mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-19 17:44:45 +00:00
- (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
370 lines
24 KiB
C#
370 lines
24 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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$DeathMessageVehPad[0] = '\c0%1 got caught in a vehicle\'s spawn field.';
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$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[$DamageType::Shocklance, 2] = '\c0%4 stops %1 dead with the shocklance.';
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$DeathMessage[$DamageType::Shocklance, 3] = '\c0%4 eliminates %1 in close combat.';
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$DeathMessage[$DamageType::Shocklance, 4] = '\c0%4 ruins %1\'s day with one zap of a shocklance.';
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$DeathMessage[$DamageType::Mine, 0] = '\c0%4 kills %1 with a mine.';
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$DeathMessage[$DamageType::Mine, 1] = '\c0%1 doesn\'t see %4\'s mine in time.';
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$DeathMessage[$DamageType::Mine, 2] = '\c0%4 gets a sapper kill on %1.';
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$DeathMessage[$DamageType::Mine, 3] = '\c0%1 puts his foot on %4\'s mine.';
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$DeathMessage[$DamageType::Mine, 4] = '\c0One small step for %1, one giant mine kill for %4.';
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$DeathMessage[$DamageType::SatchelCharge, 0] = '\c0%4 buys %1 a ticket to the moon.'; //satchel charge only
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$DeathMessage[$DamageType::SatchelCharge, 1] = '\c0%4 blows %1 into low orbit.';
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$DeathMessage[$DamageType::SatchelCharge, 2] = '\c0%4 makes %1 a hugely explosive offer.';
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$DeathMessage[$DamageType::SatchelCharge, 3] = '\c0%4 turns %1 into a cloud of satchel-vaporized armor.';
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$DeathMessage[$DamageType::SatchelCharge, 4] = '\c0%4\'s satchel charge leaves %1 nothin\' but smokin\' boots.';
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$DeathMessageHeadshotCount = 3;
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$DeathMessageHeadshot[$DamageType::Laser, 0] = '\c0%4 drills right through %1\'s braincase with %6 laser.';
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$DeathMessageHeadshot[$DamageType::Laser, 1] = '\c0%4 pops %1\'s head like a cheap balloon.';
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$DeathMessageHeadshot[$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
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$DeathMessageVehicleCount = 5;
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$DeathMessageVehicle[0] = '\c0%4 runs down %1.';
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$DeathMessageVehicle[1] = '\c0%1 acquires that run-down feeling from %4.';
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$DeathMessageVehicle[2] = '\c0%4 transforms %1 into tribal roadkill.';
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$DeathMessageVehicle[3] = '\c0%1 makes a painfully close examination of %4\'s front bumper.';
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$DeathMessageVehicle[4] = '\c0%1\'s messy death leaves a mark on %4\'s vehicle finish.';
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$DeathMessageVehicleUnmannedCount = 3;
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$DeathMessageVehicleUnmanned[0] = '\c0%1 gets in the way of a runaway vehicle.';
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$DeathMessageVehicleUnmanned[1] = '\c0An unmanned vehicle kills the pathetic %1.';
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$DeathMessageVehicleUnmanned[2] = '\c0%1 is struck down by an empty vehicle.';
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//These used when a player is killed by a nearby equipment explosion
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$DeathMessageExplosionCount = 3;
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$DeathMessageExplosion[0] = '\c0%1 was killed by exploding equipment!';
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$DeathMessageExplosion[1] = '\c0%1 stood a little too close to the action!';
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$DeathMessageExplosion[2] = '\c0%1 learns how to be collateral damage.';
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//These used when an automated turret kills an enemy player
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$DeathMessageTurretKillCount = 3;
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$DeathMessageTurretKill[$DamageType::PlasmaTurret, 0] = '\c0%1 is killed by a plasma turret.';
