Conditional Hooks and then Actions.&lt;br /&gt;
* Second, one or more conditions: The condition is a tool to have more fine-grain control over &#039;&#039;when exactly&#039;&#039; hooks are run. Imagine you want to script a special afterburner effect using the &amp;lt;tt&amp;gt;On Afterburner Engage&amp;lt;/tt&amp;gt; action. But since this new effect should only apply to one ship class, we don&#039;t want our script to run for other ship classes. In this case, we could use the &amp;lt;tt&amp;gt;Ship class&amp;lt;/tt&amp;gt; condition to limit the hook to a specific ship class. Similarly, since most scripts should run just in FSO and not in FRED, setting the &amp;lt;tt&amp;gt;Application&amp;lt;/tt&amp;gt; condition to &amp;lt;tt&amp;gt;FS2_Open&amp;lt;/tt&amp;gt; is a good idea in most cases as well. A list of conditions that can be used for all hooks is listed in scripting.html under Conditional Hooks and then Conditions, with further explanation  [[Scripting.tbl#Conditions|here]]. Some conditions are only available for some specific actions, and may mean slightly different things for different actions. These are documented for each action individually in scripting.html.&lt;br /&gt;
* Third, scripting code that is run. This can be specified in two different styles. Either, just write a block of Lua code in between two brackets &amp;lt;tt&amp;gt;[ like this ]&amp;lt;/tt&amp;gt;, or specify a file in the scripts folder that contains the code in double brackets &amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;#91;sample.lua&amp;amp;#93;&amp;amp;#93;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When specifying these conditional hooks in the scripting table, you first specify one or more conditions. Then you can specify one or more pairs of an action, and the code to be run. Until you specify the next set of conditions, all actions will have the last condition.&lt;br /&gt;
&lt;br /&gt;
Now we can use this to run some code:&lt;br /&gt;
 $Application: FS2_Open&lt;br /&gt;
 $On Game Init: [&lt;br /&gt;
 	--This is now Lua code that is run.&lt;br /&gt;
 	local variable = 1 + 1&lt;br /&gt;
 ]&lt;br /&gt;
&lt;br /&gt;
One thing to note is that all hooks share the same global space. This effectively means that all Lua functions we define and all variables we write are shared among all hooks.&lt;br /&gt;
This is why it is a very common pattern to define the bulk of any script&#039;s code in a function in the &amp;lt;tt&amp;gt;On Game Init&amp;lt;/tt&amp;gt; action, and then just call these functions from the specific conditional hooks for a cleaner script style.&lt;br /&gt;
&lt;br /&gt;
===Making FSO do Stuff / Library Calls and Variables===&lt;br /&gt;
In order to actually have any useful effect through our scripts, we need to be able to both tell FSO to do certain things, as well as be able to check on the state of certain gameplay elements.&lt;br /&gt;
&lt;br /&gt;
In order to know what is possible, we need to reference scripting.html. Below the section listing the hooks is a listing of libraries. These libraries are (usually) the first point of interfacing with FSO. You can click the library names to jump to the point in scripting.html where they are documented. Searching through these functions and variables will likely take a significant amount of time during scripting, so it’s best to get familiar with how these functions are documented.&lt;br /&gt;
&lt;br /&gt;
For a very basic script, we will just want to output some message to the screen to make sure we were able to correctly run code. Since that is a very basic operation, it’s located in the base library. We’ll use the &amp;lt;tt&amp;gt;warning&amp;lt;/tt&amp;gt; function, so that we can see the message when using a debug build. The documentation tells us that the function takes a message as a string, and will return nothing.&lt;br /&gt;
 $Application: FS2_Open&lt;br /&gt;
 $On Game Init: [&lt;br /&gt;
 	ba.warning(&amp;quot;The script successfully ran!&amp;quot;)&lt;br /&gt;
 ]&lt;br /&gt;
When running this in a debug build, we can now see our message at startup!&lt;br /&gt;
&lt;br /&gt;
Some things are exposed to Lua not as functions, but as variables. See for example XAxisInverted in the controls (io) library. You can access io.XAxisInverted like any other boolean with Lua. Reading this boolean will give you the current state, and writing to it will change it. Some of these values, notably those that are loaded from tables, cannot be written to and changed. In that case the documentation will be missing the &amp;lt;tt&amp;gt;= &amp;amp;lt;typename&amp;amp;gt;&amp;lt;/tt&amp;gt; after the variable name.&lt;br /&gt;
&lt;br /&gt;
Many of the values you will access from FSO will not be standard Lua types, but special FSO types, like for example a ship. For example, &amp;lt;tt&amp;gt;mn.Ships[1]&amp;lt;/tt&amp;gt; will return the first ship in a mission, with the &amp;lt;tt&amp;gt;ship&amp;lt;/tt&amp;gt; type. To learn what the ship type is, you can click it in scripting.html to see the documentation. We can see that it inherits object (which means that you can use any ship the same way you can also use an object), and that it has a number of properties and functions, just as the libraries had. One thing that is important, is that if you call functions on &#039;&#039;FSO types&#039;&#039;, you must use &amp;lt;tt&amp;gt;:&amp;lt;/tt&amp;gt; before the function name, while you need to use &amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; for functions directly within a library.&lt;br /&gt;
Let&#039;s say that &amp;lt;tt&amp;gt;ship&amp;lt;/tt&amp;gt; were an object of the type &amp;lt;tt&amp;gt;ship&amp;lt;/tt&amp;gt;. We can use the following code to clear its orders and call it a new name:&lt;br /&gt;
 ship:clearOrders()&lt;br /&gt;
 ship.Name = &amp;quot;Renamed Ship&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Custom SEXPs===&lt;br /&gt;
In a lot of cases, we don’t actually want to define our code in hooks. Often we want much more fine grain control when things are run, depending on events in FRED and so on. For this, we can make custom SEXPs that call scripting code.&lt;br /&gt;
&lt;br /&gt;
To define the SEXP, first we need an entry in a &amp;lt;tt&amp;gt;*-sexp.tbm&amp;lt;/tt&amp;gt;. See [[Dynamic_SEXPs|this page]] for details on how the table is formatted. For our very simple example, we will use this as the SEXP table:&lt;br /&gt;
 $Operator: example-script-sexp&lt;br /&gt;
 $Category: Change&lt;br /&gt;
 $Subcategory: Scripted&lt;br /&gt;
 $Minimum Arguments: 1&lt;br /&gt;
 $Maximum Arguments: 1&lt;br /&gt;
 $Description: Prints out the string passed.&lt;br /&gt;
 $Parameter:&lt;br /&gt;
 	+Description: The string that is printed&lt;br /&gt;
 	+Type: string&lt;br /&gt;
This table basically means that we now have a new SEXP called &amp;lt;tt&amp;gt;example-script-sexp&amp;lt;/tt&amp;gt; which takes a single string as an argument.&lt;br /&gt;
To actually run scripting code, we now need to register a function with the SEXP. This is done by assigning &amp;lt;tt&amp;gt;mn.LuaSEXPs[&amp;amp;lt;SEXP name&amp;amp;gt;]&amp;lt;/tt&amp;gt; a function that takes the same parameters as specified in the SEXP table. For this example, this would be:&lt;br /&gt;
 mn.LuaSEXPs[&amp;quot;example-script-sexp&amp;quot;].Action = function(message)&lt;br /&gt;
 	--message is a string&lt;br /&gt;
 	ba.warning(message)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
Now, if we call the SEXP from an event in FRED, we should see a warning pop up, with the message that we specified in the event.&lt;br /&gt;
&lt;br /&gt;
==Examples and Common Situations / Issues==&lt;br /&gt;
FSO scripting has a few peculiarities that you should know about if you want to script certain things. This chapter aims to highlight most of them. But first, let us build one complete example.&lt;br /&gt;
===A full example===&lt;br /&gt;
The goal for this small example is to make a weapon that saps afterburner energy from a target it hits. For this, I assume that you know how to make a custom weapon in the weapons table, which I assume we call &amp;quot;ABDrain&amp;quot; for the purposes of this.&lt;br /&gt;
&lt;br /&gt;
Since this is something that should happen on a trigger, and not from an event, it’s more suited for a conditional hook than for a custom SEXP. Looking at scripting.html, a suited action would seem to be &amp;lt;tt&amp;gt;On Weapon Collision&amp;lt;/tt&amp;gt;, since that triggers every time that a weapon collides with something. But we don’t want our script to be draining the afterburner every time &#039;&#039;any&#039;&#039; weapon collides with something, but only when our new weapon does so. So let us add the &amp;lt;tt&amp;gt;Weapon class: ABDrain&amp;lt;/tt&amp;gt; condition. In addition, since only ships have afterburners, we need to specify the condition &amp;lt;tt&amp;gt;Object type: Ship&amp;lt;/tt&amp;gt;.&lt;br /&gt;
All in all, these conditions now result in this hook running every time our weapon collides with (aka hits) a ship. Now we need to write the code to be executed. For this, we first need to consider what our weapon should actually do. Let&#039;s define it as &amp;quot;drains a third of the ship’s maximum afterburner fuel&amp;quot;.&lt;br /&gt;
The steps to then actually perform this action are thus: Find out what a third of the ships maximum afterburner actually is, subtract that from the current afterburner level, but don’t decrease the afterburner below 0 (since after all, we cannot have negative afterburner)&lt;br /&gt;
Checking scripting.html, we find that the conditional hook will provide the hook variable &amp;lt;tt&amp;gt;Ship&amp;lt;/tt&amp;gt;. We also find that its type, &amp;lt;tt&amp;gt;ship&amp;lt;/tt&amp;gt;, has a variable called &amp;lt;tt&amp;gt;AfterburnerFuelMax&amp;lt;/tt&amp;gt;. That means a third of the ship’s afterburner fuel can be calculated with the following:&lt;br /&gt;
 local fuel_third = hv.Ship.AfterburnerFuelMax / 3.0&lt;br /&gt;
The next step is to subtract it from the current fuel that the ship has. In scripting.h, we see that next to &amp;lt;tt&amp;gt;AfterburnerFuelMax&amp;lt;/tt&amp;gt; there is the variable &amp;lt;tt&amp;gt;AfterburnerFuelLeft&amp;lt;/tt&amp;gt;:&lt;br /&gt;
 local fuel_new = hv.Ship.AfterburnerFuelLeft - fuel_third&lt;br /&gt;
Finally, we want to set &amp;lt;tt&amp;gt;AfterburnerFuelLeft&amp;lt;/tt&amp;gt; to the result of that, but not lower than 0:&lt;br /&gt;
 hv.Ship.AfterburnerFuelLeft = math.max(fuel_new, 0)&lt;br /&gt;
Putting it all together and in the correct syntax for a scripting table then gives:&lt;br /&gt;
 $Weapon class: ABDrain&lt;br /&gt;
 $Object type: Ship&lt;br /&gt;
 $On Weapon Collision: [&lt;br /&gt;
  	local fuel_third = hv.Ship.AfterburnerFuelMax / 3.0&lt;br /&gt;
  	local fuel_new = hv.Ship.AfterburnerFuelLeft - fuel_third&lt;br /&gt;
  	hv.Ship.AfterburnerFuelLeft = math.max(fuel_new, 0)&lt;br /&gt;
 ]&lt;br /&gt;
While this script would work, it’s not very pretty or well optimized. Let’s clean it up a bit. First, we index into hv.Ship three separate times. That means it’s probably worth saving as a local variable. Then, we don’t actually need to save fuel_third and fuel_new in variables. Since we use them only once, there is no harm in just copying the code to where it’s used. That gives us the following script:&lt;br /&gt;
 $Weapon class: ABDrain&lt;br /&gt;
 $Object type: Ship&lt;br /&gt;
 $On Weapon Collision: [&lt;br /&gt;
 	local ship = hv.Ship&lt;br /&gt;
  	ship.AfterburnerFuelLeft = math.max(ship.AfterburnerFuelLeft - ship.AfterburnerFuelMax / 3.0, 0)&lt;br /&gt;
 ]&lt;br /&gt;
&lt;br /&gt;
===Common Situations with Special Handling Required===&lt;br /&gt;
This section details situations where certain FSO-specific tricks are required or very helpful to complete a certain task.&lt;br /&gt;
====+Override: Make FSO ignore things====&lt;br /&gt;
As you may have noticed, the hooks in scripting.html specify whether they are &#039;&#039;overridable&#039;&#039; or not. In this context, overridable means that we can tell FSO to pretend that whatever caused the action to activate didn’t actually occur. In the example with the afterburner weapon, an override would cause the weapon to &#039;&#039;not actually collide&#039;&#039; with the ship it hit, just passing through it. To override a hook, after your normal script block, add &amp;lt;tt&amp;gt;+Override:&amp;lt;/tt&amp;gt;, and then add another block of code. This block of code should return a boolean. If it returns true, the hook will be overridden. If it returns false, FSO proceeds as normal. Here is an example from Blighted:&lt;br /&gt;
 $On Ship Collision: [ HUD_OnShipCollision() ]&lt;br /&gt;
 +Override: [ return ENEMIES_OnCollisionOverride() ]&lt;br /&gt;
Note that these are two different blocks of code: &amp;lt;code&amp;gt;HUD_OnShipCollision()&amp;lt;/code&amp;gt; is the normal behavior for this hook, but &amp;lt;code&amp;gt;return ENEMIES_OnCollisionOverride()&amp;lt;/code&amp;gt; determines whether the hook actually runs.&lt;br /&gt;
&lt;br /&gt;
Incidentally, &#039;&#039;&#039;+Override:&#039;&#039;&#039; does not require the normal script block to have any code in it. The following will randomly disable ship collisions 50% of the time:&lt;br /&gt;
 $On Ship Collision: []&lt;br /&gt;
 +Override: [ return ba.rand32f() &amp;lt; 0.5 ]&lt;br /&gt;
&lt;br /&gt;
====Repeating SEXP Arguments====&lt;br /&gt;
The SEXP table can contain the &amp;lt;tt&amp;gt;$Repeat&amp;lt;/tt&amp;gt; tag. It implies that all arguments following the tag can be repeated in FRED up to the argument maximum. If that is the case, special care needs to be taken on the Lua side to accommodate the repeating arguments.&lt;br /&gt;
The function supplied to the custom SEXP needs to take the non-repeating arguments as usual, and then use Lua’s &amp;lt;tt&amp;gt;ipairs&amp;lt;/tt&amp;gt; function to iterate through a list of tuples containing the repeating arguments. For an example, take this function which has the non-repeating arguments arg1 and arg2, and then two repeating arguments rep1 and rep2:&lt;br /&gt;
 function(arg1, arg2, …)&lt;br /&gt;
 	--arg1 and arg2 can already be used as usual&lt;br /&gt;
 	for number, repeating in ipairs(arg) do&lt;br /&gt;
 		local rep1 = repeating[1]&lt;br /&gt;
 		local rep2 = repeating[2]&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
The three dots (...) in the parameter list indicate that the function has a variable number of arguments. When this function is called, all its arguments are collected in a single table, which the function accesses as a hidden parameter named arg. Besides those arguments, the arg table has an extra field, n, with the actual number of arguments collected.&lt;br /&gt;
====Version-Dependent Scripting====&lt;br /&gt;
When you script within a -sct.tbm, and not in a .lua file, the script is processed as a table before it is processed as Lua. This gives the scripter the ability to use FSO’s version-dependent comments in Lua. This can be used to enable certain behaviour of the script only when a sufficient FSO version is used, while allowing older versions of FSO to also load the script without the behaviour. An example of this is a version dependent function which chooses whether to use a newly-introduced random function of FSO’s provided libraries, or whether to emulate a slower, less well randomized version using Lua’s math functions if that is unavailable:&lt;br /&gt;
 ;;FSO 20.1.0.20200727;; rand32 = ba.rand32&lt;br /&gt;
 ;;FSO 20.1.0.20200727;; !*&lt;br /&gt;
 rand32 = function(a, b)&lt;br /&gt;
 	if a and b then&lt;br /&gt;
 		return math.random(a, b)&lt;br /&gt;
 	elseif a then&lt;br /&gt;
 		return math.random(a) - 1&lt;br /&gt;
 	else&lt;br /&gt;
 		return math.random(0, 0x7fffffff)&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
 ;;FSO 20.1.0.20200727;; *!&lt;br /&gt;
See [[Version-specific_commenting]] for details.&lt;br /&gt;
====Doing something for all Ships====&lt;br /&gt;
Performing some sort of operation for all ships is a reasonably common occurrence. It might be tempting to just build a for loop and access &amp;lt;tt&amp;gt;mn.Ships[i]&amp;lt;/tt&amp;gt;, but this is &#039;&#039;very&#039;&#039; slow for technical reasons. A much faster alternative is to use the ship iterator, and build a for each loop:&lt;br /&gt;
 for ship in mn.getShipList() do&lt;br /&gt;
 	--use ship as desired&lt;br /&gt;
 end&lt;br /&gt;
The same kind of iterator is also available for all missiles, and all parse objects (yet-to-spawn ships)&lt;br /&gt;
&lt;br /&gt;
====Making things take Time / Waiting for Stuff====&lt;br /&gt;
A few situations require code along the lines of &amp;quot;keep this state for two seconds&amp;quot;. Or, &amp;quot;wait four seconds and then do something&amp;quot;. Naively, we’d be adding a global variable, saving the time that the wait started, then repeatedly checking if we’ve passed our wait time since then. This is very tedious to write and easy to mess up. FSO provides asynchronous coroutines to make this a very easy process.&lt;br /&gt;
First, start up an asynchronous function using &amp;lt;tt&amp;gt;async.run&amp;lt;/tt&amp;gt;, then wait in that function using &amp;lt;tt&amp;gt;async.await&amp;lt;/tt&amp;gt; on &amp;lt;tt&amp;gt;mn.awaitAsync&amp;lt;/tt&amp;gt;, and do whatever you had to wait for.&lt;br /&gt;
An example:&lt;br /&gt;
 async.run(function()&lt;br /&gt;
 	--This code will run immediately&lt;br /&gt;
 	async.await(mn.awaitAsync(4))&lt;br /&gt;
 	--This code will run 4 seconds later&lt;br /&gt;
 end, async.OnFrameExecutor) --Use OnFrameExecutor for things that need to draw, OnSimulationExecutor for things that just calculate physics&lt;br /&gt;
 --This code will run immediately&lt;br /&gt;
Similarly, it’s reasonably easy to wait for certain things to happen. For this, you can use a loop to wait for a condition, and then yield to the game in your loop. If you don’t yield in the loop, the game cannot process any new changes, and your code will be stuck in the loop. See the example:&lt;br /&gt;
 async.run(function()&lt;br /&gt;
 	--This code will run immediately&lt;br /&gt;
 	while mn.Ships[&amp;quot;Alpha 1&amp;quot;].HitpointsLeft &amp;gt; 10 do&lt;br /&gt;
 		async.await(async.yield())&lt;br /&gt;
 	end&lt;br /&gt;
 	--This code will run once Alpha 1 has less or equal to 10 hitpoints left&lt;br /&gt;
 end, async.OnFrameExecutor)&lt;br /&gt;
It is also possible to do other things in addition to yielding within loops in which you wait for certain things, such as drawing to the screen. This can be used to make certain visual effects that are available only for a certain time or until certain conditions are fulfilled. &lt;br /&gt;
&lt;br /&gt;
====Listening to Input====&lt;br /&gt;
Listening to control input is closer to making custom SEXPs than to writing scripting hooks. While the &amp;lt;tt&amp;gt;On Action&amp;lt;/tt&amp;gt; hook action exists, it is limited for certain types of controls. For listening to player-rebindable controls, the &amp;lt;tt&amp;gt;io&amp;lt;/tt&amp;gt; library should be used. &lt;br /&gt;
Call &amp;lt;tt&amp;gt;io.Keybinding[&amp;amp;lt;Keybind name&amp;amp;gt;].Bind:registerHook(...)&amp;lt;/tt&amp;gt; with a function which will be called when the action is pressed. Certain types of controls have special things that need to be considered. If you registered the function for an axis control, it will be called every time the axis is changed. In addition, the &amp;lt;tt&amp;gt;Value&amp;lt;/tt&amp;gt; hook variable will be set to the value of the axis. If it is a continuous button (such as holding down primary fire), the function will be called up to once per frame, with the hook variable &amp;lt;tt&amp;gt;Pressed&amp;lt;/tt&amp;gt; set to whether or not the button currently is pressed down.&lt;br /&gt;
An example of how that can be used:&lt;br /&gt;
 pressed = false&lt;br /&gt;
 io.Keybinding[&amp;quot;CUSTOM_CONTROL_1&amp;quot;].Bind:registerHook(function() &lt;br /&gt;
 	if hv.Pressed ~= pressed then&lt;br /&gt;
 		pressed = hv.Pressed&lt;br /&gt;
 		if hv.Pressed then&lt;br /&gt;
 			--Button is pressed&lt;br /&gt;
 		else&lt;br /&gt;
 			--Button is released&lt;br /&gt;
 		end&lt;br /&gt;
 	end&lt;br /&gt;
 end, true)&lt;br /&gt;
&lt;br /&gt;
====Parsing Config Files====&lt;br /&gt;
Oftentimes, scripts that are made to be generic and not developed for one mod in particular want configurable settings without the need to change the scripts code. For this, loading configs is desirable. The current accepted standard to do so is to use the [https://github.com/FSO-Scripters/fso-scripts/tree/master/AxBase functions built by Axem]. Merge the data folder of AxBase with your data folder, and you are good to go.&lt;br /&gt;
Then, just call axemParse’s ReadJSON method to load JSON-formatted .cfg files from the config folder without issue. An example how to use it to load a file called config.cfg into a variable:&lt;br /&gt;
 if cf.fileExists(&amp;quot;config.cfg&amp;quot;, &amp;quot;data/config&amp;quot;, true) then&lt;br /&gt;
 	config = axemParse:ReadJSON(&amp;quot;config.cfg&amp;quot;)&lt;br /&gt;
 else&lt;br /&gt;
 	ba.error(&amp;quot;Config file missing! Cannot proceed!\n&amp;quot;)&lt;br /&gt;
 	return&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
====Scripted Ship AI====&lt;br /&gt;
It is also possible to script ship AI using Lua. It is very similar to how SEXPs are scripted, except that it needs two functions supplied instead of just one. One that is executed once the AI mode is started, and one that is called each frame the AI mode is active. In comparison to a normal SEXP, these AI functions are also passed an additional parameter in the form of an &amp;lt;tt&amp;gt;ai_helper&amp;lt;/tt&amp;gt; object, which can be used to perform several actions with the ship the AI mode is active on. Additionally, both functions need to return a boolean. If they return true, the AI mode is completed and the ship will proceed with the next highest order, if false the ship will continue with this AI mode. A minimal example for the scripting side of LuaAI is the following:&lt;br /&gt;
 mn.LuaAISEXPs[&amp;quot;lua-ai-sexp&amp;quot;].ActionFrame = function(ai_helper)&lt;br /&gt;
 	ai_helper.ForwardThrust = 1&lt;br /&gt;
 	return false&lt;br /&gt;
 end&lt;br /&gt;
 mn.LuaAISEXPs[&amp;quot;lua-ai-sexp&amp;quot;].ActionEnter = function(ai_helper)&lt;br /&gt;
 	return false&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
For the SEXP-Table side, see [[Dynamic_SEXPs#.23Lua_AI|here]].&lt;br /&gt;
&lt;br /&gt;
===Common Pitfalls===&lt;br /&gt;
In this section we will take a very brief look at several common errors people make while scripting.&lt;br /&gt;
====Removing Elements during Iteration====&lt;br /&gt;
When you are using a for loop to iterate through a table, you must not remove elements from it. This will invalidate the iterators and cause unexpected behaviour. Instead, you must keep a list of elements to remove and then remove the elements from the table after you have completed iterating the table.&lt;br /&gt;
====Object Validity====&lt;br /&gt;
Most types of values provided by FSO&#039;s API have a function akin to &amp;lt;tt&amp;gt;isValid&amp;lt;/tt&amp;gt; or similar. Especially for objects that are kept around for multiple frames, and then especially ships or weapons, it is prudent to check whether isValid is still true before operating on the values. It can happen quickly that a value becomes invalid (such as a ship dying and getting cleaned up), either causing an error or returning an invalid or unexpected value when using it. &lt;br /&gt;
====Function Calling Syntax====&lt;br /&gt;
Lua has two ways of calling functions. Using a colon before the function name, and using a dot before the function name. For things provided by FSO’s API, &#039;&#039;all&#039;&#039; functions that are available through a library must be called with a dot, while all functions available through an object must be called using a colon. For custom functions, the call syntax should match the syntax used when declaring the function. If you keep to the recommendations made in the Lua explanation chapter and the style guide of this document, custom functions should almost all be called using a colon.&lt;br /&gt;
====Calling functions with Arguments: When will it copy?====&lt;br /&gt;
If you call a function in Lua that has arguments, some of these arguments will be copied to the function, while others will not be. To demonstrate the difference, see these two code snippets:&lt;br /&gt;
 function add1(value)&lt;br /&gt;
 	value = value + 1&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 local value = 1&lt;br /&gt;
 add1(value)&lt;br /&gt;
 --value will be 1&lt;br /&gt;
and&lt;br /&gt;
 function add1(value)&lt;br /&gt;
 	value[1] = value[1] + 1&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 local value = 1&lt;br /&gt;
 add1( {value} )&lt;br /&gt;
 --value will be 2&lt;br /&gt;
In the first code snippet, &amp;lt;tt&amp;gt;value&amp;lt;/tt&amp;gt; was copied when it was passed to the function, so the function added 1 to the copy and not the original value. The second code snippet however, passed a list containing &amp;lt;tt&amp;gt;value&amp;lt;/tt&amp;gt; to the function. Lists (and all other tables) are passed by reference, so Lua did not make a copy and the function modified the original value.&lt;br /&gt;
In Lua, only numbers, booleans and strings (and some other technicalities unimportant to us) are copied when calling a function. Tables, functions, and all of FSO&#039;s custom data types are passed by reference and will &#039;&#039;not&#039;&#039; be copied.&lt;br /&gt;
The exception to this is usually values taken from FSO&#039;s custom data types. To illustrate, see the following example:&lt;br /&gt;
 local ship = mn.Ships[&amp;quot;Alpha 1&amp;quot;]&lt;br /&gt;
 &lt;br /&gt;
 --This will change the hitpoints of Alpha 1&lt;br /&gt;
 ship.HitpointsLeft = 1&lt;br /&gt;
 &lt;br /&gt;
 --Accessing a value of a FSO type will create a copy&lt;br /&gt;
 local position = ship.Position&lt;br /&gt;
 --This will create a reference to position&lt;br /&gt;
 local position2 = position&lt;br /&gt;
 &lt;br /&gt;
 --This will NOT change the ships position, but it will change position2&lt;br /&gt;
 position[1] = 1&lt;br /&gt;
&lt;br /&gt;
In general, it is most safe to assume that FSO&#039;s data types are processed as references, but to push them back to FSO, they need to be assigned back to the API.&lt;br /&gt;
&lt;br /&gt;
==Style Guide==&lt;br /&gt;
This is a short section on how we prefer to style our scripts for FSO. Some of these are performance relevant, while others are more for a better level of organization.&lt;br /&gt;
===Avoid runSEXP===&lt;br /&gt;
If you can, avoid evaluateSEXP, evaluateNumericSEXP and runSEXP. These are comparably slow, as they require both text processing and the assembling of a SEXP node tree. They can also be more error prone than just doing everything in a script. Using them occasionally is not necessarily a bad thing (and many existing scripts use them without a problem), but if you find you are using them frequently or in high-performance situations, consider adding a feature request on the SCP&#039;s GitHub page to add the missing functionality to the scripting API.&lt;br /&gt;
&lt;br /&gt;
===Make everything a local===&lt;br /&gt;
If you have a function or a piece of code that regularly accesses the same variable, consider making a &amp;lt;tt&amp;gt;local&amp;lt;/tt&amp;gt; copy of it. For things such as access to FSO’s API, this can be a lot faster since calls to the API are generally accompanied by safety checks or even expensive calculations. But even when accessing a subtable of a Lua object or a global variable, it can often be faster to copy it to a local and then use that local&lt;br /&gt;
===Setup functions in On Game Init===&lt;br /&gt;
This one is less performance relevant, but it has been somewhat established that scripts try to keep most of their code in function definitions that are run in On Game Init, which are then just called in each hook’s code, instead of having all the code in the hook itself.&lt;br /&gt;
===Keep your Script’s Code in a Lua Table===&lt;br /&gt;
Try to avoid saving a lot of variables or functions in the global scope. Since the global namespace is shared among all scripts, it is easy to accidentally overwrite another script’s variable or function otherwise. It is recommended that all scripts have exactly one overarching Lua table, and then declare functions and variables for the script as objects of this table.&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=66904</id>
