***DOWNLOAD*** Inside is all the information written on thread's #1 & #2 plus many things I just left out.
http://rapidshare.com/files/233069868/TT_Text_Files.zip
CHANGES HOW THE TANKS BRAIN POPS OUT WHEN BLASTED TO METAL PIECES.
IF USING YOU CAN ONLY CHOOSE ONE OF THEM.
COPY & PASTE ABOVE OBJECT WRITE BEGIN.
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//:::::::::::slowly forward going brain:::::::::::
brainprojectile.bounceFactor = "0.05";
brainprojectile.burstCount = "0";
brainprojectile.burstDelay = "0";
brainprojectile.canSave = "";
brainprojectile.className = "ProjectileData";
brainprojectile.count = "0";
brainprojectile.damage = "0";
brainprojectile.emitter = "RocketEmitter";
brainprojectile.gravityScale = "0";
brainprojectile.inheritVelocity = "1";
brainprojectile.maxRotation = "40"; // rise 40 to bigger and it will spin faster
brainprojectile.numBounce = "8";
brainprojectile.reloadTime = "0";
brainprojectile.saveOldCartridge = "0";
brainprojectile.sizeScale = "0.2";
brainprojectile.splashArea = "0";
brainprojectile.synchBefore = "0";
brainprojectile.synchTime = "0";
brainprojectile.velocity = "-21";
//:::::::::::fast on ground breakdancing brain:::::::::::
brainprojectile.bounceFactor = "0.05";
brainprojectile.burstCount = "1";
brainprojectile.burstDelay = "0";
brainprojectile.canSave = "1";
brainprojectile.className = "ProjectileData";
brainprojectile.count = "2";
brainprojectile.damage = "2";
brainprojectile.emitter = "RocketEmitter";
brainprojectile.gravityScale = "11";
brainprojectile.inheritVelocity = "1";
brainprojectile.maxRotation = "40";
brainprojectile.numBounce = "8";
brainprojectile.reloadTime = "0";
brainprojectile.saveOldCartridge = "1";
brainprojectile.sizeScale = "22.2";
brainprojectile.splashArea = "0.5";
brainprojectile.synchBefore = "1000";
brainprojectile.synchTime = "1000";
brainprojectile.velocity = "-21";
//:::::::::::bouncing brain:::::::::::
brainprojectile.bounceFactor = "0.5";
brainprojectile.burstCount = "1";
brainprojectile.burstDelay = "1";
brainprojectile.canSave = "0";
brainprojectile.className = "ProjectileData";
brainprojectile.count = "2";
brainprojectile.damage = "30";
brainprojectile.emitter = "RocketEmitter";
brainprojectile.gravityScale = "1.5";
brainprojectile.inheritVelocity = "1";
brainprojectile.maxRotation = "-40";
brainprojectile.numBounce = "0.8";
brainprojectile.reloadTime = "1";
brainprojectile.saveOldCartridge = "1";
brainprojectile.sizeScale = "0.2";
brainprojectile.splashArea = "10";
brainprojectile.synchBefore = "1";
brainprojectile.synchTime = "1";
brainprojectile.velocity = "-21";
I HAVE A MEMORY THAT THIS WAS PRETTY WILD!