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$DeathMessageTurretKill[$DamageType::PlasmaTurret, 1] = '\c0%1\'s body now marks the location of a plasma turret.';
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$DeathMessageTurretKill[$DamageType::PlasmaTurret, 2] = '\c0%1 is fried by a plasma turret.';
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$DeathMessageTurretKill[$DamageType::AATurret, 0] = '\c0%1 is killed by an AA turret.';
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$DeathMessageTurretKill[$DamageType::AATurret, 1] = '\c0%1 is shot down by an AA turret.';
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$DeathMessageTurretKill[$DamageType::AATurret, 2] = '\c0%1 takes fatal flak from an AA turret.';
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$DeathMessageTurretKill[$DamageType::ElfTurret, 0] = '\c0%1 is killed by an ELF turret.';
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$DeathMessageTurretKill[$DamageType::ElfTurret, 1] = '\c0%1 is zapped by an ELF turret.';
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$DeathMessageTurretKill[$DamageType::ElfTurret, 2] = '\c0%1 is short-circuited by an ELF turret.';
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$DeathMessageTurretKill[$DamageType::MortarTurret, 0] = '\c0%1 is killed by a mortar turret.';
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$DeathMessageTurretKill[$DamageType::MortarTurret, 1] = '\c0%1 enjoys a mortar turret\'s attention.';
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$DeathMessageTurretKill[$DamageType::MortarTurret, 2] = '\c0%1 is blown to kibble by a mortar turret.';
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$DeathMessageTurretKill[$DamageType::MissileTurret, 0] = '\c0%1 is killed by a missile turret.';
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$DeathMessageTurretKill[$DamageType::MissileTurret, 1] = '\c0%1 is shot down by a missile turret.';
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$DeathMessageTurretKill[$DamageType::MissileTurret, 2] = '\c0%1 is blown away by a missile turret.';
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$DeathMessageTurretKill[$DamageType::IndoorDepTurret, 0] = '\c0%1 is killed by a clamp turret.';
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$DeathMessageTurretKill[$DamageType::IndoorDepTurret, 1] = '\c0%1 gets burned by a clamp turret.';
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$DeathMessageTurretKill[$DamageType::IndoorDepTurret, 2] = '\c0A clamp turret eliminates %1.';
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$DeathMessageTurretKill[$DamageType::OutdoorDepTurret, 0] = '\c0A spike turret neatly drills %1.';
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$DeathMessageTurretKill[$DamageType::OutdoorDepTurret, 1] = '\c0%1 gets taken out by a spike turret.';
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$DeathMessageTurretKill[$DamageType::OutdoorDepTurret, 2] = '\c0%1 dies under a spike turret\'s love.';
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$DeathMessageTurretKill[$DamageType::SentryTurret, 0] = '\c0%1 didn\'t see that Sentry turret, but it saw %2...';
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$DeathMessageTurretKill[$DamageType::SentryTurret, 1] = '\c0%1 needs to watch for Sentry turrets.';
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$DeathMessageTurretKill[$DamageType::SentryTurret, 2] = '\c0%1 now understands how Sentry turrets work.';
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//used when a player is killed by a teammate controlling a turret
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$DeathMessageCTurretTeamKillCount = 1;
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$DeathMessageCTurretTeamKill[$DamageType::PlasmaTurret, 0] = '\c0%4 TEAMKILLED %1 with a plasma turret!';
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$DeathMessageCTurretTeamKill[$DamageType::AATurret, 0] = '\c0%4 TEAMKILLED %1 with an AA turret!';
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$DeathMessageCTurretTeamKill[$DamageType::ELFTurret, 0] = '\c0%4 TEAMKILLED %1 with an ELF turret!';
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$DeathMessageCTurretTeamKill[$DamageType::MortarTurret, 0] = '\c0%4 TEAMKILLED %1 with a mortar turret!';
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$DeathMessageCTurretTeamKill[$DamageType::MissileTurret, 0] = '\c0%4 TEAMKILLED %1 with a missile turret!';
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$DeathMessageCTurretTeamKill[$DamageType::IndoorDepTurret, 0] = '\c0%4 TEAMKILLED %1 with a clamp turret!';
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$DeathMessageCTurretTeamKill[$DamageType::OutdoorDepTurret, 0] = '\c0%4 TEAMKILLED %1 with a spike turret!';
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$DeathMessageCTurretTeamKill[$DamageType::SentryTurret, 0] = '\c0%4 TEAMKILLED %1 with a sentry turret!';