		<title>Modular curve</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Modular_curve&amp;diff=66904"/>
		<updated>2025-10-02T00:41:30Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
Modular curves are an SCP feature which uses the curves defined in [[Curves.tbl]] to allow many different parameters to drive behaviors according to arbitrary curves -- for example, causing the brightness of a laser bolt to scale with its current velocity. Each modular curve entry has an &#039;&#039;&#039;input&#039;&#039;&#039; and an &#039;&#039;&#039;output&#039;&#039;&#039;, as well as the name of the curve to use. The input and output are always scalar floating-point numbers. The input corresponds to the curve&#039;s X axis, while the output corresponds to the Y axis. When the modular curve entry is queried, the system uses the input&#039;s current value as X, gets the corresponding Y value, and sets the value of the output to that.&lt;br /&gt;
&lt;br /&gt;
There are multiple different &#039;&#039;&#039;modular curve sets&#039;&#039;&#039; throughout FSO. Each curveset has a group of possible inputs and a group of possible outputs, depending on what&#039;s relevant for the circumstances. For example, a set of curves relating to weapons might have parameters like &amp;quot;weapon velocity&amp;quot; or &amp;quot;lifetime&amp;quot; as inputs, and parameters like &amp;quot;laser radius multiplier&amp;quot; or &amp;quot;turn rate multiplier&amp;quot; as outputs. Meanwhile, a curveset relating to ships might have inputs like &amp;quot;current health fraction&amp;quot; or &amp;quot;engine energy&amp;quot;, and outputs like &amp;quot;shield regen multiplier&amp;quot; or &amp;quot;speed multiplier&amp;quot;. Some curvesets are derived from other curvesets, which means that they inherit their parent curveset&#039;s inputs and outputs, but may add more inputs or outputs associated with specific circumstances.&lt;br /&gt;
&lt;br /&gt;
Any time a modular curveset is available, you may define as many entries as you like. It is permitted to have multiple entries with the same input/output pair. If multiple entries affect the same output, the different values will be multiplied together before being used.&lt;br /&gt;
&lt;br /&gt;
When constructing curves for use in modular entries, note that for multipliers, 1.0 is the value which has no effect on the underlying value, while for adders, 0.0 is the value that has no effect.&lt;br /&gt;
&lt;br /&gt;
The syntax for a modular curve entry is as follows:&lt;br /&gt;
&lt;br /&gt;
==$Entry Name:==&lt;br /&gt;
*The name of the type of modular curve this is, such as &amp;quot;Weapon Lifetime Curve&amp;quot; or &amp;quot;Particle Source Curve&amp;quot;, generally preceded by &amp;quot;$&amp;quot; and followed by &amp;quot;:&amp;quot;. For more details, see the page for whatever table you are working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Input:==&lt;br /&gt;
*Defines the input. A list of available input names can be found on the page for the table you&#039;re working with.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Output:==&lt;br /&gt;
*As above, but for the output!&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Curve:==&lt;br /&gt;
*Defines the curve to be used.&lt;br /&gt;
*&amp;quot;+Curve Name:&amp;quot; is also valid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of a curve defined in [[Curves.tbl]]&lt;br /&gt;
*Alternative Syntax: An [[Curves.tbl#Inline_Curves|inline curve]]&lt;br /&gt;
&lt;br /&gt;
==+Random Scaling Factor:==&lt;br /&gt;
*Multiplies the input by a randomized value when the curve is queried, effectively stretching or shrinking the curve along the X axis.&lt;br /&gt;
*In cases where a curve entry is associated with an entity -- like a weapon or a ship -- and will be repeatedly queried over the course of that entity&#039;s existence, as in the case of a curve being queried every frame over a weapon&#039;s lifetime, each entity&#039;s random value will be consistent over time and tracked individually. That is, each weapon will have a different random value, but a given weapon&#039;s value will remain the same for its entire lifetime.&lt;br /&gt;
*Defaults to 1.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Random Translation:==&lt;br /&gt;
*Adds a randomized value to the input when the curve is queried, effectively moving the curve along the X axis.&lt;br /&gt;
*Random values are consistent and tracked individually, as above.&lt;br /&gt;
*In combination with the scaling factor, useful for causing behavior to vary chaotically between entities.&lt;br /&gt;
*Optional. Defaults to 0.0, which has no effect.&lt;br /&gt;
*Syntax: [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Wraparound:==&lt;br /&gt;
*Any given curve has a lowest keyframe and a highest keyframe along the X axis. This parameter defines how the modular curve entry will behave when the input value is outside that range.&lt;br /&gt;
*If wraparound is off, input values below the lowest keyframe will use the lowest keyframe&#039;s Y value for the output, and input values above the highest keyframe will use the highest keyframe&#039;s value. In other words, the lowest and highest keyframes&#039; Y values stretch into infinity along the X axis.&lt;br /&gt;
*If wraparound is on, an input value exceeding the highest keyframed value will overflow and wrap around so as to remain within the defined range, and likewise, values which are too low will underflow. In essence, the range defined by the keyframes will be treated as repeating endlessly along the X axis.&lt;br /&gt;
*Wraparound can sometimes produce very unintuitive behavior. If your modular curve isn&#039;t acting the way you expect, check if the problem goes away when wraparound is off!&lt;br /&gt;
*Optional. Defaults to true, God help us.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, true or false (or yes or no)&lt;br /&gt;
&lt;br /&gt;
==Sample Entries==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Base Damage&lt;br /&gt;
	+Output: Laser Radius Mult&lt;br /&gt;
	+Curve Name: Curve_01&lt;br /&gt;
	+Wraparound: False&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
	+Input: Apparent Size&lt;br /&gt;
	+Output: Laser Length Mult&lt;br /&gt;
	+Curve Name: Curve_02&lt;br /&gt;
        +Random Scaling Factor: (0.5 2.5)&lt;br /&gt;
        +Random Translation: (-0.7 0.1)&lt;br /&gt;
        +Wraparound: True&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Curves.tbl&amp;diff=66903</id>
		<title>Curves.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Curves.tbl&amp;diff=66903"/>
		<updated>2025-10-02T00:38:18Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Inline Curves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;curves.tbl&#039;&#039;&#039; allows for defining arbitrary mathematical functions, a mapping from an arbitrary X value to an arbitrary Y value. These can be used in a variety of different ways, and what X and Y are are specific to the particular situation which calls for a curve. When a curve is used, an X value is supplied, the mapping is applied and the Y value is returned.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-crv.tbm&lt;br /&gt;
&lt;br /&gt;
==#Curves==&lt;br /&gt;
{{Table232|&lt;br /&gt;
This section defines the individual curve functions.&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
The unique name to identify this particular curve.&lt;br /&gt;
&lt;br /&gt;
====$Keyframes:====&lt;br /&gt;
*Required once for a curve, to begin listing its keyframes with the following syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;(X, Y): Interpolation function, any paramters...&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Entries like the above can be repeated as many times as necessary&lt;br /&gt;
*The X values &#039;&#039;must&#039;&#039; come in ascending order&lt;br /&gt;
*The last X value must be at least 1&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;(0, 1): Polynomial, 2, true&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Interpolation functions==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Interpolation functions define how the curve should change in between keyframes. There are several basic interpolation functions, but note that any previously defined curve can itself be used as an interpolation function. The engine provides quite a few [[Curves.tbl#Built-in Curves|non-basic curves]] as well.&lt;br /&gt;
&lt;br /&gt;
===Constant===&lt;br /&gt;
The simplest interpolation, the output Y value is equal to the keyframe&#039;s Y value for its entire domain.&lt;br /&gt;
*No parameters.&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
A slightly less simple interpolation, the output Y value is a straight line between the keyframe&#039;s Y value and the next keyframe&#039;s Y value.&lt;br /&gt;
*No parameters.&lt;br /&gt;
&lt;br /&gt;
===Polynomial===&lt;br /&gt;
A smooth interpolation gentle at one end, harsh on the other. The output Y value is a polynomial curve of the given degree from the keyframe&#039;s Y value and the next keyframe&#039;s Y value.&lt;br /&gt;
Parameters:&lt;br /&gt;
*&#039;&#039;Float&#039;&#039;, Degree. A degree 2 polynomial is quadratic, degree 3 is cubic, etc. High degree makes the &#039;gentle&#039; end even gentler and the &#039;harsh&#039; end even harsher.&lt;br /&gt;
*&#039;&#039;Boolean&#039;&#039;, &amp;quot;Ease in&amp;quot;. Defaults to true. Whether to &amp;quot;ease in&amp;quot; or &amp;quot;ease out&amp;quot;. Easing in means the slow, gentle end is first and then the function harshly goes to the next Y value. Easing out does the opposite, it harshly goes to the next Y value, and spends most of the time gradually arriving.&lt;br /&gt;
&lt;br /&gt;
===Circular===&lt;br /&gt;
A smooth interpolation function which takes the form of a (possibly stretched) circular segment.&lt;br /&gt;
Parameters:&lt;br /&gt;
*&#039;&#039;Boolean&#039;&#039;, &amp;quot;Ease in&amp;quot;. Defaults to true. Whether to &amp;quot;ease in&amp;quot; or &amp;quot;ease out&amp;quot;. Easing in means the slow, gentle end is first and then the function harshly goes to the next Y value. Easing out does the opposite, it harshly goes to the next Y value, and spends most of the time gradually arriving.&lt;br /&gt;
&lt;br /&gt;
===Any other previously defined curve===&lt;br /&gt;
Provided the curve has already been defined, another curve may next into new ones. This keyframe&#039;s X and Y values will be used as 0, 0 in the original curve, and the next keyframe&#039;s X and Y values will be uesd as 1, 1 in the original curve.&lt;br /&gt;
*No parameters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Built-in Curves==&lt;br /&gt;
{{Table232|&lt;br /&gt;
Many functions from [https://easings.net/ Easing functions] are provided built-in. All of the &#039;Quad&#039;, &#039;Cubic&#039;, &#039;Quart&#039;, &#039;Quint&#039;, &#039;Circ&#039; curves are avilable under the names used on the website. Additionally, all built-in curves also have &#039;reversed&#039; versions which decrease from 1 to 0 instead of ascending from 0 to 1, which end in &#039;Rev&#039; (such as &#039;easeInOutQuadRev&#039;).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Curves&lt;br /&gt;
&lt;br /&gt;
$Name: test1&lt;br /&gt;
$KeyFrames:&lt;br /&gt;
(0, 1): Polynomial, 2, true&lt;br /&gt;
(1, 0): Constant&lt;br /&gt;
&lt;br /&gt;
$Name: test2&lt;br /&gt;
$KeyFrames:&lt;br /&gt;
(0, 0): Circular&lt;br /&gt;
(0.5, 1): EaseInQuad&lt;br /&gt;
(1, 0): Constant&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inline Curves==&lt;br /&gt;
In all places where the engine and other tables ask for a curve by name, it is also possible to define a curve inline.&lt;br /&gt;
Defining curves inline is less powerful, but can be less of a hassle. Inline curves always follow the same pattern:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;(keyframe-X,keyframe-Y) operator (keyframe-X,keyframe-Y) ... &amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
with as many keyframes and operators chained together as required.&lt;br /&gt;
Possible operators are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;--&amp;lt;/tt&amp;gt; Linear Interpolation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;-|&amp;lt;/tt&amp;gt; Constant Interpolation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;-/&amp;lt;/tt&amp;gt; Square (Polynomial 2) Interpolation with Ease In&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;/-&amp;lt;/tt&amp;gt; Square (Polynomial 2) Interpolation with Ease Out&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
+nocreate&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
+Input: Lifetime&lt;br /&gt;
+Output: Laser Radius Mult&lt;br /&gt;
+Curve Name: (0,0) -- (0.5,1000) -- (1,0)&lt;br /&gt;
$Lifetime Curve:&lt;br /&gt;
+Input: Lifetime&lt;br /&gt;
+Output: Laser Glow R Mult&lt;br /&gt;
+Curve Name: (0,0) -- (0.5,1000) -- (1,0)&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66324</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66324"/>
		<updated>2025-09-22T02:12:23Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&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; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Object Shield&#039;&#039;&#039;: The number of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the parent of this particle has. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Parent Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the parent of this particle explodes. Note that a particle only has a parent if &amp;lt;tt&amp;gt;+Remain local to parent:&amp;lt;/tt&amp;gt; is enabled. Only works if the particle is parented to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Hitpoints&#039;&#039;&#039;: The number of hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Hitpoints Fraction&#039;&#039;&#039;: The fraction of hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Object Shield&#039;&#039;&#039;: The number of shield hitpoints the host of this particle spawner has.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Shield Fraction&#039;&#039;&#039;: The fraction of shield hitpoints the host of this particle spawner has. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship AB Fuel Left&#039;&#039;&#039;: The amount of afterburner fuel left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Countermeasures Left&#039;&#039;&#039;: The amount of countermeasures left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Weapon Energy Left&#039;&#039;&#039;: The amount of weapon energy left on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Engines&#039;&#039;&#039;: The fraction of energy going to engines on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Shields&#039;&#039;&#039;: The fraction of energy going to shields on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship ETS Weapons&#039;&#039;&#039;: The fraction of energy going to weapons on the host of this particle spawner. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship EMP Intensity&#039;&#039;&#039;: The intensity of EMP effects currently affecting the parent of this particle. Only works if the particle spawner is attached to a ship.&lt;br /&gt;
**&#039;&#039;&#039;Host Ship Time Until Explosion&#039;&#039;&#039;: The time in seconds until the host of this particle spawner explodes. Only works if the particle spawner is attached to a ship, and this ship is in its deathroll.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66321</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66321"/>
		<updated>2025-09-19T14:39:46Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Effect: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==$Emits Light:==&lt;br /&gt;
*If this is tabled, the particle will emit light during its lifetime&lt;br /&gt;
&lt;br /&gt;
===+Type:===&lt;br /&gt;
*The type of the light. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;Point&#039;&#039; - Will be a point light source at the particle&#039;s position&lt;br /&gt;
**&#039;&#039;As Particle&#039;&#039; - Will be a tube light the size of the particle if it has a length, will be a point light otherwise&lt;br /&gt;
**&#039;&#039;To Last Position&#039;&#039; - Will be a tube light from the particles position on the last frame to the particles position on the current frame&lt;br /&gt;
**&#039;&#039;Cone&#039;&#039; - Will be a cone light pointing in the direction of travel of the particle&lt;br /&gt;
&lt;br /&gt;
===+Light Radius:===&lt;br /&gt;
*How far the light shines. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Light Source Radius:===&lt;br /&gt;
*How large the light source itself is. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Intensity:===&lt;br /&gt;
*How bright the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Color:===&lt;br /&gt;
*What color the light is. Required if &#039;&#039;&#039;$Emits Light:&#039;&#039;&#039; is tabled.&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; as R G B respectively&lt;br /&gt;
&lt;br /&gt;
===+Cone Angle:===&lt;br /&gt;
*The angle of the outer cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Cone Inner Angle:===&lt;br /&gt;
*The angle of the inner cone of the light. Only has an effect for the cone type. Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66320</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66320"/>
		<updated>2025-09-19T14:33:56Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* +Output */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;, Multiplies the emission radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Source Radius Mult&#039;&#039;&#039;, Multiplies the source radius of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;, Multiplies the intensity of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;, Multiplies the red component a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;, Multiplies the green component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;, Multiplies the blue component of a light source attached to the particle, if any&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Angle Mult&#039;&#039;&#039;, Multiplies the angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
**&#039;&#039;&#039;Light Cone Inner Angle Mult&#039;&#039;&#039;, Multiplies the inner angle of the cone of a light source attached to the particle if it is tabled as a cone&lt;br /&gt;
&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66318</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66318"/>
		<updated>2025-09-15T02:48:20Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set. &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: representing the lifetime of the particle, not the spawner, from 0 to 1&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: The age of the particle in seconds&lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: The radius of the particle (not considering curve modifications)&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;: The velocity of the particle (not considering curve modification)&lt;br /&gt;
**&#039;&#039;&#039;Post-Curves Velocity&#039;&#039;&#039;: The velocity of the particle when accounting for curves. Note that when this is queried for the &#039;&#039;&#039;Velocity&#039;&#039;&#039; output, it will be identical to the unmodified &#039;&#039;&#039;Velocity&#039;&#039;&#039; input.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
**&#039;&#039;&#039;Length&#039;&#039;&#039;, Multiplies the length of the particle. Only works if a length is tabled at all for this particle.&lt;br /&gt;
**&#039;&#039;&#039;Anim State&#039;&#039;&#039;, sets the animation state of the particle, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: smoke_exhaust&lt;br /&gt;
   +Filename: particle_smoke01&lt;br /&gt;
   +Bitmap Alignment: Random&lt;br /&gt;
   +Radius: (0.1 0.5)&lt;br /&gt;
   +Duration: Always&lt;br /&gt;
   +Spawns per Second: 5&lt;br /&gt;
   +Particle Count Per Spawn: (1 2)&lt;br /&gt;
   +Direction: Aligned&lt;br /&gt;
   +Velocity Offset: 0,5,-5&lt;br /&gt;
$Particle Source Curve:&lt;br /&gt;
   +Input: Trigger Velocity&lt;br /&gt;
   +Output: Radius Mult&lt;br /&gt;
   +Curve Name: MB_SpeedCurve&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66307</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66307"/>
		<updated>2025-09-01T23:47:08Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $BeamInfo: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&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;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&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;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&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;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
{{Table190|&lt;br /&gt;
*A weapon_expl.tbl entry is no longer required.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters.&lt;br /&gt;
*Default: Half of the target&#039;s length width or depth, whichever is smallest.}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Muzzle Particle Effect:&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for the muzzle warmup particles of this beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+PCount&#039;&#039;, &#039;&#039;+PRadius&#039;&#039;, &#039;&#039;+PAngle&#039;&#039; and &#039;&#039;+PAni&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the &amp;lt;tt&amp;gt;+Particle Count Per Spawn:&amp;lt;/tt&amp;gt; (or &amp;lt;tt&amp;gt;+Number:&amp;lt;/tt&amp;gt; for legacy particles) for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
{{Table250|&lt;br /&gt;
**May be any positive number.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for this Pspew.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+Type&#039;&#039;, &#039;&#039;+Count&#039;&#039;, &#039;&#039;+Time&#039;&#039;, &#039;&#039;+Vel&#039;&#039;, &#039;&#039;+Radius&#039;&#039;, &#039;&#039;+Life&#039;&#039;, &#039;&#039;+Scale&#039;&#039;, &#039;&#039;+Z Scale&#039;&#039;, &#039;&#039;+Rotation Rate&#039;&#039;, &#039;&#039;+Offset&#039;&#039;, &#039;&#039;+Initial Velocity&#039;&#039; and &#039;&#039;+Bitmap&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&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;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66263</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66263"/>
		<updated>2025-08-01T00:10:19Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Particle Source Curve: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, the ship being hit by a weapon having damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Trigger Radius&#039;&#039;&#039;: The radius of whatever object caused the particles to spawn (such as the weapon hitting the ship, causing damage spew, etc).&lt;br /&gt;
**&#039;&#039;&#039;Trigger Velocity&#039;&#039;&#039;: The velocity of whatever object caused the particles to spawn.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66262</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66262"/>
		<updated>2025-08-01T00:08:21Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* +Input */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
**&#039;&#039;&#039;Total Particle Count&#039;&#039;&#039;: The total number of particles currently present in the mission.&lt;br /&gt;
**&#039;&#039;&#039;Particle Usage Score&#039;&#039;&#039;: The total number of particles currently present in the mission, divided by the current particle detail setting.&lt;br /&gt;
&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Virtual_Reality&amp;diff=66261</id>
		<title>Virtual Reality</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Virtual_Reality&amp;diff=66261"/>
		<updated>2025-07-30T11:10:26Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* The mod doesn&amp;#039;t show a mainhall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VR for Players==&lt;br /&gt;
This section explains how to set up and play FreeSpace in VR.&lt;br /&gt;
{{Note| AMD users: We have had reports of AMD cards resulting in horrific performance due to their bad OpenGL driver. If you are able to achieve acceptable performance with an AMD card, please tell us your GPU model and driver version.}}&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
FreeSpace uses OpenXR for its VR implementation. Make sure that you have installed and updated the required tools and drivers to use OpenXR-based games with your headset.&lt;br /&gt;
In addition, especially if you have SteamVR installed, it is also often advisable to set the driver from your headset (i.e. the Oculus app for Quest users) as the &amp;quot;default OpenXR runtime&amp;quot; instead of SteamVR.&lt;br /&gt;
{{Note| Users of WMR headsets (Asus / HP / Lenovo / etc.): WMR is &#039;&#039;&#039;not&#039;&#039;&#039; compatible with OpenGL, which FSO is built on, so you &#039;&#039;&#039;must&#039;&#039;&#039; use SteamVR as the default OpenXR runtime.}}&lt;br /&gt;
Now, download and install a mod manager for FreeSpace. We recommend [https://github.com/Shivansps/Knossos.NET/releases Knossos.NET] (which I&#039;ll refer to as Knossos from here).&lt;br /&gt;
When running it for the first time, it will ask you for installation files or a completed installation of retail FS2 (such as you can buy from GoG). While you can play Total Conversions of FreeSpace without this, you must own FS2 to play FS2-based mods including the VR mod.&lt;br /&gt;
&lt;br /&gt;
===FreeSpace 2 in VR===&lt;br /&gt;
In order to play FreeSpace 2, including our modern graphics updates, in VR, go to the explore tab in Knossos. Search for the mod called &amp;quot;VR FS2 MVPS&amp;quot; (MVPS being short for MediaVPs, the name for the graphical updates), and install it.&lt;br /&gt;
Knossos will automatically install all required dependencies, and once it&#039;s done, just click play.&lt;br /&gt;
===Other mods in VR===&lt;br /&gt;
If you want to play other mods than the retail campaign, things require a little more effort. &lt;br /&gt;
For the mod you want to play in VR, go into the &amp;quot;FSO Settings&amp;quot;. Make sure that you are running either FSO version 24.0 or the 20231206 nightly. Then, in the flag list, under the gameplay section, make sure the following settings are enabled:&lt;br /&gt;
* Run in window&lt;br /&gt;
* Capture the mouse within the window&lt;br /&gt;
* Stretch interface to fill screen&lt;br /&gt;
* Enable virtual reality mode&lt;br /&gt;
Under the Game Speed section:&lt;br /&gt;
* Disable vertical sync&lt;br /&gt;
And then add the following to the custom flags list: &amp;lt;tt&amp;gt;-window_res 1000x1000 -res 2500x2500&amp;lt;/tt&amp;gt;&lt;br /&gt;
The &amp;lt;tt&amp;gt;2500x2500&amp;lt;/tt&amp;gt; can be replaced by a resolution of your choice and your hardware capabilities.&lt;br /&gt;
Now, remember to click save in the FSO settings panel before you close it!&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting other mods in VR===&lt;br /&gt;
Not all mods will run immediately perfectly in VR. There will be some issues, some more serious then others. This list is supposed to help with them, but not all steps may be accurate for all mods, and may need to be adapted. I am aware that some of these may be asking for some more intricate mod editing and may require some expertise, so if you run into trouble or questions, don&#039;t hesitate to head over to the HLP discord for help.&lt;br /&gt;
====I want a cockpit / no floating HUD====&lt;br /&gt;
Begin by copying all files from the root package of the vr_mvps mod to any package of the mod you want to play.&lt;br /&gt;
Now, go into the tables folder and look for three files: &amp;lt;tt&amp;gt;cockpits_hud-shp.tbm&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;cockpits-shp.tbm&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;cockpits-hdg.tbm&amp;lt;/tt&amp;gt;.&lt;br /&gt;
For both &amp;lt;tt&amp;gt;-shp.tbm&amp;lt;/tt&amp;gt; files, copy one section starting with a &amp;lt;tt&amp;gt;$Name:&amp;lt;/tt&amp;gt;, and replace the name with the ship you want to add the cockpit to. Do this for all playable ships.&lt;br /&gt;
In the &amp;lt;tt&amp;gt;-hdg.tbm&amp;lt;/tt&amp;gt; file, look for all lines starting with &amp;lt;tt&amp;gt;$Ships:&amp;lt;/tt&amp;gt;, and add all playable ships.&lt;br /&gt;
