DAZZLE S UPGRADE PACK

If you haven't already done so, upgrade your game by downloading Dazzle's all-in-one upgrade pack. It comes with everything you need for today's servers. Does your blue bar freeze when joining servers? Do you lag in games? Do you get an annoying siren in Phobik's Servers? This is what you need. CLICK HERE TO DOWNLOAD.

TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Modding questions, answers, help.....

Moderators: Warfare, Moderator, Admin

TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby benblue20 on Sun Feb 24, 2008 4:00 pm

Hello,

This is a thread concerning the making of a weapon and an emitter. So lets get started.

How to make a weapon

1. Download the source files

2. There is a file named special.cs, put it in boot drive/program files/ThinkTanks/game/server/scripts small note: the directory may be different in versions (i.e shockwave, garagegames, etc.)

3. If the special.cs you extracted is not a text file, right click on the file and go to properties. Click on the 'change' button and either pick Notepad or any other text program you like (I use notepad just to say).

4. To make a new weapon, copy a sample BraveTree made:

Image

5. Once you copied, paste it anywhere you like, easier if you paste it below it:

Image

6. You can change the name of the projectile. I named mine TestProjectile (you do not need the word 'Projectile' at the end). You can name the projectile anything you want (i.e. fireball, lazer, plasma, etc.)

7. Edit the numbers to your liking.

8. To implement your newly made weapon, place it in the power-up slot (scroll 9/10 way down to find it). Make sure you change the first number everytime you place a newly made PU (power-up). In addition, for every PU you place, change the number beside it as well! Finally, the sound that comes when you pick your PU.

Image

9. Done!

How to make an emitter

1. Special.cs is needed.
2. Begin by taking a copying a sample of BraveTree's emitters:

Image

3. Paste it anywhere you like. Easier to paste it right below it.

Image

4. I named mine 'fire'. The second one you just name it fireEmitter (DO NOT leave out 'Emitter' on the second name). Finally, for the third name, name it the way you did on your first one.

5. Edit the numbers to your liking.

6. Going back to your newly made weapon, implement the emitter like so:

Image

7. Done!

Any questions/concerns please post in this thread.

Thanks for reading and I hope this helps folks.
Image
User avatar
benblue20
Popped Bot Head
Popped Bot Head
 
Posts: 240
Joined: Thu Jan 25, 2007 3:15 am
Location: Canada, Alberta
Has thanked: 0 time
Been thanked: 0 time

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby deathbotXPBMTXDL on Tue Mar 11, 2008 3:34 pm

Ty ben it help me alot Gj :wink: but so much to read lol :study:
:) ago seconds 14 was that and seconds 20 in missle a by hit be will you word this read have you and since do to better nothing have you because signature this read have you that now

read it backwards
User avatar
deathbotXPBMTXDL
New Brainjar
New Brainjar
 
Posts: 57
Joined: Sat Mar 08, 2008 12:34 pm
Location: on the computer
Has thanked: 0 time
Been thanked: 0 time

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby luke on Mon Jun 23, 2008 2:32 am

Hi. i'm new. i just created a new weapon. but it seems i never get it. heres what i did.
Code: Select all
datablock ProjectileData(Superb)
{
   velocity = 40.0;           // meters per second
   inheritVelocity = 1.00;    // how much of shooters velocity to inherit
   numBounce = 0;             // usually 0
   splashArea = 20;          // usually 0
   count = 3;                // how many shots per clip?
   saveOldCartridge = true;   // chuck old cartridge or keep it around
   canSave = false;           // can this cartridge be saved if another comes along?
   reloadTime = 1000;         // in milliseconds
   burstDelay = 1000;         // milliseconds until next burst if button held down
   burstCount = 1;            // number of projectiles to fire per burst
   synchTime = 1000;          // synch over this many milliseconds
   synchBefore = 500;         // synch if not older than this in milliseconds
   damage = 20;                // usually 1
   gravityScale = 0.5;        //
   sizeScale = 0.7;           // scale of projectile (meters for bitmaps)
   resource = "~/data/shapes/tanks/AreaProjectile.png";             // shape or bitmap
   tankExplosion = "SplashExplosion";   // datablock for explosion
   ownTankExplosion = "SplashExplosion";   // datablock for explosion
   bounceExplosion = "DefaultExplosion"; // datablock for explosion
   otherExplosion = "SplashExplosion";  // datablock for explosion
   reticle = "OtherReticle";
};

