mirror of
https://github.com/Ragora/TribesReplay.git
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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.
385 lines
26 KiB
C#
385 lines
26 KiB
C#
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/////////////////////////////////////////////////////////////////////////////////////////////////
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// %1 = Victim's name //
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// %2 = Victim's gender (value will be either "him" or "her") //
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// %3 = Victim's possessive gender (value will be either "his" or "her") //
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// %4 = Killer's name //
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// %5 = Killer's gender (value will be either "him" or "her") //
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// %6 = Killer's possessive gender (value will be either "his" or "her") //
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// %7 = implement that killed the victim (value is the object number of the bullet, disc, etc) //
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/////////////////////////////////////////////////////////////////////////////////////////////////
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$DeathMessageCampingCount = 1;
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$DeathMessageCamping[0] = '\c0%1 was killed for camping near the Nexus.';
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//Out of Bounds deaths
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$DeathMessageOOBCount = 1;
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$DeathMessageOOB[0] = '\c0%1 was killed for loitering outside the mission area.';
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$DeathMessageLavaCount = 4;
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$DeathMessageLava[0] = '\c0%1\'s last thought before falling into the lava : \'Oops\'.';
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$DeathMessageLava[1] = '\c0%1 makes the supreme sacrifice to the lava gods.';
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$DeathMessageLava[2] = '\c0%1 looks surprised by the lava - but only briefly.';
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$DeathMessageLava[3] = '\c0%1 wimps out by jumping into the lava and trying to make it look like an accident.';
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$DeathMessageLightningCount = 3;
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$DeathMessageLightning[0] = '\c0%1 was killed by lightning!';
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$DeathMessageLightning[1] = '\c0%1 caught a lightning bolt!';
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$DeathMessageLightning[2] = '\c0%1 stuck %3 finger in Mother Nature\'s light socket.';
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//these used when a player presses ctrl-k
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$DeathMessageSuicideCount = 5;
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$DeathMessageSuicide[0] = '\c0%1 blows %3 own head off!';
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$DeathMessageSuicide[1] = '\c0%1 ends it all. Cue violin music.';
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$DeathMessageSuicide[2] = '\c0%1 kills %2self.';
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$DeathMessageSuicide[3] = '\c0%1 goes for the quick and dirty respawn.';
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$DeathMessageSuicide[4] = '\c0%1 self-destructs in a fit of ennui.';
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$DeathMessageVehPadCount = 1;
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$DeathMessageVehPad[0] = '\c0%1 got caught in a vehicle\'s spawn field.';
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$DeathMessageFFPowerupCount = 1;
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$DeathMessageFFPowerup[0] = '\c0%1 got caught up in a forcefield during power up.';
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$DeathMessageRogueMineCount = 1;
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$DeathMessageRogueMine[$DamageType::Mine, 0] = '\c0%1 is all mine.';