If the mod is a total conversion, you will need to remove all FreeSpace ships from all three files.&lt;br /&gt;
Be aware that this will mess up any custom HUD gauges the mod has set up. Integrating those will require intricate understanding of the [[Hud_gauges.tbl]].&lt;br /&gt;
====The mod doesn&#039;t show a mainhall====&lt;br /&gt;
Mainhalls in FSO can be changed based on resolution and aspect ratio. Unfortunately, that means it&#039;s possible for there to be an aspect ratio or resolution where no sensible mainhall is defined, causing the mod to not load or display a black screen after pilot selction. &lt;br /&gt;
In the mod files, likely a package called root or so, look for the folder tables, and within, for a file called &amp;lt;tt&amp;gt;mainhall.tbl&amp;lt;/tt&amp;gt; or any file ending on &amp;lt;tt&amp;gt;-hall.tbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
Look for lines that either start with &amp;lt;tt&amp;gt;+Min Aspect Ratio:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Min Resolution:&amp;lt;/tt&amp;gt;. For both, look for the one with the smallest number. Now delete all lines starting with &amp;lt;tt&amp;gt;+Min Aspect Ratio:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Min Resolution:&amp;lt;/tt&amp;gt; respectively and that have this smallest number. If the mod still doesn&#039;t show you a working mainhall, repeat step until it does.&lt;br /&gt;
Please report this issue to the author of the mod, it should be fixed in the mod itself.&lt;br /&gt;
&lt;br /&gt;
====I can&#039;t read any messages====&lt;br /&gt;
You will notice that messages look like they are displayed twice on the screen, in a way that is unreadable with an HMD.&lt;br /&gt;
The mod is most likely using AxMessage to display messages in a more immersive manner, unfortunately incompatible with VR.&lt;br /&gt;
In the data folder of the root package of your mod, open the tables folder, or create it if it does not exist. Now, delete a file called &amp;lt;tt&amp;gt;axmsg-sct.tbm&amp;lt;/tt&amp;gt; if it exists.&lt;br /&gt;
Go into the same data/tables folder for the vr_mvps mod, and copy the &amp;lt;tt&amp;gt;axmsg-sct.tbm&amp;lt;/tt&amp;gt; file from there to the tables folder of the mod you want to play.&lt;br /&gt;
&lt;br /&gt;
==VR for Modders==&lt;br /&gt;
This section details how to make a mod compatible for VR and increase player satisfaction in VR play, and what steps are needed to ensure playability.&lt;br /&gt;
===Must Fix===&lt;br /&gt;
These steps are &#039;&#039;required&#039;&#039; to make VR-play possible at all.&lt;br /&gt;
====Ensure Resolution Compatibility====&lt;br /&gt;
Launch your mod in a Resolution of 1000x1000 and 3000x3000, and make sure that it is launch- and playable at that resolution (if your monitor can&#039;t handle that resolution, you can test it using &amp;lt;tt&amp;gt;-window_res 1000x1000&amp;lt;/tt&amp;gt;). Two notable common points of failure are the mainhall (make sure that you have at least one mainhall that is not locked by aspect ratio or resolution for this) and the ingame HUD (since this is also chosen based on resolution and aspect ratio, and these resolutions are rather uncommon, an error in the HUD configuration can easily slip past here).&lt;br /&gt;
&lt;br /&gt;
===Should Fix===&lt;br /&gt;
These steps are highly recommended, as not following them can lead to significant player dissatisfaction, but will not cause total unplayability of a mod.&lt;br /&gt;
====Scripted Rendering====&lt;br /&gt;
Rendering with scripts can easily lead to problems in VR, as the two eyes of a headset are no longer pixel-compatible. Every time you are rendering with a script, you must consider whether it&#039;ll break in VR. Consider in which of the five categories your rendering falls:&lt;br /&gt;
&lt;br /&gt;
# You are rendering to a hard-coded or table-loaded XY-position in 2D-space (examples: AxMessage, the VN script, the HUD escort list, etc).&lt;br /&gt;
# You are rendering to a position exclusively calculated from 3D-coordinates and &amp;lt;tt&amp;gt;vector.getScreenCoords()&amp;lt;/tt&amp;gt; (examples: RadarIcon script, target boxes, the lock-on indicator).&lt;br /&gt;
# You are rendering to a texture (either for later use or the texture of a ship), and not to the screen directly.&lt;br /&gt;
# You are rendering &#039;&#039;exclusively&#039;&#039; using the functions from &amp;lt;tt&amp;gt;HudGaugeDrawFunctions&amp;lt;/tt&amp;gt;, and are not using &#039;&#039;any&#039;&#039; functions from &amp;lt;tt&amp;gt;gr&amp;lt;/tt&amp;gt; to render on screen.&lt;br /&gt;
# You are rendering not during gameplay. Your rendercalls are restricted to only happen in menu states or other non-gameplay states.&lt;br /&gt;
&lt;br /&gt;
If you fall into groups 2, 3, 4, or 5, you don&#039;t need to worry. Those scripts will work just as well in VR, and will not cause visual glitches. However, if your script falls into group 1, as the vast majority of rendering scripts (including all Axem script except for Markboxes AFAIK) does, you will see anything rendered by your script as two blurry images, and not rendered properly in VR. To fix this, move your script into one of the other categories. If you have a cockpit, consider using one of its surfaces as a render target for your script to move it into category 3. Otherwise, you should convert the script into a scripted HUD gauge and move it into category 4.&lt;br /&gt;
&lt;br /&gt;
====Fixed-Camera Cutscenes====&lt;br /&gt;
Keep any fixed-camera cutscenes on the down-low. These have three major issues for VR-play.&lt;br /&gt;
&lt;br /&gt;
# Setting a custom FoV does not work. In VR-mode, the camera&#039;s FoV is determined exclusively from what the HMD requests, so setting the FoV has no effect.&lt;br /&gt;
# The player will still be able to look around, possibly (or rather probably) reducing whatever cinematic effect you had planned for&lt;br /&gt;
# Sudden, non-player controlled movement will likely cause some level of nausea, depending on the movement and its intensity.&lt;br /&gt;
&lt;br /&gt;
This is not to say that you cannot use any at all, especially since you will have predominantly non-VR players, but if your target audience is VR, remember that VR players will have much less enjoyment from this type of cutscene.&lt;br /&gt;
&lt;br /&gt;
====Correct use of On Frame hooks====&lt;br /&gt;
In VR mode, any &amp;lt;tt&amp;gt;On Frame&amp;lt;/tt&amp;gt; hook will run twice, once per eye. This means that doing any physics calculation in &amp;lt;tt&amp;gt;On Frame&amp;lt;/tt&amp;gt; is discouraged, as these calculations will also run twice. Especially if you rely on the difference to the last frame, you will get incorrect results in VR mode. Consider moving physics calculation to &amp;lt;tt&amp;gt;On Simulation&amp;lt;/tt&amp;gt; if possible instead.&lt;br /&gt;
&lt;br /&gt;
===Can Fix===&lt;br /&gt;
These steps are entirely optional for playability, but will improve the quality of life for players&lt;br /&gt;
====Few-Button Playability====&lt;br /&gt;
Consider that finding buttons on a keyboard is hard if you cannot see it. It should be possible to fully play through your mod without letting go of one position on the keyboard. Alternatively, when players use HOTAS-setups or similar, the buttons available on the HOTAS should ideally suffice to complete the campaign.&lt;br /&gt;
====Floating HUD in Cockpits====&lt;br /&gt;
If your mod already features modelled cockpits, consider moving &#039;&#039;all&#039;&#039; HUD elements to be rendered onto RTT-surfaces of the cockpit (even if these surfaces are just invisible planes in the model). Some players get dizzy from the axis-aligned floating HUD that is rendered when RTT surfaces are not available. HUD elements like the reticle, lead indicator, or any other HUD element that takes its position from 3D-coordinates are fine to not render onto RTT.&lt;br /&gt;
====Cockpit Scale====&lt;br /&gt;
Make sure that the scale of the cockpit is reasonably sensible. Since testing with no headtracking causes the scale of the cockpit to not matter, it&#039;s easy to accidentally ship a cockpit that is much too large or much too small to fit with the rest of the aesthetic. Unless you want your player to actually feel like they are flying a bus, aim to keep your cockpit smaller than 4 units (roughly corresponding to a meter) wide, and unless you want to cause claustrophobia, keep it wider than 0.8 units.&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapon_expl.tbl&amp;diff=66224</id>
		<title>Weapon expl.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapon_expl.tbl&amp;diff=66224"/>
		<updated>2025-07-09T08:54:43Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|6581}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*As of FSO25.0, this table is no longer required for anything, and is thus no longer parsed and will be ignored.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;weapon_expl.tbl&#039;&#039;&#039; defines the effect lods to use for weapon explosion effects.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wxp.tbm&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
*Originally, weapon_expl.tbl recorded the number of LODs for each explosion image.&lt;br /&gt;
*Regardless, when FS2 searches for additional LODs, it will use the animation with the specified name for LOD0, and then use &amp;quot;NAME_#&amp;quot; for additional LODs.&lt;br /&gt;
**Example: ExpMissileHit1.eff (LOD 0), ExpMissileHit1_1.eff (LOD1)&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
There is really only one section of weapon_expl.tbl, and that section has exactly one entry type.&lt;br /&gt;
*&#039;&#039;&#039;#Start&#039;&#039;&#039;&lt;br /&gt;
*The list of all weapon effects entries&lt;br /&gt;
*&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Effect==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines which explosion file this entry is for&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LOD:===&lt;br /&gt;
*Defines how many LODs this explosion file has (up to 4)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, of LODs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#Start&lt;br /&gt;
$Name:      ExpMissileHit1&lt;br /&gt;
$LOD:       3&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66223</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66223"/>
		<updated>2025-07-09T08:53:46Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Impact Explosion: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&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;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&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;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&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;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
{{Table190|&lt;br /&gt;
*A weapon_expl.tbl entry is no longer required.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Muzzle Particle Effect:&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for the muzzle warmup particles of this beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+PCount&#039;&#039;, &#039;&#039;+PRadius&#039;&#039;, &#039;&#039;+PAngle&#039;&#039; and &#039;&#039;+PAni&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
{{Table250|&lt;br /&gt;
**May be any positive number.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for this Pspew.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+Type&#039;&#039;, &#039;&#039;+Count&#039;&#039;, &#039;&#039;+Time&#039;&#039;, &#039;&#039;+Vel&#039;&#039;, &#039;&#039;+Radius&#039;&#039;, &#039;&#039;+Life&#039;&#039;, &#039;&#039;+Scale&#039;&#039;, &#039;&#039;+Z Scale&#039;&#039;, &#039;&#039;+Rotation Rate&#039;&#039;, &#039;&#039;+Offset&#039;&#039;, &#039;&#039;+Initial Velocity&#039;&#039; and &#039;&#039;+Bitmap&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&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;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66222</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=66222"/>
		<updated>2025-07-09T08:48:37Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: new particle options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the user presses the trigger down while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the user is firing the weapon and is holding the trigger down.&lt;br /&gt;
*Does not work for turrets.&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;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the user releases the trigger while this weapon is equipped.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&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;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&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;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Muzzle Particle Effect:&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for the muzzle warmup particles of this beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+PCount&#039;&#039;, &#039;&#039;+PRadius&#039;&#039;, &#039;&#039;+PAngle&#039;&#039; and &#039;&#039;+PAni&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
{{Table250|&lt;br /&gt;
**May be any positive number.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for this Pspew.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+Type&#039;&#039;, &#039;&#039;+Count&#039;&#039;, &#039;&#039;+Time&#039;&#039;, &#039;&#039;+Vel&#039;&#039;, &#039;&#039;+Radius&#039;&#039;, &#039;&#039;+Life&#039;&#039;, &#039;&#039;+Scale&#039;&#039;, &#039;&#039;+Z Scale&#039;&#039;, &#039;&#039;+Rotation Rate&#039;&#039;, &#039;&#039;+Offset&#039;&#039;, &#039;&#039;+Initial Velocity&#039;&#039; and &#039;&#039;+Bitmap&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&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;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66221</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66221"/>
		<updated>2025-07-09T08:39:48Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* Ships Table Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-11-13|d6b444c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&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;
{{Table3610|&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;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&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;
*This setting does nothing&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
==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 and cannot be the first character in the $Name: string. 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 [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&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. Moreover, &#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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&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;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&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 moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*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;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&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;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&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;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&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;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&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;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&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, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$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;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) 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;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&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;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&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; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in 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;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out 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;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&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;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&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;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
{{Table3610|&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 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;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&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;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$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;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can 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;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
{{Table3610|&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;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Allowed Firing Patterns for Dynamic Primary Linking:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the ship has dynamic primary linking enabled, defines the list of firing patterns which the player may cycle through using the appropriate control.&lt;br /&gt;
*This is optional. If not set, the only firing pattern available will be CYCLE FORWARD.&lt;br /&gt;
*Takes a list of patterns. The options are:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, for example, (&amp;quot;CYCLE FORWARD&amp;quot;, &amp;quot;CYCLE REVERSE&amp;quot;)}}&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;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be triggered when this ship&#039;s shields are hit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Shield Impact Explosion&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support 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;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support 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;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of 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;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&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;
====+Aburn Burn Rate:====&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;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&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;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&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;
=====+Alpha:=====&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&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;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&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;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&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;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&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;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&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;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&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;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&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;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&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;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&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;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&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;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&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;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&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;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&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;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&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;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&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;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&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;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&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;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_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 Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion 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;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&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;
====+Start Width:====&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;
====+End Width:====&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;
====+Start Alpha:====&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;
====+End Alpha:====&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&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;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&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;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&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 for the 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;
===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;
{{Table3610|&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; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&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;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &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;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&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; or &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; or &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; or &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;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&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 any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a modelled shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&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 thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66220</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66220"/>
		<updated>2025-07-09T08:38:36Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* Ships Table Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-11-13|d6b444c}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&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;
{{Table3610|&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;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&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;
*This setting does nothing&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
==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 and cannot be the first character in the $Name: string. 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 [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&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. Moreover, &#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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&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;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&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 moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*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;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&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;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&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;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&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;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Hitpoints Radius Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the hitpoints multiplier. By default this is -1 and thus disabled, but if set to a value greater than or equal 0, the debris hitpoints will be multiplied by this value and the radius of the debris submodel. Useful for making debris have hitpoints that vary based on size of the debris piece. &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&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;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&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, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$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;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) 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;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&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;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&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; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in 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;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out 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;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Debris Flame Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be added to debris spawned from this ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3610|&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;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&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;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
{{Table3610|&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 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;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&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;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$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;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can 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;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
{{Table3610|&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;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Allowed Firing Patterns for Dynamic Primary Linking:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the ship has dynamic primary linking enabled, defines the list of firing patterns which the player may cycle through using the appropriate control.&lt;br /&gt;
*This is optional. If not set, the only firing pattern available will be CYCLE FORWARD.&lt;br /&gt;
*Takes a list of patterns. The options are:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String list&#039;&#039;&#039;, for example, (&amp;quot;CYCLE FORWARD&amp;quot;, &amp;quot;CYCLE REVERSE&amp;quot;)}}&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;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/afterburner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
{{Table250|&lt;br /&gt;
If the current AI profile has the &#039;&#039;&#039;$ETS uses ship class power output:&#039;&#039;&#039; flag enabled, this will act as a multiplier for ETS energy.  For example, a ship with a power output of 2 will recharge its afterburner twice as fast as a ship with the same stats but a power output of 1.&lt;br /&gt;
}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support 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;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support 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;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of 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;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&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;
====+Aburn Burn Rate:====&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;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&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;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&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;
