Forums Index >> Modding >> Here you go people....Power-up gate
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Wow cool billy I hope u put up your site with all your stuff
Lol XD
Where does it go in the speacial cs file
Then where does it go?
And if u didnt get it allready the
$NumPupTypes = 3;
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";
$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";
Is not needed as its allready in the special.cs file.. Its only used to spam the.mis so u can take it out
Igh.... Of course you can put this in special.cs, as long as it's after the "numpuptypes" thingy.
does it go on the top or bottom of the.mis file?
Ty I've been wondering how to put this in
So Ill take it that you put the other info not in bold in your mis. File right? AND WHERE ON EARTH IS SPECIAL.CS!?! (like exact location "game/client or whatevr")
Last edited: Sunday, November 14, 2004 at 10:34:21 AM
I tried putting it in yesterday and my reload gate disapeared can u help me out?
I did all that it doesn't work
Uh this is bad I don't have special.cs in that folder 8( ! But I do have special.cs.dso is that what I need?
Dunno I looked at both specials and I put it in both still won't work. This is very frustraiting
I put it exactly as MAX said,even chacked spelling,but the gate disappears.
So did i
...I don't have a special.cs then...Thats bad right? I updated my TT game from shockwave its weird theres no dedicated folder!!! 8(
How 'bout you follow MAX's instructions and go to THE MODDING RESOURCE and look for it!
I have special.cs I did exactly as you said MAX,but the Gate disappears. WHY?!
Just in case it is like this };
$NumPupTypes = 3;
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";
$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";
Function gate1::onEnter(%db,%this,%tank)
{
%choice = getRandom($NumPupTypes-1);
%tank.setProjectile($pupTypes[%choice]);
if (isObject(%tank.client))
%tank.client.schedule(1000,"play2D",$pupSnds[%choice]);
}
datablock PowerUpData(Gate1)
{
category = "PowerUp";
shape = "~/data/shapes/common/Recharge.dts";
type = "weapon";
minOff = 1;
maxOff = 1;
startOn = true;
shadow = true;
shadowAnimation = true;
aiPickup = true;
Sound = "PupOnSound";
soundOff = "PupOffSound";
};
Function PowerUpData::onEnter(%db,%this,%tank)
*Eye twitches while holding knife*
AGH! I have the special.cs already! I put it EXACTLY as you guys said,I manually renamed the damn thing to "Gate1" and it just disappears! I'll give you my whole special.cs and.mis file if I have too!
*Looking exactly like leg*
Urgh I hate this new version of TT MOD WIZ DON'T WORK! I DON'T HAVE HALF THE FILES I NEED TO MOD! I CAN'T USE MY SPECIAL SCRIPTS! THIS NEW VERSION SUX!
Last edited: Thursday, November 18, 2004 at 3:27:08 PM
Or for the onEnter, just
function Gate1::onEnter(%db,%this,%tank)
{
PowerupData::onEnter("weapon",%this,%tank);
}
that works 2, it just calls the powerup's weapon chooser which is already defined in special.cs (id kno I script too)
[~Sasuke~]
Last edited: Thursday, November 18, 2004 at 3:46:59 PM
Instead of adding it to special, make a CS file and add the gate thing on that CS, then exec it in the special file
eg.
exec("game/server/scripts/superpowerupgate.cs");
You have to let everything compile and if you find a capital F on function, change it to a small, otherwise it doesn't god damn compile!
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Im tired of getting asked for my damn powerup gate.....when it is so simple if u look through the damn special.cs XO..........so here it is...and dont ask me for help
$NumPupTypes = 3;
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";
$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";
Function gate1::onEnter(%db,%this,%tank)
{
%choice = getRandom($NumPupTypes-1);
%tank.setProjectile($pupTypes[%choice]);
if (isObject(%tank.client))
%tank.client.schedule(1000,"play2D",$pupSnds[%choice]);
}
datablock PowerUpData(Gate1)
{
category = "PowerUp";
shape = "~/data/shapes/common/Recharge.dts";
type = "weapon";
minOff = 1;
maxOff = 1;
startOn = true;
shadow = true;
shadowAnimation = true;
aiPickup = true;
Sound = "PupOnSound";
soundOff = "PupOffSound";
};