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//these used when a player kills himself (other than by using ctrl - k)
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$DeathMessageSelfKillCount = 5;
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$DeathMessageSelfKill[$DamageType::Blaster, 0] = '\c0%1 kills %2self with a blaster.';
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$DeathMessageSelfKill[$DamageType::Blaster, 1] = '\c0%1 makes a note to watch out for blaster ricochets.';
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$DeathMessageSelfKill[$DamageType::Blaster, 2] = '\c0%1\'s blaster kills its hapless owner.';
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$DeathMessageSelfKill[$DamageType::Blaster, 3] = '\c0%1 deftly guns %2self down with %3 own blaster.';
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$DeathMessageSelfKill[$DamageType::Blaster, 4] = '\c0%1 has a fatal encounter with %3 own blaster.';
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$DeathMessageSelfKill[$DamageType::Plasma, 0] = '\c0%1 kills %2self with plasma.';
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$DeathMessageSelfKill[$DamageType::Plasma, 1] = '\c0%1 turns %2self into plasma-charred briquettes.';
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$DeathMessageSelfKill[$DamageType::Plasma, 2] = '\c0%1 swallows a white-hot mouthful of %3 own plasma.';
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$DeathMessageSelfKill[$DamageType::Plasma, 3] = '\c0%1 immolates %2self.';
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$DeathMessageSelfKill[$DamageType::Plasma, 4] = '\c0%1 experiences the joy of cooking %2self.';
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$DeathMessageSelfKill[$DamageType::Disc, 0] = '\c0%1 kills %2self with a disc.';
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$DeathMessageSelfKill[$DamageType::Disc, 1] = '\c0%1 catches %3 own spinfusor disc.';
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$DeathMessageSelfKill[$DamageType::Disc, 2] = '\c0%1 heroically falls on %3 own disc.';
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$DeathMessageSelfKill[$DamageType::Disc, 3] = '\c0%1 helpfully jumps into %3 own disc\'s explosion.';
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$DeathMessageSelfKill[$DamageType::Disc, 4] = '\c0%1 plays Russian roulette with %3 spinfusor.';
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$DeathMessageSelfKill[$DamageType::Grenade, 0] = '\c0%1 destroys %2self with a grenade!'; //applies to hand grenades *and* grenade launcher grenades
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$DeathMessageSelfKill[$DamageType::Grenade, 1] = '\c0%1 took a bad bounce from %3 own grenade!';
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$DeathMessageSelfKill[$DamageType::Grenade, 2] = '\c0%1 pulled the pin a shade early.';
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$DeathMessageSelfKill[$DamageType::Grenade, 3] = '\c0%1\'s own grenade turns on %2.';
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$DeathMessageSelfKill[$DamageType::Grenade, 4] = '\c0%1 blows %2self up real good.';
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$DeathMessageSelfKill[$DamageType::Mortar, 0] = '\c0%1 kills %2self with a mortar!';
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$DeathMessageSelfKill[$DamageType::Mortar, 1] = '\c0%1 hugs %3 own big green boomie.';
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$DeathMessageSelfKill[$DamageType::Mortar, 2] = '\c0%1 mortars %2self all over the map.';
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$DeathMessageSelfKill[$DamageType::Mortar, 3] = '\c0%1 experiences %3 mortar\'s payload up close.';
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$DeathMessageSelfKill[$DamageType::Mortar, 4] = '\c0%1 suffered the wrath of %3 own mortar.';
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$DeathMessageSelfKill[$DamageType::Missile, 0] = '\c0%1 kills %2self with a missile!';
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$DeathMessageSelfKill[$DamageType::Missile, 1] = '\c0%1 runs a missile up %3 own tailpipe.';
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$DeathMessageSelfKill[$DamageType::Missile, 2] = '\c0%1 tests the missile\'s shaped charge on %2self.';
