Forums Index >> General >> New Game Type: Power Duel
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Hey PIP! Nice to see you back! :)
That sounds like a cool idea, but I would need to see it in action to fully judge it.
Thanks for indulging my ego a bit. :)
I don't know if it can be done, but depending on who does it, it could turn out really cool, or really crappy, so kudos to whoever can make it look nice.
Well, that really wouldn't work, because a great deal more modding would be necessary. Also, that might be a bit unbalanced for the lights. What would really be cool would be if someone could create a wall-like object and use it to create a small maze or arena for diffferent maps for the gametype.
Well it CAN be done... I could do it, if someone modded me the weapons BUT how to spawn a bot... I would need to find that out...
You can start by modding the weapons tough..
WELCOME BACK PIP!!!! And nice idea!!
Eagle
Art, I can try and experiment with some weapons if you would send me the original codes that affect the four weapons. If you could put your effort into this, I'm sure it would become a success. I will help in any way possible if you decide to.
Here they are: (remember, first word of each line lowercas)
Datablock ProjectileData(DefaultProjectile)
{
velocity = 85.0; // meters per second
inheritVelocity = 0.97; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 0.0; // usually 0
count = 145; // how many shots per clip?
saveOldCartridge = false; // chuck old cartridge or keep it around
canSave = true; // can this cartridge be saved if another comes along?
reloadTime = 150; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 5; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 1; // usually 1
gravityScale = 0.4; //
sizeScale = 0.4; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/DefaultProjectile.png"; // shape or bitmap
tankExplosion = "DefaultTankExplosion"; // datablock for explosion
ownTankExplosion = "DefaultOwnTankExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "DefaultExplosion"; // datablock for explosion
reticle = "DefaultReticle";
};
Datablock ProjectileData(LightProjectile : DefaultProjectile)
{
velocity = 77.0;
inheritVelocity = 1.0;
count = 220;
reloadTime = 125;
burstDelay = 1000;
burstCount = 8;
damage = 0.87;
gravityScale = 0.4;
sizeScale = 0.4;
reticle = "LightReticle";
};
Datablock ProjectileData(HeavyProjectile : DefaultProjectile)
{
velocity = 120.0;
inheritVelocity = 0.96;
count = 180;
reloadTime = 180;
burstDelay = 1000;
burstCount = 3;
damage = 1.4;
gravityScale = 0.5;
sizeScale = 0.4;
reticle = "HeavyReticle";
};
Datablock ProjectileData(SpeedyProjectile)
{
velocity = 190.0; // meters per second
inheritVelocity = 0.97; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 0.0; // usually 0
count = 35; // how many shots per clip?
saveOldCartridge = true; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 100; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 5; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 1; // usually 1
gravityScale = 0.3; //
sizeScale = 0.6; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/SpeedyProjectile.png"; // shape or bitmap
tankExplosion = "DefaultTankExplosion"; // datablock for explosion
ownTankExplosion = "DefaultTankExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "DefaultExplosion"; // datablock for explosion
reticle = "SpeedyReticle";
};
Datablock ProjectileData(BounceProjectile)
{
velocity = 35.0; // meters per second
inheritVelocity = 0.93; // how much of shooters velocity to inherit
numBounce = 8; // usually 0
bounceFactor = 0.5;
splashArea = 2.0; // usually 0
count = 45; // how many shots per clip?
saveOldCartridge = true; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 150; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 4; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 1; // usually 1
gravityScale = 1.7; //
sizeScale = 0.6; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/bounceprojectile.png"; // shape or bitmap
tankExplosion = "BounceTankExplosion"; // datablock for explosion
ownTankExplosion = "BounceOwnTankExplosion"; // datablock for explosion
bounceExplosion = "BounceBump"; // datablock for explosion
otherExplosion = "BounceExplosion"; // datablock for explosion
reticle = "BounceReticle";
};
Datablock ProjectileData(SplashProjectile)
{
velocity = 40.0; // meters per second
inheritVelocity = 1.00; // how much of shooters velocity to inherit
numBounce = 0; // usually 0
splashArea = 5.0; // usually 0
count = 10; // how many shots per clip?
saveOldCartridge = true; // chuck old cartridge or keep it around
canSave = false; // can this cartridge be saved if another comes along?
reloadTime = 1000; // in milliseconds
burstDelay = 1000; // milliseconds until next burst if button held down
burstCount = 1; // number of projectiles to fire per burst
synchTime = 1000; // synch over this many milliseconds
synchBefore = 500; // synch if not older than this in milliseconds
damage = 3; // usually 1
gravityScale = 0.5; //
sizeScale = 0.7; // scale of projectile (meters for bitmaps)
resource = "~/data/shapes/tanks/AreaProjectile.png"; // shape or bitmap
tankExplosion = "SplashExplosion"; // datablock for explosion
ownTankExplosion = "SplashExplosion"; // datablock for explosion
bounceExplosion = "DefaultExplosion"; // datablock for explosion
otherExplosion = "SplashExplosion"; // datablock for explosion
reticle = "OtherReticle";
};
Thanks, I will begin as soon as I reinstall ThinkTanks and make an "I'm Back" thread. :)
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Just dropping in to give the advanced modders a little idea. This new gametype idea was given me by Sheena's "Thunder Dome". Basically, it would use a few average strength modded weapons, and would be able to hold up to 10 people. People would be randomly chosen to be on one of two teams. One team has two people fighting against one slightly boosted tank, and every time someone is eliminated, they are replaced by someone who is waiting, or 'in line'. Basically, 2v1 with 2 weak tanks against a stronger tank.