| This page is a reference for understanding a weapons.gam page.
It's a culmination of information from the Outrage Tablefile specification
and various readme files from Aldel, Dark Knight, and Peter Runge.
Additional input and clarification has come from SuperSheep and BlackPanther.
Thanks to all.
I've tried to make it understandable by adding examples where they might help. If an entry is blank, I have NO information. If there's a question mark it's supplied info but I don't understand and would appreciate an example to clarify it's use. One thing that gets confusing is when the name of something such as the fire image or particle name is needed. Sometimes, such as the Fire Image's case, it requires the name of an .oof, .ogf, or oaf. In other cases, such as a Particle Name, it's looking for a .gam name of a weapon, texture or object. I'll try to point out which at the entries. Notice that energy usage and fire rate isn't addressed here. That's specified in the weapons section of a ship's .gam |
![]() |
Hud Image:
Weapon Image (64x64) shown when HUD is cockpit
Fire Image: The "shot' the that is seen leaving the ship (oof. ogf, or oaf) Particle name: Particles dropped (trailing) behind the fire image (usualy a weapon) ex. "plasma sparks" - the green spark behind a SmartPlasmaHomers Particle Life: How long the particle exists for. Particle size: ? Hud animated: ? Image bitmage: The fire image is a bitmap (ogf). ex. The omega Smoke: Smoke blobs drop behind the fire image. ex. concussion missle Matter Weapon: Weapon is a physical object ex. vauss, conc. Missle (req'rs ammo) Electrical: Electrical Storm weapon (Omega) Image Clip: The fire image is a video clip (oag) ex. Napalm gun (flamethrower) Spray: The Weapen is a spray ex. flamethrower Streamer: Streamer effect (streak) trails weapon. ex. streaks behind frag particles Invisible: Weapon is invisible. For a Gunbouy an Inv. weapon is dropped then spawns the gunbouy. Ring: Weapon is drawn ring style? Saturate: Saturate this bitmap weapon? Blast Ring: Creates a Blast Ring upon explosion? Planar Blast: Blast Bitmap takes on wall plane (stays flat planar to the wall, turn off, the blast image always faces you.) Planar: The weapon doesn't always face you. Enable Camera: Camera view from the weapon. ex. Guided missle Spawns on impact: Spawns a Weapon when if hits an object. ex. Smart Missle Spawns on timeout: Spawns a Weapon when life ends ex. Cyclone Expand: Weapon's explosion image expands (grows) Muzzle Flash: Flash produced at the gunpoint the weapon is fired from Microwave: Weapon produces Microwave Effect on Objects Napalm: Napalm effect on objects Reverse Smoke: Smoke trail gets smaller. ex shrinking rings of Microwave Gravity Field: Creates a gravity field (BlackShark) Countermeaser: It's a coutermeasure Spawns Robot: Spawns a robot instead of weapon ex. Gunbouy Freeze: Slows hit player. Timeout wall: I wall hit ends like a time out Planar Smoke: Planar smoke trail instead of blob ex. Homers and Smarts No Rotate: This weapon does not rotate as a bitmap? Custom Size: Uses Custom Size? |
![]() |
Spawn Name:
Name of weapon spawned upon impact
Spawn Count: Amount spawned (in this case 5 sparks spawn upon ompact) Alt. Spawn Name: An alternative weapon to spawn. Alt. Spawn Chance: Chance (0 - 100%) that the alternate weapon will be spawned. Gravity Time: How long to create a gravity field (see BlackShark) Gravity Size: How big of a radius is the gravity field. Homing FOV: Cosine of the Field of View for homing weapons. Custom Size: Custom size of weapon (to override polymodel size) Size: Weapon 'blob' size. Thrust Time: How long this weapon thrust is on. Physics Chunk: Physics settings (I'll show seperately) Terrain Damage Size: Radius of terrain damage this weapon does to the terrain Terrain Damage Depth: How deep is the damage on the terrain Weapon Alpha: How alpha'd the weapon is (0 to 1.0, 0 being transparent) Explosion