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MediumTank.maxspeed= 25;
MediumTank.accelrate= 20;
MediumTank.antisliderate= 20;
MediumTank.turnrate= 90;
MediumTank.deccelRate= 200;
MediumTank.suspensionrange = "0";
MediumTank.brainshapefile = "game/data/shapes/common/scrumball.dts";
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Defaultexplosion.durationscale = 999999.999999;
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lighttank.shapefile = "game/data/shapes/tanks/Tank01.dts";
lighttank.brainShapeFile = "game/data/shapes/tanks/brainjar03.dts";
lighttank.maxspeed = 111;
lighttank.accelrate = 22;
lighttank.suspensionrange = 5;
lighttank.antisliderate = 11;
lighttank.damageAmount = 33;
heavytank.shapefile = "game/data/shapes/tanks/Tank03.dts";
heavytank.brainShapeFile = "game/data/shapes/tanks/bot03.dts";
heavytank.maxspeed = 66;
heavytank.accelrate = 12;
heavytank.suspensionrange = 7;
heavytank.damageAmount = 55;
mediumtank.shapefile = "game/data/shapes/tanks/Tank05.dts";
mediumtank.brainShapeFile = "game/data/shapes/tanks/brain.dts";
mediumtank.maxspeed = 99;
mediumtank.accelrate = 16;
mediumtank.suspensionrange = 45;
mediumtank.damageAmount = 40;
lighttank.bounceprojectile = "bounceprojectile";
mediumtank.bounceprojectile = "bounceprojectile";
heavytank.bounceprojectile = "bounceprojectile";
bounceprojectile.resource = "game/data/shapes/common/VolcanoExplosion.jpg";
bounceprojectile.count = 5000;
bounceprojectile.burstcount = 5000;
bounceprojectile.velocity = 40;
bounceprojectile.reloadtime = 0;
bounceprojectile.burstdelay = 0;
bounceprojectile.sizeScale = 3;
defaultexplosion.startscale = 4;
defaultexplosion.endscale = 7;
Lighttank.splashprojectile = "splashprojectile";
Mediumtank.splashprojectile = "splashprojectile";
Heavytank.splashprojectile = "splashprojectile";
splashprojectile.resource = "game/data/shapes/tanks/bot03.dts";
Defaultexplosion.resource = "game/data/shapes/tanks/TankExplosion01.png";
splashprojectile.damage = 4;
splashprojectile.count = 50;
splashprojectile.burstcount = 5;
splashprojectile.gravityscale = 3;
splashprojectile.velocity = 36;
splashprojectile.sizescale = 1;
splashprojectile.reloadtime = 150;
splashprojectile.burstdelay = 1;
Defaultexplosion.startscale = 3;
Defaultexplosion.endscale = 5;
Lighttank.speedyprojectile = "speedyprojectile";
Mediumtank.speedyprojectile = "speedyprojectile";
Heavytank.speedyprojectile = "speedyprojectile";
speedyprojectile.resource = "game/data/shapes/common/electro03.png";
Defaultexplosion.resource = "game/data/shapes/tanks/TankExplosion01.png";
speedyprojectile.damage = 1;
speedyprojectile.count = 99999;
speedyprojectile.burstcount = 9999;
speedyprojectile.gravityscale = 1;
speedyprojectile.velocity = 66;
speedyprojectile.sizescale = 1;
speedyprojectile.reloadtime = 0;
speedyprojectile.burstdelay = 0;
Defaultexplosion.startscale = 2;
Defaultexplosion.endscale = 4;
Lightprojectile.emitter = "rocketemitter";
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lighttank.bounceprojectile = "bounceprojectile";
mediumtank.bounceprojectile = "bounceprojectile";
heavytank.bounceprojectile = "bounceprojectile";
bounceprojectile.resource = "game/data/shapes/common/volcanorock01.dts";
Bounceexplosion.resource = "game/data/shapes/common/jet.png";
bounceprojectile.count = 5000;
bounceprojectile.burstcount = 5000;
bounceprojectile.velocity = 40;
bounceprojectile.reloadtime = 0;
bounceprojectile.burstdelay = 0;
bounceprojectile.sizeScale = 3;
bounceexplosion.startscale = 4;
bounceexplosion.endscale = 7;
Lighttank.splashprojectile = "splashprojectile";
Mediumtank.splashprojectile = "splashprojectile";
Heavytank.splashprojectile = "splashprojectile";
splashprojectile.resource = "game/data/shapes/tanks/bot03.dts";
Splashexplosion.resource = "game/data/shapes/tanks/smoke.png";
splashprojectile.damage = 4;
splashprojectile.count = 50;
splashprojectile.burstcount = 5;
splashprojectile.gravityscale = 3;
splashprojectile.velocity = 36;
splashprojectile.sizescale = 1;
splashprojectile.reloadtime = 150;
splashprojectile.burstdelay = 1;
Splashexplosion.startscale = 4;
Splashexplosion.endscale = 10;
Lighttank.speedyprojectile = "speedyprojectile";
Mediumtank.speedyprojectile = "speedyprojectile";
Heavytank.speedyprojectile = "speedyprojectile";
speedyprojectile.resource = "game/data/shapes/common/electro03.png";
defaultexplosion.resource = "game/data/shapes/tanks/TankExplosion01.png";