Code: Select all
$NumPupTypes = 4;
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";
$pupTypes[3] = "Superb";

$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";
$pupSnds[3] = "ActivateSplash";

any mistakes? do i NEED a emitter? if so both making emitters and weps sounds very simple.
Check out my maps!
- Recked Race-ency
- Narnias North
- Army Mods Map v1.01
- Swamp Lemethil
My Mods:
- Army Mods v1.01
(2nd version)
User avatar
luke
New Brainjar
New Brainjar
 
Posts: 116
Joined: Mon Jun 23, 2008 2:30 am
Location: Thinktanks Lush
Has thanked: 0 time
Been thanked: 0 time

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby Richu on Thu Jul 17, 2008 5:29 pm

deathbotXPBMTXDL wrote:Ty ben it help me alot Gj :wink: but so much to read lol :study:


:sneaky: :innocent: :nope: :chair: :chair: :chair: :chair: :chair: :chair: :chair: :chair: :chair: :soldiers: :soldiers: :deadhorse: :deadhorse: :dj: :dj: :morepics: :adminlock: :RIP: :banana: :banana: :occasion9: :angry7: :angry5: :flaming: :pain10: :newb: :o :!: :zout: :zout: :bash: :censored: :banana: -_-
help me omg :drive: :tankergang: :tankertank: :cya: underdog :cya: :cya: :bs: :rtfm: :rtfm: :rtfm: :rtfm: :rtfm: :rtfm: yep i said idk how help me :please: :rtfm: :rtfm: :rtfm: :rtfm: :rtfm:
As Assassins We rise angaist the templars our motto.... we live on the Death of Others and make peace for the New World [img]1275.png[/img]
User avatar
Richu
New Brainjar
New Brainjar
 
Posts: 35
Joined: Wed Jul 16, 2008 11:11 am
Has thanked: 0 time
Been thanked: 0 time

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby DJ Wings on Thu Jul 17, 2008 9:32 pm

...Excuse me? :tankerconfused2:
Never really gone, never really part of the game.
DJ Wings
Need Major Repair
Need Major Repair
 
Posts: 895
Joined: Thu Dec 28, 2006 9:01 am
Location: Places... Places.
Has thanked: 0 time
Been thanked: 0 time

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby Guest on Tue Jul 22, 2008 3:23 pm

i just created a new weapon. but it seems i never get it.


Luke a way to get your weapon on your server is to create a Projectile Code with dash admin script or ACAS.
To do this you need Dash or ACAS (I would go with dash if your new to modding).

after you download and install dash go to codes.cs.

Scroll Down untill you find:

Code: Select all
else if (%code $= "/blue" )
        call("teamchanger",%sender,"BlueTeam");
    else if (%code $= "/mb" )
        call("adminteamchanger",%sender,"BlueTeam",%a2);
    else if (%code $= "/mo" )
        call("makePlayerObserver",%sender,%a2);
    else if (%code $= "/mg" )
        call("adminteamchanger",%sender,"GreenTeam",%a2);
    else if (%code $= "/mr" )
        call("adminteamchanger",%sender,"RedTeam",%a2);
    else if (%code $= "/ufo" )
        call("tankchanger",%sender,"babyboss");
    else if (%code $= "/light" )
        call("tankchanger",%sender,"LightTank");
    else if (%code $= "/med" )
        call("tankchanger",%sender,"MediumTank");
    else if (%code $= "/heavy" )
        call("tankchanger",%sender,"HeavyTank");
    else if (%code $= "/boss" )
        call("tankchanger",%sender,"BossTank");
    else if (%code $= "/mufo" )
        call("admintankchanger",%sender,%a2,"babyboss");
    else if (%code $= "/mlight" )
        call("admintankchanger",%sender,%a2,"LightTank");
    else if (%code $= "/mmed" )
        call("admintankchanger",%sender,%a2,"MediumTank");
    else if (%code $= "/mheavy" )
        call("admintankchanger",%sender,%a2,"HeavyTank");
    else if (%code $= "/mboss" )
        call("admintankchanger",%sender,%a2,"BossTank");
    else if (%code $= "/area" )
        call("projectilechanger",%sender,"SplashProjectile");
    else if (%code $= "/speedy" )
        call("projectilechanger",%sender,"SpeedyProjectile");
    else if (%code $= "/bounce" )
        call("projectilechanger",%sender,%a2,"BounceProjectile");
    else if (%code $= "/marea" )
        call("adminprojectilechanger",%sender,%a2,"SplashProjectile");
    else if (%code $= "/mspeedy" )
        call("adminprojectilechanger",%sender,%a2,"SpeedyProjectile");
    else if (%code $= "/mbounce" )
        call("adminprojectilechanger",%sender,%a2,"BounceProjectile");
    else if (%code $= "/restart" )
        call("restartGame",%sender);
    else