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$DeathMessageSelfKill[$DamageType::Missile, 3] = '\c0%1 achieved missile lock on %2self.';
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$DeathMessageSelfKill[$DamageType::Missile, 4] = '\c0%1 gracefully smoked %2self with a missile!';
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$DeathMessageSelfKill[$DamageType::Mine, 0] = '\c0%1 kills %2self with a mine!';
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$DeathMessageSelfKill[$DamageType::Mine, 1] = '\c0%1\'s mine violently reminds %2 of its existence.';
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$DeathMessageSelfKill[$DamageType::Mine, 2] = '\c0%1 plants a decisive foot on %3 own mine!';
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$DeathMessageSelfKill[$DamageType::Mine, 3] = '\c0%1 fatally trips on %3 own mine!';
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$DeathMessageSelfKill[$DamageType::Mine, 4] = '\c0%1 makes a note not to run over %3 own mines.';
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$DeathMessageSelfKill[$DamageType::SatchelCharge, 0] = '\c0%1 goes out with a bang!'; //applies to most explosion types
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$DeathMessageSelfKill[$DamageType::SatchelCharge, 1] = '\c0%1 fall down...go boom.';
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$DeathMessageSelfKill[$DamageType::SatchelCharge, 2] = '\c0%1 explodes in that fatal kind of way.';
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$DeathMessageSelfKill[$DamageType::SatchelCharge, 3] = '\c0%1 experiences explosive decompression!';
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$DeathMessageSelfKill[$DamageType::SatchelCharge, 4] = '\c0%1 splashes all over the map.';
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$DeathMessageSelfKill[$DamageType::Ground, 0] = '\c0%1 lands too hard.';
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$DeathMessageSelfKill[$DamageType::Ground, 1] = '\c0%1 finds gravity unforgiving.';
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$DeathMessageSelfKill[$DamageType::Ground, 2] = '\c0%1 craters on impact.';
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$DeathMessageSelfKill[$DamageType::Ground, 3] = '\c0%1 pancakes upon landing.';
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$DeathMessageSelfKill[$DamageType::Ground, 4] = '\c0%1 loses a game of chicken with the ground.';
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//used when a player is killed by a teammate
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$DeathMessageTeamKillCount = 1;
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$DeathMessageTeamKill[$DamageType::Blaster, 0] = '\c0%4 TEAMKILLED %1 with a blaster!';
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$DeathMessageTeamKill[$DamageType::Plasma, 0] = '\c0%4 TEAMKILLED %1 with a plasma rifle!';
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$DeathMessageTeamKill[$DamageType::Bullet, 0] = '\c0%4 TEAMKILLED %1 with a chaingun!';
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$DeathMessageTeamKill[$DamageType::Disc, 0] = '\c0%4 TEAMKILLED %1 with a spinfusor!';
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$DeathMessageTeamKill[$DamageType::Grenade, 0] = '\c0%4 TEAMKILLED %1 with a grenade!';
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$DeathMessageTeamKill[$DamageType::Laser, 0] = '\c0%4 TEAMKILLED %1 with a laser rifle!';
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$DeathMessageTeamKill[$DamageType::Elf, 0] = '\c0%4 TEAMKILLED %1 with an ELF projector!';
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$DeathMessageTeamKill[$DamageType::Mortar, 0] = '\c0%4 TEAMKILLED %1 with a mortar!';
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$DeathMessageTeamKill[$DamageType::Missile, 0] = '\c0%4 TEAMKILLED %1 with a missile!';
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$DeathMessageTeamKill[$DamageType::Shocklance, 0] = '\c0%4 TEAMKILLED %1 with a shocklance!';
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$DeathMessageTeamKill[$DamageType::Mine, 0] = '\c0%4 TEAMKILLED %1 with a mine!';
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$DeathMessageTeamKill[$DamageType::SatchelCharge, 0] = '\c0%4 blew up TEAMMATE %1!';