speedyprojectile.damage = 1;
speedyprojectile.count = 99999;
speedyprojectile.burstcount = 9999;
speedyprojectile.gravityscale = 1;
speedyprojectile.velocity = 66;
speedyprojectile.sizescale = 1;
speedyprojectile.reloadtime = 0;
speedyprojectile.burstdelay = 0;
Defaultexplosion.startscale = 2;
Defaultexplosion.endscale = 4;
Lightprojectile.emitter = "rocketemitter";
Defaultexplosion.durationscale = 999999.999999;
Splashexplosion.durationscale = 999999.999999;
Bounceexplosion.durationscale = 999999.999999;
YOU GET COOL CRASHED UFO BATTLESHIP AND FUNKY LIGHTS/RAINBOWS ON THE SKY. THEN ADD THERE A SPACE SKY ;)
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new TSStatic() {
position = "78.7369 -0.32963 148.037";
rotation = "15.46909 33.74244 99.57906 5.29593";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "-7.86276 -88.0197 161.077";
rotation = "111.536 -54.3678 89.57906 5.8963";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "39.0207 -52.2756 160.289";
rotation = "36.5748 -76.363 78.57906 5.2493";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "48.5609 -107.863 136.956";
rotation = "67.523 -25.9999 50.57906 4.2593";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "47.3052 -45.9413 134.157";
rotation = "71.1324 56.123 88.57906 6.29593";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "-113.232 -24.9921 199.526";
rotation = "200.674 56.757 -88.57906 5.29593";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "56.4777 13.4569 143.346";
rotation = "11.67477 43.67475 50.99818 6";
scale = "1 1 1";
shapeName = "game/data/shapes/tanks/tank04.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "-91.5738 75.2773 142.104";
rotation = "18.352092 -45.231602 88.647 11.022";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "-26.9891 54.5328 174.477";
rotation = "-15.595535 -33.23579 99.767946 6.2937";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "93.1643 0.182998 301.918";
rotation = "74.127747 75.142773 64.981477 4.251";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "123.604 -115.115 142.891";
rotation = "15.277392 -38.0327374 -100.960199 7.836";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
new TSStatic() {
position = "-7.96236 -158.199 106.786";
rotation = "5.564334 8.560256 22.78345 11.5377";
scale = "1 1 1";
shapeName = "game/data/shapes/common/scrumgoal.dts";
treeLighting = "0";
lightBoost = "0";
};
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rotation = "111.111111 211.111111 255.111111 5.111111";
2 = Falls things like this = /
3 = How large something is.
4 = Small numbers is enough for this, this is likely how easily you get throught the object ?
In the third rotation setting, try 1.992165
To increase rock size, input the following numbers in the rotation settings respectively: 00 -2 -800
To increase tree size, input the following numbers in the rotation settings respectively: 00 2 800
Another rumor is that the 3rd rotation setting area, the number 1.992165 can be doubled, tripled, ect for various sizes.
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shapename = "game/data/shapes/common/scrumgoal.dts";
You can make a cool things of some common objects by editing their rotation manually.
******************
WEAPON CODES
******************
Getting the BounceBack powerup and shooting creates an instant, temporary minefield.
This weapon shoots like a bounceback, but once it hits the ground it becomes a fire wall!
Just touching the pulsating orange glow sets off the mine.
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Bounceprojectile.resource = "game/data/shapes/common/healthflash.png";
Bounceexplosion.resource = "game/data/shapes/tanks/bounceexplosion.dts";
Bounceprojectile.damage = 5;
Bounceprojectile.count = 500;
Bounceprojectile.burstcount = 20;
Bounceprojectile.gravityscale = 1;
Bounceprojectile.velocity = 25;
Bounceprojectile.sizescale = 1;
Bounceprojectile.reloadtime = 20;
Bounceprojectile.burstdelay = 5;
Bounceexplosion.startscale = 10;
Bounceexplosion.endscale = 30;
Bounceprojectile.numbounce = 500.0;
Bounceprojectile.bounceFactor = 0.08;
Bouncebump.resource = "game/data/shapes/common/jet.png";
Bouncebump.startscale = 1;
Bouncebump.endscale = 5;
The emitter code goes in the mission file that you want to use it in.
Paste it at the very start of the file (before "//---OBJECT WRITE BEGIN---").
Paste the weapon code at the very end (after "//---OBJECT WRITE END---").
