TUTORIAL: Adding Tanks To ACAS Admin Script
Posted: Sat Dec 27, 2008 5:46 pm
K first you do this
Ok two scripts are needed in this they are The TankDB.cs and NormalCodes.cs:
In TankDB---> You Need To Have the datablock for the tank ex./ big shows new tanks...
Here are some that can be used for adding his tanks as codes for the Admin Script...
TankDB---> This is what I used in my tankDB.cs:
Datablock TankData(CruiserBlackTank : MediumTank)
{
shapeFile = "~/data/shapes/newshapes/cruiserblack.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 35.0; // meters per second (in forward direction)
accelRate = 45.0; // increase velocity this many meters per second
deccelRate = 50.0; // when breaking, decrease velocity
turnRate = 61.0; // degrees per second
antiSlideRate = 50.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 175.0; // total amount of damage tank can withstand
suspensionRange = 0.8; // proportion of wheel size for wheel to move up/down
damageScale = 30.0; // multiply damage we do to others by this amount
armorScale = -9999999999999999; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(Cruiser187Tank : MediumTank)
{
shapeFile = "~/data/shapes/tanks/cruiser187.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 45.0; // meters per second (in forward direction)
accelRate = 75.0; // increase velocity this many meters per second
deccelRate = 90.0; // when breaking, decrease velocity
turnRate = 91.0; // degrees per second
antiSlideRate = 80.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 9999.0; // total amount of damage tank can withstand
suspensionRange = 1; // proportion of wheel size for wheel to move up/down
damageScale = 2.0; // multiply damage we do to others by this amount
armorScale = -22222222; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(ThinkJet : MediumTank)
{
shapeFile = "~/data/shapes/ThinkJet/ThinkPlane.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 75.0; // meters per second (in forward direction)
accelRate = 105.0; // increase velocity this many meters per second
deccelRate = 120.0; // when breaking, decrease velocity
turnRate = 121.0; // degrees per second
antiSlideRate = 110.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 999999999999.0; // total amount of damage tank can withstand
suspensionRange = 10000000.8; // proportion of wheel size for wheel to move up/down
damageScale = 10.0; // multiply damage we do to others by this amount
armorScale = -2222222222222222222; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(Airplane : MediumTank)
{
shapeFile = "~/data/shapes/plane/Plane.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 75.0; // meters per second (in forward direction)
accelRate = 105.0; // increase velocity this many meters per second
deccelRate = 120.0; // when breaking, decrease velocity
turnRate = 121.0; // degrees per second
antiSlideRate = 110.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 999999999999.0; // total amount of damage tank can withstand
suspensionRange = 10000000.8; // proportion of wheel size for wheel to move up/down
damageScale = 10.0; // multiply damage we do to others by this amount
armorScale = -2222222222222222222; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(Gokart : MediumTank)
{
shapeFile = "~/data/shapes/Gokart/gokart.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 75.0; // meters per second (in forward direction)
accelRate = 105.0; // increase velocity this many meters per second
deccelRate = 120.0; // when breaking, decrease velocity
turnRate = 121.0; // degrees per second
antiSlideRate = 110.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 999999999999.0; // total amount of damage tank can withstand
suspensionRange = 0.8; // proportion of wheel size for wheel to move up/down
damageScale = 10.0; // multiply damage we do to others by this amount
armorScale = -2222222222222222222; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
You Use these as Datablocks for the tanks AND WITHOUT THESE IT WON'T WORK...
Put these at the bottom of your TankDB.CS
You can change the Shape file of the tank if it is capable of being used ex./ the apache helicopter...
NOW FOR THE ADDING THE CODES
Im now opening normal codes.cs...
Else if(%code $= "/JetBody")
{
tankchanger(%sender,"ThinkJet"); <--- This is where you put the NAME of the datablock in tankDB.cs
return;
}
else if(%code $= "/Thinkplane")
{
tankchanger(%sender,"ThinkPlane"); <--- This is where you put the NAME of the datablock in tankDB.cs
return;
}
else if(%code $= "/Gokart")
{
tankchanger(%sender,"gokart"); <--- This is where you put the NAME of the datablock in tankDB.cs
return;
}
Find that in your Game/server/Admin Script/Normalcodes.cs look for these and then you will see what you need to do
Ok two scripts are needed in this they are The TankDB.cs and NormalCodes.cs:
In TankDB---> You Need To Have the datablock for the tank ex./ big shows new tanks...
