GiMMLi's Scripting Tutorials

Adding a vehicle  
Vehicle adding!

//------------in vehicle.cs----------
FlierData Scout
{
explosionId = flashExpLarge;
debrisId = flashDebrisLarge;
className = "Vehicle";
shapeFile = "flyer";
shieldShapeName = "shield_medium";
mass = 9.0;
drag = 1.0;
density = 1.2;
maxBank = 0.5;
maxPitch = 0.5;
maxSpeed = 50;
minSpeed = -2;
lift = 0.75;
maxAlt = 25;
maxVertical = 10;
maxDamage = 0.6;
damageLevel = {1.0, 1.0};
maxEnergy = 100;
accel = 0.4;

groundDamageScale = 1.0;

projectileType = FlierRocket;
reloadDelay = 2.0;
repairRate = 0;
fireSound = SoundFireFlierRocket;
damageSound = SoundFlierCrash;
ramDamage = 1.5;
ramDamageType = -1;
mapFilter = 2;
mapIcon = "M_vehicle";
visibleToSensor = true;
shadowDetailMask = 2;

mountSound = SoundFlyerMount;
dismountSound = SoundFlyerDismount;
idleSound = SoundFlyerIdle;
moveSound = SoundFlyerActive;

visibleDriver = true;
driverPose = 22;
description = "Scout";
};


//------------find this line (GameBase::getDataName(%this) != Scout)
//--------and for every added plane you type, for an example we add one called
//--------titan1
((GameBase::getDataName(%this) != Scout) && (GameBase::getDataName(%this) != Titan1))
//-----like that then if you add damagetypes, you notice where that is when you do so!




//----------------Station.cs---------------
$VehicleInvList[ScoutVehicle] = 1;
$DataBlockName[ScoutVehicle] = Scout;
$VehicleToItem[Scout] = ScoutVehicle;




//-------------Item.cs--------------------
$TeamItemMax[ScoutVehicle] = 3; //<----for a limit on vehicle
ItemData ScoutVehicle
{
description = "Scout";
className = "Vehicle";
heading = "aVehicle";
price = 600;
};


//------Look for team item count and add these lines to it, for the vehicle you created!!!!
$TeamItemCount[0 @ ScoutVehicle] = 0;
$TeamItemCount[1 @ ScoutVehicle] = 0;
$TeamItemCount[2 @ ScoutVehicle] = 0;
$TeamItemCount[3 @ ScoutVehicle] = 0;
$TeamItemCount[4 @ ScoutVehicle] = 0;
$TeamItemCount[5 @ ScoutVehicle] = 0;
$TeamItemCount[6 @ ScoutVehicle] = 0;
$TeamItemCount[7 @ scoutVehicle] = 0;

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