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//Weapon Code
Lightprojectile.emitter = "lightparticleemitter";
Lightprojectile.burstcount = 1;
Lightprojectile.reloadtime = 0;
Lightprojectile.burstdelay = 10;
Lightprojectile.count = 999999;
Lightprojectile.sizescale = 1;
Lightprojectile.damage = 0;
Lightexplosion.startscale = 1;
Lightexplosion.endscale = 1;
Lightprojectile.gravityscale = -1;
Lightprojectile.resource = "game/data/shapes/common/volcanorock01.dts";
Lightprojectile.velocity = 0;
//Emitter Code
Datablock particledata(lightparticle)
{
AnimateTexture = "1";
AnimTexName[1] = "game/
Data/shapes/common/volcano.png";
Colors[0] = "0 0 1 1.000000";
Colors[1] = "1 0 0 1";
Colors[2] = "0 0 1 1";
Colors[3] = "0.000000 0.000000 1 1.000000";
ConstantAcceleration = "1";
DragCoefficient = "0.997067";
FramesPerSec = "1";
GravityCoefficient = "-0.20757";
InheritedVelFactor = "0.297456";
LifetimeMS = "500";
LifetimeVarianceMS = "250";
Sizes[0] = "0.247922";
Sizes[1] = "0.745389";
Sizes[2] = "0.84409";
Sizes[3] = "1.54513";
SpinRandomMax = "500";
SpinRandomMin = "-90";
SpinSpeed = "100";
TextureName = "Game/data/shapes/tanks/AreaExplosion.jpg";
Times[0] = "1";
Times[1] = "1";
Times[2] = "1";
Times[3] = "9";
UseInvAlpha = "1";
WindCoefficient = "0";
};
Datablock
Particleemitterdata(lightparticleemitter)
{
ClassName = "ParticleEmitterData";
EjectionOffset = "0";
EjectionPeriodMS = "28";
EjectionVelocity = "3.5";
LifetimeMS = "0";
LifetimeVarianceMS = "0";
OrientOnVelocity = "1";
OrientParticles = "0";
OverrideAdvance = "1";
ParticleFarDist = "1000";
Particles = "lightparticle";
PeriodVarianceMS = "27";
PhiReferenceVel = "0";
PhiVariance = "360";
ThetaMax = "90";
ThetaMin = "90";
UseEmitterColors = "0";
UseEmitterSizes = "0";
VelocityVariance = "10.0";
};
How do you get areaeffects without a powerup?
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Lighttank.defaultprojectile.BounceExplosion = "DefaultExplosion";
Lighttank.defaultprojectile.bounceFactor = "1";
Lighttank.defaultprojectile.burstCount = "1";
Lighttank.defaultprojectile.burstDelay = "1000";
Lighttank.defaultprojectile.canSave = "0";
Lighttank.defaultprojectile.className = "ProjectileData";
Lighttank.defaultprojectile.damage = "3";
Lighttank.defaultprojectile.gravityScale = "0.5";
Lighttank.defaultprojectile.inheritVelocity = "1";
Lighttank.defaultprojectile.maxRotation = "0";
Lighttank.defaultprojectile.numBounce = "0";
Lighttank.defaultprojectile.otherExplosion = "SplashExplosion";
Lighttank.defaultprojectile.ownTankExplosion = "SplashExplosion";
Lighttank.defaultprojectile.reloadTime = "1000";
Lighttank.defaultprojectile.resource = "game/data/shapes/tanks/AreaProjectile.png";
Lighttank.defaultprojectile.reticle = "OtherReticle";
Lighttank.defaultprojectile.saveOldCartridge = "1";
Lighttank.defaultprojectile.sizeScale = "0.7";
Lighttank.defaultprojectile.splashArea = "5";
Lighttank.defaultprojectile.synchBefore = "500";
Lighttank.defaultprojectile.synchTime = "1000";
Lighttank.defaultprojectile.TankExplosion = "SplashExplosion";
Lighttank.defaultprojectile.velocity = "40";
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Splashprojectile.emitter = "rocketemitter";
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Xprojectile.damage = #;
ION CANNON
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Lighttank.defaultprojectile = "speedyprojectile";
Mediumtank.defaultprojectile = "speedyprojectile";
Heavytank.defaultprojectile = "speedyprojectile";
Speedyprojectile.resource = "game/data/shapes/tanks/splashreticle.png";
Defaultexplosion.resource = "game/data/shapes/common/powerupflash.png";
