TribesReplay/base/missions/DustToDust.mis

2323 lines
58 KiB
Text
Raw Permalink Normal View History

2017-07-17 22:51:48 -04:00
// DisplayName = Dust to Dust
// MissionTypes = CTF Hunters TeamHunters
//--- MISSION QUOTE BEGIN ---
//Behold a pale horse: and his name that sat upon him was Death, and Hell followed with him.
// -- Revelations 6:8
//--- MISSION QUOTE END ---
//--- MISSION STRING BEGIN ---
v22755 (05/11/01): - (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay. - (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway. - (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are: Death Birds Fly Dust to Dust Recalascence Reversion Riverdance - (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies. - (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards. - (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers. - (bug fix) "Vote Spamming" has been prevented in-game. - (bug fix) Moved some of the CD check from script into code, where it should be. - (bug fix) The "sticking" mouse button problem is now fixed. - (bug fix) Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now. - (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired. - (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects. - (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented. - (bug fix) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (bug fix) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (bug fix) Fixed an indoor turret proximity bug introduced in the last patch. - (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (improvement) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (improvement) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop. - (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list). NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems. - (improvement) Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - (improvement) Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this. ALSO NOTE: This feature works correctly for everyone else. - (improvement) You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing. - (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters. - (improvement) Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture. - (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe - (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat. - (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list. - (community) Changed layout of right click menu's in the Community for easier understandability. - (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp. - (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no. - (community) Upgraded Forum Cache version - (community) Added ability to Lock Topic for Moderators - (community) Added locking for posts where Topic is already in cache. - (community) Implemented a ban structure on the Database - (community) Fixed DBProxy thread disconnections - removed blank error boxes. - (community) Fixed bug in Blocking Email Senders
2017-07-17 23:16:06 -04:00
//[CTF]800 points to win
2017-07-17 22:51:48 -04:00
//[Hunters TeamHunters]Nexus is on a floating platform located near center of map
//No inventory or vehicle stations, but hidden weapons caches exist
//--- MISSION STRING END ---
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
Team_Hunters_timeLimit = "25";
CTF_timeLimit = "25";
Hunters_timeLimit = "25";
musicTrack = "desert";
cdTrack = "6";
powerCount = "0";
CTF_scoreLimit = "8";
new MissionArea(MissionArea) {
area = "-224 -352 768 960";
flightCeiling = "2000";
flightCeilingRange = "50";
locked = "true";
};
new Sky(Sky) {
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
cloudHeightPer[0] = "0.349971";
cloudHeightPer[1] = "0.25";
cloudHeightPer[2] = "0.199973";
cloudSpeed1 = "0.0001";
cloudSpeed2 = "0.0002";
cloudSpeed3 = "0.0003";
v22755 (05/11/01): - (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay. - (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway. - (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are: Death Birds Fly Dust to Dust Recalascence Reversion Riverdance - (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies. - (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards. - (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers. - (bug fix) "Vote Spamming" has been prevented in-game. - (bug fix) Moved some of the CD check from script into code, where it should be. - (bug fix) The "sticking" mouse button problem is now fixed. - (bug fix) Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now. - (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired. - (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects. - (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented. - (bug fix) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (bug fix) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (bug fix) Fixed an indoor turret proximity bug introduced in the last patch. - (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (improvement) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (improvement) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop. - (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list). NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems. - (improvement) Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - (improvement) Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this. ALSO NOTE: This feature works correctly for everyone else. - (improvement) You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing. - (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters. - (improvement) Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture. - (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe - (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat. - (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list. - (community) Changed layout of right click menu's in the Community for easier understandability. - (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp. - (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no. - (community) Upgraded Forum Cache version - (community) Added ability to Lock Topic for Moderators - (community) Added locking for posts where Topic is already in cache. - (community) Implemented a ban structure on the Database - (community) Fixed DBProxy thread disconnections - removed blank error boxes. - (community) Fixed bug in Blocking Email Senders
2017-07-17 23:16:06 -04:00
visibleDistance = "550";
v24834 - skipped v24763 and v24822 due to not being available (09/13/01): Map Editor =================================== Several editor crashes have been resolved and this tool should be more stable for the MOD community now. VCR Mode =================================== The VCR Mode has been implemented. F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission. Other controls can be used while playing back a recording. They include: -- ESCAPE will stop the playback -- TAB will pop up the playback controls window in the upper part of the screen -- SPACEBAR will pause/unpause the playback -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed) -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed) ***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it. Satchel Charge Icon Glow =================================== When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status. "Visibility" option for Server Admins ===================================== Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance". NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator". World Skins Default to Main Tribes ========================================== The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages. Teams now use skins for CTF games relative to the planet - as follows: Terrain Team 1 Team 2 Ice Starwolf Blood Eagle Lush Blood Eagle Diamond Sword Badlands Starwolf Diamond Sword Desert Phoenix Blood Eagle Lava Diamond Sword Phoenix If the server admin wishes to specify team skins, set the variable $host:: useCustomSkins = true; in serverPrefs.cs if this variable is set true the skins and names used are $Host::TeamName1 and $Host::TeamName2 and $Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs. These team and skin names are always used for non-CTF games. NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides. Cheat Fixes =================================== Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur. NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.) Siege Halftime Improved =================================== The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides". CTF Individual Scoring =================================== No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game. Scoring Details ---------------------- Kill: 10 pts Flag Capture: 30 pts Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50] Carrier Escort: 3 Sniper Headshot: 1 Turret kill: manned: 10 automated: 3 Flag Defend: 5 Flag Carrier Kill: 5 Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.) Generator Defend: 5 pts Object Destroy Repair Generator 10 8 Sensor 4 1 Base Turret 5 4 Inv Station 2 2 Vehicle Station 5 4 Solar Panel 5 4 Sentry Turret 4 2 Deployed sensor 1 0 Deployed inv station 2 0 Deployed turret 3 3 Shrike 5 Bomber 8 Havoc 5 Wildcat 5 Tank 8 MPB 12 *vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points **vehicles destroyed also score 2 points per passenger (after any multiplier) ***points accumulated in a vehicle are earned by everyone in the vehicle Heat Lock vs. Target Laser Lock =================================== Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first. Objective HUD Visible on Vehicles =================================== The objective HUD is now visible while flying/driving vehicles. Client-Side Toggle on Vehicle Tport =================================== The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME. EAX Sound Improvements =================================== EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.) IFeel Force Feedback Mouse =================================== The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available. Vehicles Parking on Flags =================================== "Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long. Aiming Up and Down =================================== The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective. Jetpower for Suits =================================== Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board. Splash Damage =================================== Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable. Shrike Speed =================================== The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant. Mine Damage =================================== Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot. Missile Launcher =================================== The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m. Heat Signature Fall Off =================================== Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon). Suit Mortars vs. Tanks =================================== The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful. Shrike Gun Changes =================================== The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers). Water Movement =================================== Speeds in water have been greatly increased so as to make water a more viable playing environment. Whiteout Grenades =================================== A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds. OOB Grid =================================== The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid"). Wildcat Grav Bike =================================== "Suspension" has been added to the Wildcat making it easier to control over rough terrain. Air Drag =================================== Air Drag has been reduced making the game feel "faster". Panther XL Support Added =================================== Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue. Flight Ceiling limited for Shrike =================================== If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally. "Unassigned" Team =================================== This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed. <Null> and random string issues =================================== There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
high_visibleDistance = "800";
2017-07-17 22:51:48 -04:00
useSkyTextures = "1";
SkySolidColor = "0.390000 0.390000 0.390000 0.000000";
v22755 (05/11/01): - (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay. - (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway. - (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are: Death Birds Fly Dust to Dust Recalascence Reversion Riverdance - (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies. - (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards. - (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers. - (bug fix) "Vote Spamming" has been prevented in-game. - (bug fix) Moved some of the CD check from script into code, where it should be. - (bug fix) The "sticking" mouse button problem is now fixed. - (bug fix) Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now. - (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired. - (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects. - (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented. - (bug fix) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (bug fix) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (bug fix) Fixed an indoor turret proximity bug introduced in the last patch. - (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (improvement) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (improvement) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop. - (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list). NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems. - (improvement) Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - (improvement) Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this. ALSO NOTE: This feature works correctly for everyone else. - (improvement) You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing. - (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters. - (improvement) Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture. - (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe - (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat. - (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list. - (community) Changed layout of right click menu's in the Community for easier understandability. - (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp. - (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no. - (community) Upgraded Forum Cache version - (community) Added ability to Lock Topic for Moderators - (community) Added locking for posts where Topic is already in cache. - (community) Implemented a ban structure on the Database - (community) Fixed DBProxy thread disconnections - removed blank error boxes. - (community) Fixed bug in Blocking Email Senders
2017-07-17 23:16:06 -04:00
fogDistance = "150";
v24834 - skipped v24763 and v24822 due to not being available (09/13/01): Map Editor =================================== Several editor crashes have been resolved and this tool should be more stable for the MOD community now. VCR Mode =================================== The VCR Mode has been implemented. F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission. Other controls can be used while playing back a recording. They include: -- ESCAPE will stop the playback -- TAB will pop up the playback controls window in the upper part of the screen -- SPACEBAR will pause/unpause the playback -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed) -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed) ***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it. Satchel Charge Icon Glow =================================== When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status. "Visibility" option for Server Admins ===================================== Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance". NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator". World Skins Default to Main Tribes ========================================== The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages. Teams now use skins for CTF games relative to the planet - as follows: Terrain Team 1 Team 2 Ice Starwolf Blood Eagle Lush Blood Eagle Diamond Sword Badlands Starwolf Diamond Sword Desert Phoenix Blood Eagle Lava Diamond Sword Phoenix If the server admin wishes to specify team skins, set the variable $host:: useCustomSkins = true; in serverPrefs.cs if this variable is set true the skins and names used are $Host::TeamName1 and $Host::TeamName2 and $Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs. These team and skin names are always used for non-CTF games. NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides. Cheat Fixes =================================== Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur. NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.) Siege Halftime Improved =================================== The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides". CTF Individual Scoring =================================== No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game. Scoring Details ---------------------- Kill: 10 pts Flag Capture: 30 pts Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50] Carrier Escort: 3 Sniper Headshot: 1 Turret kill: manned: 10 automated: 3 Flag Defend: 5 Flag Carrier Kill: 5 Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.) Generator Defend: 5 pts Object Destroy Repair Generator 10 8 Sensor 4 1 Base Turret 5 4 Inv Station 2 2 Vehicle Station 5 4 Solar Panel 5 4 Sentry Turret 4 2 Deployed sensor 1 0 Deployed inv station 2 0 Deployed turret 3 3 Shrike 5 Bomber 8 Havoc 5 Wildcat 5 Tank 8 MPB 12 *vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points **vehicles destroyed also score 2 points per passenger (after any multiplier) ***points accumulated in a vehicle are earned by everyone in the vehicle Heat Lock vs. Target Laser Lock =================================== Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first. Objective HUD Visible on Vehicles =================================== The objective HUD is now visible while flying/driving vehicles. Client-Side Toggle on Vehicle Tport =================================== The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME. EAX Sound Improvements =================================== EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.) IFeel Force Feedback Mouse =================================== The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available. Vehicles Parking on Flags =================================== "Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long. Aiming Up and Down =================================== The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective. Jetpower for Suits =================================== Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board. Splash Damage =================================== Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable. Shrike Speed =================================== The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant. Mine Damage =================================== Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot. Missile Launcher =================================== The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m. Heat Signature Fall Off =================================== Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon). Suit Mortars vs. Tanks =================================== The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful. Shrike Gun Changes =================================== The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers). Water Movement =================================== Speeds in water have been greatly increased so as to make water a more viable playing environment. Whiteout Grenades =================================== A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds. OOB Grid =================================== The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid"). Wildcat Grav Bike =================================== "Suspension" has been added to the Wildcat making it easier to control over rough terrain. Air Drag =================================== Air Drag has been reduced making the game feel "faster". Panther XL Support Added =================================== Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue. Flight Ceiling limited for Shrike =================================== If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally. "Unassigned" Team =================================== This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed. <Null> and random string issues =================================== There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
high_fogDistance = "200";
2017-07-17 22:51:48 -04:00
fogColor = "0.800000 0.700000 0.500000 1.000000";
fogVolume1 = "0 0 0";
fogVolume2 = "0 0 0";
fogVolume3 = "0 0 0";
materialList = "Desert_l4.dml";
windVelocity = "1 0 0";
windEffectPrecipitation = "0";
fogVolumeColor1 = "128.000000 128.000000 128.000000 -1037713472.000000";
fogVolumeColor2 = "128.000000 128.000000 128.000000 -1037713472.000000";
fogVolumeColor3 = "128.000000 128.000000 128.000000 -1037713472.000000";
cloudSpeed0 = "0.000000 0.000000";
locked = "true";
};
new Sun() {
direction = "0.57735 0.57735 -0.57735";
color = "0.700000 0.700000 0.700000 1.000000";
ambient = "0.300000 0.300000 0.300000 1.000000";
position = "0 0 0";
rotation = "1 0 0 0";
locked = "true";
scale = "1 1 1";
};
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "details/desertdet1";
terrainFile = "DustToDust.ter";
squareSize = "8";
emptySquares = "297105";
position = "-1024 -1024 0";
locked = "true";
};
new NavigationGraph(NavGraph) {
conjoinAngleDev = "45";
cullDensity = "0.3";
customArea = "0 0 0 0";
position = "0 0 0 1";
YDimOverSize = "0";
rotation = "0 0 0 0";
conjoinBowlDev = "20";
locked = "true";
coverage = "0";
scale = "1 1 1";
GraphFile = "DustToDust.nav";
XDimOverSize = "0";
};
new SimGroup(RandomOrganics) {
new SimGroup(PhoenixPlants) {
};
new SimGroup(Addition1PhoenixPlant2) {
new TSStatic() {
position = "-52 212 165.991";
rotation = "0.555486 0.0755775 -0.828084 25.2314";
scale = "1.3 1.3 1.3";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "28 332 164.725";
rotation = "0.00874655 0.0030876 0.999957 182";
scale = "1.1 1.1 1.1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "68 364 142.584";
rotation = "0.0154594 -0.305191 -0.952166 62.4616";
scale = "0.9 0.9 0.9";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "76 364 141.725";
rotation = "0.0538253 -0.112649 0.992176 62.398";
scale = "1 1 1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "436 76 164.506";
rotation = "0.00115466 0.0463927 0.998923 165.016";
scale = "1.4 1.4 1.4";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "140 -12 134.397";
rotation = "0.0901597 -0.126035 0.98792 136.482";
scale = "1 1 1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "380 212 99.475";
rotation = "0.233721 0.0653238 -0.970107 61.5173";
scale = "1.1 1.1 1.1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "84 260 143.709";
rotation = "0.314044 0.395261 0.863218 40.1304";
scale = "1.3 1.3 1.3";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "124 404 207.866";
rotation = "0.0109823 0.00998997 0.99989 207.997";
scale = "1.1 1.1 1.1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "436 236 74.3187";
rotation = "-0.130356 -0.0298546 -0.991018 107.494";
scale = "1 1 1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "-44 148 206.975";
rotation = "-0.0403175 -0.0226006 0.998931 145.035";
scale = "1.1 1.1 1.1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "260 -36 189.444";
rotation = "-0.255386 -0.460509 0.850123 44.0991";
scale = "1.3 1.3 1.3";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "268 324 207.709";
rotation = "-0.0478957 -0.214365 -0.975579 49.0613";
scale = "1.3 1.3 1.3";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "204 124 98.7562";
rotation = "0.187404 -0.365132 -0.911898 26.2416";
scale = "1 1 1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "380 60 208.428";
rotation = "0.13613 -0.0722834 0.988051 194.823";
scale = "1 1 1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "-68 12 206.225";
rotation = "-0.00524723 0.162628 0.986674 202.702";
scale = "0.9 0.9 0.9";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "28 364 164.991";
rotation = "-0.0168121 -0.00950094 0.999813 190.998";
scale = "0.8 0.8 0.8";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "396 -92 207.381";
rotation = "-0.0921044 0.00458803 -0.995739 91.2441";
scale = "1.2 1.2 1.2";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "-92 388 105.147";
rotation = "0.0735273 0.0583496 0.995585 75.2454";
scale = "1.2 1.2 1.2";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "252 84 123.913";
rotation = "0.13841 -0.0469015 0.989264 82.6131";
scale = "1.4 1.4 1.4";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "-92 -68 297.116";
rotation = "0.177175 -0.0832767 0.98065 134.8";
scale = "1.1 1.1 1.1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "-116 252 208.662";
rotation = "0.134246 -0.0213168 0.990719 226.611";
scale = "1.1 1.1 1.1";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "28 -12 165.006";
rotation = "0.0095948 -0.0147274 0.999846 192.999";
scale = "1.2 1.2 1.2";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "-20 140 207.709";
rotation = "0.0205006 0.000786498 -0.99979 96.0129";
scale = "1.2 1.2 1.2";
shapeName = "porg2.dts";
locked = "true";
};
new TSStatic() {
position = "220 -92 196.241";
rotation = "0.638185 0.516404 -0.571006 29.3343";
scale = "1.1 1.1 1.1";
shapeName = "porg2.dts";
locked = "true";
};
};
new SimGroup(Addition2PhoenixPlant3) {
new TSStatic() {
position = "140 36 104.844";
rotation = "0 0 1 99.0002";
scale = "1 1 1";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "404 412 131.125";
rotation = "0 0 -1 69.0002";
scale = "1 1 1";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "412 28 168.781";
rotation = "0 0 1 55";
scale = "1.3 1.3 1.3";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "-84 -36 263.406";
rotation = "0 0 1 184";
scale = "1.1 1.1 1.1";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "92 260 143.234";
rotation = "0 0 1 209";
scale = "0.9 0.9 0.9";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "444 60 164.875";
rotation = "0 0 -1 81.0002";
scale = "1.4 1.4 1.4";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "212 284 242.844";
rotation = "0 0 1 173";
scale = "1 1 1";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "-20 372 144.547";
rotation = "0 0 1 94.9998";
scale = "1.4 1.4 1.4";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "-92 148 207.984";
rotation = "0 0 -1 93.0002";
scale = "0.8 0.8 0.8";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "308 84 183.578";
rotation = "0 0 -1 47";
scale = "0.9 0.9 0.9";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "236 -68 184.484";
rotation = "0 0 1 1.9999";
scale = "1.3 1.3 1.3";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "364 68 218.562";
rotation = "0 0 1 167";
scale = "1.2 1.2 1.2";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "388 140 138.906";
rotation = "0 0 -1 87.0002";
scale = "1.4 1.4 1.4";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "364 372 128.469";
rotation = "0 0 -1 58.0005";
scale = "0.8 0.8 0.8";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "204 -156 205.688";
rotation = "0 0 -1 14";
scale = "1 1 1";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "52 124 165.547";
rotation = "0 0 1 205";
scale = "1.3 1.3 1.3";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "196 -140 203.484";
rotation = "0 0 1 150";
scale = "1.4 1.4 1.4";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "236 -36 196.891";
rotation = "0 0 -1 9.99997";
scale = "1.2 1.2 1.2";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "420 212 80.9844";
rotation = "0 0 1 107";
scale = "0.8 0.8 0.8";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "420 204 83.8281";
rotation = "0 0 -1 103";
scale = "1.3 1.3 1.3";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "428 20 164.703";
rotation = "0 0 1 226";
scale = "1.1 1.1 1.1";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "-148 -116 236.266";
rotation = "0 0 1 58.9997";