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$DeathMessageTeamKill[$DamageType::Impact, 0] = '\c0%4 runs down TEAMMATE %1!';
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//these used when a player is killed by an enemy
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$DeathMessageCount = 5;
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$DeathMessage[$DamageType::Blaster, 0] = '\c0%4 kills %1 with a blaster.';
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$DeathMessage[$DamageType::Blaster, 1] = '\c0%4 pings %1 to death.';
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$DeathMessage[$DamageType::Blaster, 2] = '\c0%1 gets a pointer in blaster use from %4.';
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$DeathMessage[$DamageType::Blaster, 3] = '\c0%4 fatally embarrasses %1 with %6 pea shooter.';
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$DeathMessage[$DamageType::Blaster, 4] = '\c0%4 unleashes a terminal blaster barrage into %1.';
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$DeathMessage[$DamageType::Plasma, 0] = '\c0%4 roasts %1 with the plasma rifle.';
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$DeathMessage[$DamageType::Plasma, 1] = '\c0%4 gooses %1 with an extra-friendly burst of plasma.';
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$DeathMessage[$DamageType::Plasma, 2] = '\c0%4 entices %1 to try a faceful of plasma.';
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$DeathMessage[$DamageType::Plasma, 3] = '\c0%4 introduces %1 to the plasma immolation dance.';
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$DeathMessage[$DamageType::Plasma, 4] = '\c0%4 slaps The Hot Kiss of Death on %1.';
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$DeathMessage[$DamageType::Bullet, 0] = '\c0%4 rips %1 up with the chaingun.';
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$DeathMessage[$DamageType::Bullet, 1] = '\c0%4 happily chews %1 into pieces with %6 chaingun.';
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$DeathMessage[$DamageType::Bullet, 2] = '\c0%4 administers a dose of Vitamin Lead to %1.';
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$DeathMessage[$DamageType::Bullet, 3] = '\c0%1 suffers a serious hosing from %4\'s chaingun.';
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$DeathMessage[$DamageType::Bullet, 4] = '\c0%4 bestows the blessings of %6 chaingun on %1.';
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$DeathMessage[$DamageType::Disc, 0] = '\c0%4 demolishes %1 with the spinfusor.';
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$DeathMessage[$DamageType::Disc, 1] = '\c0%4 serves %1 a blue plate special.';
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$DeathMessage[$DamageType::Disc, 2] = '\c0%4 shares a little blue friend with %1.';
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$DeathMessage[$DamageType::Disc, 3] = '\c0%4 puts a little spin into %1.';
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$DeathMessage[$DamageType::Disc, 4] = '\c0%1 becomes one of %4\'s greatest hits.';
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$DeathMessage[$DamageType::Grenade, 0] = '\c0%4 eliminates %1 with a grenade.'; //applies to hand grenades *and* grenade launcher grenades
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$DeathMessage[$DamageType::Grenade, 1] = '\c0%4 blows up %1 real good!';
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$DeathMessage[$DamageType::Grenade, 2] = '\c0%1 gets annihilated by %4\'s grenade.';
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$DeathMessage[$DamageType::Grenade, 3] = '\c0%1 receives a kaboom lesson from %4.';
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$DeathMessage[$DamageType::Grenade, 4] = '\c0%4 turns %1 into grenade salad.';
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$DeathMessage[$DamageType::Laser, 0] = '\c0%1 becomes %4\'s latest pincushion.';
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$DeathMessage[$DamageType::Laser, 1] = '\c0%4 picks off %1 with %6 laser rifle.';
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$DeathMessage[$DamageType::Laser, 2] = '\c0%4 uses %1 as the targeting dummy in a sniping demonstration.';
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$DeathMessage[$DamageType::Laser, 3] = '\c0%4 pokes a shiny new hole in %1 with %6 laser rifle.';