=====+Alpha:=====&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&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;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&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;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&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;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&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;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&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;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&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;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&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;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&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;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&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;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&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;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&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;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&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;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&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;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&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;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&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;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&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;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&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;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_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 Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion 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;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&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;
====+Start Width:====&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;
====+End Width:====&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;
====+Start Alpha:====&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;
====+End Alpha:====&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&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;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&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;
**Optional&lt;br /&gt;
**Rather than adding a new entry, an existing entry can be overriden by using its index in the list (starting at 0).&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&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 for the 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;
===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;
{{Table3610|&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; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&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;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &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;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&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; or &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; or &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; or &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;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&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 any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a modelled shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&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 thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66219</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66219"/>
		<updated>2025-07-09T08:35:54Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* +Spawn Position Volume: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]].&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume. &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====+Volume Position Offset:====&lt;br /&gt;
*Offsets this volume by a fixed offset.&lt;br /&gt;
*Optional&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;
====+Volume Point Towards:====&lt;br /&gt;
*Rotates this volume to point towards a specific point defined in the local spawner&#039;s orientation.&lt;br /&gt;
*Optional&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;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
Additionally, &#039;&#039;&#039;Fraction Particles Spawned&#039;&#039;&#039;, representing the how many particles have been spawned in this single spawn event, from 0 to 1.&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:   &#039;&#039;&#039;Offset Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Position Offset:&#039;&#039; around the spawner&#039;s orientation. &#039;&#039;&#039;Point To Rotate Around Fvec&#039;&#039;&#039;, which rotates the &#039;&#039;+Volume Point Towards:&#039;&#039; around the spawner&#039;s orientation.&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66218</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66218"/>
		<updated>2025-07-09T08:29:27Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Effect: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
==+Animation Reversed:==&lt;br /&gt;
*If this is true, the animation specified will play in reverse.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Velocity Offset:==&lt;br /&gt;
*Adds a constant velocity to particles spawned by this spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Ring===&lt;br /&gt;
Defines a ring perpendicular to the spawner&#039;s orientation&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the ring&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+On Edge:====&lt;br /&gt;
*Causes the particles to spawn just on the edge of the ring, rather than on the entire surface.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default false&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the ring volume&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
===Point===&lt;br /&gt;
Defines a single point only&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of:  which are multipliers for the respective tabled values of the point volume&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Ignore Velocity Inherit If Parented:==&lt;br /&gt;
*If set, the velocity inherit will be forced to 0 if the effect has a valid parent that can be used for [[#+Remain local to parent:]]. Useful to create effects that want to use [[#+Remain local to parent:]], but have to work in scenarios where sometimes only velocity inherit is available.&lt;br /&gt;
*Optional, default false&lt;br /&gt;
*Syntax: Boolean&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66217</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66217"/>
		<updated>2025-07-09T08:19:26Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: New particle curve inputs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Time Running&#039;&#039;&#039;: The time this sub-effect has been emit particles for.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Visual Size At Emitter&#039;&#039;&#039;: The visual size in pixels, based on the current viewing position, that the average particle will have if spawned at the particle source. This does not consider the Radius Mult particle curve output, and does not consider position changes from a Spawn Position Volume.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=66216</id>
		<title>Asteroid.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Asteroid.tbl&amp;diff=66216"/>
		<updated>2025-07-09T08:15:17Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Add particle effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5264}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;asteroid.tbl&#039;&#039;&#039; is used to define all of the asteroids and debris field pieces in-game.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-ast.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*&#039;&#039;&#039;#Asteroid Types&#039;&#039;&#039;&lt;br /&gt;
*Asteroid and debris data&lt;br /&gt;
*&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion:&#039;&#039;&#039;&lt;br /&gt;
**Defines the effect used when weapon strikes at asteroid&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Impact Explosion Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of the effect&lt;br /&gt;
**Syntax: &#039;&#039;Value&#039;&#039;, (meters)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Asteroid and Debris Data==&lt;br /&gt;
*Used to define asteroid types and their physical characteristics&lt;br /&gt;
*First three entries are different sized asteroids, small medium and large respectively, and are required.&lt;br /&gt;
&lt;br /&gt;
{{Table212|The following is no longer required. As many or as few &#039;special&#039; asteroids can be defined as desired.}}&lt;br /&gt;
*Then, each species requires 3 asteroids (retail used these for debris-type asteroids)&lt;br /&gt;
{{Table224|The following is only true if [[Asteroid.tbl#$Type:|$Type]] is not defined.}}&lt;br /&gt;
*The first 3 correspond to the 1st species in the [[species_defs.tbl]], the second to the next 3, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of asteroid or debris object. Does NOT need to be unique.&lt;br /&gt;
{{Table224|Name should be unique}}&lt;br /&gt;
*This will be used as the name in the targeting box when targeted, unless the name is &amp;quot;[Any species] Debris #&amp;quot;, where it will be displayed as &amp;quot;[Species] debris&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Display Name:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the text that will be used in the targetbox for this asteroid. Only used for debris type asteroids.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines the type of asteroid this is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; 1 for small asteroid, 2 for medium asteroid, 3 for large asteroid, -1 for debris}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file1:===&lt;br /&gt;
*Defines the name of the model file (.pof) used for asteroid or debris model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file2:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid or debris model of the set size&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Required for asteroid types, ignored otherwise}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF file3:===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Note: This does not work for debris chunks. The game will always only use POF file1.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defines the name of the alternate asteroid model&lt;br /&gt;
*If the object in question is has &#039;&#039;&#039;$POF file2:&#039;&#039;&#039; set as &#039;&#039;none&#039;&#039; then this entry is not needed&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Required for asteroid types, ignored otherwise}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String.pof&#039;&#039;&#039; or &#039;&#039;&#039;none&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail distance:===&lt;br /&gt;
*Definies the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;Integer list&#039;&#039;&#039; ), comma separated &#039;&#039;&#039;integers&#039;&#039;&#039;, one for each LOD&lt;br /&gt;
**Example: (0, 30, 80, 150)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Speed:===&lt;br /&gt;
*Defines the maximum velocity of the asteroid&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotational Velocity Multiplier:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Defines the value that randomized rotational velocity is multiplied by. For each spawned asteroid/debris object FSO first calculates a random normalized vector. Then it calculates a rotational value with the formula &#039;value of $Rotational Velocity Multiplier: * (frand()/4.0f + 0.1f)&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, multiplier value}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the damage type of the asteroid explosion. &#039;&#039;&#039;REQUIRES ADDITIONAL TABLE FILE&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, name of the damage type as referenced in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the explosion animations used for the asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, indices to fireballs defined in fireball.tbl}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Radius Mult:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the radius multiplier for the explosion fireballs, with a value of 1.0 causing the radius of the fireball to be equal to the radius of the asteroid. Defaults to 1.5 for large asteroids and 1.0 for others.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl inner rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl outer rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;Float&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*Defines the hitpoints of the asteroid or debris piece. Hitpoints are modified downward by skill level.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, hitpoints&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Split:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Semi-deprecated; still works but prefer [[Asteroid.tbl#$Split_Name:|$Split Name]] instead, especially if using modular tables.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;, an asteroid index. The first asteroid defined by the table has index 0, the second one has index 1, and so on.&lt;br /&gt;
*&#039;&#039;&#039;+Min:&#039;&#039;&#039;&lt;br /&gt;
**The minimum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max:&#039;&#039;&#039;&lt;br /&gt;
**The maximum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Split Name:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Defines what kind of asteroids this type of asteroid should split into when destroyed. You may define any number of $Split rules.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, an asteroid name.&lt;br /&gt;
*&#039;&#039;&#039;+Min:&#039;&#039;&#039;&lt;br /&gt;
**The minimum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max:&#039;&#039;&#039;&lt;br /&gt;
**The maximum number of spawned asteroids. Default 0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Spawn Weight:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines the relative frequency among other asteroids in the field to be spawned. The total number of asteroids is unchanged, but an asteroid with twice the Spawn weight of another will appear twice as frequently as it. &lt;br /&gt;
*Only used by &#039;debris&#039; asteroids&lt;br /&gt;
*The default is based on its position in the list: &lt;br /&gt;
**4, 7, 10 etc have a weight of 1. &lt;br /&gt;
**5, 8, 11, etc have a weight of 4. &lt;br /&gt;
**6, 9, 12, etc have a weight of 8.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, positive}}&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
*Single asteroid entry fos retail FS2 table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Asteroid Types&lt;br /&gt;
&lt;br /&gt;
$Name:               Small Asteroid&lt;br /&gt;
$POF file1:          ast03.pof&lt;br /&gt;
$POF file2:          asta03.pof&lt;br /&gt;
$POF file3:          astb03.pof&lt;br /&gt;
$Detail distance:    (0, 30, 80, 150)&lt;br /&gt;
$Max Speed:          60.0&lt;br /&gt;
$Expl inner rad:     0.0&lt;br /&gt;
$Expl outer rad:     0.0&lt;br /&gt;
$Expl damage:        0.0&lt;br /&gt;
$Expl blast:         0.0&lt;br /&gt;
$Hitpoints:          23&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Impact Explosion:            ExpMissilehit1&lt;br /&gt;
$Impact Explosion Radius:     20.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66165</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66165"/>
		<updated>2025-06-04T10:56:09Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Add noise fields to particles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius Mult&#039;&#039;&#039;, &#039;&#039;&#039;Bias Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation Mult&#039;&#039;&#039;, or &#039;&#039;&#039;Length Mult&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the spawn position of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Spawn Position Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled spawn position noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise:==&lt;br /&gt;
*This setting can be used to add random noise (sampled over the particle source lifetime and a curve-defined seed) to the velocity of particles.&lt;br /&gt;
*Optional&lt;br /&gt;
*Specified in ANL&#039;s (unfortunately poorly documented) [https://github.com/JTippetts/accidental-noise-library#expressions DSL].&lt;br /&gt;
&lt;br /&gt;
==+Velocity Noise Scale:==&lt;br /&gt;
*A random range, which is used to scale the sampled velocity noise vector.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66004</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66004"/>
		<updated>2025-01-30T13:07:39Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius&#039;&#039;&#039;, &#039;&#039;&#039;Bias&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation&#039;&#039;&#039;, or &#039;&#039;&#039;Length&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66003</id>
		<title>Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Particle_Effects&amp;diff=66003"/>
		<updated>2025-01-30T10:19:54Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Update the table to reflect the particle rework&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
This table has been significantly refactored for FSO 25.0.&lt;br /&gt;
For documentation of the old table style, see [[Legacy Particle Effects]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Particles as described here and as described in [[Legacy Particle Effects]] both share the &#039;&#039;&#039;*-part.tbm&#039;&#039;&#039; table, and can exist alongside oneanother within the same file.&lt;br /&gt;
*As such, it is not required to refactor legacy-style particles to the new format, unless the usage of newer features is desired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=$Effect:=&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Filename:==&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==+Bitmap Alignment:==&lt;br /&gt;
*Sets how the bitmap is aligned&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: One of &#039;&#039;&#039;Screen Aligned&#039;&#039;&#039;, &#039;&#039;&#039;Random&#039;&#039;&#039;, or &#039;&#039;&#039;Default&#039;&#039;&#039; (uses the setting defined globally in [[Game_settings.tbl#$Randomize particle rotation:]])&lt;br /&gt;
&lt;br /&gt;
==+Radius:==&lt;br /&gt;
*Sets the radius of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Exactly one of &#039;&#039;+Radius&#039;&#039; and &#039;&#039;+Parent Radius Factor&#039;&#039; is required.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Parent Radius Factor:==&lt;br /&gt;
*Sets the radius to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Length:==&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Lifetime:==&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Parent Lifetime Factor:==&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Remain local to parent:==&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==+Duration:==&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
==+Delay:==&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Spawns per second:==&lt;br /&gt;
*Specifies how many times per seconds particles will spawn from this effect. If this is not specified then the effect is triggered every frame. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
*Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==+Particle Count Per Spawn:==&lt;br /&gt;
*Sets the amount of particles created every time this effect spawns new particles. This is a [[Parsed random range]].&lt;br /&gt;
*This setting is multiplicative with &#039;&#039;+Spawns per second:&#039;&#039;. The former defines how often things are spawned, while &#039;&#039;+Particle Count Per Spawn:&#039;&#039; defined how many individual particles are spawned each time.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Direction:==&lt;br /&gt;
*Sets the direction of the particle spawner. This influences many following options, which will be marked with &#039;&#039;affected by orientation&#039;&#039;. Can be one of:&lt;br /&gt;
**&#039;&#039;Aligned&#039;&#039;: The direction of the particle spawner will be aligned by whatever created it. This  could be the direction a muzzle is facing, a weapon is flying, a beam is shooting, etc.&lt;br /&gt;
**&#039;&#039;HitNormal&#039;&#039;: The direction of the particle spawner will be set to the normal vector of the event that spawns the particle. This can be something like the normal vector of a weapon impact. If no normal vector exists for a given event, &#039;&#039;Aligned&#039;&#039; will be used instead.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The direction of the particle spawner will be set to the &#039;&#039;Aligned&#039;&#039; direction after it is reflected off using the normal vector. This is a good way of simulating armor deflecting a shot. If no normal vector is present in the current event, it&#039;ll be set to &#039;&#039;Aligned&#039;&#039; instead.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the &#039;&#039;Aligned&#039;&#039; vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
==+Position Offset:==&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*For effects spawned from sources will a full orientation, such as ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from sources that just have a defined forward vector, such as particles (as with trail effects) or beams, the X and Y axes will have no influence.&lt;br /&gt;
*Optional&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;
==+Spawn Position Volume:==&lt;br /&gt;
*Defines the volume around the particle effect spawner in which the particles will spawn (randomly distributed within the volume).&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: One of the following types&lt;br /&gt;
&lt;br /&gt;
===Spheroid===&lt;br /&gt;
====+Radius:====&lt;br /&gt;
*Specifies the radius of the volume&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Bias:====&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====+Stretch:====&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: float, default 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Radius&#039;&#039;&#039;, &#039;&#039;&#039;Bias&#039;&#039;&#039;, or &#039;&#039;&#039;Stretch&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
===Cone===&lt;br /&gt;
====+Deviation:====&lt;br /&gt;
*Specifies the standard deviation by how much an average particle will deviate from the given spawner direction in degrees.&lt;br /&gt;
*Exactly one of &#039;&#039;+Deviation&#039;&#039; or &#039;&#039;+Deviation Profile&#039;&#039; is required&lt;br /&gt;
*Syntax: float&lt;br /&gt;
====+Deviation Profile:====&lt;br /&gt;
*Specifies the deviation of a particle from the given spawner direction as a random range &#039;&#039;&#039;in radians&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Specifies the distance from the spawner at which particles spawn, in meters.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
====$Volume Curve:====&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
=====+Input=====&lt;br /&gt;
For possible inputs see [[#$Particle Source Curve:|the inputs for particle source curves]]&lt;br /&gt;
=====+Output=====&lt;br /&gt;
*One of: &#039;&#039;&#039;Deviation&#039;&#039;&#039;, or &#039;&#039;&#039;Length&#039;&#039;&#039;, which are multipliers for the respective tabled values of the spheroid volume&lt;br /&gt;
=====+Curve Name=====&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
=====+Random Scaling Factor:=====&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Random Translation:=====&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
=====+Wraparound:=====&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume:==&lt;br /&gt;
*Defines a volume. The position sampled in this volume is used as the velocity vector for the spawned particles. I.e., a sphere as the velocity volume will let the particles randomly accelerate outwards evenly.&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*See [[#+Spawn Position Volume:]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Volume Scale:==&lt;br /&gt;
*A random range, which is used to scale the velocity vector sampled from the velocity volume.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], default constant 1&lt;br /&gt;
&lt;br /&gt;
==+Velocity Direction Scale:==&lt;br /&gt;
*Sets whether the particles final velocity is scaled based on the direction of the velocity and the direction of the particle spawner. &lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional, default &#039;&#039;None&#039;&#039;&lt;br /&gt;
*Can be one of:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;: No scaling is applied&lt;br /&gt;
**&#039;&#039;Dot&#039;&#039;: The velocity is scaled by the dot product between the velocity orientation and the spawner orientation. This means that particles flying in the same direction as the spawner points to will be faster.&lt;br /&gt;
**&#039;&#039;Inverse Dot&#039;&#039;: The velocity is scaled by the inverse dot product between the velocity orientation and the spawner orientation. This means that no matter the direction the particle velocity points to, all particles will have the same velocity in the direction of the spawner (assuming that the scalar velocity of all particles is equal).&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Position:==&lt;br /&gt;
*If set, will add the particles relative position to the spawn point multiplied by this random range as velocity. This will make the particles naturally spread outwards from the spawner. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Has no effect if no spawn position volume is tabled.&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity From Position&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity From Position:==&lt;br /&gt;
*See [[#Velocity From Position:]], except that the position is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==+Velocity From Orientation:==&lt;br /&gt;
*If set, will add the spawners orientation multiplied by this random range as velocity. This will make the particles naturally move in the direction the spawner points to. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*&#039;&#039;affected by orientation&#039;&#039;&lt;br /&gt;
*Optional.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Velocity Inherit:==&lt;br /&gt;
*If set, will add the parent&#039;s velocity multiplied by this random range as velocity for the particle. This will make the particles naturally move along with their spawning entity. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Optional. Mututally exclusive with &#039;&#039;+Absolute Velocity Inherit&#039;&#039;.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
==+Absolute Velocity Inherit:==&lt;br /&gt;
*See [[#+Velocity Inherit:]], except that the parent velocity is normalized before applying the random range.&lt;br /&gt;
&lt;br /&gt;
==$Particle Lifetime Curve:==&lt;br /&gt;
*A modular curve set (though currently not fully fledged). &lt;br /&gt;
*This modular curve set affects the spawned &#039;&#039;&#039;particle&#039;&#039;&#039; during its lifetime, and not to the spawner of the particles.&lt;br /&gt;
*Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of the following: &#039;&#039;&#039;Lifetime&#039;&#039;&#039; (representing the lifetime of the particle, not the spawner)&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Radius&#039;&#039;&#039;: Multiplies the radius of the particle&lt;br /&gt;
**&#039;&#039;&#039;Velocity&#039;&#039;&#039;, Multiplies the velocity of the particle&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
&lt;br /&gt;
==$Particle Source Curve:==&lt;br /&gt;
*A modular curve set. Repeated occurrences of the following:&lt;br /&gt;
===+Input===&lt;br /&gt;
*One of:&lt;br /&gt;