scale = "1.1 1.1 1.1";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "124 12 104.5";
rotation = "0 0 1 33";
scale = "0.8 0.8 0.8";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "-60 68 207.766";
rotation = "0 0 1 28";
scale = "1.4 1.4 1.4";
shapeName = "porg3.dts";
locked = "true";
};
new TSStatic() {
position = "52 364 145.641";
rotation = "0 0 1 4.99997";
scale = "0.8 0.8 0.8";
shapeName = "porg3.dts";
locked = "true";
};
};
new SimGroup(Addition3PhoenixPlant5) {
new TSStatic() {
position = "84 -28 104.425";
rotation = "-0.0153781 -0.0675128 -0.9976 41.0904";
scale = "0.9 0.9 0.9";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "244 20 192.394";
rotation = "-0.0113304 0.200553 -0.979617 80.1602";
scale = "0.8 0.8 0.8";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "44 332 164.144";
rotation = "-0.0124627 0.0199102 0.999724 238.986";
scale = "0.8 0.8 0.8";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "212 -28 199.269";
rotation = "-0.132875 -0.0468762 0.990024 57.4832";
scale = "0.9 0.9 0.9";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "260 -180 248.05";
rotation = "-0.132625 -0.0422838 0.990264 164.154";
scale = "1 1 1";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "4 332 165.206";
rotation = "0.193255 -0.0370055 -0.98045 46.8195";
scale = "0.8 0.8 0.8";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "-100 172 206.769";
rotation = "0.00974765 -0.0147755 -0.999843 59.0078";
scale = "0.7 0.7 0.7";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "68 340 146.066";
rotation = "-0.696069 -0.706503 0.127834 15.5507";
scale = "1 1 1";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "436 260 76.6125";
rotation = "0.182445 -0.0181341 0.983049 225.299";
scale = "0.9 0.9 0.9";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "12 364 164.753";
rotation = "0.0802312 -0.245441 0.966086 12.418";
scale = "0.9 0.9 0.9";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "-92 140 208.097";
rotation = "-0.0102027 0.0535133 0.998515 209.958";
scale = "0.7 0.7 0.7";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "260 20 191.862";
rotation = "-0.0798726 0.00634792 -0.996785 27.0836";
scale = "0.6 0.6 0.6";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "-124 -164 200.441";
rotation = "-0.23192 0.160175 0.959457 70.2149";
scale = "0.6 0.6 0.6";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "-100 420 104.503";
rotation = "0.0374299 -0.0260001 0.998961 132.044";
scale = "0.8 0.8 0.8";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "28 -164 209.112";
rotation = "-0.355016 0.158063 0.921401 45.2341";
scale = "0.8 0.8 0.8";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "172 36 100.425";
rotation = "0.0578894 -0.0728881 0.995659 177.013";
scale = "0.7 0.7 0.7";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "444 -100 142.55";
rotation = "-0.0130851 -0.00599911 0.999896 212.996";
scale = "1 1 1";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "252 20 192.816";
rotation = "-0.319616 -0.00932571 -0.947501 37.8558";
scale = "1 1 1";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "60 212 164.706";
rotation = "0.0110939 -0.0125618 0.99986 225.994";
scale = "0.9 0.9 0.9";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "-116 -28 293.05";
rotation = "0.40792 -0.0928579 0.908283 21.9726";
scale = "0.9 0.9 0.9";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "-84 132 209.659";
rotation = "0.528817 0.0422397 0.847684 40.8057";
scale = "0.7 0.7 0.7";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "20 52 164.784";
rotation = "-0.00390784 -0.0241498 -0.999701 116.015";
scale = "0.8 0.8 0.8";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "-68 404 104.847";
rotation = "-0.105629 0.136117 0.985045 46.6242";
scale = "1 1 1";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "412 84 164.769";
rotation = "0.0673681 0.0445128 0.996735 126.151";
scale = "1 1 1";
shapeName = "porg5.dts";
locked = "true";
};
new TSStatic() {
position = "116 412 207.925";
rotation = "-0.0758278 0.0324637 -0.996592 53.1564";
scale = "0.9 0.9 0.9";
shapeName = "porg5.dts";
locked = "true";
};
};
new SimGroup(Addition4PhoenixPlant6) {
new TSStatic() {
position = "444 276 79.9063";
rotation = "0 0 1 4.99997";
scale = "1 1 1";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "68 324 148.031";
rotation = "0 0 1 158";
scale = "0.9 0.9 0.9";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "444 228 72.5782";
rotation = "0 0 1 234";
scale = "1.4 1.4 1.4";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "-148 284 207.594";
rotation = "0 0 1 128";
scale = "1.4 1.4 1.4";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "228 260 241.984";
rotation = "0 0 1 108";
scale = "1.1 1.1 1.1";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "388 -20 204.656";
rotation = "0 0 1 207";
scale = "0.8 0.8 0.8";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "68 196 164.922";
rotation = "0 0 1 85";
scale = "1.3 1.3 1.3";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "420 28 168.234";
rotation = "0 0 1 165";
scale = "1.3 1.3 1.3";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "52 20 151.094";
rotation = "0 0 1 3.99996";
scale = "1.3 1.3 1.3";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "348 380 129.953";
rotation = "0 0 1 13";
scale = "1.2 1.2 1.2";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "-76 12 207.125";
rotation = "0 0 1 73";
scale = "0.8 0.8 0.8";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "76 260 142.234";
rotation = "0 0 1 205";
scale = "1 1 1";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "5.52935 365.94 164.772";
rotation = "0 0 1 211";
scale = "1.3 1.3 1.3";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "20 164 207.828";
rotation = "0 0 -1 2.9997";
scale = "1 1 1";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "228 148 121.094";
rotation = "0 0 -1 108";
scale = "0.8 0.8 0.8";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "436 268 79.8125";
rotation = "0 0 1 67";
scale = "1.3 1.3 1.3";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "60 188 167.516";
rotation = "0 0 1 191";
scale = "1.4 1.4 1.4";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "44 -172 206.937";
rotation = "0 0 -1 77.0004";
scale = "1 1 1";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "-12 140 208.625";
rotation = "0 0 -1 8.99978";
scale = "1 1 1";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "404 -36 206.172";
rotation = "0 0 -1 22.9999";
scale = "1.4 1.4 1.4";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "420 372 156.422";
rotation = "0 0 1 220";
scale = "0.9 0.9 0.9";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "148 124 78.3906";
rotation = "0 0 1 69.0002";
scale = "0.9 0.9 0.9";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "-156 412 132.484";
rotation = "0 0 1 170";
scale = "1 1 1";
shapeName = "porg6.dts";
locked = "true";
};
new TSStatic() {
position = "212 316 244.156";
rotation = "0 0 1 214";
scale = "1.2 1.2 1.2";
shapeName = "porg6.dts";
locked = "true";
};
};
};
new SimGroup(ObserverDropPoints) {
new Camera() {
position = "164.102 449.891 262.661";
rotation = "0 0 1 166.731";
scale = "1 1 1";
dataBlock = "Observer";
lockCount = "0";
homingCount = "0";
locked = "true";
};
new Camera() {
position = "13.1107 480.375 294.888";
rotation = "0.00800593 -0.019998 0.999768 136.373";
scale = "1 1 1";
dataBlock = "Observer";
lockCount = "0";
homingCount = "0";
locked = "true";
};
new Camera() {
position = "68.1902 -18.1193 338.344";
rotation = "0 0 1 135.791";
scale = "1 1 1";
dataBlock = "Observer";
lockCount = "0";
homingCount = "0";
locked = "true";
};
new Camera() {
position = "-69.6816 -245.738 277.632";
rotation = "0 0 -1 78.4952";
scale = "1 1 1";
dataBlock = "Observer";
lockCount = "0";
homingCount = "0";
locked = "true";
};
};
new SimGroup(Teams) {
new SimGroup(Team1) {
new SimGroup(spawnspheres) {
new SpawnSphere() {
position = "-26.0085 -177.073 208.551";
rotation = "0 0 -1 48.7014";
scale = "1 1 0.831263";
dataBlock = "SpawnSphereMarker";
lockCount = "0";
homingCount = "0";
radius = "120";
sphereWeight = "100";
indoorWeight = "20";
outdoorWeight = "80";
missionTypesList = "CTF TeamHunters";
locked = "true";
};
new SpawnSphere() {
position = "120.837 68.9882 106.618";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "SpawnSphereMarker";
lockCount = "0";
homingCount = "0";
radius = "300";
sphereWeight = "10000";
indoorWeight = "0";
outdoorWeight = "100";
missionTypesList = "Hunters";
locked = "true";
};
};
new SimGroup(BaseAlpha) {
providesPower = "1";
new InteriorInstance() {
position = "-38.0196 -191.093 205.811";
rotation = "0 0 1 37.2423";
scale = "1 1 1";
interiorFile = "pbunk6.dif";
showTerrainInside = "0";
AudioProfile = "Universal_Base_3";
locked = "true";