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$DeathMessage[$DamageType::Laser, 4] = '\c0%4 caresses %1 with a couple hundred megajoules of laser.';
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$DeathMessage[$DamageType::Elf, 0] = '\c0%4 fries %1 with the ELF projector.';
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$DeathMessage[$DamageType::Elf, 1] = '\c0%4 bug zaps %1 with %6 ELF.';
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$DeathMessage[$DamageType::Elf, 2] = '\c0%1 learns the shocking truth about %4\'s ELF skills.';
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$DeathMessage[$DamageType::Elf, 3] = '\c0%4 electrocutes %1 without a sponge.';
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$DeathMessage[$DamageType::Elf, 4] = '\c0%4\'s ELF projector leaves %1 a crispy critter.';
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$DeathMessage[$DamageType::Mortar, 0] = '\c0%4 obliterates %1 with the mortar.';
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$DeathMessage[$DamageType::Mortar, 1] = '\c0%4 drops a mortar round right in %1\'s lap.';
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$DeathMessage[$DamageType::Mortar, 2] = '\c0%4 delivers a mortar payload straight to %1.';
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$DeathMessage[$DamageType::Mortar, 3] = '\c0%4 offers a little "heavy love" to %1.';
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$DeathMessage[$DamageType::Mortar, 4] = '\c0%1 stumbles into %4\'s mortar reticle.';
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$DeathMessage[$DamageType::Missile, 0] = '\c0%4 intercepts %1 with a missile.';
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$DeathMessage[$DamageType::Missile, 1] = '\c0%4 watches %6 missile touch %1 and go boom.';
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$DeathMessage[$DamageType::Missile, 2] = '\c0%4 got sweet tone on %1.';
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$DeathMessage[$DamageType::Missile, 3] = '\c0By now, %1 has realized %4\'s missile killed %2.';
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$DeathMessage[$DamageType::Missile, 4] = '\c0%4\'s missile rains little pieces of %1 all over the ground.';
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$DeathMessage[$DamageType::Shocklance, 0] = '\c0%4 reaps a harvest of %1 with the shocklance.';
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$DeathMessage[$DamageType::Shocklance, 1] = '\c0%4 feeds %1 the business end of %6 shocklance.';
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$DeathMessage[$DamageType::Shocklance, 2] = '\c0%4 stops %1 dead with the shocklance.';
|
|
$DeathMessage[$DamageType::Shocklance, 3] = '\c0%4 eliminates %1 in close combat.';
|
|
$DeathMessage[$DamageType::Shocklance, 4] = '\c0%4 ruins %1\'s day with one zap of a shocklance.';
|
|
|
|
$DeathMessage[$DamageType::Mine, 0] = '\c0%4 kills %1 with a mine.';
|
|
$DeathMessage[$DamageType::Mine, 1] = '\c0%1 doesn\'t see %4\'s mine in time.';
|
|
$DeathMessage[$DamageType::Mine, 2] = '\c0%4 gets a sapper kill on %1.';
|
|
$DeathMessage[$DamageType::Mine, 3] = '\c0%1 puts his foot on %4\'s mine.';
|
|
$DeathMessage[$DamageType::Mine, 4] = '\c0One small step for %1, one giant mine kill for %4.';
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|
|
|
$DeathMessage[$DamageType::SatchelCharge, 0] = '\c0%4 buys %1 a ticket to the moon.'; //satchel charge only
|
|
$DeathMessage[$DamageType::SatchelCharge, 1] = '\c0%4 blows %1 into low orbit.';
|
|
$DeathMessage[$DamageType::SatchelCharge, 2] = '\c0%4 makes %1 a hugely explosive offer.';
|
|
$DeathMessage[$DamageType::SatchelCharge, 3] = '\c0%4 turns %1 into a cloud of satchel-vaporized armor.';
|
|
$DeathMessage[$DamageType::SatchelCharge, 4] = '\c0%4\'s satchel charge leaves %1 nothin\' but smokin\' boots.';
|
|
|
|
$DeathMessageHeadshotCount = 3;
|
|
$DeathMessageHeadshot[$DamageType::Laser, 0] = '\c0%4 drills right through %1\'s braincase with %6 laser.';
|
|
$DeathMessageHeadshot[$DamageType::Laser, 1] = '\c0%4 pops %1\'s head like a cheap balloon.';
|
|
$DeathMessageHeadshot[$DamageType::Laser, 2] = '\c0%1 loses %3 head over %4\'s laser skill.';
|
|
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|
|
|
