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That was fun level, but why new terrain? The_arena is identically same, I guess..
1. There is already dts for that, called kingbase. It was made by chong I think.
2. And 3. There was painting mod, made by Art Crazy... (how every post is somehow related to him... %) )
@Pedro
Its only possible to make the paint stay in the air, like on the painting mod, you shot a tank and if the tank moved the paint would stay there flying...
@putti
Yea you're right, almost every post in the modding forum has my nick somewhere :)
And I'm proud of it!
Thats what I did on my MOD,but if you shot a tank the paint would have to stay on the air for it to stay on the objects, we just need a change of the time the projectile hit takes to disappear :)
Ok, Can I have both scripts please Ac. I dont mind the Paint floating on the air.
P.S - How do I make a message apear when people join the game, so when they join and everything has loaded it comes up with "Created by DEVΣ, Hosted by Pedro"
I knew how to do it, but ive forgotten
Last edited: Saturday, July 02, 2005 at 10:35:16 AM
I'll give ya both when I come back to my home computer 2morrow
I can give it now:
datablock ExplosionData(BlueExplosion : DefaultExplosion)
{
resource = "game/client/ui/bitmaps/BlueDot.jpg";
durationScale = 9999999;
startScale = 0.5; // per side, in meters
endScale = 0.5; // per side, in meters
};
Now put this on the.mis:
DefaultProjectile.tankExplosion = "BlueExplosion"; // datablock for explosion
DefaultProjectile.ownTankExplosion = "BlueExplosion"; // datablock for explosion
DefaultProjectile.bounceExplosion = "BlueExplosion"; // datablock for explosion
DefaultProjectile.otherExplosion = "BlueExplosion"; // datablock for explosion
LightProjectile.tankExplosion = "BlueExplosion"; // datablock for explosion
LightProjectile.ownTankExplosion = "BlueExplosion"; // datablock for explosion
LightProjectile.bounceExplosion = "BlueExplosion"; // datablock for explosion
LightProjectile.otherExplosion = "BlueExplosion"; // datablock for explosion
HeavyProjectile.tankExplosion = "BlueExplosion"; // datablock for explosion
HeavyProjectile.ownTankExplosion = "BlueExplosion"; // datablock for explosion
HeavyProjectile.bounceExplosion = "BlueExplosion"; // datablock for explosion
HeavyProjectile.otherExplosion = "BlueExplosion"; // datablock for explosion
Last edited: Saturday, July 02, 2005 at 12:30:03 PM
Well I have it execed in the.mis, so yea it does
O Ok, Im gonna have to install it tomorow, Thanks !
P.S - what is the little script I put at the top of the.mis before the mission begins that when you just join a server, a welcome message appears.
Id like it to say. "Welcome to Paintball. Created by ÐÈVÍ₤. Hosted by Pedro"
Function TankData::onAdd(%this,%obj)
{
if(%obj.client.deaths == 0 && AuthorCheck())
{
commandToClient(%obj.client,'CenterPrint',"Welcome to Paintball. Created by ÐÈVÍ?. Hosted by Pedro" , 10, 4);
}
}
"Thanks to putti and Art Crazy" XD jk
Well, you could remove && AuthorCheck() as thats part of the CTF script, so yea its Thanks to AC too :)
What happens if delete && AuthorCheck() :o
It wont check if theres an author in the.mis, or it'll stop centerprinting on enter if you dont have my Observer script or CTF script installed :)
So without your Obs and CTF scripts it dont effect anything?
Thanks Putti and Ac. Both really Helpful...
One more thing. More for Ac.
I want to have a script so that if you get shot 5 times you die. Including ALL powerups and the last person standing is the person that wins that round.... So its an ALL Vs. ALL Survivor.
And If you can once you die you can chose which tank you follow by Doing /obs Pedro - So The Camera Follows me....