v24834 - skipped v24763 and v24822 due to not being available (09/13/01): Map Editor =================================== Several editor crashes have been resolved and this tool should be more stable for the MOD community now. VCR Mode =================================== The VCR Mode has been implemented. F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission. Other controls can be used while playing back a recording. They include: -- ESCAPE will stop the playback -- TAB will pop up the playback controls window in the upper part of the screen -- SPACEBAR will pause/unpause the playback -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed) -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed) ***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it. Satchel Charge Icon Glow =================================== When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status. "Visibility" option for Server Admins ===================================== Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance". NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator". World Skins Default to Main Tribes ========================================== The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages. Teams now use skins for CTF games relative to the planet - as follows: Terrain Team 1 Team 2 Ice Starwolf Blood Eagle Lush Blood Eagle Diamond Sword Badlands Starwolf Diamond Sword Desert Phoenix Blood Eagle Lava Diamond Sword Phoenix If the server admin wishes to specify team skins, set the variable $host:: useCustomSkins = true; in serverPrefs.cs if this variable is set true the skins and names used are $Host::TeamName1 and $Host::TeamName2 and $Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs. These team and skin names are always used for non-CTF games. NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides. Cheat Fixes =================================== Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur. NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.) Siege Halftime Improved =================================== The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides". CTF Individual Scoring =================================== No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game. Scoring Details ---------------------- Kill: 10 pts Flag Capture: 30 pts Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50] Carrier Escort: 3 Sniper Headshot: 1 Turret kill: manned: 10 automated: 3 Flag Defend: 5 Flag Carrier Kill: 5 Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.) Generator Defend: 5 pts Object Destroy Repair Generator 10 8 Sensor 4 1 Base Turret 5 4 Inv Station 2 2 Vehicle Station 5 4 Solar Panel 5 4 Sentry Turret 4 2 Deployed sensor 1 0 Deployed inv station 2 0 Deployed turret 3 3 Shrike 5 Bomber 8 Havoc 5 Wildcat 5 Tank 8 MPB 12 *vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points **vehicles destroyed also score 2 points per passenger (after any multiplier) ***points accumulated in a vehicle are earned by everyone in the vehicle Heat Lock vs. Target Laser Lock =================================== Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first. Objective HUD Visible on Vehicles =================================== The objective HUD is now visible while flying/driving vehicles. Client-Side Toggle on Vehicle Tport =================================== The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME. EAX Sound Improvements =================================== EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.) IFeel Force Feedback Mouse =================================== The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available. Vehicles Parking on Flags =================================== "Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long. Aiming Up and Down =================================== The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective. Jetpower for Suits =================================== Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board. Splash Damage =================================== Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable. Shrike Speed =================================== The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant. Mine Damage =================================== Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot. Missile Launcher =================================== The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m. Heat Signature Fall Off =================================== Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon). Suit Mortars vs. Tanks =================================== The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful. Shrike Gun Changes =================================== The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers). Water Movement =================================== Speeds in water have been greatly increased so as to make water a more viable playing environment. Whiteout Grenades =================================== A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds. OOB Grid =================================== The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid"). Wildcat Grav Bike =================================== "Suspension" has been added to the Wildcat making it easier to control over rough terrain. Air Drag =================================== Air Drag has been reduced making the game feel "faster". Panther XL Support Added =================================== Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue. Flight Ceiling limited for Shrike =================================== If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally. "Unassigned" Team =================================== This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed. <Null> and random string issues =================================== There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
audioEnvironment = SmallRoom;
2017-07-17 22:51:48 -04:00
};
new Item(Team1flag1) {
position = "-38.2426 -191.302 221.824";
rotation = "0 0 -1 50.4203";
scale = "1 1 1";
dataBlock = "Flag";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "0";
rotate = "0";
missionTypesList = "CTF";
locked = "true";
Target = "33";
};
new InteriorInstance() {
position = "-85.3805 -77.2785 289.424";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "ptowr5.dif";
showTerrainInside = "0";
locked = "true";
};
new StaticShape(Team1SensorMediumPulse1) {
position = "109.633 -134.158 263.218";
rotation = "1 0 0 0";
scale = "1 1 1";
nameTag = "Short Range";
dataBlock = "SensorMediumPulse";
lockCount = "0";
homingCount = "0";
missionTypesList = "CTF TeamHunters";
locked = "true";
Target = "34";
};
new StaticShape() {
position = "-38.2325 -191.339 221.82";
rotation = "0 0 -1 6.30264";
scale = "1 1 1";
dataBlock = "InteriorFlagStand";
lockCount = "0";
homingCount = "0";
missionTypesList = "CTF";
locked = "true";
Target = "-1";
};
new Item() {
position = "-38.1307 -190.886 208.68";
rotation = "0 0 1 36.0963";
scale = "1 1 1";
dataBlock = "EnergyPack";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Turret() {
position = "-37.9605 -190.634 232.822";
rotation = "0 0 1 38.9612";
scale = "1 1 1";
nameTag = "Flag Sentry";
dataBlock = "SentryTurret";
lockCount = "0";
homingCount = "0";
initialBarrel = "SentryTurretBarrel";
missionTypesList = "CTF";
locked = "false";
Target = "35";
};
};
new SimGroup(AIObjectives) {
new AIObjective(AIODefendLocation) {
position = "-38.0136 -191.427 222.997";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Defend our flag";
targetObject = "Team1flag1";
targetClientId = "-1";
targetObjectId = "3431";
location = "-38.0136 -191.427 222.997";
weightLevel1 = "3900";
weightLevel2 = "2000";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
desiredEquipment = "ShieldPack Plasma PlasmaAmmo";
buyEquipmentSet = "LightShieldSet";
chat = "ChatSelfDefendFlag DefendBase";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIOAttackPlayer) {
position = "-38.0136 -191.427 222.997";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Kill the enemy flag carrier";
mode = "FlagCarrier";
targetObject = "Team1flag1";
targetClientId = "-1";
targetObjectId = "3431";
location = "-38.0136 -191.427 222.997";
weightLevel1 = "4900";
weightLevel2 = "4050";
weightLevel3 = "3000";
weightLevel4 = "0";
offense = "1";
defense = "0";
desiredEquipment = "EnergyPack";
buyEquipmentSet = "LightEnergySniper";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIOTouchObject) {
position = "-38.0136 -191.427 222.997";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Return our flag";
mode = "FlagDropped";
targetObject = "Team1flag1";
targetClientId = "-1";
targetObjectId = "3431";
location = "-38.0136 -191.427 222.997";
weightLevel1 = "5001";
weightLevel2 = "4100";
weightLevel3 = "2000";
weightLevel4 = "0";
offense = "1";
defense = "1";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIORepairObject) {
position = "109.633 -134.158 265.738";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Repair the Sensor";
targetObject = "Team1SensorMediumPulse1";
targetClientId = "-1";
targetObjectId = "3434";
location = "109.633 -134.158 265.738";
weightLevel1 = "3100";
weightLevel2 = "1000";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "LightRepairSet";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
};
new AIObjective(AIOTouchObject) {
position = "111.196 444.487 222.76";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Grab the enemy flag";
mode = "FlagGrab";
targetObject = "Team2flag1";
targetClientId = "-1";
targetObjectId = "3452";
location = "111.196 444.487 222.76";
weightLevel1 = "3850";
weightLevel2 = "3500";
weightLevel3 = "2000";
weightLevel4 = "0";
offense = "1";
defense = "0";
equipment = "LIGHT";
desiredEquipment = "EnergyPack";
buyEquipmentSet = "LightEnergyDefault";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIOTouchObject) {
position = "111.196 444.487 222.76";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Capture the flag!";
mode = "FlagCapture";
targetObject = "Team2flag1";
targetClientId = "-1";
targetObjectId = "3452";
location = "111.196 444.487 222.76";
weightLevel1 = "5000";
weightLevel2 = "4000";
weightLevel3 = "3000";
weightLevel4 = "0";
offense = "1";
defense = "1";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIOTouchObject) {