**&#039;&#039;&#039;Host Radius&#039;&#039;&#039;: The radius of whatever object the particle spawner is attached to (such as the weapon spewing the particles, etc).&lt;br /&gt;
**&#039;&#039;&#039;Host Velocity&#039;&#039;&#039;: The velocity of whatever object the particle spawner is attached to.&lt;br /&gt;
**&#039;&#039;&#039;Effects running&#039;&#039;&#039;: The fraction of sub-effects of this effect that are still emitting particles.&lt;br /&gt;
**&#039;&#039;&#039;Spawntime Left&#039;&#039;&#039;: The remaining time this sub-effect will emit particles for.&lt;br /&gt;
===+Output===&lt;br /&gt;
*One of: &lt;br /&gt;
**&#039;&#039;&#039;Particle Number Mult&#039;&#039;&#039;: Multiplies the number of particles created each spawn&lt;br /&gt;
**&#039;&#039;&#039;Particle Frequency Mult&#039;&#039;&#039;: Multiplies the frequency with which particles are spawned&lt;br /&gt;
**&#039;&#039;&#039;Radius Mult&#039;&#039;&#039;: Multiplies the initial radius of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Length Mult&#039;&#039;&#039;: Multiplies the initial length of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Lifetime Mult&#039;&#039;&#039;: Multiplies the lifetime of spawned particles&lt;br /&gt;
**&#039;&#039;&#039;Velocity Volume Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity volume&lt;br /&gt;
**&#039;&#039;&#039;Velocity Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity inherit&lt;br /&gt;
**&#039;&#039;&#039;Velocity Position Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from position&lt;br /&gt;
**&#039;&#039;&#039;Velocity Orientation Inherit Mult&#039;&#039;&#039;: Multiplies the velocity obtained from the tabled velocity from orientation&lt;br /&gt;
===+Curve Name===&lt;br /&gt;
*The name of the curve which maps the input to the output&lt;br /&gt;
*Syntax: string, the curve name&lt;br /&gt;
===+Random Scaling Factor:===&lt;br /&gt;
*A random range, which is used to divide the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Random Translation:===&lt;br /&gt;
*A random range, which is used to offset the input by the sampled value.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
===+Wraparound:===&lt;br /&gt;
*If set, values outside the defined range of the curve will be wrapped around instead of clipped.&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: boolean, default true&lt;br /&gt;
&lt;br /&gt;
==$Trail Effect:==&lt;br /&gt;
*Adds a particle trail to this effect&lt;br /&gt;
*Optional, mutually exclusive with &#039;&#039;$Trail Inline Effect&#039;&#039;&lt;br /&gt;
*Syntax: string, the name of a particle effect (must be defined previously)&lt;br /&gt;
&lt;br /&gt;
==$Trail Inline Effect:==&lt;br /&gt;
*Adds a particle trail to this effect, defined inline&lt;br /&gt;
*It is not possible to define inline trails for inline trails due to parsing ambiguity. If you really need trails of trails of particles, use &#039;&#039;$Trail Effect:&#039;&#039;&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Trail Inline Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Trail Inline Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$Continue Trail Effect:===&lt;br /&gt;
*Adds a new sub-effect to the trail&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
See [[#$Continue Effect:]]&lt;br /&gt;
&lt;br /&gt;
==$Continue Effect:==&lt;br /&gt;
*Adds a new sub-effect to this effect.&lt;br /&gt;
*This will then spawn multiple different types of particle effect if the parent effect is called. Similar to the legacy composite effect type.&lt;br /&gt;
*Optional, can be repeated multiple times&lt;br /&gt;
*Syntax: Define a new particle just as if &#039;&#039;$Continue Effect:&#039;&#039; had been &#039;&#039;$Effect&#039;&#039;. It will not need a name to be specified after &#039;&#039;$Continue Effect:&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Legacy_Particle_Effects&amp;diff=66002</id>
		<title>Legacy Particle Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Legacy_Particle_Effects&amp;diff=66002"/>
		<updated>2025-01-30T08:53:36Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Copy the particle effects table definition for legacy documentation purposes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2024-08-26|91a673ac586a57e8f7793f08985b6f17a7fd1aa7}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
&lt;br /&gt;
Particle Effects is a SCP feature which allows to define custom particle effects that can be assigned to various engine properties.&lt;br /&gt;
&lt;br /&gt;
=Deprecation notice=&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;This method of specifying particle effects is deprecated!&#039;&#039;&#039;&lt;br /&gt;
*The new method for specifying particle effects is described here: [[Particle_Effects]]&lt;br /&gt;
*This old table format will continually work. There is no need to update existing tables to the new format.&lt;br /&gt;
*New particles should use the new format in order to take advantage of new features. There is no feature of the old table style that cannot be recreated in the new table style.&lt;br /&gt;
*Both the old and the new table style can be used alongside one another within the same table.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=General Info=&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-part.tbm. This table type &#039;&#039;&#039;&#039;&#039;does not have a main table&#039;&#039;&#039;&#039;&#039; like the other types. All particle effects must be specified in modular tables. Currently there is no support for the usual &#039;&#039;+nocreate&#039;&#039; ability the other modular tables have but that will be added in the future. Parts of this documentation are written with with &#039;&#039;+nocreate&#039;&#039; in mind for when that is implemented.&lt;br /&gt;
&lt;br /&gt;
*Begins with #Particle Effects&lt;br /&gt;
*Contains zero or more particle effect definitions&lt;br /&gt;
*Ends with #End&lt;br /&gt;
&lt;br /&gt;
Particle effects are created by specifying a name and a type. The type dictates which values are valid and will be described below.&lt;br /&gt;
&lt;br /&gt;
==$Effect:==&lt;br /&gt;
*Creates a new effect and specifies its name. The name must be at least one character long.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Type:===&lt;br /&gt;
*Sets the type of this effect. See [[#Effect Types|Effect Types]] for possible values.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Filename:===&lt;br /&gt;
*Sets the filename of the animation that should be used. &lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Allows for setting list of filenames the animation should use. If multiple animations are listed it picks randomly from the list for each spawned animation. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; or &#039;&#039;&#039;String List&#039;&#039;&#039;, filename(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Size:===&lt;br /&gt;
*Sets the size of the created particles. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Size Factor:===&lt;br /&gt;
*Sets the size to be a factor of the current size of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; wasn&#039;t used, but only one between +Size and +Parent Size Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Length:===&lt;br /&gt;
*If specified, orients the animation along its velocity, and stretches it by this distance. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Lifetime:===&lt;br /&gt;
*Sets the life time of the particles. This is a random range; see [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039; in which case the runtime of the animation is used. Defaults to &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;.&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Parent Lifetime Factor:===&lt;br /&gt;
*Sets the lifetime to be a factor of the remaining lifetime of the particle that spawned it. Only works when spawned as a trail particle effect of another particle. This is a random range; see [[Parsed random range]].&lt;br /&gt;
*This is optional, but only one between +Lifetime and +Parent Lifetime Factor may be used.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Size over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s size over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the size multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
===+Velocity scalar over lifetime curve:===&lt;br /&gt;
*Specifies the curve to use for changing the particle&#039;s velocity over time&lt;br /&gt;
*The lifetime of the particle (0-1) is X, the velocity multiplier is Y (negative Y values cause the particle to move backwards, etc).&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table242|&lt;br /&gt;
===+Offset:===&lt;br /&gt;
*Offsets the position of the particle source relative to the spawner. Positive Z means &amp;quot;forward&amp;quot;.&lt;br /&gt;
*For effects spawned from ships (including primary or secondary muzzle effects) and weapons (including hit effects), all three dimensions will work correctly.&lt;br /&gt;
*For effects spawned from particles (as with +Trail effects) or from beams, the X and Y axes will not behave in a sensible fashion! You use them at your own risk.&lt;br /&gt;
*For turret muzzle effects, the X and Y axes will have no effect; only the Z axis will work.&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;
===+Remain local to parent:===&lt;br /&gt;
*If this is true, the effect will be &#039;parented&#039; to its spawner, and will move with it, inheriting all changes to the spawner&#039;s position and orientation. Very useful for some types of muzzle effect.&lt;br /&gt;
*Defaults to false.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Effect Types=&lt;br /&gt;
There are multiple different types of effects. They are specified by passing the given name to &#039;&#039;$Type&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Single==&lt;br /&gt;
This effect type creates exactly one particle per processing step.&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a $Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
==Composite==&lt;br /&gt;
A composite effects contains multiple other effects which are all displayed at the same time. This is useful if you want to create complex effects that require more than one individual particle effect. The amount of child effects is not limited. This type currently does not support &#039;&#039;+nocreate&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===+Child effect:===&lt;br /&gt;
*This specifies a child effect that should be added to the composite effect. The effect is specified using [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Cone==&lt;br /&gt;
This effects creates multiple particles which are sent in a direction determined by a cone around a specific direction. The particles are created in a [https://en.wikipedia.org/wiki/Normal_distribution normal distribution] around the direction vector. That means that more particle are created along the direction vector than far away from it. The velocity of a particle is scaled based on the angle it is away from the direction vector. This may be changed in the future to allow different effects.&lt;br /&gt;
&lt;br /&gt;
===+Deviation:===&lt;br /&gt;
*Sets the standard deviation from the direction vector. Must not be 0 (though 0.1 is acceptable).&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039;, in degrees&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Direction:===&lt;br /&gt;
*Sets the direction the cone will be centered around. Can be one of:&lt;br /&gt;
**&#039;&#039;Incoming&#039;&#039;: The direction vector is the direction of the particle source, e.g. for a weapon this would be the orientation it is currently facing.&lt;br /&gt;
**&#039;&#039;Normal&#039;&#039;: The normal vector of the particle source. This data may not exist for all sources. The debug log file will contain the warning message &amp;quot;&amp;lt;tt&amp;gt;Effect &#039;&amp;lt;EffectName&amp;gt;&#039; tried to use normal direction for source without a normal!&amp;lt;/tt&amp;gt;&amp;quot; if an effect tries to use the normal vector without it existing.&lt;br /&gt;
**&#039;&#039;Reflected&#039;&#039;: The reflected vector from incoming and normal vector. This is a good way of simulating armor deflecting a shot. This direction requires the normal for work properly so the same warning message as above may appear in your log if the source has no normal vector assigned to it.&lt;br /&gt;
**&#039;&#039;Reverse&#039;&#039;: The reverse of the incoming vector&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, one of the strings specified above&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
==Sphere==&lt;br /&gt;
This effect creates particles which are randomly sent in all directions.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
==Volume==&lt;br /&gt;
This effect creates particles within a spherical (or ellipsoidal) volume.&lt;br /&gt;
&lt;br /&gt;
===+Velocity:===&lt;br /&gt;
*Sets the velocity of the created particles. This is a [[Parsed random range]]. This value will be scaled based the particle&#039;s starting distance from the center of the volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Number:===&lt;br /&gt;
*Sets the amount of particles created for every frame the effect is active. This is a [[Parsed random range]].&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
&lt;br /&gt;
===+Chance:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets a chance to spawn for each particle specified by +Number&lt;br /&gt;
*Syntax: &#039;&#039;&#039;float&#039;&#039;&#039; between 1.0 and 0.0. 1.0 is a 100% chance, and 0.0 is a 0% chance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Volume radius:===&lt;br /&gt;
*Sets the radius of the spherical volume.&lt;br /&gt;
*Required if &#039;&#039;+nocreate&#039;&#039; is not present&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Bias:===&lt;br /&gt;
*Causes the particles to spawn more frequently near the edges or near the center. Values greater than 1 bias the particles toward the center, less than 1 biases them towards the edge.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Stretch:===&lt;br /&gt;
*&#039;Stretches&#039; or squashes the spherical volume into an ellipsoid. Values greater than 1 stretch it, less than 1 squashes it.&lt;br /&gt;
*This is optional.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table220|&lt;br /&gt;
===+Parent Velocity Factor:===&lt;br /&gt;
*Allows the particles to inherit the velocity of an attached object, like a weapon/ship/particle if applicable, or the last velocity of the associated weapon in the case of a weapon&#039;s $Impact Effect. &lt;br /&gt;
*0 is none of the velocity, 1 is 100% of the velocity, but the value can exceed those in either direction if desired.&lt;br /&gt;
*Syntax: See [[Parsed random range]]&lt;br /&gt;
*Default: 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Duration:===&lt;br /&gt;
*Sets for how long this effect will be active. The duration can be once, always or a random range. If the effect should run only once then you can use the string &#039;&#039;Onetime&#039;&#039;. If the effect should always be active you can specify the string &#039;&#039;Always&#039;&#039;. Otherwise a non-negative random range is expected.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;Onetime&#039;&#039;, &#039;&#039;Always&#039;&#039;, or a [[Parsed random range]].&lt;br /&gt;
&lt;br /&gt;
===+Delay:===&lt;br /&gt;
*Specifies after how much time after the effect is triggered the effect starts creating particles. This is not a valid option if the duration is &#039;&#039;Onetime&#039;&#039;.&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: See [[Parsed random range]], or the string &#039;&#039;&amp;lt;none&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===+Effects per second:===&lt;br /&gt;
*Specifies how many times per second this effect is triggered. If this is not specified then the effect is triggered every frame. &amp;quot;Triggering&amp;quot; an effect means that one instance of the effect with the properties from above is created. If this is specified then the amount of triggers per second is always the same regardless of the FPS the game is running at. Values higher than the FPS (e.g. 120 if the game is running at 60 FPS) are handled correctly and will trigger the effect multiple times per frame if necessary.&lt;br /&gt;
{{Table242| &lt;br /&gt;
Batches of particles spawned at different points during a frame will be spawned at the correct positions along a moving spawner entity&#039;s trajectory, with millisecond precision, rather than all &#039;clumping&#039; at the spawner&#039;s final position for that frame. This works for particles spawned from objects (like ships and weapons), and ones spawned from other particles (as with a +Trail effect), but does not currently work for particles spawned from beams.&lt;br /&gt;
}}&lt;br /&gt;
*This is optional&lt;br /&gt;
*Syntax: &#039;&#039;number&#039;&#039;. Must be greater than 0.&lt;br /&gt;
&lt;br /&gt;
===+Trail effect:===&lt;br /&gt;
*Sets the particle effect used for the trail of the created particles. This option uses [[#Inline effect creation]].&lt;br /&gt;
*Optional&lt;br /&gt;
*Syntax: See [[#Inline effect creation]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Inline effect creation==&lt;br /&gt;
At some places in this table a particle effect may be created within another particle effect. This is used for composite effects and particle trails. If inline creation is valid for an option then you may either specify a name of a previously defined effect or use &#039;&#039;&#039;$New Effect&#039;&#039;&#039; which will create a new, unnamed effect. If a name is specified then that effect must be already defined. In order to ensure that the effect is always defined no matter in which order the effect tables are parsed the effect should be defined in the same table. Some options using this construct require a specific type of effect. That will be noted in the documentation of the option.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;$New Effect&#039;&#039;&#039; is used then a new unnamed effect is created. If the surrounding option has not forced an effect type then you can specify it using the standard syntax described above. All options are the same as if the effect would have been parsed in the normal way. &#039;&#039;+nocreate&#039;&#039; is not valid within this element.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Particle Effects&lt;br /&gt;
&lt;br /&gt;
$Effect: MassDriverImpact&lt;br /&gt;
$Type: Cone&lt;br /&gt;
	+Filename: exp05&lt;br /&gt;
	+Size: (5 7)&lt;br /&gt;
	+Lifetime: (0.6)&lt;br /&gt;
	+Deviation: 5&lt;br /&gt;
	+Velocity: CURVE CurvePolyDown5.0 (500 700)&lt;br /&gt;
	+Number: NORMAL (20 30)&lt;br /&gt;
	+Direction: Reflected&lt;br /&gt;
	+Trail effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp20&lt;br /&gt;
			+Size: CURVE CurveCircDown&lt;br /&gt;
			+Lifetime: (1)&lt;br /&gt;
			+Duration: Always&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$Effect: ApocalypseIgnition&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: exp20&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
&lt;br /&gt;
$Effect: Small_Explosion&lt;br /&gt;
$Type: Single&lt;br /&gt;
	+Filename: (&amp;quot;exp20&amp;quot; &amp;quot;exp05&amp;quot;)&lt;br /&gt;
	+Size: (10 20)&lt;br /&gt;
	&lt;br /&gt;
$Effect: ApocalypseHomed&lt;br /&gt;
$Type: Composite&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp05&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
	+Child effect: $New Effect&lt;br /&gt;
		$Type: Single&lt;br /&gt;
			+Filename: exp06b&lt;br /&gt;
			+Size: (5 7)&lt;br /&gt;
			+Duration: (2 10)&lt;br /&gt;
			+Delay: (8 15)&lt;br /&gt;
			+Effects per second: 20&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66001</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=66001"/>
		<updated>2025-01-30T08:46:13Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Add Particle Rework options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2022-10-07 UTC|0dfed6de4be6747fcbcf9c35f8c35996d9d7259b}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&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;
{{Table3610|&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;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&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;
*This setting does nothing&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
==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 and cannot be the first character in the $Name: string. 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 [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&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. Moreover, &#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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&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;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&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 moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*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;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&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;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&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;
===$Impact Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used on weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Spew&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&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;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for the smoke of a weapon impact,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Damage Spew&#039;&#039; is not a valid option!&lt;br /&gt;
*Note that the scaling applied by &#039;&#039;$Damage Spew&#039;&#039; &#039;&#039;&#039;is not&#039;&#039;&#039; applied to&#039;&#039;$Damage Spew Effect:&#039;&#039; automatically. If desired, it has to be manually added using &#039;&#039;$Particle Source Curve:&#039;&#039; within the particle definition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&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;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&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, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$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;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) 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;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&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;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Aims at Flight Cursor:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Enables flight cursor-style flying for the ship, and causes the ship to fire in the direction of the cursor.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Only works for players! AI may need a system like autoaim to mimic it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===+Extent:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Required if the above is true.&lt;br /&gt;
*How many degrees away from the center the player is allowed to shoot, using the flight cursor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&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; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in 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;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;[Fireball Unique ID]&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out 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;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a ship is splitting apart,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Splitting Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Effect:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used when a knossos type object is dying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Alternate Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the 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;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&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;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$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;
{{Table3610|&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;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&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;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight 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;
{{Table3610|&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 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;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
====+Max Shield Impact Effect Radius:====&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Caps the size of the visual effect displayed on the shield mesh from impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support 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;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support 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;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of 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;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&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;
====+Aburn Burn Rate:====&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;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&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;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&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;
=====+Alpha:=====&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&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;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&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;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&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;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&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;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&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;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&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;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&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;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&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;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&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;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&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;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&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;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&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;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&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;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&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;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&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;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&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;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&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;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_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 Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion 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;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Defines the alternative particle thruster.&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Effect:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for thruster and afterburner effects.&lt;br /&gt;
*Any number of thruster and afterburner particles can be specified here.&lt;br /&gt;
*Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
*These can be used both instead and in combination with the legacy particles (&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;, &#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;) described below&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&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;
====+Start Width:====&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;
====+End Width:====&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;
====+Start Alpha:====&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;