Speedyprojectile.damage = 1;
Speedyprojectile.count = 500;
Speedyprojectile.burstcount = 500;
Speedyprojectile.gravityscale = 0;
Speedyprojectile.velocity = 90;
Speedyprojectile.sizescale = 2;
Speedyprojectile.reloadtime = 3;
Speedyprojectile.burstdelay = 3;
Defaultexplosion.startscale = 2;
Defaultexplosion.endscale = 5;
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Lighttank.defaultprojectile = "bounceprojectile";
Mediumtank.defaultprojectile = "bounceprojectile";
Heavytank.defaultprojectile = "bounceprojectile";
Bounceprojectile.resource = "game/data/shapes/common/scrumball.dts";
Defaultexplosion.resource = "game/data/shapes/tanks/TankExplosion01.png";
Bounceprojectile.damage = 1;
Bounceprojectile.count = 3;
Bounceprojectile.burstcount = 1;
Bounceprojectile.gravityscale = 0;
Bounceprojectile.velocity = 0;
Bounceprojectile.sizescale = 1;
Bounceprojectile.reloadtime = 10;
Bounceprojectile.burstdelay = 1;
Defaultexplosion.startscale = 1;
Defaultexplosion.endscale = 1;
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lighttank.defaultprojectile = "speedyprojectile";
mediumtank.defaultprojectile = "speedyprojectile";
heavytank.defaultprojectile = "speedyprojectile";
speedyprojectile.resource = "game/data/shapes/common/VolcanoExplosion.jpg";
speedyprojectile.count = 5000;
speedyprojectile.burstcount = 5000;
speedyprojectile.velocity = 40;
speedyprojectile.reloadtime = 0;
speedyprojectile.burstdelay = 0;
speedyprojectile.sizeScale = 3;
defaultexplosion.startscale = 4;
defaultexplosion.endscale = 7;
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Lighttank.defaultprojectile = "bounceprojectile";
Mediumtank.defaultprojectile = "bounceprojectile";
Heavytank.defaultprojectile = "bounceprojectile";
Bounceprojectile.resource = "game/data/shapes/common/healthflash.png";
Defaultexplosion.resource = "game/data/shapes/common/Volcanobump.png";
Bounceprojectile.damage = 1;
Bounceprojectile.count = 500;
Bounceprojectile.burstcount = 500;
Bounceprojectile.gravityscale = 1;
Bounceprojectile.velocity = 20;
Bounceprojectile.sizescale = 3;
Bounceprojectile.reloadtime = 1;
Bounceprojectile.burstdelay = 1;
Defaultexplosion.startscale = 1;
Defaultexplosion.endscale = 1;
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Lighttank.defaultprojectile = "speedyprojectile";
Mediumtank.defaultprojectile = "speedyprojectile";
Heavytank.defaultprojectile = "speedyprojectile";
Speedyprojectile.resource = "game/data/shapes/tanks/bot03.dts";
Defaultexplosion.resource = "game/data/shapes/tanks/TankExplosion01.png";
Speedyprojectile.damage = 1000;
Speedyprojectile.count = 50;
Speedyprojectile.burstcount = 50;
Speedyprojectile.gravityscale = 0;
Speedyprojectile.velocity = 5;
Speedyprojectile.sizescale = 1;
Speedyprojectile.reloadtime = 10;
Speedyprojectile.burstdelay = 1;
Defaultexplosion.startscale = 10;
Defaultexplosion.endscale = 0.1;
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Lighttank.defaultprojectile = "speedyprojectile";
Mediumtank.defaultprojectile = "speedyprojectile";
Heavytank.defaultprojectile = "speedyprojectile";
Speedyprojectile.resource = "game/data/shapes/tanks/Muzzleflash.png";
Defaultexplosion.resource = "game/data/shapes/common/jet.png";
Speedyprojectile.damage = 20;
Speedyprojectile.count = 50000;
Speedyprojectile.burstcount = 50000;
Speedyprojectile.gravityscale = 1;
Speedyprojectile.velocity = 20;
Speedyprojectile.sizescale = 1;
Speedyprojectile.reloadtime = 10;
Speedyprojectile.burstdelay = 5;
Defaultexplosion.startscale = 1;
Defaultexplosion.endscale = 50;
In the below, "x" can be replaced with Splash, Speedy, or Bounce. "#" represents a number.
