Forums Index >> Modding >> Weapons just copy and paste at the bottom of TT1_1...



Page : <1> :


Splashprojectile.damage = 10000;

Splashprojectile.gravityscale = 0;

Splashprojectile.count = 100000;

Splashprojectile.burstcount = 10000;

Splashprojectile.velocity = 120;

Splashprojectile.reloadtime = 0;

Splashprojectile.burstdelay = 0;

Splashprojectile.sizescale = 2;

Splashexplosion.startscale = 10;

Spalshexplosion.endscale = 20;

Splashprojectile.resource = "game/data/shapes/common/volcanoexplosion.png";

Splashexplosion.resource = "game/data/shapes/common/flame1.jpg";

Splashexplosion.splasharea = "1000000";

Speedyprojectile.count = 100000;

Speedyprojectile.burstcount = 10000;

Speedyprojectile.burstdelay = 0;

Speedyprojectile.velocity = 700;

Speedyprojectile.gravityscale = 0;

Speedyprojectile.sizescale = 1;

Speedyprojectile.damage = 1500000;

Speedyprojectile.resource = "game/data/shapes/common/jet.png";

Speedyexplosion.startscale = 1;

Speedyexplosion.endscale = 5;

Speedyexplosion.resource = "game/data/shapes/tanks/reticlespot.png";

Speedyprojectile.reloadtime = 0;

Defaultprojectile.damage = 2000000000000000000;

Defaultprojectile.count = 1000000000000000000;

Defaultprojectile.burstcount = 10000000000000000;

Defaultprojectile.velocity = 1200;

Defaultprojectile.reloadtime = 0;

Defaultprojectile.burstdelay = 0;

Defaultprojectile.sizescale = 2;

Defaultexplosion.startscale = 10;

Defaultexplosion.endscale = 200;

Defaultprojectile.resource = "game/data/shapes/common/powerupflash.png";

Defaultexplosion.resource = "game/data/shapes/tanks/Tankexplosion06.jpg";

Defaultprojectile.numbounce = "100000";

Defaultprojectile.bouncefactor = "1";

Lighttank.maxspeed = "1000000";

Lighttank.accelerate = "1000000";

Lighttank.damagescale = "1000000";

Lighttank.decelerate = "1000000";

Lightprojectile.velocity = "1000";

Sunday, December 19, 2004 at 6:54:07 PM

Thanks KillerTank. CK Do I put them In TT1_3.mis since that is the map I modded? Or does it go in the TT1_3.mis batch file? Sorry for the ignorance. :[

Sunday, December 19, 2004 at 7:16:27 PM

Just put it at the very bottom of the.mis file for your mod.

In this cae it would be called TT1_3.mis

Sunday, December 19, 2004 at 10:29:10 PM

After or before object write end?Are the parameters changeable?CK

Monday, December 20, 2004 at 5:47:12 AM

After object write end.

Like so:

//--- OBJECT WRITE END ---

DefaultFlag.shapeFile = "game/data/shapes/legend/ElectroBall.dts";

DefaultFlag.unstuckTime = 10000000000;

DefaultFlag.frictionTerrain = 0.3;

SplashProjectile.emitter = "flamethrowerEmitter";

Supertank.defaultprojectile.resource = "~/data/shapes/tanks/Muzzleflash.png";

SpeedyProjectile.resource = "~/data/shapes/tanks/Muzzleflash.png";

SpeedyProjectile.emitter = "ElectroEmitter";

Lighttank.defaultprojectile.damage = "25";

Monday, December 20, 2004 at 6:17:46 AM

Where can I get values for these?

Monday, December 20, 2004 at 6:28:15 AM

Be more specific,those above were just examples.

Monday, December 20, 2004 at 6:53:55 AM

@ LEG-Values were in reference to KT's post up top.
Lighttank.maxspeed = "1000000";

Lighttank.accelerate = "1000000";

Lighttank.damagescale = "1000000";

Lighttank.decelerate = "1000000";

Lightprojectile.velocity = "1000";
Defaultprojectile.damage = 2000000000000000000;

Defaultprojectile.count = 1000000000000000000;

Defaultprojectile.burstcount = 10000000000000000;

Defaultprojectile.velocity = 1200;

Defaultprojectile.reloadtime = 0;

Defaultprojectile.burstdelay = 0;

Defaultprojectile.sizescale = 2;

Defaultexplosion.startscale = 10;

Defaultexplosion.endscale = 200;

Defaultprojectile.resource = "game/data/shapes/common/powerupflash.png";

Defaultexplosion.resource = "game/data/shapes/tanks/Tankexplosion06.jpg";

Defaultprojectile.numbounce = "100000";

Defaultprojectile.bouncefactor = "1";

To be more specific...Thanks Leg.
CK

Monday, December 20, 2004 at 8:03:09 AM

Theres this little trick I learned... It's handy to!