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$DeathMessageCTurretTeamKill[$DamageType::BomberBombs, 0] = '\c0%4 TEAMKILLED %1 in a bombastic explosion of raining death.';
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$DeathMessageCTurretTeamKill[$DamageType::BellyTurret, 0] = '\c0%4 TEAMKILLED %1 by annihilating him from a belly turret.';
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$DeathMessageCTurretTeamKill[$DamageType::TankChainGun, 0] = '\c0%4 TEAMKILLED %1 with his tank\'s chaingun.';
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$DeathMessageCTurretTeamKill[$DamageType::TankMortar, 0] = '\c0%4 TEAMKILLED %1 by lobbing the BIG green death from a tank.';
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$DeathMessageCTurretTeamKill[$DamageType::ShrikeBlaster, 0] = '\c0%4 TEAMKILLED %1 by strafing from a Shrike.';
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$DeathMessageCTurretTeamKill[$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
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$DeathMessageCTurretAccdtlKillCount = 1;
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$DeathMessageCTurretAccdtlKill[$DamageType::PlasmaTurret, 0] = '\c0%1 got in the way of a plasma turret!';
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$DeathMessageCTurretAccdtlKill[$DamageType::AATurret, 0] = '\c0%1 got in the way of an AA turret!';
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$DeathMessageCTurretAccdtlKill[$DamageType::ELFTurret, 0] = '\c0%1 got in the way of an ELF turret!';
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$DeathMessageCTurretAccdtlKill[$DamageType::MortarTurret, 0] = '\c0%1 got in the way of a mortar turret!';
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$DeathMessageCTurretAccdtlKill[$DamageType::MissileTurret, 0] = '\c0%1 got in the way of a missile turret!';
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$DeathMessageCTurretAccdtlKill[$DamageType::IndoorDepTurret, 0] = '\c0%1 got in the way of a clamp turret!';
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$DeathMessageCTurretAccdtlKill[$DamageType::OutdoorDepTurret, 0] = '\c0%1 got in the way of a spike turret!';
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$DeathMessageCTurretAccdtlKill[$DamageType::SentryTurret, 0] = '\c0%1 got in the way of a Sentry turret!';
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//these messages for owned or controlled turrets
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$DeathMessageCTurretKillCount = 3;
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$DeathMessageCTurretKill[$DamageType::PlasmaTurret, 0] = '\c0%4 torches %1 with a plasma turret!';
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$DeathMessageCTurretKill[$DamageType::PlasmaTurret, 1] = '\c0%4 fries %1 with a plasma turret!';
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$DeathMessageCTurretKill[$DamageType::PlasmaTurret, 2] = '\c0%4 lights up %1 with a plasma turret!';
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$DeathMessageCTurretKill[$DamageType::AATurret, 0] = '\c0%4 shoots down %1 with an AA turret.';
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$DeathMessageCTurretKill[$DamageType::AATurret, 1] = '\c0%1 gets shot down by %1\'s AA turret.';
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$DeathMessageCTurretKill[$DamageType::AATurret, 2] = '\c0%4 takes out %1 with an AA turret.';
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$DeathMessageCTurretKill[$DamageType::ElfTurret, 0] = '\c0%1 gets zapped by ELF gunner %4.';
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$DeathMessageCTurretKill[$DamageType::ElfTurret, 1] = '\c0%1 gets barbecued by ELF gunner %4.';
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$DeathMessageCTurretKill[$DamageType::ElfTurret, 2] = '\c0%1 gets shocked by ELF gunner %4.';
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$DeathMessageCTurretKill[$DamageType::MortarTurret, 0] = '\c0%1 is annihilated by %4\'s mortar turret.';
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$DeathMessageCTurretKill[$DamageType::MortarTurret, 1] = '\c0%1 is blown away by %4\'s mortar turret.';
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$DeathMessageCTurretKill[$DamageType::MortarTurret, 2] = '\c0%1 is pureed by %4\'s mortar turret.';
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$DeathMessageCTurretKill[$DamageType::MissileTurret, 0] = '\c0%4 shows %1 a new world of pain with a missile turret.';
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$DeathMessageCTurretKill[$DamageType::MissileTurret, 1] = '\c0%4 pops %1 with a missile turret.';
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$DeathMessageCTurretKill[$DamageType::MissileTurret, 2] = '\c0%4\'s missile turret lights up %1\'s, uh, ex-life.';