====+End Alpha:====&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&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;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&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 for the 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;
===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;
{{Table3610|&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; or &amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&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;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot; or &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;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&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; or &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; or &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; or &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;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targetable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does not enable any type-specific behavior&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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;don&#039;t collide invisible&amp;quot; or &amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collidable (For example, a hangar entrance)&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 any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a modelled shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===no weapon damage scaling&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapons that impact this ship will not by scaled according to &#039;big damage&#039; or supercap rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&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 thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t bank when turning&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship will not bank when changing its heading.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t clamp max velocity&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: the ship&#039;s velocity will not be limited by its tabled max velocity, provided the max velocity is greater than 0.  Use with caution!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;instantaneous acceleration&amp;quot;===&lt;br /&gt;
{{Table210|All maneuvers by this ship class will have the same effect as the equivalent flag in &amp;lt;tt&amp;gt;ship-maneuver&amp;lt;/tt&amp;gt;: whenever the ship decides to change speed, it will instantaneously reach its desired speed.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact debris&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
Turns off the tiny debris shards that are typically spawned when something impacts a ship. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65682</id>
		<title>Weapons.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=65682"/>
		<updated>2024-05-12T15:09:46Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2023-10-25|bb47531c55b16bc9a965b446aecd431b6a7ef535}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primaries weapons&#039;&#039;&#039; as well as &#039;&#039;&#039;beam cannons&#039;&#039;&#039; and &#039;&#039;&#039;flak cannons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***I haven&#039;t got any ideas for this one.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&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;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&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;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&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;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&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;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&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;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the shield impact explosion, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This controls how the FOF increases over time while the weapon is firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots every time the weapon is fired.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=65681</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=65681"/>
		<updated>2024-05-12T15:08:13Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Cockpit Driven Animations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2022-10-07 UTC|0dfed6de4be6747fcbcf9c35f8c35996d9d7259b}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&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;
{{Table3610|&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;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&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;
*This setting does nothing&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
==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 and cannot be the first character in the $Name: string. 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 [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&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. Moreover, &#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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&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;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Cockpit Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven cockpit animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Cockpit Animations! If you need cockpit animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&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 moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*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;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&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;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&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;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Density:&#039;&#039;&#039;&lt;br /&gt;
**Same as [[Ship.tbl#$Density:|Density]] but only applied to the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&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;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&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, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$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;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) 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;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&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;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&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; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in 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;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out 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;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the 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;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&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;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$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;
{{Table3610|&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;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&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;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight 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;
{{Table3610|&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 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;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support 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;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support 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;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of 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;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&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;
====+Aburn Burn Rate:====&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;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&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;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&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;
=====+Alpha:=====&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&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;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&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;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&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;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&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;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&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;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&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;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&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;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&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;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&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;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&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;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&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;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&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;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&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;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&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;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&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;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&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;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&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;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_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 Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion 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;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&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;
====+Start Width:====&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;
====+End Width:====&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;
====+Start Alpha:====&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;
====+End Alpha:====&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&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;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&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 for the player to fly the ship&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;
{{Table3610|&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;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&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;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&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;
{{Table3610|&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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 any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&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 thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Animation_Drivers&amp;diff=65680</id>
		<title>Animation Drivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Animation_Drivers&amp;diff=65680"/>
		<updated>2024-05-12T15:05:53Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Player Control Animation Driver Sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Table240|&lt;br /&gt;
This page details how &amp;lt;tt&amp;gt;$Driven Animations:&amp;lt;/tt&amp;gt; segments are parsed when encountered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Animation driver allow for pegging animations to certain properties of the ship. Some examples it allows would be an animation whose speed is proportional to the ship speed. Or an animation that is animating over the ETS value instead of time. Basically anything where something of the ship will influence how the animation works.&lt;br /&gt;
&lt;br /&gt;
=Possible Driver Sources=&lt;br /&gt;
The following are valid depending on which type of thing this animation is running. Note that stuff like a ship is &#039;&#039;also&#039;&#039; an object, so a ship would be able to use both ship and object driver sources.&lt;br /&gt;
==Ships==&lt;br /&gt;
*&#039;&#039;&#039;ETSShield&#039;&#039;&#039;: The current ETS value of the shields.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
*&#039;&#039;&#039;ETSEngine&#039;&#039;&#039;: The current ETS value of the engine.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
*&#039;&#039;&#039;ETSWeapons&#039;&#039;&#039;: The current ETS value of the weapons.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
==Objects==&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: The current total speed of the object.&lt;br /&gt;
**Unit: m/s&lt;br /&gt;
*&#039;&#039;&#039;SpeedForward&#039;&#039;&#039;: The current speed of an object in the direction it is facing.&lt;br /&gt;
**Unit: m/s&lt;br /&gt;
*&#039;&#039;&#039;Pitch&#039;&#039;&#039;: The pitch of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
*&#039;&#039;&#039;Bank&#039;&#039;&#039;: The bank of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
*&#039;&#039;&#039;Heading&#039;&#039;&#039;: The heading of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
==Anything==&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039;: Must be followed by two numbers, indicating the range of the random number.&lt;br /&gt;
**The random generated will be identical for each combination of driver + object. I.e. if this driver set affects two animations, both will get the same random number when invoked on one object. On a different object however, they&#039;ll have a different shared random number.&lt;br /&gt;
**Usage: &amp;lt;tt&amp;gt;Random 0 5&amp;lt;/tt&amp;gt; will produce a random number between 0 and 5&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;ControlAccelForward&#039;&#039;&#039;: How much the player commands forward acceleration for the player ship&lt;br /&gt;
**Unit: -1 to 1&lt;br /&gt;
*&#039;&#039;&#039;ControlAccelLateral&#039;&#039;&#039;: How much the player commands lateral acceleration for the player ship&lt;br /&gt;
**Unit: -1 to 1&lt;br /&gt;
*&#039;&#039;&#039;ControlAccelVertical&#039;&#039;&#039;: How much the player commands vertical acceleration for the player ship&lt;br /&gt;
**Unit: -1 to 1&lt;br /&gt;
*&#039;&#039;&#039;ControlRotationPitch&#039;&#039;&#039;: How much the player commands pitch rotation for the player ship&lt;br /&gt;
**Unit: -1 to 1&lt;br /&gt;
*&#039;&#039;&#039;ControlRotationBank&#039;&#039;&#039;: How much the player commands bank rotation for the player ship&lt;br /&gt;
**Unit: -1 to 1&lt;br /&gt;
*&#039;&#039;&#039;ControlRotationHeading&#039;&#039;&#039;: How much the player commands heading rotation for the player ship&lt;br /&gt;
**Unit: -1 to 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Possible Driver Targets=&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: A multiplier for the speed at which an animation runs. Has no effect on animations with +Time Remap&lt;br /&gt;
*&#039;&#039;&#039;Time&#039;&#039;&#039;: Will set the current time of the animation. &#039;&#039;&#039;Only&#039;&#039;&#039; use this for Startup Drivers. Chances are that you want +Time Remap instead otherwise.&lt;br /&gt;
&lt;br /&gt;
=Parsing (+Driver Set:)=&lt;br /&gt;
*Each Driver set specifies one way of how animations are coupled with the ship and a list of animations to be driven with this set of drivers.&lt;br /&gt;
*Can be repeated as needed.&lt;br /&gt;
==+Time Remap:==&lt;br /&gt;
*Optional&lt;br /&gt;
*This type of driver will make the affected animations not run with time, but with the specified driver source. Will cap at the maximum &amp;quot;time&amp;quot; value of the animation.&lt;br /&gt;
*Example: If you have an animation that is a rotation tabled for 20 seconds, and you specify a time remap driver for forward speed, then the rotation will be completely performed when the ship is at 20 speed or above, and will be completely unrotated again if the ship is on speed 0 again.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be sensible in the vast majority of cases.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the desired time equivalent. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
==+Property Driver:==&lt;br /&gt;
*Optional&lt;br /&gt;
*This type of driver will continually change the target property before evaluating the animation. You can have more than one and can repeat this as needed within any Driver Set&lt;br /&gt;
*Example: If you have an animation whose speed should be proportional to a value of the ship such as the ship&#039;s speed, use this type of driver.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Target:===&lt;br /&gt;
*[[#Possible Driver Targets|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be needed almost always for a sensible result.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the unit of the desired target. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
==+Startup Driver:==&lt;br /&gt;
*Optional&lt;br /&gt;
*Equivalent to the property driver, but will only be evaluated each time the animation starts from 0. You can have more than one and can repeat this as needed within any Driver Set&lt;br /&gt;
*Example: If you have an animation whose speed should be proportional to a value of the ship such as the ship&#039;s speed, but not change while it is running, use this type of driver.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Target:===&lt;br /&gt;
*[[#Possible Driver Targets|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be needed almost always for a sensible result.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the unit of the desired target. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
==+Affected Animations==&lt;br /&gt;
*The list of animations that are driven by this property driver. Make sure to not include one animation in multiple driver sets or in the list of normal animations.&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Virtual_Reality&amp;diff=65437</id>
		<title>Virtual Reality</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Virtual_Reality&amp;diff=65437"/>
		<updated>2024-01-05T10:10:08Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* Other mods in VR */ Remove need for custom build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VR for Players==&lt;br /&gt;
This section explains how to set up and play FreeSpace in VR.&lt;br /&gt;
{{Note| AMD users: We have had reports of AMD cards resulting in horrific performance due to their bad OpenGL driver. If you are able to achieve acceptable performance with an AMD card, please tell us your GPU model and driver version.}}&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
FreeSpace uses OpenXR for its VR implementation. Make sure that you have installed and updated the required tools and drivers to use OpenXR-based games with your headset.&lt;br /&gt;
In addition, especially if you have SteamVR installed, it is also often advisable to set the driver from your headset (i.e. the Oculus app for Quest users) as the &amp;quot;default OpenXR runtime&amp;quot; instead of SteamVR.&lt;br /&gt;
{{Note| Users of WMR headsets (Asus / HP / Lenovo / etc.): WMR is &#039;&#039;&#039;not&#039;&#039;&#039; compatible with OpenGL, which FSO is built on, so you &#039;&#039;&#039;must&#039;&#039;&#039; use SteamVR as the default OpenXR runtime.}}&lt;br /&gt;
Now, download and install a mod manager for FreeSpace. We recommend either [https://www.hard-light.net/forums/index.php?topic=94068.0 Knossos] or [https://github.com/Shivansps/Knossos.NET/releases Knossos.NET] (either of which I&#039;ll refer to as Knossos from here).&lt;br /&gt;
When running it for the first time, it will ask you for installation files or a completed installation of retail FS2 (such as you can buy from GoG). While you can play Total Conversions of FreeSpace without this, you must own FS2 to play FS2-based mods including the VR mod.&lt;br /&gt;
===FreeSpace 2 in VR===&lt;br /&gt;
In order to play FreeSpace 2, including our modern graphics updates, in VR, go to the explore tab in Knossos. Search for the mod called &amp;quot;VR FS2 MVPS&amp;quot; (MVPS being short for MediaVPs, the name for the graphical updates), and install it.&lt;br /&gt;
Knossos will automatically install all required dependencies, and once it&#039;s done, just click play.&lt;br /&gt;
===Other mods in VR===&lt;br /&gt;
If you want to play other mods than the retail campaign, things require a little more effort. &lt;br /&gt;
For the mod you want to play in VR, go into the &amp;quot;FSO Settings&amp;quot;. Make sure that you are running either FSO version 24.0 or the 20231206 nightly. Then, in the flag list, under the gameplay section, make sure the following settings are enabled:&lt;br /&gt;
* Run in window&lt;br /&gt;
* Capture the mouse within the window&lt;br /&gt;
* Stretch interface to fill screen&lt;br /&gt;
* Enable virtual reality mode&lt;br /&gt;
Under the Game Speed section:&lt;br /&gt;
* Disable vertical sync&lt;br /&gt;
And then add the following to the custom flags list: &amp;lt;tt&amp;gt;-window_res 1000x1000 -res 2500x2500&amp;lt;/tt&amp;gt;&lt;br /&gt;
The &amp;lt;tt&amp;gt;2500x2500&amp;lt;/tt&amp;gt; can be replaced by a resolution of your choice and your hardware capabilities.&lt;br /&gt;
Now, remember to click save in the FSO settings panel before you close it!&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting other mods in VR===&lt;br /&gt;
Not all mods will run immediately perfectly in VR. There will be some issues, some more serious then others. This list is supposed to help with them, but not all steps may be accurate for all mods, and may need to be adapted. I am aware that some of these may be asking for some more intricate mod editing and may require some expertise, so if you run into trouble or questions, don&#039;t hesitate to head over to the HLP discord for help.&lt;br /&gt;
====I want a cockpit / no floating HUD====&lt;br /&gt;
Begin by copying all files from the root package of the vr_mvps mod to any package of the mod you want to play.&lt;br /&gt;
Now, go into the tables folder and look for three files: &amp;lt;tt&amp;gt;cockpits_hud-shp.tbm&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;cockpits-shp.tbm&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;cockpits-hdg.tbm&amp;lt;/tt&amp;gt;.&lt;br /&gt;
For both &amp;lt;tt&amp;gt;-shp.tbm&amp;lt;/tt&amp;gt; files, copy one section starting with a &amp;lt;tt&amp;gt;$Name:&amp;lt;/tt&amp;gt;, and replace the name with the ship you want to add the cockpit to. Do this for all playable ships.&lt;br /&gt;
In the &amp;lt;tt&amp;gt;-hdg.tbm&amp;lt;/tt&amp;gt; file, look for all lines starting with &amp;lt;tt&amp;gt;$Ships:&amp;lt;/tt&amp;gt;, and add all playable ships.&lt;br /&gt;
If the mod is a total conversion, you will need to remove all FreeSpace ships from all three files.&lt;br /&gt;
Be aware that this will mess up any custom HUD gauges the mod has set up. Integrating those will require intricate understanding of the [[Hud_gauges.tbl]].&lt;br /&gt;
====The mod doesn&#039;t show a mainhall====&lt;br /&gt;
Mainhalls in FSO can be changed based on resolution and aspect ratio. Unfortunately, that means it&#039;s possible for there to be a aspect ratios and &lt;br /&gt;
In the mod files, likely a package called root or so, look for the folder tables, and within, for a file called &amp;lt;tt&amp;gt;mainhall.tbl&amp;lt;/tt&amp;gt; or any file ending on &amp;lt;tt&amp;gt;-hall.tbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
Look for lines that either start with &amp;lt;tt&amp;gt;+Min Aspect Ratio:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Min Resolution:&amp;lt;/tt&amp;gt;. For both, look for the one with the smallest number. Now delete all lines starting with &amp;lt;tt&amp;gt;+Min Aspect Ratio:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Min Resolution:&amp;lt;/tt&amp;gt; respectively and that have this smallest number. If the mod still doesn&#039;t show you a working mainhall, repeat step until it does.&lt;br /&gt;
Please report this issue to the author of the mod, it should be fixed in the mod itself.&lt;br /&gt;
====I can&#039;t read any messages====&lt;br /&gt;
You will notice that messages look like they are displayed twice on the screen, in a way that is unreadable with an HMD.&lt;br /&gt;
The mod is most likely using AxMessage to display messages in a more immersive manner, unfortunately incompatible with VR.&lt;br /&gt;
In the data folder of the root package of your mod, open the tables folder, or create it if it does not exist. Now, delete a file called &amp;lt;tt&amp;gt;axmsg-sct.tbm&amp;lt;/tt&amp;gt; if it exists.&lt;br /&gt;
Go into the same data/tables folder for the vr_mvps mod, and copy the &amp;lt;tt&amp;gt;axmsg-sct.tbm&amp;lt;/tt&amp;gt; file from there to the tables folder of the mod you want to play.&lt;br /&gt;
&lt;br /&gt;
==VR for Modders==&lt;br /&gt;
This section details how to make a mod compatible for VR and increase player satisfaction in VR play, and what steps are needed to ensure playability.&lt;br /&gt;
===Must Fix===&lt;br /&gt;
These steps are &#039;&#039;required&#039;&#039; to make VR-play possible at all.&lt;br /&gt;
====Ensure Resolution Compatibility====&lt;br /&gt;
Launch your mod in a Resolution of 1000x1000 and 3000x3000, and make sure that it is launch- and playable at that resolution (if your monitor can&#039;t handle that resolution, you can test it using &amp;lt;tt&amp;gt;-window_res 1000x1000&amp;lt;/tt&amp;gt;). Two notable common points of failure are the mainhall (make sure that you have at least one mainhall that is not locked by aspect ratio or resolution for this) and the ingame HUD (since this is also chosen based on resolution and aspect ratio, and these resolutions are rather uncommon, an error in the HUD configuration can easily slip past here).&lt;br /&gt;
&lt;br /&gt;
===Should Fix===&lt;br /&gt;
These steps are highly recommended, as not following them can lead to significant player dissatisfaction, but will not cause total unplayability of a mod.&lt;br /&gt;
====Scripted Rendering====&lt;br /&gt;
Rendering with scripts can easily lead to problems in VR, as the two eyes of a headset are no longer pixel-compatible. Every time you are rendering with a script, you must consider whether it&#039;ll break in VR. Consider in which of the five categories your rendering falls:&lt;br /&gt;
&lt;br /&gt;
# You are rendering to a hard-coded or table-loaded XY-position in 2D-space (examples: AxMessage, the VN script, the HUD escort list, etc).&lt;br /&gt;
# You are rendering to a position exclusively calculated from 3D-coordinates and &amp;lt;tt&amp;gt;vector.getScreenCoords()&amp;lt;/tt&amp;gt; (examples: RadarIcon script, target boxes, the lock-on indicator).&lt;br /&gt;
# You are rendering to a texture (either for later use or the texture of a ship), and not to the screen directly.&lt;br /&gt;
# You are rendering &#039;&#039;exclusively&#039;&#039; using the functions from &amp;lt;tt&amp;gt;HudGaugeDrawFunctions&amp;lt;/tt&amp;gt;, and are not using &#039;&#039;any&#039;&#039; functions from &amp;lt;tt&amp;gt;gr&amp;lt;/tt&amp;gt; to render on screen.&lt;br /&gt;
# You are rendering not during gameplay. Your rendercalls are restricted to only happen in menu states or other non-gameplay states.&lt;br /&gt;
&lt;br /&gt;