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Lighttank.defaultprojectile = "xprojectile";
//For the default weapon
xprojectile.damage = #;
//For the power of the weapon
xprojectile.count = #;
//For the amount of ammo you can use with one powerup
xprojectile.burstcount = #;
//For the amount of ammo in one round of fire
xprojectile.gravityscale = #;
//For the rate of gravity (0 is no gravity)
xprojectile.velocity = #;
//For the speed of the weapon
xprojectile.sizescale = #;
//For the size of the weapon (1 is normal)
xprojectile.reloadtime = #;
//For the delay between shots (1000 is 1 second)
xprojectile.burstdelay = #;
//For the delay between rounds of fire (1000 is 1 second)
xprojectile.resource = "file";
//For a different shape of bullet
defaultexplosion.resource = "file";
//For a different explosion
defaultexplosion.startscale = #;
Defaultexplosion.endscale = #;
//Makes the explosion different sizes at the start and the end of it
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Lighttank.projectile = "bounceprojectile";
Mediumtank.projectile = "bounceprojectile";
Heavytank.projectile = "bounceprojectile";
Bounceprojectile.resource = "game/data/shapes/tanks/Brain.dts"; //<--- This one uses a brain.
Explosion.resource = "game/data/shapes/tanks/AreaExplosion.png";
Bounceprojectile.damage =0;
Bounceprojectile.count = 0;
Bounceprojectile.burstcount =0 ;
Bounceprojectile.gravityscale = 1;
Bounceprojectile.velocity =0;
Bounceprojectile.sizescale =0;
Bounceprojectile.reloadtime =1;
Bounceprojectile.burstdelay =1;
Explosion.startscale =0 ;
Explosion.endscale = 0;
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Lightprojectile.bounceExplosion = "DefaultExplosion";
Lightprojectile.bounceFactor = "1";
Lightprojectile.burstCount = "5";
Lightprojectile.burstDelay = "1000";
Lightprojectile.canSave = "0";
Lightprojectile.className = "ProjectileData";
Lightprojectile.count = "35";
Lightprojectile.damage = "1";
Lightprojectile.gravityScale = "0.3";
Lightprojectile.inheritVelocity = "0.97";
Lightprojectile.maxRotation = "0";
Lightprojectile.numBounce = "0";
Lightprojectile.otherExplosion = "DefaultExplosion";
Lightprojectile.ownTankExplosion = "DefaultTankExplosion";
Lightprojectile.reloadTime = "100";
Lightprojectile.resource = "game/data/shapes/tanks/SpeedyProjectile.png";
Lightprojectile.reticle = "SpeedyReticle";
Lightprojectile.saveOldCartridge = "1";
Lightprojectile.sizeScale = "0.6";
Lightprojectile.splashArea = "0";
Lightprojectile.synchBefore = "500";
Lightprojectile.synchTime = "1000";
Lightprojectile.tankExplosion = "DefaultTankExplosion";
Lightprojectile.velocity = "190";
Lightprojectile.reticle = "SpeedyReticle";
Open any.mis file and put these commands below the //---OBJECT WRITE END--- line. Type them accurately!
typetank.maxspeed = x;
//Changes tank's maximum speed. Replace type with light, medium or heavy. Replace x's with a value.
typetank.accelrate = x;
//Changes tank's acceleration rate.
typetank.antisliderate = x;
//Set the value to 0 for extreme grip. Set it to 1000 for an ice rink ;)
typetank.shapefile = game/data/shapes/tanks/Tankx.dts
//Changes tank appearance. Set x to 01, 02, 03 or 04.