EDIT - The Code so that the Paint stays on Objects isnt working Ac. I put the code after //--- OBJECT WRITE END ---
So it looks like this:
//--- OBJECT WRITE END ---
Lighttank.defaultprojectile.emitter= "smokeemitter";
Mediumtank.defaultprojectile.emitter= "smokeemitter";
Heavytank.defaultprojectile.emitter= "smokeemitter";
BabyBoss.defaultprojectile.emitter= "smokeemitter";
BossTank.defaultprojectile.emitter= "smokeemitter";
Datablock ExplosionData(BlueExplosion : DefaultExplosion)
{
resource = "game/client/ui/bitmaps/BlueDot.jpg";
durationScale = 9999999;
startScale = 0.5; endScale = 0.5; };
DefaultProjectile.tankExplosion = "BlueExplosion";
DefaultProjectile.ownTankExplosion = "BlueExplosion";
DefaultProjectile.bounceExplosion = "BlueExplosion";
DefaultProjectile.otherExplosion = "BlueExplosion";
LightProjectile.tankExplosion = "BlueExplosion";
LightProjectile.ownTankExplosion = "BlueExplosion";
LightProjectile.bounceExplosion = "BlueExplosion";
LightProjectile.otherExplosion = "BlueExplosion";
HeavyProjectile.tankExplosion = "BlueExplosion";
HeavyProjectile.ownTankExplosion = "BlueExplosion";
HeavyProjectile.bounceExplosion = "BlueExplosion";
HeavyProjectile.otherExplosion = "BlueExplosion";
Is it the Smokeemitter that im using getting in the way ??
Last edited: Sunday, July 03, 2005 at 7:48:35 AM
Hmm try putting those codes before OBJECT WRITE BEGIN..
It still doesnt work Ac,ive tried above object code gebin and underneath object code end.... Both dont work.
And the welcome message doesnt appear. There was a really short script that posted a welcome message but I can find it anymore... I did have it in one of my.mis files
Enough Spam, Back ontopic.
I want to have a script so that if you get shot 5 times you die. Including ALL powerups and the last person standing is the person that wins that round.... So its an ALL Vs. ALL Survivor.
And If you can once you die you can chose which tank you follow by Doing /obs Pedro - So The Camera Follows me....
Its easy to do the 5 hits equal dead
just change the health and damage ratios of all weps and tanks
for instance....
All tanks health equal 5
and each weapon does one damage
5 hits equal dead...
Simple XD
^ ha? Super bump? I just posted not 3 minutes ago, this was at the top of the page... And you bump it.....
SPAMMER!! XD
@ pedro - do you mean; after getting killed, the tank goes into observer mode, until the end of the round. Then while in observer mode they have the option to change tanks for the next round.
The way you have it with just 5 shots you will want to reduce the burst quantity too.
You should look at my example tank setting at maxworks
Also I have a green and blue hut from somebody's capture the base. I can e-mail them if you still need.
@ eagle - Ignore that wings fool. You need to add an emitter node over the reload gate. Only projectiles use emitters the way that other dude was telling you.
see maxworks
for more information
MAX
Yeah Max can you email me the huts you have please - pedro.tranda@gmail.com
And I do mean when you get killed you go into observer mode, but not change your tanks... Change the person you can see playing.. I.e follows my tank around if im still alive.
P.S - At the end of every round it should say "Round 2 is about to begin, Get Ready!" the after thats finished "Round 3 is about to begin, Get Ready!" and so on
EDIT - Which bit do I edit so that the tank die's after 5 shots on it... I also need to lower the reload rate for "EVERY" single bullet
Last edited: Monday, July 04, 2005 at 11:32:53 PM
@ pedro - I sent you the bases.
As far as the tank setting go, I suggest 2 two options.
1. I do it for you
2. You go to the THE NEW MODDING RESOURCE
at PTT and www.maxworks.com
to learn what you need to know.
I think it would be better if you actually understood what you were doing rather than a bunch of people throwing files and code at you.
It is not difficult to understand how the game works on the level that you need to, to mod it. I am just skimming the surface myself.
There are 4 important files for modding.
1. Special.cs (Resources/game/server/scripts) download this from files/otherstuff
2. Mission file (Resources/game/data/missions)
3. Terrain file (Resources/game/data/missions)
4. Main.cs (Resources/main.cs)
The special.cs has the emitters & projectile settings (but is overridden by the.mis)
The mission file describes what goes on the terrain as well as overrides for tank setting and projectiles.
The terrain is only editable in TGE. The Torque Game Engine. Dont bother making new ones there are hundreds of terrains to chose from in Napalm's Expansion_Pack 1.1
The main.cs is where you run executable commands from. Meaning, if you want the game to use a specific file then you tell it to do that in the main.cs
Those are the basics. There are a ton of tutorials and explanations in the THE NEW MODDING RESOURCE .
MAX
Last edited: Tuesday, July 05, 2005 at 8:09:20 AM
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I am hosting a Paintball MOD right now made by DEVΣ... It isnt really paintball because the emitters arnt paintballs and when you shoot a tank there isnt any paint on it.
Can anyone make:-
*A Hut for people to hide in. Preferably in a.dts format
*Paintball Emitter.
*When you shoot a tank, there is paint on it.... Art, is this possible ??