If you fall into groups 2, 3, 4, or 5, you don&#039;t need to worry. Those scripts will work just as well in VR, and will not cause visual glitches. However, if your script falls into group 1, as the vast majority of rendering scripts (including all Axem script except for Markboxes AFAIK) does, you will see anything rendered by your script as two blurry images, and not rendered properly in VR. To fix this, move your script into one of the other categories. If you have a cockpit, consider using one of its surfaces as a render target for your script to move it into category 3. Otherwise, you should convert the script into a scripted HUD gauge and move it into category 4.&lt;br /&gt;
&lt;br /&gt;
====Fixed-Camera Cutscenes====&lt;br /&gt;
Keep any fixed-camera cutscenes on the down-low. These have three major issues for VR-play.&lt;br /&gt;
&lt;br /&gt;
# Setting a custom FoV does not work. In VR-mode, the camera&#039;s FoV is determined exclusively from what the HMD requests, so setting the FoV has no effect.&lt;br /&gt;
# The player will still be able to look around, possibly (or rather probably) reducing whatever cinematic effect you had planned for&lt;br /&gt;
# Sudden, non-player controlled movement will likely cause some level of nausea, depending on the movement and its intensity.&lt;br /&gt;
&lt;br /&gt;
This is not to say that you cannot use any at all, especially since you will have predominantly non-VR players, but if your target audience is VR, remember that VR players will have much less enjoyment from this type of cutscene.&lt;br /&gt;
&lt;br /&gt;
====Correct use of On Frame hooks====&lt;br /&gt;
In VR mode, any &amp;lt;tt&amp;gt;On Frame&amp;lt;/tt&amp;gt; hook will run twice, once per eye. This means that doing any physics calculation in &amp;lt;tt&amp;gt;On Frame&amp;lt;/tt&amp;gt; is discouraged, as these calculations will also run twice. Especially if you rely on the difference to the last frame, you will get incorrect results in VR mode. Consider moving physics calculation to &amp;lt;tt&amp;gt;On Simulation&amp;lt;/tt&amp;gt; if possible instead.&lt;br /&gt;
&lt;br /&gt;
===Can Fix===&lt;br /&gt;
These steps are entirely optional for playability, but will improve the quality of life for players&lt;br /&gt;
====Few-Button Playability====&lt;br /&gt;
Consider that finding buttons on a keyboard is hard if you cannot see it. It should be possible to fully play through your mod without letting go of one position on the keyboard. Alternatively, when players use HOTAS-setups or similar, the buttons available on the HOTAS should ideally suffice to complete the campaign.&lt;br /&gt;
====Floating HUD in Cockpits====&lt;br /&gt;
If your mod already features modelled cockpits, consider moving &#039;&#039;all&#039;&#039; HUD elements to be rendered onto RTT-surfaces of the cockpit (even if these surfaces are just invisible planes in the model). Some players get dizzy from the axis-aligned floating HUD that is rendered when RTT surfaces are not available. HUD elements like the reticle, lead indicator, or any other HUD element that takes its position from 3D-coordinates are fine to not render onto RTT.&lt;br /&gt;
====Cockpit Scale====&lt;br /&gt;
Make sure that the scale of the cockpit is reasonably sensible. Since testing with no headtracking causes the scale of the cockpit to not matter, it&#039;s easy to accidentally ship a cockpit that is much too large or much too small to fit with the rest of the aesthetic. Unless you want your player to actually feel like they are flying a bus, aim to keep your cockpit smaller than 4 units (roughly corresponding to a meter) wide, and unless you want to cause claustrophobia, keep it wider than 0.8 units.&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=65365</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=65365"/>
		<updated>2023-12-10T10:43:46Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: /* $Driven Animations: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2022-10-07 UTC|0dfed6de4be6747fcbcf9c35f8c35996d9d7259b}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&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;
{{Table3610|&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;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&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;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$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;
*This setting does nothing&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
==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 and cannot be the first character in the $Name: string. 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 [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&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. Moreover, &#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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&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;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&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;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&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;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&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;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&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;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*The x and y velocities are considered slide veocities&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;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&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;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&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;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&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; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in 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;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out 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;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the 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;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&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;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$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;
{{Table3610|&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;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&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;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight 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;
{{Table3610|&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 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;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support 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;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support 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;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of 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;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&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;
====+Aburn Burn Rate:====&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;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&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;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&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;
=====+Alpha:=====&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&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;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&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;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&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;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&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;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&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;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&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;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&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;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&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;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&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;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&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;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&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;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&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;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&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;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&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;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&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;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&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;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&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;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_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 Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion 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;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&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;
====+Start Width:====&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;
====+End Width:====&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;
====+Start Alpha:====&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;
====+End Alpha:====&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&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;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&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 for the player to fly the ship&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;
{{Table3610|&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;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&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;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&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;
{{Table3610|&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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 any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&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 thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Animation_Drivers&amp;diff=65364</id>
		<title>Animation Drivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Animation_Drivers&amp;diff=65364"/>
		<updated>2023-12-10T10:13:49Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Table240|&lt;br /&gt;
This page details how &amp;lt;tt&amp;gt;$Driven Animations:&amp;lt;/tt&amp;gt; segments are parsed when encountered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Animation driver allow for pegging animations to certain properties of the ship. Some examples it allows would be an animation whose speed is proportional to the ship speed. Or an animation that is animating over the ETS value instead of time. Basically anything where something of the ship will influence how the animation works.&lt;br /&gt;
&lt;br /&gt;
=Possible Driver Sources=&lt;br /&gt;
The following are valid depending on which type of thing this animation is running. Note that stuff like a ship is &#039;&#039;also&#039;&#039; an object, so a ship would be able to use both ship and object driver sources.&lt;br /&gt;
==Ships==&lt;br /&gt;
*&#039;&#039;&#039;ETSShield&#039;&#039;&#039;: The current ETS value of the shields.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
*&#039;&#039;&#039;ETSEngine&#039;&#039;&#039;: The current ETS value of the engine.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
*&#039;&#039;&#039;ETSWeapons&#039;&#039;&#039;: The current ETS value of the weapons.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
==Objects==&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: The current total speed of the object.&lt;br /&gt;
**Unit: m/s&lt;br /&gt;
*&#039;&#039;&#039;SpeedForward&#039;&#039;&#039;: The current speed of an object in the direction it is facing.&lt;br /&gt;
**Unit: m/s&lt;br /&gt;
*&#039;&#039;&#039;Pitch&#039;&#039;&#039;: The pitch of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
*&#039;&#039;&#039;Bank&#039;&#039;&#039;: The bank of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
*&#039;&#039;&#039;Heading&#039;&#039;&#039;: The heading of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
==Anything==&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039;: Must be followed by two numbers, indicating the range of the random number.&lt;br /&gt;
**The random generated will be identical for each combination of driver + object. I.e. if this driver set affects two animations, both will get the same random number when invoked on one object. On a different object however, they&#039;ll have a different shared random number.&lt;br /&gt;
**Usage: &amp;lt;tt&amp;gt;Random 0 5&amp;lt;/tt&amp;gt; will produce a random number between 0 and 5&lt;br /&gt;
&lt;br /&gt;
=Possible Driver Targets=&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: A multiplier for the speed at which an animation runs. Has no effect on animations with +Time Remap&lt;br /&gt;
*&#039;&#039;&#039;Time&#039;&#039;&#039;: Will set the current time of the animation. &#039;&#039;&#039;Only&#039;&#039;&#039; use this for Startup Drivers. Chances are that you want +Time Remap instead otherwise.&lt;br /&gt;
&lt;br /&gt;
=Parsing (+Driver Set:)=&lt;br /&gt;
*Each Driver set specifies one way of how animations are coupled with the ship and a list of animations to be driven with this set of drivers.&lt;br /&gt;
*Can be repeated as needed.&lt;br /&gt;
==+Time Remap:==&lt;br /&gt;
*Optional&lt;br /&gt;
*This type of driver will make the affected animations not run with time, but with the specified driver source. Will cap at the maximum &amp;quot;time&amp;quot; value of the animation.&lt;br /&gt;
*Example: If you have an animation that is a rotation tabled for 20 seconds, and you specify a time remap driver for forward speed, then the rotation will be completely performed when the ship is at 20 speed or above, and will be completely unrotated again if the ship is on speed 0 again.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be sensible in the vast majority of cases.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the desired time equivalent. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
==+Property Driver:==&lt;br /&gt;
*Optional&lt;br /&gt;
*This type of driver will continually change the target property before evaluating the animation. You can have more than one and can repeat this as needed within any Driver Set&lt;br /&gt;
*Example: If you have an animation whose speed should be proportional to a value of the ship such as the ship&#039;s speed, use this type of driver.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Target:===&lt;br /&gt;
*[[#Possible Driver Targets|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be needed almost always for a sensible result.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the unit of the desired target. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
==+Startup Driver:==&lt;br /&gt;
*Optional&lt;br /&gt;
*Equivalent to the property driver, but will only be evaluated each time the animation starts from 0. You can have more than one and can repeat this as needed within any Driver Set&lt;br /&gt;
*Example: If you have an animation whose speed should be proportional to a value of the ship such as the ship&#039;s speed, but not change while it is running, use this type of driver.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Target:===&lt;br /&gt;
*[[#Possible Driver Targets|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be needed almost always for a sensible result.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the unit of the desired target. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
==+Affected Animations==&lt;br /&gt;
*The list of animations that are driven by this property driver. Make sure to not include one animation in multiple driver sets or in the list of normal animations.&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=65360</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=65360"/>
		<updated>2023-12-09T18:28:16Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Animation Drivers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2022-10-07 UTC|0dfed6de4be6747fcbcf9c35f8c35996d9d7259b}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
See the article [[Subsystem]] for ship table information that is specific to subsystems.&lt;br /&gt;
&lt;br /&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;
{{Table3610|&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;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in ships.tbl or in earlier parsed *-shp.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&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;
*This setting does nothing&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;
&#039;&#039;&#039;Example&#039;&#039;&#039;&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;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
==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 and cannot be the first character in the $Name: string. 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 [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&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. Moreover, &#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;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&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;
===+Use Ship as Template:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Creates a copy of the specified ship to use as a base for this ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Caution!&#039;&#039;&#039;&#039;&#039; This is highly dependent on the order the tables are loaded. If the ship used as a template is modified using &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt;, the tabled changes will only be applied to the newly created ship if they are loaded &#039;&#039;before&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt;. Any &amp;lt;tt&amp;gt;+nocreate&amp;lt;/tt&amp;gt; changes &#039;&#039;after&#039;&#039; &amp;lt;tt&amp;gt;+Use Ship as Template&amp;lt;/tt&amp;gt; will not have any effect on the newly created ship class. Thus, proper templates should be preferred if possible.&lt;br /&gt;
*Cannot be used in conjunction with &amp;lt;tt&amp;gt;+Use Template&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the ship class to use as a template}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship. Used to rename ships without breaking missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$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;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Animations:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying animations that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Animations:|$Animations]]&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Moveables:===&lt;br /&gt;
{{Table230|&lt;br /&gt;
*Allows specifying moveables that only run on the cockpit model of a ship&lt;br /&gt;
*See [[#$Moveables:|$Moveables]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&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;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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 default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&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;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&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;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&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;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship.&lt;br /&gt;
**Note that due to the exponential damping from $Damp, the acceleration from gravity will eventually even out with $Damp and result in a constant velocity in the direction of gravity.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Dying Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
**Same as above, but while ths ship is dying/in death roll.&lt;br /&gt;
**The aforementioned exponential damp is still in effect during this time, but it is weaker.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Gravity Const:}}&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#039;&#039;&#039;+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;
*&#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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Debris Gravity Const:&#039;&#039;&#039;&lt;br /&gt;
**If the mission has gravity, this is the multiplier applied to acceleration from gravity on the ship&#039;s debris.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: The same as $Dying Gravity Const}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris POF file:&#039;&#039;&#039;&lt;br /&gt;
**The filename of the ship&#039;s generic debris, by default debris01.pof.&lt;br /&gt;
**Big or huge ships do not normally have generic debris, but if this is specified for them, they will generate generic debris on explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Generic Debris Spew Num:&#039;&#039;&#039;&lt;br /&gt;
**How many generic debris fragments to generate when the ship explodes.&lt;br /&gt;
**If this is a big or huge ship, this is the number of generic debris fragments to generate for every individual propagating explosion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;20&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
*The x and y velocities are considered slide veocities&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;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&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;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&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;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. &lt;br /&gt;
*If negative, there is no glide cap (allowing practically infinite maximum gliding speed), but only for the player, the AI will act as though it is still 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Defaults to 0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
===+Primary Bank Autoaim FOV:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Defines the autoaim for the primary bank.&lt;br /&gt;
*Can be listed once for each existing bank on the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&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; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in 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;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpin physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use supercap deceleration when arriving, similar to the Colossus. Can also disable supercap deceleration on a ship that normally has it.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out 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;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&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;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Supercap warpout physics:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Specifies whether this ship should use special physics when departing, as a complement to $Supercap warpin physics.  Currently has no effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&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;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards its front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]].  Note that this option is misleadingly named; &amp;quot;vaporization&amp;quot; usually refers to a ship exploding into tiny debris shards rather than hull chunks.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of instant explosion, 0 to 100}}&lt;br /&gt;
{{Table240|In version 24.0 and later, &#039;&#039;&#039;$Skip Death Roll Percent Chance:&#039;&#039;&#039; can be used as a more accurate alternative.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the 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;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&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;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the ship explosion shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$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;
{{Table3610|&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;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&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;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight 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;
{{Table3610|&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 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;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$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;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$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;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===+Shield Regen Hit Delay:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a time delay after being hit by a weapon before the shield may begin regenerating again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support 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;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&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;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$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;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Hull Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total hull strength that the hull will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of hull hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Self Repair Maximum:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Maximum percentage of total subsystem strength that subsystems will self-repair to.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage of subsystems hitpoints}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support 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;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of 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;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&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;
====+Aburn Burn Rate:====&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;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&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;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Width:=====&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;
=====+Alpha:=====&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;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
=====+Life:=====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&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;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning time multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan time when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scanning range multiplier:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*A factor to apply to scan distance when this ship is doing the scanning&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&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;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&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;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&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;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&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;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&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;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary weapon&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;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&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;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&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;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&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;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&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;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&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;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&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;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&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;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&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;