Image: D3 Texture Name (.gam) of the texture to use when the weapon explodes. Explode Time: How long the explosion image exists. Explode Size: Size of the explosion Player Damage: How much damage this weapon does to a player. Object Damage: How much damage this weapon does to a generic object. Impact Size: The radius of the sphere used when the weapon impacts and explodes. Impact Time: How long the impact affect lasts. Impact Player Damage: How much damage the impact explosion does to a player. Impact Generic Damage: How much damage the impact explosion does to a generic object. Impact Force: Amount of force caused by the impact explosion. Lifetime: How long the weapon lives It "TIMES OUT" when lifetime ends. Recoil Force: Recoil applied at release (Mass Driver or Mega) Sound Name: D3 Table Sound (.gam) name of the sound associated with this sound slot. Smoke Name: D3 Texture Name (.gam)of the texture for the smoke trail image Scorch Image: D3 Texture Name (.gam)of the texture for the scorch mark left by this weapon. Scorch Size: Size of the scorch mark to leave Icon name: Weapon Image (32x32) shown when HUD is NOT a cockpit |
Physics Chunk Expanded
![]() |
Mass:
Effects abilty to gain speed and turn
Drag: Effects how faast an object's speed slows down (resistance) Full Thrust: Amount of thrust Roll when turning: Rolls when turning ;) Leveling: Level object with closest side Bounce: Bounce (not slide) when hit will Wiggle: Wiggle while flying Stick: Sticks to wall or object (doesn't bounce or time out) ex. Napalm and Flares Persistent: Object keeps going even after it hits another object. ex, Fusion Uses Thrust: Uses its thrust Gravity: Effected by gravity ex. Napalm, Impact Mortar, Bouncing Betty Ignores own conc forces: Ignore it's own concussion force? Wind: Effected by wind Uses Parent Velocity: Fixed Velocity: Constant speed Fixed rot Velocity: Constant rotation speed No Collide Parent: cannot collide with its parent Hits siblings: can collide with its siblings (like a proximity bomb) Reverse Gravity: flys upward with gravity No Collide: "No collisions AND NO RELINKS -- DANGEROUS TO USE if not used correctly" ? No robot collide: No collisions occur with robots Point collide walls: When colliding with walls, make our radius zero. This means the only point of physical contact is the center of the object, not it's sides. Homing: This object (weapon) homes Guided: This object is guided Never use big sphere: No same collision: No door collision: Collision won't open a door? Rotational drag: Full rotation thrust: effects speed of turning Number of Bounces: amount of bounce before an impact time-out (explodes or dies) ex. Mortar has 2 bounces. Initial Velocity: Speed upon release or spawn before thrust is applied Initial rotional velocity: Intial turning speed. Set speed for rotation upon each of the axis. (expand to access X, Y, Z) Wiggle amplitude: amount of movement. Wiggles per second: how many |
Lighting Chunk Expanded: Controls
light cast by an object. Ex. shoot a cyclone down a dark tunnel.
It lights the tunnel purple.
Also for rotating lights.
![]() |
Light distance:
distance light is cast? (need to test)
Start red component: amont of red lighting (0-1.0) Start Green light: amount of green lighting (0-1.0) Start blue lighting: amount of blue lighting (0-1.0) Time Interval: Flicker Distance: distance flickered light is cast? (need to test) Directional Field: of View: width of cone of light 0 - 1.0 (cosine of angle?) End red component: ? (usually same as Start) End green component: ? (usually same as Start) End blue component ? (usually same as Start) Flicker: flickers Time bits: Pulse: light pulses ex. emergency or warning lights Pulse to second: Directional: Light is a cone or beam, must set Directional Field of View No Specurlarity: Does not have specular light cast upon it ? Time Bits: Angle: Not Used?? Render Type: control effect of volumn lighting? |