//These used when a player is run over by a vehicle
|
|
$DeathMessageVehicleCount = 5;
|
|
$DeathMessageVehicle[0] = '\c0%4 runs down %1.';
|
|
$DeathMessageVehicle[1] = '\c0%1 acquires that run-down feeling from %4.';
|
|
$DeathMessageVehicle[2] = '\c0%4 transforms %1 into tribal roadkill.';
|
|
$DeathMessageVehicle[3] = '\c0%1 makes a painfully close examination of %4\'s front bumper.';
|
|
$DeathMessageVehicle[4] = '\c0%1\'s messy death leaves a mark on %4\'s vehicle finish.';
|
|
|
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$DeathMessageVehicleCrashCount = 5;
|
|
$DeathMessageVehicleCrash[ $DamageType::Crash, 0 ] = '\c0%1 fails to eject in time.';
|
|
$DeathMessageVehicleCrash[ $DamageType::Crash, 1 ] = '\c0%1 becomes one with his vehicle dashboard.';
|
|
$DeathMessageVehicleCrash[ $DamageType::Crash, 2 ] = '\c0%1 drives under the influence of death.';
|
|
$DeathMessageVehicleCrash[ $DamageType::Crash, 3 ] = '\c0%1 makes a perfect three hundred point landing.';
|
|
$DeathMessageVehicleCrash[ $DamageType::Crash, 4 ] = '\c0%1 heroically pilots his vehicle into something really, really hard.';
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$DeathMessageVehicleFriendlyCount = 3;
|
|
$DeathMessageVehicleFriendly[0] = '\c0%1 gets in the way of a friendly vehicle.';
|
|
$DeathMessageVehicleFriendly[1] = '\c0Sadly, a friendly vehicle turns %1 into roadkill.';
|
|
$DeathMessageVehicleFriendly[2] = '\c0%1 becomes an unsightly ornament on a team vehicle\'s hood.';
|
|
|
|
$DeathMessageVehicleUnmannedCount = 3;
|
|
$DeathMessageVehicleUnmanned[0] = '\c0%1 gets in the way of a runaway vehicle.';
|
|
$DeathMessageVehicleUnmanned[1] = '\c0An unmanned vehicle kills the pathetic %1.';
|
|
$DeathMessageVehicleUnmanned[2] = '\c0%1 is struck down by an empty vehicle.';
|
|
|
|
//These used when a player is killed by a nearby equipment explosion
|
|
$DeathMessageExplosionCount = 3;
|
|
$DeathMessageExplosion[0] = '\c0%1 was killed by exploding equipment!';
|
|
$DeathMessageExplosion[1] = '\c0%1 stood a little too close to the action!';
|
|
$DeathMessageExplosion[2] = '\c0%1 learns how to be collateral damage.';
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|
|
//These used when an automated turret kills an enemy player
|
|
$DeathMessageTurretKillCount = 3;
|
|
$DeathMessageTurretKill[$DamageType::PlasmaTurret, 0] = '\c0%1 is killed by a plasma turret.';
|
|
$DeathMessageTurretKill[$DamageType::PlasmaTurret, 1] = '\c0%1\'s body now marks the location of a plasma turret.';
|
|
$DeathMessageTurretKill[$DamageType::PlasmaTurret, 2] = '\c0%1 is fried by a plasma turret.';
|
|
|
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$DeathMessageTurretKill[$DamageType::AATurret, 0] = '\c0%1 is killed by an AA turret.';
|
|
$DeathMessageTurretKill[$DamageType::AATurret, 1] = '\c0%1 is shot down by an AA turret.';
|
|
$DeathMessageTurretKill[$DamageType::AATurret, 2] = '\c0%1 takes fatal flak from an AA turret.';
|
|
|
|
$DeathMessageTurretKill[$DamageType::ElfTurret, 0] = '\c0%1 is killed by an ELF turret.';
|
|
$DeathMessageTurretKill[$DamageType::ElfTurret, 1] = '\c0%1 is zapped by an ELF turret.';
|
|
$DeathMessageTurretKill[$DamageType::ElfTurret, 2] = '\c0%1 is short-circuited by an ELF turret.';
|
|
|
|
$DeathMessageTurretKill[$DamageType::MortarTurret, 0] = '\c0%1 is killed by a mortar turret.';
|
|
$DeathMessageTurretKill[$DamageType::MortarTurret, 1] = '\c0%1 enjoys a mortar turret\'s attention.';
|
|
$DeathMessageTurretKill[$DamageType::MortarTurret, 2] = '\c0%1 is blown to kibble by a mortar turret.';
|
|
|
|
$DeathMessageTurretKill[$DamageType::MissileTurret, 0] = '\c0%1 is killed by a missile turret.';
|
|
$DeathMessageTurretKill[$DamageType::MissileTurret, 1] = '\c0%1 is shot down by a missile turret.';
|
|
$DeathMessageTurretKill[$DamageType::MissileTurret, 2] = '\c0%1 is blown away by a missile turret.';
|
|
|
|
$DeathMessageTurretKill[$DamageType::IndoorDepTurret, 0] = '\c0%1 is killed by a clamp turret.';
|
|
$DeathMessageTurretKill[$DamageType::IndoorDepTurret, 1] = '\c0%1 gets burned by a clamp turret.';
|
|
$DeathMessageTurretKill[$DamageType::IndoorDepTurret, 2] = '\c0A clamp turret eliminates %1.';
|
|
|
|
$DeathMessageTurretKill[$DamageType::OutdoorDepTurret, 0] = '\c0A spike turret neatly drills %1.';
|
|
