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Hey guys can u help me?

Tell me how to make a mod please?

Thanks a lot

Joe

Monday, December 13, 2004 at 10:03:33 AM

Me too, I installed mod wizzard, but I need to know how to use it. The help stuff is to much for a girl like me.

Monday, December 13, 2004 at 10:16:44 AM

LEVEL EDITING PART
ok. First of all u need to dl the modwiz app into ur thinktanks files. If u have done that properly, all that needs to be done is go into ur empty server with no bots or ppl wat so ever and press 'm' for the modwiz app to function. If u r happy with wat u see, go into game/data/missions and there should be (depending on wat level u modded on) MWx_x.mis. Eg. TT1_1.mis = MW1_1.mis. Now all that needs to be done is change MW to TT and u should be right from then on.

TANK SPECS PART
here is where u can make ur tanks or ammo change into some funky affects.
here is a list of possible commands that I know:

TANK SPEED
lighttank.maxspeed = 90; - max speed of wat ur tank can reach. I recomend a top speed of 65 on a small island.
lighttank.accelrate = 90; - this is how fast ur tank takes of once it has stopped. I dont recomend too much otherwise u will be slingshotting urself to other places
lighttank.deccelrate = 90; - this is how fast ur tanks can stop once it is going. I dont really care how fast it can stop because nothing can go wrong.
lighttank.antisliderate = 90; - antisliderate is whether u allow ur tank to slide or not. 0 means there is no friction wat soever and 999999 wont budge left or right.
lighttank.turnrate = 90; - this is how fast ur tank spins left or right. I recomend 55-65 otherwise u get really dizzy and u dont know wat direction u are...

BULLET AFFECTS
Lightprojectile.burstcount = 90; - how many bullets u can fire in a burst. Its normally 8 for a light tank and ufo.
lightprojectile.count = 90; - this is how many bullets u have. 100000 obviously means u have that many bullets.
lightprojectile.damage = 90; - this is how much the bullets do. It cant go more than 200 because its and instant kill after 200.
lightprojectile.numbounce = 90; - this is how many times it can bounce. 2 means to bounces and so on.
lightprojectile.bouncefactor = 90; - this is how low or high u want ur ammo to bounce. 1 is high and 0 it glues to the ground.
lightprojectile.resource = "game/data/shapes/tanks/defaultprojectile.jpg"; - this is wat u would like ur ammo to look like. U can use some.dts files for affects.
lightprojectile.reloadtime = 90; - this is how long u want intervals to be. If ur burstcount and count are the same, there will be no need for this.
lightprojectile.velocity = 90; - this is how fast ur ammo goes. 2 is snail pace and 10000 is instant hit.
lightprojectile.splashArea = 90; - this is how big ur explosion can get. This feature is designed specifically for area affects.
lightprojectile.gravityScale = 90; - this is how heavy ur ammo is. 0 means it will float until it hits something. 100000 means it will hit the ground straight away.
lightprojectile.sizeScale = 90; - this is how big u want ur ammo to be. 0.1 means really small and 100 means really big.
splashprojectile. - you can use the same as above but with splashprojectile instead of lightprojectile.
bounceprojectile. - you can use the same as above but with bounceprojectile instead of lightprojectile.
speedyprojectile. - you can use the same as above but with speedyprojectile instead of lightprojectile.
heavyprojectile. - you can use the same as above but with heavyprojectile instead of lightprojectile.
defaultprojectile. - you can use the same as above but with defaultprojectile instead of lightprojectile.
 
OTHER CODES
lighttank.suspensionrange = 90; - how far ur tank is off of the ground. 90 is its far off of the ground as soon as u hit a bump, -1 u start to sink into the earth...
lighttank.shapefile = "game/data/shapes/tanks/tank01.dts"; - this is wat shape ur tank can be. Use.dts files for this.
lighttank.brainshapefile = "game/data/shapes/tanks/brain.jpg"; - this is wat shape ur brain can be. Like above, use.dts files.
defaultexplosion.startscale = 1; - ummmm I have no idea wat this does... Sorry!
defaultexplosion.endscale = 10; - like above, I have not a clue.... Very sorry!
defaultexplosion.resource = "game/data/shapes/tanks/tankexplosion.dts"; - this is wat ur explosion can look like. U can use wateva u like except the volcano.

Well I hope this helps u two out. And if it doesnt just ask me but dont talk in a mean way otherwise u wont get squat!! ;)

Monday, December 13, 2004 at 4:29:51 PM

The scales change how much larger the explosion is than the bitmap when the explosion starts and stops.

Monday, December 13, 2004 at 5:21:33 PM

 

 

Defaultexplosion.startscale = 1; - ummmm I have no idea wat this does... Sorry!
defaultexplosion.endscale = 10; - like above, I have not a clue.... Very sorry!

 

Let me clean this up for you

A small note: This start + endscales can only be used with image files, NOT DTS files!

Defaultexplosion.startscale = 1; This means at what scale will the explosion start at.

Defaultexplosion.endscale = 1; This mean at what scale will the explosion end at.

Eg!

Defaultexplosion.startscale = 100000000000000000;
defaultexplosion.endscale = 1;

I wouldn't use them cause they leave a HUGE friggen explosion!

Saturday, December 18, 2004 at 6:40:38 AM

@Mudda-where are those files located? I assume they are pref files or what? I would like to dome some tank and ammo modifications. Thanks, CK.

Saturday, December 18, 2004 at 8:08:32 AM

CK
Those are put in at the end of the yourmod.mis
after the //----OBJECT WRITE END-----
but leave one empty line before you start
and use all small letters
for emitters and more advanced stuff see the MODDING RESOURCE thread in Modding forum

 

Sunday, December 19, 2004 at 3:21:42 AM

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