position = "111.196 444.487 222.76";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Grab the dropped enemy flag";
mode = "FlagDropped";
targetObject = "Team2flag1";
targetClientId = "-1";
targetObjectId = "3452";
location = "111.196 444.487 222.76";
weightLevel1 = "5001";
weightLevel2 = "4100";
weightLevel3 = "3000";
weightLevel4 = "0";
offense = "1";
defense = "1";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
};
};
new SimGroup(Team2) {
new SimGroup(spawnspheres) {
new SpawnSphere() {
position = "65.4032 401.61 226.846";
rotation = "0 0 1 136.364";
scale = "1 1 1";
dataBlock = "SpawnSphereMarker";
lockCount = "0";
homingCount = "0";
radius = "120";
sphereWeight = "10000";
indoorWeight = "15";
outdoorWeight = "85";
missionTypesList = "CTF TeamHunters";
locked = "true";
};
};
new SimGroup(BaseBeta) {
providesPower = "1";
new InteriorInstance() {
position = "21.9315 457.999 253.397";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "ptowr5.dif";
showTerrainInside = "0";
locked = "true";
};
new InteriorInstance() {
position = "111.285 444.69 205.856";
rotation = "0 0 1 49.2744";
scale = "1 1 1";
interiorFile = "pbunk6.dif";
showTerrainInside = "0";
AudioProfile = "Universal_Base_3";
locked = "true";
v24834 - skipped v24763 and v24822 due to not being available (09/13/01): Map Editor =================================== Several editor crashes have been resolved and this tool should be more stable for the MOD community now. VCR Mode =================================== The VCR Mode has been implemented. F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission. Other controls can be used while playing back a recording. They include: -- ESCAPE will stop the playback -- TAB will pop up the playback controls window in the upper part of the screen -- SPACEBAR will pause/unpause the playback -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed) -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed) ***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it. Satchel Charge Icon Glow =================================== When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status. "Visibility" option for Server Admins ===================================== Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance". NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator". World Skins Default to Main Tribes ========================================== The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages. Teams now use skins for CTF games relative to the planet - as follows: Terrain Team 1 Team 2 Ice Starwolf Blood Eagle Lush Blood Eagle Diamond Sword Badlands Starwolf Diamond Sword Desert Phoenix Blood Eagle Lava Diamond Sword Phoenix If the server admin wishes to specify team skins, set the variable $host:: useCustomSkins = true; in serverPrefs.cs if this variable is set true the skins and names used are $Host::TeamName1 and $Host::TeamName2 and $Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs. These team and skin names are always used for non-CTF games. NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides. Cheat Fixes =================================== Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur. NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.) Siege Halftime Improved =================================== The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides". CTF Individual Scoring =================================== No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game. Scoring Details ---------------------- Kill: 10 pts Flag Capture: 30 pts Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50] Carrier Escort: 3 Sniper Headshot: 1 Turret kill: manned: 10 automated: 3 Flag Defend: 5 Flag Carrier Kill: 5 Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.) Generator Defend: 5 pts Object Destroy Repair Generator 10 8 Sensor 4 1 Base Turret 5 4 Inv Station 2 2 Vehicle Station 5 4 Solar Panel 5 4 Sentry Turret 4 2 Deployed sensor 1 0 Deployed inv station 2 0 Deployed turret 3 3 Shrike 5 Bomber 8 Havoc 5 Wildcat 5 Tank 8 MPB 12 *vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points **vehicles destroyed also score 2 points per passenger (after any multiplier) ***points accumulated in a vehicle are earned by everyone in the vehicle Heat Lock vs. Target Laser Lock =================================== Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first. Objective HUD Visible on Vehicles =================================== The objective HUD is now visible while flying/driving vehicles. Client-Side Toggle on Vehicle Tport =================================== The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME. EAX Sound Improvements =================================== EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.) IFeel Force Feedback Mouse =================================== The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available. Vehicles Parking on Flags =================================== "Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long. Aiming Up and Down =================================== The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective. Jetpower for Suits =================================== Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board. Splash Damage =================================== Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable. Shrike Speed =================================== The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant. Mine Damage =================================== Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot. Missile Launcher =================================== The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m. Heat Signature Fall Off =================================== Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon). Suit Mortars vs. Tanks =================================== The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful. Shrike Gun Changes =================================== The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers). Water Movement =================================== Speeds in water have been greatly increased so as to make water a more viable playing environment. Whiteout Grenades =================================== A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds. OOB Grid =================================== The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid"). Wildcat Grav Bike =================================== "Suspension" has been added to the Wildcat making it easier to control over rough terrain. Air Drag =================================== Air Drag has been reduced making the game feel "faster". Panther XL Support Added =================================== Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue. Flight Ceiling limited for Shrike =================================== If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally. "Unassigned" Team =================================== This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed. <Null> and random string issues =================================== There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
audioEnvironment = SmallRoom;
2017-07-17 22:51:48 -04:00
};
new Item(Team2flag1) {
position = "111.245 444.67 221.86";
rotation = "0 0 -1 41.253";
scale = "1 1 1";
dataBlock = "Flag";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "0";
rotate = "0";
missionTypesList = "CTF";
locked = "true";
Target = "36";
};
new InteriorInstance() {
position = "-34.1357 -81.1869 258.452";
rotation = "-0.109772 -0.0992301 -0.988991 84.8562";
scale = "1 1 1";
interiorFile = "pmiscc.dif";
showTerrainInside = "0";
locked = "true";
};
new StaticShape(Team2SensorMediumPulse1) {
position = "173.368 304.061 262.722";
rotation = "0 0 1 219.052";
scale = "1 1 1";
nameTag = "Short Range";
dataBlock = "SensorMediumPulse";
lockCount = "0";
homingCount = "0";
missionTypesList = "CTF TeamHunters";
locked = "true";
Target = "37";
};
new InteriorInstance() {
position = "36.595 431.508 216.453";
rotation = "-0.751694 0.0527047 -0.657403 12.1756";
scale = "1 1 1";
interiorFile = "pmiscc.dif";
showTerrainInside = "0";
locked = "true";
};
new StaticShape() {
position = "111.237 444.655 221.881";
rotation = "0 0 1 4.01071";
scale = "1 1 1";
dataBlock = "InteriorFlagStand";
lockCount = "0";
homingCount = "0";
missionTypesList = "CTF";
locked = "true";
Target = "-1";
};
new Item() {
position = "111.514 444.754 208.239";
rotation = "0 0 1 48.1285";
scale = "1 1 1";
dataBlock = "EnergyPack";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Turret() {
position = "111.036 444.654 232.902";
rotation = "0 0 -1 37.8152";
scale = "1 1 1";
nameTag = "Flag Sentry";
dataBlock = "SentryTurret";
lockCount = "0";
homingCount = "0";
initialBarrel = "SentryTurretBarrel";
missionTypesList = "CTF";
locked = "true";
Target = "38";
};
};
new SimGroup(AIObjectives) {
new AIObjective(AIOTouchObject) {
position = "-38.0136 -191.427 222.997";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Grab the enemy flag";
mode = "FlagGrab";
targetObject = "Team1flag1";
targetClientId = "-1";
targetObjectId = "3431";
location = "-38.0136 -191.427 222.997";
weightLevel1 = "3850";
weightLevel2 = "3500";
weightLevel3 = "2000";
weightLevel4 = "0";
offense = "1";
defense = "0";
equipment = "LIGHT";
desiredEquipment = "EnergyPack";
buyEquipmentSet = "LightEnergyDefault";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIOTouchObject) {
position = "-38.0136 -191.427 222.997";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Capture the flag!";
