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Totally Random Codes #2

Modding questions, answers, help.....

Moderators: Warfare, Admin, Moderator

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Triv
Veteran Member
Veteran Member
Posts: 159
Joined: Mon Jan 22, 2007 6:32 pm
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Totally Random Codes #2

Post by Triv »

Continue for thread #1

***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";
WACKY RACER - SINKING MEDIUM TANK
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"; 
THE SHOTS FROM WEAPONS STAYS ON GROUND. CAN BE USED LIKE FOR TT "PAINTING", LOL!

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Defaultexplosion.durationscale = 999999.999999;
COOL WEAPON COMBINATIONS

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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";
ANOTHER COOL WEAPON COMBINATION

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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;
TRY ADDING THESE IN HYPOTHALAMUS HILLS FILE !

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";
   };
EDITING ROTATION & SHAPENAME OF RANDOM TSStatic (see above)

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rotation = "111.111111 211.111111 255.111111 5.111111";
1 = Same as 2. but to different direction \ ?
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";
Can be any .dts you have in your folders. Likely you could also use only a picture (jpg/png)
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;
Someone developed a flare for us to use, thx to Spunky for making the emitter for it

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 as normal bullets?
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";
Smoke to Splash Weapon:

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Splashprojectile.emitter = "rocketemitter";
How do you change the damage scale caused by a weapon?

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Xprojectile.damage = #;
Where X is either default, speedy, splash or bounce, depending on which weapon you are editing, and # is a number.

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;
FAKE SCRUMBALL - TRICK OTHERS

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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;
FLAMETHROWER

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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;
RED CRAZE - you will know the meaning of bouncy!

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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;
:::Bot Mines - Bot heads act like mines; One touch and you're dead!:::

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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;
::::::::::::::::Presenting the Lava Gun!::::::::::::

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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
GUN, BRAIN

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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;
COOL GUNS... AGAIN

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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";
::::::::::::::::::::::::::::::::::::::::TANKS:::::::::::::::::::::::::::::::::::::::::::::::

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
SOMETHING EXTRA

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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;
SOMETHING - 2

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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;
::::::::::::::::::::How do you get volcanoes to erupt?::::::::::::::::::::::

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";
   };
Place a Target1 in the brackets above that you want the volcano to target. Like so:

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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";
   };
For the next object, use target2. You can also target boost pads, powerups, and spawn points.

:::::::::::::::::::::::::::::::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;
// I BELIEVE I USED THIS WHEN CREATING A MAZE MOD... YOU WON'T SUCCEED OTHERWISE, TRUST ME, LOL!

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//::How to make the camera over-head!:: 
defaulttankcamera.camFloatHeight = 100;
EXTRA SCRUMFALGS

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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";
};
:::::::Here´s an example of a new particle, emitter and emitter node.:::::::::::::

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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;
};
:::::::::::::::How will I get my tanks to be there after they die?:::::::::::::::::::::::

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Defaulttankfx.corpsefadetime = 999999.999999;
NO GUNS
All it takes are 4 lines of code:

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Defaultprojectile.count = 0;
Speedyprojectile.count = 0;
Splashprojectile.count = 0;
Bounceprojectile.count = 0;
:::::::::::::::::::::::Tank Gravity Scale:::::::::::::::::::::::::::
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;
::::::::::::::::::::::UFOs:::::::::::::::::::::
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---------

Image

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.
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Taylor
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Re: Totally Random Codes #2

Post by Taylor »

if i download the weps do i just put them in where weps normally go, or is there other special stuff?
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Re: Totally Random Codes #2

Post by Triv »

Taylor wrote:if i download the weps do i just put them in where weps normally go, or is there other special stuff?
Sup I have used the weapons from the mission file. Just by placing them above 'the object write begin' or below 'the object write end'. Can't remember which one but I don't think it matters. They replaces some of the default weapons - bullets, bounce, area, speedy.

You could of course always create a new datablock information for the weapons inside special.cs file but for that you need to edit the names some that way you won't lose the default weapons. And I believe you need to add few lines to powerup information in special.cs so you can get them from powerups...

The first way is much easier and faster.
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Re: Totally Random Codes #2

Post by Taylor »

ah. well, we'll see, i might get them...
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Re: Totally Random Codes #2

Post by 00E »

That's some great help Triv! :thumbup:
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