1) Important Note
2) Installing ModWizard
3) About ModWizard
4) Using ModWizard
5) Default Keys
6) Future Updates
If you choose to use this script, you do so at your own risk. I take no responsibility therefore for any problems which may occur as a result of installing it, attempting to install it, or using it.
I am a busy man as most of you know, and therefore I will not answer personal questions about using this script or with troubleshooting its installation. If you are really stuck, re-read this file, or, failing that, then ask other users of it on the ThinkTank forums at: GarageGames.com (or ask someone else you know who is using it succesfully for help.)
Also, at request of the makers of the game, BraveTree, please make sure to put 'MOD' at the beginning of your server name if you are running a server that differs (even slightly) from the standard levels. If everyone adheres to this, then BraveTree are more likely to provide extra support for modders in the future.
Happy modding.
-Z-
1. Copy all the files in the help folder into: ThinkTanks/game/client/help/ (these are additional in-game help pages for the ModWizard.
(in case your zip hasnt extracted into 4 folders, these files are: 8.hfl | 9.hfl | magiworks.png | modwizard.png | mwtitle.png
2. Copy all the files in the client folder into: ThinkTanks/game/client/scripts/ (these are the preferences and a script to control the hotkeys)
(in case your zip hasnt extracted into 4 folders, these files are: ModWizardBindings.cs.dso | ModWizardPrefs.cs
3. Copy the file in the server folder into: ThinkTanks/game/server/scripts/ (this is the main script)
(in case your zip hasnt extracted into 4 folders, this file is: ModWizardMain.cs.dso
4. Now fire up a text editor of your choice, and open the file: ThinkTanks/main.cs.
5. At the very bottom of this file, add the following lines:
// ModWizard
exec("game/server/scripts/ModWizardMain.cs");
if (!$Server::Dedicated) {
moveMap.bindCmd(keyboard, "m", "", "exec(\"game/client/scripts/ModWizardBindings.cs\");");
}
(copy and paste them to avoid mistakes)
6. Save that file. (you can always simply delete these lines to remove the script from ThinkTanks)
7. Read through the rest of this page and familiarize yourself with the keys. (if you need to change them, there is information on this lower down)
8. Now fire up ThinkTanks itself and create a server. Make sure there are no bots, and set a password so that people don't come in and interfere. The ModWizard will not work if there is anyone else in the server.
9. Once in the new server, simply press M and the script is activated. Pressing M again, will deactivate it.
ModWizard is an in-game map editor which allows you to place, delete and move objects around. It also gives the functionality to save the mission files, edit existing files, and more.
When in-game on a map, press 'M' to Activate and De-activate the script.
ModWizard will only work on an empty server with no other players or bots present. It is therefore recommended that you password your server while you edit the level as any visitors will stop you from being able to place objects.
Note also that ModWizard does not require you to launch a dedicated server, but you can edit directly through the in-game 'create server' option.
You can load up any existing mission and the existing objects will be rewritten exactly as they were when you save the mission. This includes any alterations you may have made to the colours, terrain, fog etc. All the data will be saved to "MWx_y.mis" (where 'x' relates to the terrain style and 'y' the map number - in the same way that the TTx_y.mis files are labelled) and won't overwrite your existing mission. (It will however overwrite any existing copy of the MWx_y.mis)
Mac users will probably want to redefine some of the keys before using this utility.
All the hotkeys can be changed in the ThinkTanks/game/client/scripts/ModWizardPrefs.cs file and the variables have been named to be as obvious as possible. Do not change the names of these variables, or it will cease to work. Only change their values if you wish to redefine the keys.
SpawnPoints (blue and green) are used for player spawn locations, the scrum and the goals (in scrum games) hence there are no extra keys to place goals. Only one goal will show up on the radar anyway. The SpawnPoints can be toggled on and off and are represented by low goals (sunken into the ground).
M |
Activate / Deactivate the ModWizard script (you will get notification on-screen that it has loaded properly) |
Adding Objects |
|
1 |
Add a Bounce pad |
2 |
Add a fixed booster arrow |
3 |
Add a changing direction booster arrow |
4 |
Add a reload gate |
5 |
Add a powerup |
6 |
Add a tree |
7 |
Add a rock |
8 |
Add a volcano |
9 |
Add bones |
0 |
Add the other type of bones |
Y |
Add blue team spawn point |
U |
Add green team spawn point |
Edit Actions |
|
K |
Delete nearby objects |
T |
Raise nearby objects by the current 'nudge size' |
G |
Lower nearby objects by the current 'nudge size' |
CTRL Z |
Delete all objects |
Nudge Size (see note below) |
|
CTRL 1 |
Small nudge size |
CTRL 2 |
Medium nudge size |
CTRL 3 |
Large nudge size |
Radius Size (see note below) |
|
CTRL 4 |
Small radius size |
CTRL 5 |
Medium radius size |
CTRL 6 |
Large radius size |
View Options |
|
CTRL Y |
Show Spawn Points |
CTRL U |
Hide Spawn Points |
Miscellaneous |
|
Q |
Commit suicide and respawn |
CTRL S |
Save the current mission |
The mission file will be saved to the ThinkTanks/Game/Data/Missions/ folder and will be called MWx_y.mis (eg MW1_2.mis) Simply rename this file to TT1_2.mis or for whichever map you wish to used as the base for your mod.
The 'nudge size' is the amount objects will be raised or lowered by.
The 'radius size' is the area of effect. When you choose to delete/raise/lower objects, any objects within this radius are affected.
Once again, I must remind you that if you use an edited map, please put 'MOD' at the beginning of the server name.
Any future updates or addons to this script will be available from www.ThinkTanksMania.com