Here are some that can be used for adding his tanks as codes for the Admin Script...
TankDB---> This is what I used in my tankDB.cs:
Datablock TankData(CruiserBlackTank : MediumTank)
{
shapeFile = "~/data/shapes/newshapes/cruiserblack.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 35.0; // meters per second (in forward direction)
accelRate = 45.0; // increase velocity this many meters per second
deccelRate = 50.0; // when breaking, decrease velocity
turnRate = 61.0; // degrees per second
antiSlideRate = 50.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 175.0; // total amount of damage tank can withstand
suspensionRange = 0.8; // proportion of wheel size for wheel to move up/down
damageScale = 30.0; // multiply damage we do to others by this amount
armorScale = -9999999999999999; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(Cruiser187Tank : MediumTank)
{
shapeFile = "~/data/shapes/tanks/cruiser187.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 45.0; // meters per second (in forward direction)
accelRate = 75.0; // increase velocity this many meters per second
deccelRate = 90.0; // when breaking, decrease velocity
turnRate = 91.0; // degrees per second
antiSlideRate = 80.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 9999.0; // total amount of damage tank can withstand
suspensionRange = 1; // proportion of wheel size for wheel to move up/down
damageScale = 2.0; // multiply damage we do to others by this amount
armorScale = -22222222; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(ThinkJet : MediumTank)
{
shapeFile = "~/data/shapes/ThinkJet/ThinkPlane.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 75.0; // meters per second (in forward direction)
accelRate = 105.0; // increase velocity this many meters per second
deccelRate = 120.0; // when breaking, decrease velocity
turnRate = 121.0; // degrees per second
antiSlideRate = 110.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 999999999999.0; // total amount of damage tank can withstand
suspensionRange = 10000000.8; // proportion of wheel size for wheel to move up/down
damageScale = 10.0; // multiply damage we do to others by this amount
armorScale = -2222222222222222222; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(Airplane : MediumTank)
{
shapeFile = "~/data/shapes/plane/Plane.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 75.0; // meters per second (in forward direction)
accelRate = 105.0; // increase velocity this many meters per second
deccelRate = 120.0; // when breaking, decrease velocity
turnRate = 121.0; // degrees per second
antiSlideRate = 110.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 999999999999.0; // total amount of damage tank can withstand
suspensionRange = 10000000.8; // proportion of wheel size for wheel to move up/down
damageScale = 10.0; // multiply damage we do to others by this amount
armorScale = -2222222222222222222; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(Gokart : MediumTank)
{
shapeFile = "~/data/shapes/Gokart/gokart.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
fx = "BabyBossFX";
maxSpeed = 75.0; // meters per second (in forward direction)
accelRate = 105.0; // increase velocity this many meters per second
deccelRate = 120.0; // when breaking, decrease velocity
turnRate = 121.0; // degrees per second
antiSlideRate = 110.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 999999999999.0; // total amount of damage tank can withstand
suspensionRange = 0.8; // proportion of wheel size for wheel to move up/down
damageScale = 10.0; // multiply damage we do to others by this amount
armorScale = -2222222222222222222; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
You Use these as Datablocks for the tanks AND WITHOUT THESE IT WON'T WORK...
Put these at the bottom of your TankDB.CS
You can change the Shape file of the tank if it is capable of being used ex./ the apache helicopter...
NOW FOR THE ADDING THE CODES
Im now opening normal codes.cs...
Else if(%code $= "/JetBody")
{
tankchanger(%sender,"ThinkJet"); <--- This is where you put the NAME of the datablock in tankDB.cs
return;
}
else if(%code $= "/Thinkplane")
{
tankchanger(%sender,"ThinkPlane"); <--- This is where you put the NAME of the datablock in tankDB.cs
return;
}
else if(%code $= "/Gokart")
{
tankchanger(%sender,"gokart"); <--- This is where you put the NAME of the datablock in tankDB.cs
return;
}
Find that in your Game/server/Admin Script/Normalcodes.cs look for these and then you will see what you need to do