===$Chase View Offset:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies a custom camera position when the ship is being viewed in the chase camera.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively in meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chase View Rigidity:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Specifies how &#039;rigidly&#039; the camera adheres to the &#039;rest&#039; position of the chase view camera when doing maneuvers or changing speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
** Defaults to 5.0.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&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;
{{Table214|&lt;br /&gt;
===$Wingmen Gauge Dot Override:===&lt;br /&gt;
*(Optional) Defines an animation to use for the dots in the wingmen status gauge. Overrides &#039;Dot Filename:&#039; under the &#039;+Wingman Status:&#039; entry in [[Hud_gauges.tbl#.2BWingman_Status:|Hud_gauges.tbl]] &lt;br /&gt;
*Must be an animation with two frames. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&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;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_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 Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion 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;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&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;
====+Start Width:====&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;
====+End Width:====&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;
====+Start Alpha:====&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;
====+End Alpha:====&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;
{{Table212|&lt;br /&gt;
====+Alpha Decay Exponent:====&lt;br /&gt;
*Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
====+Max Life:====&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;
{{Table202|&lt;br /&gt;
=====+Spread:=====&lt;br /&gt;
*Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&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;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&lt;br /&gt;
*Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;1&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&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;
{{Table230|&lt;br /&gt;
**This field may be omitted, and the activation of the thruster will be calculated automatically based on its position and direction.&lt;br /&gt;
}}&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;
***THESE NAMES MAY BE MISLEADING FOR YOU.&lt;br /&gt;
***&#039;Roll left&#039; and &#039;Roll right&#039; are actually yaw, activated when the ship rotates around its top-bottom axis.&lt;br /&gt;
***&#039;Bank left&#039; and &#039;Bank right&#039; are actually roll, activated when the ship rotates around its front-back axis.&lt;br /&gt;
{{Table232|&lt;br /&gt;
***&#039;Yaw left&#039; and &#039;Yaw right&#039; are now valid strings for this field.  &#039;Roll left&#039; and &#039;Roll right&#039; are still recognized for compatibility.&lt;br /&gt;
}}&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;
**Allows one or more strings, does not have a set limit.&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;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
{{Table220|&lt;br /&gt;
====+arrival rvec:====&lt;br /&gt;
*When using this path to arrive via fighterbay, the arriving ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to arrive via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
*When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Passive Lightning Arcs:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Creates a &#039;lightning arc&#039; between two points on the ship&#039;s hull, like when the ship is EMP&#039;d or damaged, but naturally and fixed to two points on the ship.&lt;br /&gt;
*This section can be repeated.&lt;br /&gt;
*&#039;&#039;&#039;All subfields are required&#039;&#039;&#039;&lt;br /&gt;
====+Submodel 1:====&lt;br /&gt;
*The name of the name of the submodel the first end is connected to.&lt;br /&gt;
*Note that the arc will &#039;&#039;not&#039;&#039; move along with a submodel while it is animating (but it will be initially created in the correct position). In the case of an animating submodel, it is recommended to use very short durations/frequencies.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Position 1:====&lt;br /&gt;
*The position on the ship this end is attached to, relative to the origin of the entire ship.&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;
====+Submodel 2:====&lt;br /&gt;
====+Position 2:====&lt;br /&gt;
*The same as the above for the other end of the arc.&lt;br /&gt;
====+Duration:====&lt;br /&gt;
*How long the arc persists while active.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Frequency:====&lt;br /&gt;
*How long after creating an arc it should wait before creating another.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
====+Primary color 1:====&lt;br /&gt;
*The first primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Primary color 2:====&lt;br /&gt;
*The second primary color of the arc, chosen randomly between color 1 and 2.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255&lt;br /&gt;
====+Secondary color:====&lt;br /&gt;
*The secondary color of the arc. This is the inner color, usually close to white.&lt;br /&gt;
**Syntax: three &#039;&#039;&#039;&#039;&#039;Integers&#039;&#039;&#039;&#039;&#039;, 0-255}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations, replacing the subsystem-based definitions&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table240|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;should not&#039;&#039;&#039; be listed in the normal $Animations list.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animation Moveables:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Like $Animations: but for specific in-mission adjustable moveable animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the moveable animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this ship class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Ship Class to find the CustomData Lua Table.&lt;br /&gt;
====+Val:====&lt;br /&gt;
&lt;br /&gt;
Specifies a custom data value and its name, in the format&lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&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 for the player to fly the ship&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;
{{Table3610|&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;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&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;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&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;
{{Table3610|&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 ship. For ships which have this flag and are a hash-variant of another ship (like &#039;&#039;&#039;SF Dragon&#039;&#039;&#039; and &#039;&#039;&#039;SF Dragon#2 (Weakened)&#039;&#039;&#039;), the ship copy will be listed on the scoreboard as the original ship. This only affects the listing, not the score.&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 any of the FRED dropdown lists for ship classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&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;
{{Table3610|&lt;br /&gt;
*Creates a HUD shield icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&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 thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|$Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;repair disabled subsystems&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Destroyed subsystems will auto-repair, provided [[Ships.tbl#.24Subsystem_Repair_Rate:|$Subsystem Repair Rate:]] is greater than 0. }}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;large ship deathroll&amp;quot;===&lt;br /&gt;
{{Table210|&lt;br /&gt;
Causes the ship to deathroll like a fighter, even if it is big or huge (which is disabled by default). Note that their deathroll intensity is scaled down by being larger size. }}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Animation_Drivers&amp;diff=65359</id>
		<title>Animation Drivers</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Animation_Drivers&amp;diff=65359"/>
		<updated>2023-12-09T18:27:38Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: Created page with &amp;quot;{{Table240| This page details how &amp;lt;tt&amp;gt;$Driven Animations:&amp;lt;/tt&amp;gt; segments are parsed when encountered. }}  Animation driver allow for pegging animations to certain properties of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Table240|&lt;br /&gt;
This page details how &amp;lt;tt&amp;gt;$Driven Animations:&amp;lt;/tt&amp;gt; segments are parsed when encountered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Animation driver allow for pegging animations to certain properties of the ship. Some examples it allows would be an animation whose speed is proportional to the ship speed. Or an animation that is animating over the ETS value instead of time. Basically anything where something of the ship will influence how the animation works.&lt;br /&gt;
&lt;br /&gt;
=Possible Driver Sources=&lt;br /&gt;
The following are valid depending on which type of thing this animation is running. Note that stuff like a ship is &#039;&#039;also&#039;&#039; an object, so a ship would be able to use both ship and object driver sources.&lt;br /&gt;
==Ships==&lt;br /&gt;
*&#039;&#039;&#039;ETSShield&#039;&#039;&#039;: The current ETS value of the shields.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
*&#039;&#039;&#039;ETSEngine&#039;&#039;&#039;: The current ETS value of the engine.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
*&#039;&#039;&#039;ETSWeapons&#039;&#039;&#039;: The current ETS value of the weapons.&lt;br /&gt;
**Value range: 0 to 12&lt;br /&gt;
==Objects==&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: The current total speed of the object.&lt;br /&gt;
**Unit: m/s&lt;br /&gt;
*&#039;&#039;&#039;SpeedForward&#039;&#039;&#039;: The current speed of an object in the direction it is facing.&lt;br /&gt;
**Unit: m/s&lt;br /&gt;
*&#039;&#039;&#039;Pitch&#039;&#039;&#039;: The pitch of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
*&#039;&#039;&#039;Bank&#039;&#039;&#039;: The bank of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
*&#039;&#039;&#039;Heading&#039;&#039;&#039;: The heading of the object&lt;br /&gt;
**Unit: radians&lt;br /&gt;
==Anything==&lt;br /&gt;
*&#039;&#039;&#039;Random&#039;&#039;&#039;: Must be followed by two numbers, indicating the range of the random number.&lt;br /&gt;
**The random generated will be identical for each combination of driver + object. I.e. if this driver set affects two animations, both will get the same random number when invoked on one object. On a different object however, they&#039;ll have a different shared random number.&lt;br /&gt;
**Usage: &amp;lt;tt&amp;gt;Random 0 5&amp;lt;/tt&amp;gt; will produce a random number between 0 and 5&lt;br /&gt;
&lt;br /&gt;
=Possible Driver Targets=&lt;br /&gt;
*&#039;&#039;&#039;Speed&#039;&#039;&#039;: A multiplier for the speed at which an animation runs. Has no effect on animations with +Time Remap&lt;br /&gt;
*&#039;&#039;&#039;Time&#039;&#039;&#039;: Will set the current time of the animation. &#039;&#039;&#039;Only&#039;&#039;&#039; use this for Startup Drivers. Chances are that you want +Time Remap instead otherwise.&lt;br /&gt;
&lt;br /&gt;
=Parsing (+Driver Set:)=&lt;br /&gt;
*Each Driver set specifies one way of how animations are coupled with the ship and a list of animations to be driven with this set of drivers.&lt;br /&gt;
*Can be repeated as needed.&lt;br /&gt;
==+Time Remap:==&lt;br /&gt;
*Optional&lt;br /&gt;
*This type of driver will make the affected animations not run with time, but with the specified driver source. Will cap at the maximum &amp;quot;time&amp;quot; value of the animation.&lt;br /&gt;
*Example: If you have an animation that is a rotation tabled for 20 seconds, and you specify a time remap driver for forward speed, then the rotation will be completely performed when the ship is at 20 speed or above, and will be completely unrotated again if the ship is on speed 0 again.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be sensible in the vast majority of cases.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the desired time equivalent. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
==+Property Driver:==&lt;br /&gt;
*Optional&lt;br /&gt;
*This type of driver will continually change the target property before evaluating the animation. You can have more than one and can repeat this as needed within any Driver Set&lt;br /&gt;
*Example: If you have an animation whose speed should be proportional to a value of the ship such as the ship&#039;s speed, use this type of driver.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be needed almost always for a sensible result.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the unit of the desired target. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
===+Target:===&lt;br /&gt;
*[[#Possible Driver Targets|See above]]&lt;br /&gt;
==+Startup Driver:==&lt;br /&gt;
*Optional&lt;br /&gt;
*Equivalent to the property driver, but will only be evaluated each time the animation starts from 0. You can have more than one and can repeat this as needed within any Driver Set&lt;br /&gt;
*Example: If you have an animation whose speed should be proportional to a value of the ship such as the ship&#039;s speed, but not change while it is running, use this type of driver.&lt;br /&gt;
===+Source:===&lt;br /&gt;
*[[#Possible Driver Sources|See above]]&lt;br /&gt;
===+Curve:===&lt;br /&gt;
*Optional, but will be needed almost always for a sensible result.&lt;br /&gt;
*Specifies a curve in order to convert from whatever unit the source is in to the unit of the desired target. Identity function if not set.&lt;br /&gt;
*Syntax: Name, as specified in [[Curves.tbl]]&lt;br /&gt;
===+Target:===&lt;br /&gt;
*[[#Possible Driver Targets|See above]]&lt;br /&gt;
==+Affected Animations==&lt;br /&gt;
*The list of animations that are driven by this property driver. Make sure to not include one animation in multiple driver sets or in the list of normal animations.&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 animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Virtual_Reality&amp;diff=65358</id>
		<title>Virtual Reality</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Virtual_Reality&amp;diff=65358"/>
		<updated>2023-12-09T17:20:08Z</updated>

		<summary type="html">&lt;p&gt;Lafiel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VR for Players==&lt;br /&gt;
This section explains how to set up and play FreeSpace in VR.&lt;br /&gt;
{{Note| AMD users: We have had reports of AMD cards resulting in horrific performance due to their bad OpenGL driver. If you are able to achieve acceptable performance with an AMD card, please tell us your GPU model and driver version.}}&lt;br /&gt;
===Basic Setup===&lt;br /&gt;
FreeSpace uses OpenXR for its VR implementation. Make sure that you have installed and updated the required tools and drivers to use OpenXR-based games with your headset.&lt;br /&gt;
In addition, especially if you have SteamVR installed, it is also often advisable to set the driver from your headset (i.e. the Oculus app for Quest users) as the &amp;quot;default OpenXR runtime&amp;quot; instead of SteamVR.&lt;br /&gt;
{{Note| Users of WMR headsets (Asus / HP / Lenovo / etc.): WMR is &#039;&#039;&#039;not&#039;&#039;&#039; compatible with OpenGL, which FSO is built on, so you &#039;&#039;&#039;must&#039;&#039;&#039; use SteamVR as the default OpenXR runtime.}}&lt;br /&gt;
Now, download and install a mod manager for FreeSpace. We recommend either [https://www.hard-light.net/forums/index.php?topic=94068.0 Knossos] or [https://github.com/Shivansps/Knossos.NET/releases Knossos.NET] (either of which I&#039;ll refer to as Knossos from here).&lt;br /&gt;
When running it for the first time, it will ask you for installation files or a completed installation of retail FS2 (such as you can buy from GoG). While you can play Total Conversions of FreeSpace without this, you must own FS2 to play FS2-based mods including the VR mod.&lt;br /&gt;
===FreeSpace 2 in VR===&lt;br /&gt;
In order to play FreeSpace 2, including our modern graphics updates, in VR, go to the explore tab in Knossos. Search for the mod called &amp;quot;VR FS2 MVPS&amp;quot; (MVPS being short for MediaVPs, the name for the graphical updates), and install it.&lt;br /&gt;
Knossos will automatically install all required dependencies, and once it&#039;s done, just click play.&lt;br /&gt;
===Other mods in VR===&lt;br /&gt;
If you want to play other mods than the retail campaign, things require a little more effort. First, make sure that the &amp;quot;VR Build&amp;quot; is installed (it will be automatically installed if you have installed the &amp;quot;VR FS2 MVPS&amp;quot; mod).&lt;br /&gt;
For the mod you want to play in VR, go into the &amp;quot;FSO Settings&amp;quot;. Make sure that you are running either FSO version 24.0 or the 20231206 nightly. Then, in the flag list, under the gameplay section, make sure the following settings are enabled:&lt;br /&gt;
* Run in window&lt;br /&gt;
* Capture the mouse within the window&lt;br /&gt;
* Stretch interface to fill screen&lt;br /&gt;
* Enable virtual reality mode&lt;br /&gt;
Under the Game Speed section:&lt;br /&gt;
* Disable vertical sync&lt;br /&gt;
And then add the following to the custom flags list: &amp;lt;tt&amp;gt;-window_res 1000x1000 -res 2500x2500&amp;lt;/tt&amp;gt;&lt;br /&gt;
The &amp;lt;tt&amp;gt;2500x2500&amp;lt;/tt&amp;gt; can be replaced by a resolution of your choice and your hardware capabilities.&lt;br /&gt;
Now, remember to click save in the FSO settings panel before you close it!&lt;br /&gt;
===Troubleshooting other mods in VR===&lt;br /&gt;
Not all mods will run immediately perfectly in VR. There will be some issues, some more serious then others. This list is supposed to help with them, but not all steps may be accurate for all mods, and may need to be adapted. I am aware that some of these may be asking for some more intricate mod editing and may require some expertise, so if you run into trouble or questions, don&#039;t hesitate to head over to the HLP discord for help.&lt;br /&gt;
====I want a cockpit / no floating HUD====&lt;br /&gt;
Begin by copying all files from the root package of the vr_mvps mod to any package of the mod you want to play.&lt;br /&gt;
Now, go into the tables folder and look for three files: &amp;lt;tt&amp;gt;cockpits_hud-shp.tbm&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;cockpits-shp.tbm&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;cockpits-hdg.tbm&amp;lt;/tt&amp;gt;.&lt;br /&gt;
For both &amp;lt;tt&amp;gt;-shp.tbm&amp;lt;/tt&amp;gt; files, copy one section starting with a &amp;lt;tt&amp;gt;$Name:&amp;lt;/tt&amp;gt;, and replace the name with the ship you want to add the cockpit to. Do this for all playable ships.&lt;br /&gt;
In the &amp;lt;tt&amp;gt;-hdg.tbm&amp;lt;/tt&amp;gt; file, look for all lines starting with &amp;lt;tt&amp;gt;$Ships:&amp;lt;/tt&amp;gt;, and add all playable ships.&lt;br /&gt;
If the mod is a total conversion, you will need to remove all FreeSpace ships from all three files.&lt;br /&gt;
Be aware that this will mess up any custom HUD gauges the mod has set up. Integrating those will require intricate understanding of the [[Hud_gauges.tbl]].&lt;br /&gt;
====The mod doesn&#039;t show a mainhall====&lt;br /&gt;
Mainhalls in FSO can be changed based on resolution and aspect ratio. Unfortunately, that means it&#039;s possible for there to be a aspect ratios and &lt;br /&gt;
In the mod files, likely a package called root or so, look for the folder tables, and within, for a file called &amp;lt;tt&amp;gt;mainhall.tbl&amp;lt;/tt&amp;gt; or any file ending on &amp;lt;tt&amp;gt;-hall.tbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
Look for lines that either start with &amp;lt;tt&amp;gt;+Min Aspect Ratio:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Min Resolution:&amp;lt;/tt&amp;gt;. For both, look for the one with the smallest number. Now delete all lines starting with &amp;lt;tt&amp;gt;+Min Aspect Ratio:&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;+Min Resolution:&amp;lt;/tt&amp;gt; respectively and that have this smallest number. If the mod still doesn&#039;t show you a working mainhall, repeat step until it does.&lt;br /&gt;
Please report this issue to the author of the mod, it should be fixed in the mod itself.&lt;br /&gt;
====I can&#039;t read any messages====&lt;br /&gt;
You will notice that messages look like they are displayed twice on the screen, in a way that is unreadable with an HMD.&lt;br /&gt;
The mod is most likely using AxMessage to display messages in a more immersive manner, unfortunately incompatible with VR.&lt;br /&gt;
In the data folder of the root package of your mod, open the tables folder, or create it if it does not exist. Now, delete a file called &amp;lt;tt&amp;gt;axmsg-sct.tbm&amp;lt;/tt&amp;gt; if it exists.&lt;br /&gt;
Go into the same data/tables folder for the vr_mvps mod, and copy the &amp;lt;tt&amp;gt;axmsg-sct.tbm&amp;lt;/tt&amp;gt; file from there to the tables folder of the mod you want to play.&lt;br /&gt;
&lt;br /&gt;
==VR for Modders==&lt;br /&gt;
This section details how to make a mod compatible for VR and increase player satisfaction in VR play, and what steps are needed to ensure playability.&lt;br /&gt;
===Must Fix===&lt;br /&gt;
These steps are &#039;&#039;required&#039;&#039; to make VR-play possible at all.&lt;br /&gt;
====Ensure Resolution Compatibility====&lt;br /&gt;
Launch your mod in a Resolution of 1000x1000 and 3000x3000, and make sure that it is launch- and playable at that resolution (if your monitor can&#039;t handle that resolution, you can test it using &amp;lt;tt&amp;gt;-window_res 1000x1000&amp;lt;/tt&amp;gt;). Two notable common points of failure are the mainhall (make sure that you have at least one mainhall that is not locked by aspect ratio or resolution for this) and the ingame HUD (since this is also chosen based on resolution and aspect ratio, and these resolutions are rather uncommon, an error in the HUD configuration can easily slip past here).&lt;br /&gt;
&lt;br /&gt;
===Should Fix===&lt;br /&gt;
These steps are highly recommended, as not following them can lead to significant player dissatisfaction, but will not cause total unplayability of a mod.&lt;br /&gt;
====Scripted Rendering====&lt;br /&gt;
Rendering with scripts can easily lead to problems in VR, as the two eyes of a headset are no longer pixel-compatible. Every time you are rendering with a script, you must consider whether it&#039;ll break in VR. Consider in which of the five categories your rendering falls:&lt;br /&gt;
&lt;br /&gt;
# You are rendering to a hard-coded or table-loaded XY-position in 2D-space (examples: AxMessage, the VN script, the HUD escort list, etc).&lt;br /&gt;
# You are rendering to a position exclusively calculated from 3D-coordinates and &amp;lt;tt&amp;gt;vector.getScreenCoords()&amp;lt;/tt&amp;gt; (examples: RadarIcon script, target boxes, the lock-on indicator).&lt;br /&gt;
# You are rendering to a texture (either for later use or the texture of a ship), and not to the screen directly.&lt;br /&gt;
# You are rendering &#039;&#039;exclusively&#039;&#039; using the functions from &amp;lt;tt&amp;gt;HudGaugeDrawFunctions&amp;lt;/tt&amp;gt;, and are not using &#039;&#039;any&#039;&#039; functions from &amp;lt;tt&amp;gt;gr&amp;lt;/tt&amp;gt; to render on screen.&lt;br /&gt;
# You are rendering not during gameplay. Your rendercalls are restricted to only happen in menu states or other non-gameplay states.&lt;br /&gt;
&lt;br /&gt;
If you fall into groups 2, 3, 4, or 5, you don&#039;t need to worry. Those scripts will work just as well in VR, and will not cause visual glitches. However, if your script falls into group 1, as the vast majority of rendering scripts (including all Axem script except for Markboxes AFAIK) does, you will see anything rendered by your script as two blurry images, and not rendered properly in VR. To fix this, move your script into one of the other categories. If you have a cockpit, consider using one of its surfaces as a render target for your script to move it into category 3. Otherwise, you should convert the script into a scripted HUD gauge and move it into category 4.&lt;br /&gt;
&lt;br /&gt;
====Fixed-Camera Cutscenes====&lt;br /&gt;
Keep any fixed-camera cutscenes on the down-low. These have three major issues for VR-play.&lt;br /&gt;
&lt;br /&gt;
# Setting a custom FoV does not work. In VR-mode, the camera&#039;s FoV is determined exclusively from what the HMD requests, so setting the FoV has no effect.&lt;br /&gt;
# The player will still be able to look around, possibly (or rather probably) reducing whatever cinematic effect you had planned for&lt;br /&gt;
# Sudden, non-player controlled movement will likely cause some level of nausea, depending on the movement and its intensity.&lt;br /&gt;
&lt;br /&gt;
This is not to say that you cannot use any at all, especially since you will have predominantly non-VR players, but if your target audience is VR, remember that VR players will have much less enjoyment from this type of cutscene.&lt;br /&gt;
&lt;br /&gt;
====Correct use of On Frame hooks====&lt;br /&gt;
In VR mode, any &amp;lt;tt&amp;gt;On Frame&amp;lt;/tt&amp;gt; hook will run twice, once per eye. This means that doing any physics calculation in &amp;lt;tt&amp;gt;On Frame&amp;lt;/tt&amp;gt; is discouraged, as these calculations will also run twice. Especially if you rely on the difference to the last frame, you will get incorrect results in VR mode. Consider moving physics calculation to &amp;lt;tt&amp;gt;On Simulation&amp;lt;/tt&amp;gt; if possible instead.&lt;br /&gt;
&lt;br /&gt;
===Can Fix===&lt;br /&gt;
These steps are entirely optional for playability, but will improve the quality of life for players&lt;br /&gt;
====Few-Button Playability====&lt;br /&gt;
Consider that finding buttons on a keyboard is hard if you cannot see it. It should be possible to fully play through your mod without letting go of one position on the keyboard. Alternatively, when players use HOTAS-setups or similar, the buttons available on the HOTAS should ideally suffice to complete the campaign.&lt;br /&gt;
====Floating HUD in Cockpits====&lt;br /&gt;
If your mod already features modelled cockpits, consider moving &#039;&#039;all&#039;&#039; HUD elements to be rendered onto RTT-surfaces of the cockpit (even if these surfaces are just invisible planes in the model). Some players get dizzy from the axis-aligned floating HUD that is rendered when RTT surfaces are not available. HUD elements like the reticle, lead indicator, or any other HUD element that takes its position from 3D-coordinates are fine to not render onto RTT.&lt;br /&gt;
====Cockpit Scale====&lt;br /&gt;
Make sure that the scale of the cockpit is reasonably sensible. Since testing with no headtracking causes the scale of the cockpit to not matter, it&#039;s easy to accidentally ship a cockpit that is much too large or much too small to fit with the rest of the aesthetic. Unless you want your player to actually feel like they are flying a bus, aim to keep your cockpit smaller than 4 units (roughly corresponding to a meter) wide, and unless you want to cause claustrophobia, keep it wider than 0.8 units.&lt;/div&gt;</summary>
		<author><name>Lafiel</name></author>
	</entry>
</feed>