$DeathMessageTurretKill[$DamageType::OutdoorDepTurret, 1] = '\c0%1 gets taken out by a spike turret.';
|
|
$DeathMessageTurretKill[$DamageType::OutdoorDepTurret, 2] = '\c0%1 dies under a spike turret\'s love.';
|
|
|
|
$DeathMessageTurretKill[$DamageType::SentryTurret, 0] = '\c0%1 didn\'t see that Sentry turret, but it saw %2...';
|
|
$DeathMessageTurretKill[$DamageType::SentryTurret, 1] = '\c0%1 needs to watch for Sentry turrets.';
|
|
$DeathMessageTurretKill[$DamageType::SentryTurret, 2] = '\c0%1 now understands how Sentry turrets work.';
|
|
|
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|
|
//used when a player is killed by a teammate controlling a turret
|
|
$DeathMessageCTurretTeamKillCount = 1;
|
|
$DeathMessageCTurretTeamKill[$DamageType::PlasmaTurret, 0] = '\c0%4 TEAMKILLED %1 with a plasma turret!';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::AATurret, 0] = '\c0%4 TEAMKILLED %1 with an AA turret!';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::ELFTurret, 0] = '\c0%4 TEAMKILLED %1 with an ELF turret!';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::MortarTurret, 0] = '\c0%4 TEAMKILLED %1 with a mortar turret!';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::MissileTurret, 0] = '\c0%4 TEAMKILLED %1 with a missile turret!';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::IndoorDepTurret, 0] = '\c0%4 TEAMKILLED %1 with a clamp turret!';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::OutdoorDepTurret, 0] = '\c0%4 TEAMKILLED %1 with a spike turret!';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::SentryTurret, 0] = '\c0%4 TEAMKILLED %1 with a sentry turret!';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::BomberBombs, 0] = '\c0%4 TEAMKILLED %1 in a bombastic explosion of raining death.';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::BellyTurret, 0] = '\c0%4 TEAMKILLED %1 by annihilating him from a belly turret.';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::TankChainGun, 0] = '\c0%4 TEAMKILLED %1 with his tank\'s chaingun.';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::TankMortar, 0] = '\c0%4 TEAMKILLED %1 by lobbing the BIG green death from a tank.';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::ShrikeBlaster, 0] = '\c0%4 TEAMKILLED %1 by strafing from a Shrike.';
|
|
|
|
$DeathMessageCTurretTeamKill[$DamageType::MPBMissile, 0] = '\c0%4 TEAMKILLED %1 when the MPB locked onto him.';
|
|
|
|
|
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|
|
//used when a player is killed by an uncontrolled, friendly turret
|
|
$DeathMessageCTurretAccdtlKillCount = 1;
|
|
$DeathMessageCTurretAccdtlKill[$DamageType::PlasmaTurret, 0] = '\c0%1 got in the way of a plasma turret!';
|
|
|
|
$DeathMessageCTurretAccdtlKill[$DamageType::AATurret, 0] = '\c0%1 got in the way of an AA turret!';
|
|
|
|
$DeathMessageCTurretAccdtlKill[$DamageType::ELFTurret, 0] = '\c0%1 got in the way of an ELF turret!';
|
|
|
|
$DeathMessageCTurretAccdtlKill[$DamageType::MortarTurret, 0] = '\c0%1 got in the way of a mortar turret!';
|
|
|
|
$DeathMessageCTurretAccdtlKill[$DamageType::MissileTurret, 0] = '\c0%1 got in the way of a missile turret!';
|
|
|
|
$DeathMessageCTurretAccdtlKill[$DamageType::IndoorDepTurret, 0] = '\c0%1 got in the way of a clamp turret!';
|
|
|
|
$DeathMessageCTurretAccdtlKill[$DamageType::OutdoorDepTurret, 0] = '\c0%1 got in the way of a spike turret!';
|
|
|
|
$DeathMessageCTurretAccdtlKill[$DamageType::SentryTurret, 0] = '\c0%1 got in the way of a Sentry turret!';
|
|
|
|
|
|
//these messages for owned or controlled turrets
|
|
$DeathMessageCTurretKillCount = 3;
|
|
$DeathMessageCTurretKill[$DamageType::PlasmaTurret, 0] = '\c0%4 torches %1 with a plasma turret!';
|
|
$DeathMessageCTurretKill[$DamageType::PlasmaTurret, 1] = '\c0%4 fries %1 with a plasma turret!';
|
|
$DeathMessageCTurretKill[$DamageType::PlasmaTurret, 2] = '\c0%4 lights up %1 with a plasma turret!';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::AATurret, 0] = '\c0%4 shoots down %1 with an AA turret.';
|
|
$DeathMessageCTurretKill[$DamageType::AATurret, 1] = '\c0%1 gets shot down by %1\'s AA turret.';
|
|
$DeathMessageCTurretKill[$DamageType::AATurret, 2] = '\c0%4 takes out %1 with an AA turret.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::ElfTurret, 0] = '\c0%1 gets zapped by ELF gunner %4.';
|
|