After you do that put this at the end of the list:

else if (%code $= "/code" )
call("projectilechanger",%sender,"YourProjectile");

Replace where it says code with what ever you want the code to be then replace YourProjectile with the name of your Projectile in the special.cs.


Hope This Helps,
Guest
 

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby bobo man on Wed Jul 23, 2008 10:52 pm

thanks pink but how do u do that on acas? :thanks:
User avatar
bobo man
New Brainjar
New Brainjar
 
Posts: 27
Joined: Sat Jun 07, 2008 11:04 pm
Has thanked: 0 time
Been thanked: 0 time

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby Guest on Thu Jul 24, 2008 1:15 am

For ACAS Just instead of opening codes.cs just open AdminCodes.cs and scroll down to where it says:


Code: Select all
}

  else if(%code $= "/area")
  {
    if(IsAdmin(%sender,"You're not an admin"))
      admprojectilechanger(%sender,%msg,"SplashProjectile");
    return;
  }
  else if(%code $= "/speedy")
  {
    if(IsAdmin(%sender,"You're not an admin"))
      admprojectilechanger(%sender,%msg,"SpeedyProjectile");
    return;
  }
  else if(%code $= "/bounce")
  {
    if(IsAdmin(%sender,"You're not an admin"))
      admprojectilechanger(%sender,%msg,"BounceProjectile");
    return;
  }
  else if(%code $= "/normal")
  {
    if(IsAdmin(%sender,"You're not an admin"))
      admprojectilechanger(%sender,%msg,"DefaultProjectile");
    return;



After the /normal code put:

}
else if(%code $= "/code")
{
if(IsAdmin(%sender,"You're not an admin"))
admprojectilechanger(%sender,%msg,"YourProjectile");
return;


Replace where it says code with the code you want and replace YourProjectile with the name of your projectile in your special.cs document.

Hope This Helps
Guest
 

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby luke on Thu Jul 24, 2008 4:52 am

That would help i gto ACAS nnow but now my pc puts the code SIDEWays witch makes things MUCH harder to find. can someone send me a admin codes file unmodified so i can read it up/down scroll instead of side-to-side? PM me plz.

i can make weps now. But i have dash on other pc. and now over tehre i made a code for it. man.
the code is /big and wehn i edited i also did somethign else.
When the codes messenger reache sprojectile changing codes. it says:

Projectile Changing Code:
/speedy /bounce /area /big
and when you type /big you DO get my nuke wep. if anybody wants i can upload this wep and code and all. (the nuke takes about 5 shots for everyone to die lol)
Check out my maps!
- Recked Race-ency
- Narnias North
- Army Mods Map v1.01
- Swamp Lemethil
My Mods:
- Army Mods v1.01
(2nd version)
User avatar
luke
New Brainjar
New Brainjar
 
Posts: 116
Joined: Mon Jun 23, 2008 2:30 am
Location: Thinktanks Lush
Has thanked: 0 time
Been thanked: 0 time

Re: TUTORIAL: HOW TO MAKE WEAPONS/EMITTERS (UPDATED)

Postby Guest on Thu Jul 24, 2008 12:16 pm

Luke sure I will pm it to u.
Guest
 

Next

  • Similar Topics
    Replies
    Views
    Last post

Return to Modding

Who is online

Users browsing this forum: No registered users and 3 guests

cron