typetank.suspensionrange = x;
//Changes suspension of tank (or in other words, a high number gives it stilts! XD )
//For acceleration:
Lighttank.accelRate = 50;
//(just edit the number to tell it how fast u want it to start)
//For Deceleration:
Lighttank.deccelRate = 80;
//(how strong u want their breaks)
//For Speed:
LightTank.maxSpeed = 60;
//(How fast u want the top speed)
//and for no Slip: (I think it´s this)
LightTank.antiSlideRate = 70;
//(For no slip, set it to 0)
FOG COLORS
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0.250000 0.200000 0.600000 1.000000 = Blue Colored Fog
99.250000 7.200000 4.600000 3.000000 = Pink Colored Fog
459.250000 5.245700 9.605500 1.004910 = Purple Colored Fog
217.2554654 51.24575456 79.605545644654 66.00458410 = Vibrant Colored Fog
454244524.5465465454 5454.46786731 587.46464165 78541.4987 = Maroon Colred Fog
0.000000 204.00000 153.000000 0.000000 = Tropical Ocean Water
175.000000 200.000000 238.000000 = Sky Blue
255.000000 175.000000 119.000000 0.000000 = Melon
122.000000 122.000000 122.000000 0.000000 = Dark Foggy Gray(Any three numbers the same will produce a gray)
"0.751300 0.628000 3.426000 1.629000" = Peach
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lighttank.shapefile = "game/data/shapes/tanks/Tank05.dts";
lighttank.maxspeed = 111;
lighttank.accelerate = 88;
lighttank.suspensionrange = 0,01;
lighttank.antisliderate = 111;
heavytank.shapefile = "game/data/shapes/tanks/Tank04.dts";
heavytank.maxspeed = 55;
heavytank.accelerate = 1;
heavytank.suspensionrange = 0,01;
mediumtank.shapefile = "game/data/shapes/tanks/Tank05.dts";
mediumtank.maxspeed = 111;
mediumtank.accelerate = 1;
mediumtank.suspensionrange = 0,01;
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lighttank.shapefile = "game/data/shapes/tanks/Tank01.dts";
lighttank.brainShapeFile = "game/data/shapes/tanks/brainjar02.dts";
lighttank.maxspeed = 111; //<-- max. nopeus
lighttank.accelrate = 22; //<--- kiihtyvyys
lighttank.suspensionrange = 5; //<--- tekee tankilla jalat (ei ufot)
lighttank.antisliderate = 11; //<----- liuku?
lighttank.turnrate = 68; //<--- tankin kääntyvyys
lighttank.deccelrate = 20; //<-- jarrutus
lighttank.coastdeccelrate = 10;
lighttank.turretVerCenter = 2;
lighttank.turretHorRange = 60; //<--- tykki sivuttain
lighttank.turretVerRange = 24; //<--- tykki ylös ja alas
lighttank.turretAutoLevel = 11;
lighttank.springRange = 11;
lighttank.springVelScale = 1;
lighttank.springCorrectScale1 = 1;
lighttank.springCorrectScale2 = 2;
lighttank.damageAmount = 33;
lighttank.damageScalearmor = 1;
In objects, you see this:
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new TSStatic() {
position = "12.4334 -121.132 125.758";
rotation = "1 0 0 0";
scale = "1 1 1";
shapeName = "~/data/shapes/Red/rockred01.dts";
treeLighting = "0";
lightBoost = "0";
};
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new TSStatic(target1) {
position = "12.4334 -121.132 125.758";
rotation = "1 0 0 0";
scale = "1 1 1";
shapeName = "~/data/shapes/Red/rockred01.dts";
treeLighting = "0";
lightBoost = "0";
};
:::::::::::::::::::::::::::::::CAMERA VIEWS:::::::::::::::::::::::::::::::
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//::Braincam::
DefaultTankCamera.camFocusDist = 20.0;
DefaultTankCamera.camFocusUpDist = 1.4;
DefaultTankCamera.camBackupDist = 0.0;
DefaultTankCamera.camFloatHeight = 2.5;
DefaultTankCamera.camSmooth = 0.0;
DefaultTankCamera.camSmoothTurn = 0.2;
DefaultTankCamera.camSmoothUp = 0.2;
DefaultTankCamera.camNear = 0.5;
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//::Bird's Eye View::
DefaultTankCamera.camFocusDist = 20.0;
DefaultTankCamera.camFocusUpDist = 1.4;
DefaultTankCamera.camBackupDist = 0.0;
DefaultTankCamera.camFloatHeight = 100;
DefaultTankCamera.camSmooth = 0.0;
DefaultTankCamera.camSmoothTurn = 0.2;
DefaultTankCamera.camSmoothUp = 2;
DefaultTankCamera.camNear = 0.5;
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//::How to make the camera over-head!::
defaulttankcamera.camFloatHeight = 100;
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new flag() {
dataBlock = "defaultflag";
position = "-177.811 -51.8504 88.8775"; // Take this away,if you want your flags spawn // in your all spawnsphere areas( Put it to "" // [So there are nothing]).Or you can write a // location where your flag spawns everytime.
