mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-03-06 13:30:22 +00:00
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
372 lines
25 KiB
C#
372 lines
25 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[$DamageType::Shocklance, 2] = '\c0%4 stops %1 dead with the shocklance.';
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$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::TankMortar, 0] = '\c0Whoops! %1 + %4\'s tank mortar = Dead %1.';
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$DeathMessageCTurretKill[$DamageType::TankMortar, 1] = '\c0%1 learns the happy explosion dance from %4\'s tank mortar.';
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$DeathMessageCTurretKill[$DamageType::TankMortar, 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;
|
|
$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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