As the title said it, it is a Small, Crappy, Small Starters guide to edit scripts for tribes. I am most sure this is how to do it, because it works for me. Soon their may be pictures (depending on size of the fhoto's showing even closer example on how to follow the simple steps.


Step 1.

For now I am going to use my folder directory for tribes. Get an volume extractor from a site. The vol extractor that I find most useful would be VisualVol from their site as soon as I can find it again. Or you can always go with the old VT.exe found somewhere at www.tribesplayers.com which is more difficult to use.


Step 2.

Now for visualvol you go to C:/Dynamix/tribes/base/ in your in visualvol. After that make a new folder real quick and name it whatever you want your mod to be named. 

example- 

C:/Dynamix/tribes/coolmod

 after that, you may use Visual VT which is found at the site for Visual Vol, but with this you cant edit large files like items.cs and it will crap out on you in the version I am using.The other way is probably the quickest is good ol notepad. to make it your default for reading .cs files, then go to View / Folder options go to the tab of file types then scroll down to cs. Double click on it, where it says Open in bold black letters, go to the folder c:/windows/ and look for notepad.exe. You can do the same step for a different program if you want. The other way is to make a new text document. In the text document you click File / Open and under File types choose "All files". Then you select your .cs that you want to edit. After editing the file you want to save it, just go to File / Save and it is saved.


Step 3.

When your done editing your Custom Script's, you need to make a batch file. To do this, open up a new text document and enter these words 

tribes.exe -mod Modnamehere

then go to File / Save as and choose "all files" under file type, go to your tribes main folder where tribes.exe is located and type Modnamehere.bat then click on save. After that your mod is ready to test, double click on the batch file you just made and wait for tribes to load. after that host a game and test. If you want to change anything, all you have to do is to edit the scripts in your mod folder and save them.


Starting off with editing scripts

First thing you have to do is to know what you want to create or edit. For now, lets just make a new scout. now you need to know what it will do like be verry fast with a skill of dropping med kits for its gun. to do this all you need to do is edit is thies couple custom scripts. Items.cs stations.cs vehicles.cs and baseProjData.cs. lets first start with vehicles.cs for the new vehicle.


VEHICLE.CS - just the scout


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

groundDamageScale = 1.0;

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

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

visibleDriver = true;
driverPose = 22;
};

 

Ok, now to start making the new plain. copy  the text in your Vehicle.cs file that looks like that and past it below the original scout. now you have a new scout kind of. now you edit all of its stats to make it different . Change the FlierData Scout Line to FlierData yourplainsnamehere.


VEHICLE.CS - the rest of the crap


$DamageScale[Scout, $ImpactDamageType] = 1.0;
$DamageScale[Scout, $BulletDamageType] = 1.0;
$DamageScale[Scout, $PlasmaDamageType] = 1.0;
$DamageScale[Scout, $EnergyDamageType] = 1.0;
$DamageScale[Scout, $ExplosionDamageType] = 1.0;
$DamageScale[Scout, $ShrapnelDamageType] = 1.0;
$DamageScale[Scout, $DebrisDamageType] = 1.0;
$DamageScale[Scout, $MissileDamageType] = 1.0;
$DamageScale[Scout, $LaserDamageType] = 1.0;
$DamageScale[Scout, $MortarDamageType] = 1.0;
$DamageScale[Scout, $BlasterDamageType] = 0.5;
$DamageScale[Scout, $ElectricityDamageType] = 1.0;
$DamageScale[Scout, $MineDamageType] = 1.0;

As you can see this part is the damage that the plain takes when it is shot at, ram into something, hits a mine, etc. you just need to copy one of thoes big strands from your vehicle.cs file and paste it below it. Then you have to just change the name from scout to the vehicle name that you used for the first script part that i showed you. later if you want you can change the damage values.


STATIONS.CS - the top


//----------------------------------------------------------------------------

// List of all items available to buy from Vehicle station
$VehicleInvList[ScoutVehicle] = 1;
$VehicleInvList[LAPCVehicle] = 1;
$VehicleInvList[HAPCVehicle] = 1;

//----------------------------------------------------------------------------

$DataBlockName[ScoutVehicle] = Scout;
$DataBlockName[LAPCVehicle] = LAPC;
$DataBlockName[HAPCVehicle] = HAPC;

$VehicleToItem[Scout] = ScoutVehicle;
$VehicleToItem[LAPC] = LAPCVehicle;
$VehicleToItem[HAPC] = HAPCVehicle;


//----------------------------------------------------------------------------

Here is where the game loads the items into the stations, so you can buy them. copy the scout line on each section and paste below the orignal scout line. Name all "scout" names in the lines that you pasted to the name of your vehicle.cs file and should look something like this. . ./i>


//----------------------------------------------------------------------------

// List of all items available to buy from Vehicle station
$VehicleInvList[ScoutVehicle] = 1;
$VehicleInvList[NewplainsnamehereVehicle] = 1;
$VehicleInvList[LAPCVehicle] = 1;
$VehicleInvList[HAPCVehicle] = 1;

//----------------------------------------------------------------------------

$DataBlockName[ScoutVehicle] = Scout;
$DataBlockName[NewplainsnamehereVehicle] = Scout;
$DataBlockName[LAPCVehicle] = LAPC;
$DataBlockName[HAPCVehicle] = HAPC;

$VehicleToItem[Scout] = ScoutVehicle;
$VehicleToItem[Newplainsnamehere] = NewplainsnamehereVehicle;
$VehicleToItem[LAPC] = LAPCVehicle;
$VehicleToItem[HAPC] = HAPCVehicle;


//----------------------------------------------------------------------------


ITEMS.CS - The top


// Limit on number of special Items you can buy
$TeamItemMax[DeployableAmmoPack] = 7;
$TeamItemMax[DeployableInvPack] = 5;
$TeamItemMax[TurretPack] = 10;
$TeamItemMax[RocketPack] = 10;
$TeamItemMax[CameraPack] = 15;
$TeamItemMax[DeployableSensorJammerPack] = 8;
$TeamItemMax[PulseSensorPack] = 15;
$TeamItemMax[MotionSensorPack] = 15;
$TeamItemMax[ScoutVehicle] = 5;
$TeamItemMax[HAPCVehicle] = 4;
$TeamItemMax[LAPCVehicle] = 5;
$TeamItemMax[Beacon] = 40;
$TeamItemMax[mineammo] = 35;

here you just copy and paste the scout vehicle string, then change its name to the name you used in vehicles.cs. then to change the amount of that plain you can habe at a time, change the 5 into whatever number you want (try to stay under 100).


ITEMS.CS - the item detailes

//----------------------------------------------------------------------------
// Vehicles
//----------------------------------------------------------------------------

ItemData ScoutVehicle
{
description = "Scout";
className = "Vehicle";
heading = "aVehicle";
price = 600;
};


ItemData LAPCVehicle
{
description = "LPC";
className = "Vehicle";
heading = "aVehicle";
price = 675;
};

ItemData HAPCVehicle
{
description = "HPC";
className = "Vehicle";
heading = "aVehicle";
price = 875;
};

Here is where you copy the scout part down to teh }; sign then paste below it. change the name from scout to the name you used in Vehicles.cs. then you change the description part to the name you want to show up at the vehicle station. Then change the price if you want.


To get a sample of a mod that is made by this tutorial Click Here


-----------Under construction, last update 11/14/00 4:35PM----------------
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