$DeathMessageCTurretKill[$DamageType::ElfTurret, 1] = '\c0%1 gets barbecued by ELF gunner %4.';
|
|
$DeathMessageCTurretKill[$DamageType::ElfTurret, 2] = '\c0%1 gets shocked by ELF gunner %4.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::MortarTurret, 0] = '\c0%1 is annihilated by %4\'s mortar turret.';
|
|
$DeathMessageCTurretKill[$DamageType::MortarTurret, 1] = '\c0%1 is blown away by %4\'s mortar turret.';
|
|
$DeathMessageCTurretKill[$DamageType::MortarTurret, 2] = '\c0%1 is pureed by %4\'s mortar turret.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::MissileTurret, 0] = '\c0%4 shows %1 a new world of pain with a missile turret.';
|
|
$DeathMessageCTurretKill[$DamageType::MissileTurret, 1] = '\c0%4 pops %1 with a missile turret.';
|
|
$DeathMessageCTurretKill[$DamageType::MissileTurret, 2] = '\c0%4\'s missile turret lights up %1\'s, uh, ex-life.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::IndoorDepTurret, 0] = '\c0%1 is chewed up and spat out by %4\'s clamp turret.';
|
|
$DeathMessageCTurretKill[$DamageType::IndoorDepTurret, 1] = '\c0%1 is knocked out by %4\'s clamp turret.';
|
|
$DeathMessageCTurretKill[$DamageType::IndoorDepTurret, 2] = '\c0%4\'s clamp turret drills %1 nicely.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::OutdoorDepTurret, 0] = '\c0%1 is chewed up by %4\'s spike turret.';
|
|
$DeathMessageCTurretKill[$DamageType::OutdoorDepTurret, 1] = '\c0%1 feels the burn from %4\'s spike turret.';
|
|
$DeathMessageCTurretKill[$DamageType::OutdoorDepTurret, 2] = '\c0%1 is nailed by %4\'s spike turret.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::SentryTurret, 0] = '\c0%4 caught %1 by surprise with a turret.';
|
|
$DeathMessageCTurretKill[$DamageType::SentryTurret, 1] = '\c0%4\'s turret took out %1.';
|
|
$DeathMessageCTurretKill[$DamageType::SentryTurret, 2] = '\c0%4 blasted %1 with a turret.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::BomberBombs, 0] = '\c0%1 catches %4\'s bomb in both teeth.';
|
|
$DeathMessageCTurretKill[$DamageType::BomberBombs, 1] = '\c0%4 leaves %1 a smoking bomb crater.';
|
|
$DeathMessageCTurretKill[$DamageType::BomberBombs, 2] = '\c0%4 bombs %1 back to the 20th century.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::BellyTurret, 0] = '\c0%1 eats a big helping of %4\'s belly turret bolt.';
|
|
$DeathMessageCTurretKill[$DamageType::BellyTurret, 1] = '\c0%4 plants a belly turret bolt in %1\'s belly.';
|
|
$DeathMessageCTurretKill[$DamageType::BellyTurret, 2] = '\c0%1 fails to evade %4\'s deft bomber strafing.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::TankChainGun, 0] = '\c0%1 enjoys the rich, metallic taste of %4\'s tank slug.';
|
|
$DeathMessageCTurretKill[$DamageType::TankChainGun, 1] = '\c0%4\'s tank chaingun plays sweet music all over %1.';
|
|
$DeathMessageCTurretKill[$DamageType::TankChainGun, 2] = '\c0%1 receives a stellar exit wound from %4\'s tank slug.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::TankMortar, 0] = '\c0Whoops! %1 + %4\'s tank mortar = Dead %1.';
|
|
$DeathMessageCTurretKill[$DamageType::TankMortar, 1] = '\c0%1 learns the happy explosion dance from %4\'s tank mortar.';
|
|
$DeathMessageCTurretKill[$DamageType::TankMortar, 2] = '\c0%4\'s tank mortar has a blast with %1.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::ShrikeBlaster, 0] = '\c0%1 dines on a Shrike blaster sandwich, courtesy of %4.';
|
|
$DeathMessageCTurretKill[$DamageType::ShrikeBlaster, 1] = '\c0The blaster of %4\'s Shrike turns %1 into finely shredded meat.';
|
|
$DeathMessageCTurretKill[$DamageType::ShrikeBlaster, 2] = '\c0%1 gets drilled big-time by the blaster of %4\'s Shrike.';
|
|
|
|
$DeathMessageCTurretKill[$DamageType::MPBMissile, 0] = '\c0%1 intersects nicely with %4\'s MPB Missile.';
|
|
$DeathMessageCTurretKill[$DamageType::MPBMissile, 1] = '\c0%4\'s MPB Missile makes armored chowder out of %1.';
|
|
$DeathMessageCTurretKill[$DamageType::MPBMissile, 2] = '\c0%1 has a brief, explosive fling with %4\'s MPB Missile.';
|
|
|
|
$DeathMessageTurretSelfKillCount = 3;
|
|
$DeathMessageTurretSelfKill[0] = '\c0%1 somehow kills %2self with a turret.';
|
|
$DeathMessageTurretSelfKill[1] = '\c0%1 apparently didn\'t know the turret was loaded.';
|
|
$DeathMessageTurretSelfKill[2] = '\c0%1 helps his team by killing himself with a turret.';
|
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