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$DeathMessageCTurretKill[$DamageType::IndoorDepTurret, 0] = '\c0%1 is chewed up and spat out by %4\'s clamp turret.';
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$DeathMessageCTurretKill[$DamageType::IndoorDepTurret, 1] = '\c0%1 is knocked out by %4\'s clamp turret.';
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$DeathMessageCTurretKill[$DamageType::IndoorDepTurret, 2] = '\c0%4\'s clamp turret drills %1 nicely.';
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$DeathMessageCTurretKill[$DamageType::OutdoorDepTurret, 0] = '\c0%1 is chewed up by %4\'s spike turret.';
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$DeathMessageCTurretKill[$DamageType::OutdoorDepTurret, 1] = '\c0%1 feels the burn from %4\'s spike turret.';
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$DeathMessageCTurretKill[$DamageType::OutdoorDepTurret, 2] = '\c0%1 is nailed by %4\'s spike turret.';
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$DeathMessageCTurretKill[$DamageType::SentryTurret, 0] = '\c0%4 caught %1 by surprise with a turret.';
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$DeathMessageCTurretKill[$DamageType::SentryTurret, 1] = '\c0%4\'s turret took out %1.';
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$DeathMessageCTurretKill[$DamageType::SentryTurret, 2] = '\c0%4 blasted %1 with a turret.';
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$DeathMessageCTurretKill[$DamageType::BomberBombs, 0] = '\c0%1 catches %4\'s bomb in both teeth.';
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$DeathMessageCTurretKill[$DamageType::BomberBombs, 1] = '\c0%4 leaves %1 a smoking bomb crater.';
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$DeathMessageCTurretKill[$DamageType::BomberBombs, 2] = '\c0%4 bombs %1 back to the 20th century.';
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$DeathMessageCTurretKill[$DamageType::BellyTurret, 0] = '\c0%1 eats a big helping of %4\'s belly turret bolt.';
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$DeathMessageCTurretKill[$DamageType::BellyTurret, 1] = '\c0%4 plants a belly turret bolt in %1\'s belly.';
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$DeathMessageCTurretKill[$DamageType::BellyTurret, 2] = '\c0%1 fails to evade %4\'s deft bomber strafing.';
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$DeathMessageCTurretKill[$DamageType::TankChainGun, 0] = '\c0%1 enjoys the rich, metallic taste of %4\'s tank slug.';
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$DeathMessageCTurretKill[$DamageType::TankChainGun, 1] = '\c0%4\'s tank chaingun plays sweet music all over %1.';
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$DeathMessageCTurretKill[$DamageType::TankChainGun, 2] = '\c0%1 receives a stellar exit wound from %4\'s tank slug.';
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$DeathMessageCTurretKill[$DamageType::TankMortars, 0] = '\c0Whoops! %1 + %4\'s tank mortar = Dead %1.';
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$DeathMessageCTurretKill[$DamageType::TankMortars, 1] = '\c0%1 learns the happy explosion dance from %4\'s tank mortar.';
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$DeathMessageCTurretKill[$DamageType::TankMortars, 2] = '\c0%4\'s tank mortar has a blast with %1.';
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$DeathMessageCTurretKill[$DamageType::ShrikeBlaster, 0] = '\c0%1 dines on a Shrike blaster sandwich, courtesy of %4.';
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$DeathMessageCTurretKill[$DamageType::ShrikeBlaster, 1] = '\c0The blaster of %4\'s Shrike turns %1 into finely shredded meat.';
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$DeathMessageCTurretKill[$DamageType::ShrikeBlaster, 2] = '\c0%1 gets drilled big-time by the blaster of %4\'s Shrike.';
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$DeathMessageCTurretKill[$DamageType::MPBMissile, 0] = '\c0%1 intersects nicely with %4\'s MPB Missile.';
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$DeathMessageCTurretKill[$DamageType::MPBMissile, 1] = '\c0%4\'s MPB Missile makes armored chowder out of %1.';
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$DeathMessageCTurretKill[$DamageType::MPBMissile, 2] = '\c0%1 has a brief, explosive fling with %4\'s MPB Missile.';
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$DeathMessageTurretSelfKillCount = 3;
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$DeathMessageTurretSelfKill[0] = '\c0%1 somehow kills %2self with a turret.';
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$DeathMessageTurretSelfKill[1] = '\c0%1 apparently didn\'t know the turret was loaded.';
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$DeathMessageTurretSelfKill[2] = '\c0%1 helps his team by killing himself with a turret.';
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