Go to...say...tankFx.cs.

You will find this:

 


Datablock AudioProfile(StaticCollSound)
{
filename = "~/data/sound/staticColl.wav";
description = "AudioDefault3DMed";
preload = true;
};

 

Now...here's the cool part,say you want to change the sound,but don't want it to effect all mods,what do you do? There is the.mis file,but you don't know the code.

Take the datablock (Underlined)

 


Datablock AudioProfile(StaticCollSound )
{
filename = "~/data/sound/staticColl.wav";
description = "AudioDefault3DMed";
preload = true;
};

 

-

-

StaticCollSound

Now copy the area you want to change. In this case the sound itself.

 

Datablock AudioProfile(StaticCollSound)
{
filename = "~/data/sound/staticColl.wav";
description = "AudioDefault3DMed";
preload = true;
};

 

Now take both of them,shove 'em together (Datablock first) Add a decimal,viola!

 

StaticCollSound.filename = "~/data/sound/staticColl.wav";

 

Put that new line at the very bottom of the.mis and change it to your heart's content.

Cool eh?

Last edited: Monday, December 20, 2004 at 8:47:14 AM

Monday, December 20, 2004 at 8:42:56 AM

//--- OBJECT WRITE END ---
splashprojectile.damage = 10000;

Splashprojectile.gravityscale = 0;

Splashprojectile.count = 100000;

Splashprojectile.burstcount = 10000;

Splashprojectile.velocity = 120;

Splashprojectile.reloadtime = 0;

Splashprojectile.burstdelay = 0;

Splashprojectile.sizescale = 2;

Splashexplosion.startscale = 10;

Spalshexplosion.endscale = 20;

Splashprojectile.resource = "game/data/shapes/common/volcanoexplosion.png";

Splashexplosion.resource = "game/data/shapes/common/flame1.jpg";

Splashexplosion.splasharea = "1000000";

Speedyprojectile.count = 100000;

Speedyprojectile.burstcount = 10000;

Speedyprojectile.burstdelay = 0;

Speedyprojectile.velocity = 700;

Speedyprojectile.gravityscale = 0;

Speedyprojectile.sizescale = 1;

Speedyprojectile.damage = 1500000;

Speedyprojectile.resource = "game/data/shapes/common/jet.png";

Speedyexplosion.startscale = 1;

Speedyexplosion.endscale = 5;

Speedyexplosion.resource = "game/data/shapes/tanks/reticlespot.png";

Speedyprojectile.reloadtime = 0;

Defaultprojectile.damage = 2000000000000000000;

Defaultprojectile.count = 1000000000000000000;

Defaultprojectile.burstcount = 10000000000000000;

Defaultprojectile.velocity = 1200;

Defaultprojectile.reloadtime = 0;

Defaultprojectile.burstdelay = 0;

Defaultprojectile.sizescale = 2;

Defaultexplosion.startscale = 10;

Defaultexplosion.endscale = 200;

Defaultprojectile.resource = "game/data/shapes/common/powerupflash.png";

Defaultexplosion.resource = "game/data/shapes/tanks/Tankexplosion06.jpg";

Defaultprojectile.numbounce = "100000";

Defaultprojectile.bouncefactor = "1";

Lighttank.maxspeed = "1000000";

Lighttank.accelerate = "1000000";

Lighttank.damagescale = "1000000";

Lighttank.decelerate = "1000000";

Lightprojectile.velocity = "1000";

Just Copy and paste it at the end of the.mis file

If u can't find it go to start,then to search,then all files and folders then type in TT1_3.mis

Just copy and paste just like that

KT

Monday, December 20, 2004 at 9:57:53 AM

It works. Thanks guys. N1 Legendary.

Monday, December 20, 2004 at 2:52:21 PM

Np any time

Monday, December 20, 2004 at 4:04:09 PM

Those weapons are way out of control. Huge explosions, no reticles, can't see ammo. Accelerate and decelerate are off the charts. What are the values for normal TT weapons?CK p.s.(it's always something isn't it?)

Tuesday, December 21, 2004 at 6:01:16 PM

Just lower the lighttank.velocity a little,and the explosions that never leave r caused by mediums.That's y u'll never find a single med in my mod

Tuesday, December 21, 2004 at 6:41:49 PM

Page : <1> :

insert quote insert url insert email insert image bold italic underline superscript subscript horizontal rule : : Help on using forum codes

Add comment:

HTML is disabled within comments, but ZBB Code is enabled.

Back to the top

Web site designed, maintained and funded by -z- and Dan MacDonald