mode = "FlagCapture";
targetObject = "Team1flag1";
targetClientId = "-1";
targetObjectId = "3431";
location = "-38.0136 -191.427 222.997";
weightLevel1 = "5000";
weightLevel2 = "3000";
weightLevel3 = "2000";
weightLevel4 = "0";
offense = "1";
defense = "1";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIOTouchObject) {
position = "-38.0136 -191.427 222.997";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Grab the dropped enemy flag";
mode = "FlagDropped";
targetObject = "Team1flag1";
targetClientId = "-1";
targetObjectId = "3431";
location = "-38.0136 -191.427 222.997";
weightLevel1 = "5001";
weightLevel2 = "4100";
weightLevel3 = "2000";
weightLevel4 = "0";
offense = "1";
defense = "1";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIODefendLocation) {
position = "111.196 444.487 222.76";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Defend our flag";
targetObject = "Team2flag1";
targetClientId = "-1";
targetObjectId = "3452";
location = "111.196 444.487 222.76";
weightLevel1 = "3900";
weightLevel2 = "2000";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
desiredEquipment = "ShieldPack Plasma PlasmaAmmo";
buyEquipmentSet = "LightShieldSet";
chat = "ChatSelfDefendFlag DefendBase";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIOAttackPlayer) {
position = "111.196 444.487 222.76";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Kill the enemy flag carrier";
mode = "FlagCarrier";
targetObject = "Team2flag1";
targetClientId = "-1";
targetObjectId = "3452";
location = "111.196 444.487 222.76";
weightLevel1 = "4900";
weightLevel2 = "4050";
weightLevel3 = "3000";
weightLevel4 = "0";
offense = "1";
defense = "0";
desiredEquipment = "EnergyPack";
buyEquipmentSet = "LightEnergySniper";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIOTouchObject) {
position = "111.196 444.487 222.76";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Return our flag";
mode = "FlagDropped";
targetObject = "Team2flag1";
targetClientId = "-1";
targetObjectId = "3452";
location = "111.196 444.487 222.76";
weightLevel1 = "5001";
weightLevel2 = "4100";
weightLevel3 = "3000";
weightLevel4 = "0";
offense = "1";
defense = "1";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
gameType = "CTF";
};
new AIObjective(AIORepairObject) {
position = "173.368 304.061 265.242";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "AIObjectiveMarker";
lockCount = "0";
homingCount = "0";
description = "Repair the Sensor";
targetObject = "Team2SensorMediumPulse1";
targetClientId = "-1";
targetObjectId = "3454";
location = "173.368 304.061 265.242";
weightLevel1 = "3100";
weightLevel2 = "1000";
weightLevel3 = "0";
weightLevel4 = "0";
offense = "0";
defense = "1";
equipment = "RepairPack";
buyEquipmentSet = "LightRepairSet";
issuedByHuman = "0";
issuedByClientId = "-1";
forceClientId = "-1";
locked = "1";
isInvalid = "0";
issuingClientId = "-1";
};
};
};
new SimGroup(team0) {
};
};
new SimGroup(Environmental) {
new AudioEmitter() {
position = "-18.2958 -116.376 229.707";
rotation = "1 0 0 0";
scale = "1 1 1";
fileName = "fx/environment/drywind.wav";
useProfileDescription = "0";
outsideAmbient = "1";
volume = "1";
isLooping = "1";
is3D = "0";
minDistance = "20";
maxDistance = "1280";
coneInsideAngle = "360";
coneOutsideAngle = "360";
coneOutsideVolume = "1";
coneVector = "0 0 1";
loopCount = "-1";
minLoopGap = "0";
maxLoopGap = "0";
type = "EffectAudioType";
locked = "true";
};
new Item() {
position = "207.302 -43.8472 197.77";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "PlasmaAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new InteriorInstance() {
position = "166.423 66.7967 100.985";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "pbunk1.dif";
showTerrainInside = "0";
locked = "true";
v24834 - skipped v24763 and v24822 due to not being available (09/13/01): Map Editor =================================== Several editor crashes have been resolved and this tool should be more stable for the MOD community now. VCR Mode =================================== The VCR Mode has been implemented. F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission. Other controls can be used while playing back a recording. They include: -- ESCAPE will stop the playback -- TAB will pop up the playback controls window in the upper part of the screen -- SPACEBAR will pause/unpause the playback -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed) -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed) ***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it. Satchel Charge Icon Glow =================================== When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status. "Visibility" option for Server Admins ===================================== Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance". NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator". World Skins Default to Main Tribes ========================================== The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages. Teams now use skins for CTF games relative to the planet - as follows: Terrain Team 1 Team 2 Ice Starwolf Blood Eagle Lush Blood Eagle Diamond Sword Badlands Starwolf Diamond Sword Desert Phoenix Blood Eagle Lava Diamond Sword Phoenix If the server admin wishes to specify team skins, set the variable $host:: useCustomSkins = true; in serverPrefs.cs if this variable is set true the skins and names used are $Host::TeamName1 and $Host::TeamName2 and $Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs. These team and skin names are always used for non-CTF games. NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides. Cheat Fixes =================================== Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur. NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.) Siege Halftime Improved =================================== The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides". CTF Individual Scoring =================================== No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game. Scoring Details ---------------------- Kill: 10 pts Flag Capture: 30 pts Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50] Carrier Escort: 3 Sniper Headshot: 1 Turret kill: manned: 10 automated: 3 Flag Defend: 5 Flag Carrier Kill: 5 Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.) Generator Defend: 5 pts Object Destroy Repair Generator 10 8 Sensor 4 1 Base Turret 5 4 Inv Station 2 2 Vehicle Station 5 4 Solar Panel 5 4 Sentry Turret 4 2 Deployed sensor 1 0 Deployed inv station 2 0 Deployed turret 3 3 Shrike 5 Bomber 8 Havoc 5 Wildcat 5 Tank 8 MPB 12 *vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points **vehicles destroyed also score 2 points per passenger (after any multiplier) ***points accumulated in a vehicle are earned by everyone in the vehicle Heat Lock vs. Target Laser Lock =================================== Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first. Objective HUD Visible on Vehicles =================================== The objective HUD is now visible while flying/driving vehicles. Client-Side Toggle on Vehicle Tport =================================== The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME. EAX Sound Improvements =================================== EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.) IFeel Force Feedback Mouse =================================== The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available. Vehicles Parking on Flags =================================== "Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long. Aiming Up and Down =================================== The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective. Jetpower for Suits =================================== Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board. Splash Damage =================================== Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable. Shrike Speed =================================== The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant. Mine Damage =================================== Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot. Missile Launcher =================================== The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m. Heat Signature Fall Off =================================== Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon). Suit Mortars vs. Tanks =================================== The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful. Shrike Gun Changes =================================== The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers). Water Movement =================================== Speeds in water have been greatly increased so as to make water a more viable playing environment. Whiteout Grenades =================================== A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds. OOB Grid =================================== The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid"). Wildcat Grav Bike =================================== "Suspension" has been added to the Wildcat making it easier to control over rough terrain. Air Drag =================================== Air Drag has been reduced making the game feel "faster". Panther XL Support Added =================================== Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue. Flight Ceiling limited for Shrike =================================== If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally. "Unassigned" Team =================================== This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed. <Null> and random string issues =================================== There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