rotation = "0.101508 -0.0119435 0.994763 175.298";
scale = "1 1 1";
lightBoost = "0";
};
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datablock particledata(projectile2particle)
{
animateTexture = "0";
animTexName[0] = "game/data/shapes/common/electro03.png";
colors[0] = "0 1 0 1.000000";
colors[1] = "0 1 0 1.000000";
colors[2] = "0 1 0 0.385827";
colors[3] = "0 1 0 0.000000";
constantAcceleration = "0";
dragCoefficient = "0.99218";
framesPerSec = "1";
gravityCoefficient = "0";
inheritedVelFactor = "0";
lifetimeMS = "100";
lifetimeVarianceMS = "1000";
sizes[0] = "0.51492";
sizes[1] = "0.24519";
sizes[2] = "0.74571";
sizes[3] = "0.9451";
spinRandomMax = "500";
spinRandomMin = "-90";
spinSpeed = "0";
textureName = "game/data/shapes/tanks/speedyprojectile.jpg";
times[0] = "2";
times[1] = "4.2";
times[2] = "8.49804";
times[3] = "10";
useInvAlpha = "1";
windCoefficient = "1";
};
//
datablock particleemitterdata(projectile2emitter)
{
className = "ParticleEmitterData";
ejectionOffset = "0";
ejectionPeriodMS = "10";
ejectionVelocity = "0";
lifetimeMS = "0";
lifetimeVarianceMS = "0";
orientOnVelocity = "0";
orientParticles = "0";
overrideAdvance = "0";
particleFarDist = "1000";
particles = "projectile2particle";
periodVarianceMS = "9";
phiReferenceVel = "0";
phiVariance = "360";
thetaMax = "90";
thetaMin = "90";
useEmitterColors = "0";
useEmitterSizes = "0";
velocityVariance = "0";
};
datablock ParticleEmitterNodeData(projectile2emitternode)
{
timeMultiple = 80;
};
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Defaulttankfx.corpsefadetime = 999999.999999;
All it takes are 4 lines of code:
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Defaultprojectile.count = 0;
Speedyprojectile.count = 0;
Splashprojectile.count = 0;
Bounceprojectile.count = 0;
It's the suspensionrange. By lowering it to 0.01 or lower adds a lot of gravity.
:::::::::::::::::::Tanks disappear::::::::::::::
Ever try using a negative number for the corpsefadespeed?
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Defaulttankfx.corpseshaketime = 100;
Defaulttankfx.corpseflipspeed = 8;
Defaulttankfx.corpsesmoketime = 25;
Defaulttankfx.corpsefadetime = 9999;
Defaulttankfx.corpsefadespeed = 0.001;
Defaulttankfx.corpseflipspeed = 8;
Defaulttankfx.corpsesmoketime = 9999;
Defaulttankfx.corpsefadetime = 9999;
Defaulttankfx.corpsefadespeed = 0;
What do you type to change the projectile for the baby boss and boss tank.
The babyboss and bosstank use the light (babyboss) and heavy (bosstank) projectiles so unless you're gonna write new projectiles and set them as the defaultprojectiles for babyboss and bosstank your gonna have to edith those to get an effect.
The babyboss uses:
Lightprojectile.************ = "**";
The bosstank uses:
Heavyprojectile.********** = "**";
::::So how do u make the rocks not bounce? And how high exactly did u put the volcanos?::::
VolcanoRock.bounceFactor = 0;
Not sure, if this work?
Some codes for Radar.
// Controls bigger circles(gate/goal).
RadarHud.bigDotBitmap = "game/client/ui/radarBigDot.png";
// Controls smallers circles(dots).
RadarHud.dotBitmap = "game/client/ui/radarDot.png";
// Radar on & off(1 on/0 off).
RadarHud.visible = 0;
//No Info
//radarHud.horizSizing = "relative";
//radarHud.vertSizing = "relative";
//radarHud.position = "640 480";
//radarHud.extent = "120 120";
//radarHud.minExtent = "8 8";
--------COLOR CODES---------
These codes aren't very useful for people who don't know how to script, because these can be mainly used
on scripts. You can change the color of text which shows to player(s). If you put \c0 the color of text
will be white that is the default color. These are the possible color choices.
\c0 White
\c1 Cyan
\c2 Black
\c3 White-grey
\c4 - \c9 Brown
Example how it looks on script part: "\c0You have picked up a brain"
It's also possible to combinade the colors for fancy results. Like this: "\c4Map made by: \c2Trivox"
Works on: scripts, console, server names, etc.
I'll tell you the trick behind the black text as it seems to be the most famous to use.
As you know the server list from where you choose to what server you want join its background is black. Black text can't
be seen on black background. When you choose the server you want to join there comes greyish line over the name.
Thus black text will be shown.