2017-07-17 23:27:34 -04:00
audioEnvironment = SmallRoom;
2017-07-17 22:51:48 -04:00
};
new Item() {
position = "160.305 73.1715 98.508";
rotation = "0 0 -1 48.1284";
scale = "1 1 1";
dataBlock = "CloakingPack";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "160.581 61.0167 98.624";
rotation = "0 0 1 44.6907";
scale = "1 1 1";
dataBlock = "ShieldPack";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "164.016 67.1527 115.875";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairKit";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "161.466 67.2267 116.525";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "166.421 67.3099 116.483";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "387.348 -27.5316 204.513";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "GrenadeLauncher";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "385.984 -25.3373 204.289";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "GrenadeLauncherAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "388.676 -29.4172 204.188";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "GrenadeLauncherAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new InteriorInstance() {
position = "-104.507 210.521 230.655";
rotation = "0 0 -1 72.1927";
scale = "1 1 1";
interiorFile = "pplat5.dif";
showTerrainInside = "0";
locked = "true";
};
new Item() {
position = "-99.8315 208.811 233.22";
rotation = "0 0 1 17.7617";
scale = "1 1 1";
dataBlock = "SniperRifle";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "210.078 -39.6732 198.928";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "DiscAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "23.1143 54.4361 165.472";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "Plasma";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "22.6423 52.4263 164.805";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "PlasmaAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "23.6197 57.8064 164.617";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "PlasmaAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "234.862 358.509 210.168";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPack";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "161.944 -226.435 134.395";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPack";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "208.45 -41.8507 198.429";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ChaingunAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "-44.0787 -193.047 234.082";
rotation = "0 0 -1 5.72956";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "-48.1303 -189.773 233.8";
rotation = "0 0 -1 5.72956";
scale = "1 1 1";
dataBlock = "RepairKit";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "110.208 445.992 234.103";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "Mine";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "113.104 450.946 234.103";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "105.42 444.13 234.103";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "101.803 447.856 233.837";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairKit";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "-37.1135 -185.498 234.082";
rotation = "0 0 -1 5.72956";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "-39.1201 -190.162 234.082";
rotation = "0 0 -1 5.72956";
scale = "1 1 1";
dataBlock = "Mine";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "false";
Target = "-1";
};
};
new SimGroup(HuntersObjects) {
new Item() {
position = "112.938 442.963 234.292";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPack";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "120.337 440.394 233.865";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "114.365 435.248 234.197";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "110.105 443.612 222.52";
rotation = "0 0 -1 40.107";
scale = "1 1 1";
dataBlock = "Chaingun";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "112.071 441.062 222.047";
rotation = "0 0 1 47.5555";
scale = "1 1 1";
dataBlock = "ChaingunAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "107.874 445.802 221.948";
rotation = "0 0 1 50.9932";
scale = "1 1 1";
dataBlock = "ChaingunAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "-28.6192 -193.164 233.932";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "-33.7005 -199.502 233.914";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "-36.0712 -192.515 233.866";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ShieldPack";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "-38.8779 -187.613 221.615";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "PlasmaAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "-34.363 -191.147 221.68";
rotation = "0 0 1 4.01071";
scale = "1 1 1";
dataBlock = "PlasmaAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "-39.3877 -193.222 222.599";
rotation = "0 0 -1 55.5769";
scale = "1 1 1";
dataBlock = "Plasma";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "-38.6043 -192.035 240.05";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ShockLance";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Item() {
position = "110.693 444.009 240.245";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "Blaster";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
};
new Item() {
position = "163.286 74.9837 130.165";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ChaingunAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new SimGroup(theNexus) {
new Item() {
position = "124.511 44.2983 167.348";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "Nexus";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "39";
flashThreadDir = "1";
};
new StaticShape() {
position = "124.511 44.2983 167.388";
rotation = "0 0 1 8.02137";
scale = "1 1 1";
dataBlock = "NexusBase";
lockCount = "0";
homingCount = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new StaticShape() {
position = "124.511 44.2983 175.348";
rotation = "0 0 1 8.02137";
scale = "1 1 1";
dataBlock = "NexusCap";
lockCount = "0";
homingCount = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new InteriorInstance() {
position = "124.506 44.2707 166.994";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "pmisc3.dif";
showTerrainInside = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
};
new InteriorInstance() {
position = "124.506 44.27 175.794";
rotation = "0 1 0 180";
scale = "1 1 1";
interiorFile = "pmisc3.dif";
showTerrainInside = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
};
new WayPoint() {
position = "124.373 43.7972 161.94";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "WayPointMarker";
lockCount = "0";
homingCount = "0";
name = "Nexus";
team = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
};
new StaticShape() {
position = "124.511 44.298 168.548";
rotation = "1 0 0 0";
scale = "0.8 0.8 1";
dataBlock = "NexusBase";
lockCount = "0";
homingCount = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new StaticShape() {
position = "124.511 44.298 174.151";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "NexusCap";
lockCount = "0";
homingCount = "0";
missionTypesList = "Hunters TeamHunters";
locked = "true";
Target = "-1";
};
new Trigger(NexusTrigger) {
position = "116.413 51.5895 165.14";
rotation = "1 0 0 0";
scale = "15.1222 14.655 15.9954";
dataBlock = "gameTrigger";
polyhedron = "0.0000000 0.0000000 0.0000000 1.0000000 0.0000000 0.0000000 -0.0000000 -1.0000000 -0.0000000 -0.0000000 -0.0000000 1.0000000";
missionTypesList = "Hunters TeamHunters";
locked = "true";
};
};
new Item() {
position = "-28.5885 329.658 165.731";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "GrenadeLauncherAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "-19.9492 335.571 165.731";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "GrenadeLauncherAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "-23.9776 332.615 166.508";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "GrenadeLauncher";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "163.206 58.6794 130.041";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "DiscAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "63.1218 203.274 165.848";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "151.632 -113.812 231.269";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ConcussionGrenade";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "66.2104 199.39 165.848";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairPatch";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "64.9191 201.156 165.288";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "RepairKit";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "201.623 243.102 207.91";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ELFGun";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "21.8887 127.292 208.334";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "Chaingun";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "19.7383 127.62 208.091";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ChaingunAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
new Item() {
position = "24.1576 127.522 208.025";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "ChaingunAmmo";
lockCount = "0";
homingCount = "0";
collideable = "0";
static = "1";
rotate = "0";
locked = "true";
Target = "-1";
};
};
//--- OBJECT WRITE END ---