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Tank Wars *Confirmed*
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Tank Wars *Confirmed*Posted:
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I have found this inside the common_mp fast file. This is the exact text from maps_mp_gametypes_twar.gsc file.
Explanation of gametype.
Type of Tanks.
Explanation of gametype.
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Tank War
Objective: Capture the enemies starting point by "walking" the capture points
Map ends: When one team captures the other teams starting point, or time limit is reached
Respawning: No wait / Near teammates
Level requirements
------------------
Spawnpoints:
classname mp_twar_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of owned flags, teammates and
enemies at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Optionally, give a spawnpoint a script_linkto to specify which flag it "belongs" to (see Flag Descriptors).
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
Flags:
classname trigger_radius
targetname flag_primary or flag_secondary
Flags that need to be captured to win. Primary flags take time to capture; secondary flags are instant.
Flag Descriptors:
classname script_origin
targetname twar_flag_descriptor
Place one flag descriptor close to each flag. Use the script_linkname and script_linkto properties to say which flags
it can be considered "adjacent" to in the level. For instance, if players have a primary path from flag1 to flag2, and
from flag2 to flag3, flag2 would have a twar_flag_descriptor with these properties:
script_linkname flag2
script_linkto flag1 flag3
Set scr_domdebug to 1 to see flag connections and what spawnpoints are considered connected to each flag.
Level script requirements
-------------------------
Team Definitions:
game["allies"] = "marines";
game["axis"] = "nva";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.
If using minefields or exploders:
maps\mp\_load::main();
Optional level script settings
------------------------------
Soldier Type and Variation:
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
This sets what character models are used for each nationality on a particular map.
Valid settings:
american_soldiertype normandy
british_soldiertype normandy, africa
russian_soldiertype coats, padded
german_soldiertype normandy, africa, winterlight, winterdark
*/
Type of Tanks.
T34 Tank
Type 97 Tank
Sherman Tank
// _t34.gsc
// Sets up the behavior for the T34 Tank and variants.
#include maps\mp\_vehicles;
main(model,type)
{
model = "vehicle_rus_tracked_t34_mp";
build_template( "t34", model, type );
build_exhaust( "vehicle/exhaust/fx_exhaust_t34" );
build_treadfx( type );
build_rumble( "tank_rumble_mp", 0.1, 2, 500, 0.1, 0 );
loadfx( "destructibles/fx_dest_tank_t34_tread_lf_0" );
loadfx( "destructibles/fx_dest_tank_t34_tread_lf_1" );
loadfx( "destructibles/fx_dest_tank_t34_tread_rt_0" );
loadfx( "destructibles/fx_dest_tank_t34_tread_rt_1" );
loadfx( "destructibles/fx_dest_tank_tread_lf_exp" );
loadfx( "destructibles/fx_dest_tank_tread_rt_exp" );
loadfx( "destructibles/fx_dest_tank_t34_tread_lf_grind" );
loadfx( "destructibles/fx_dest_tank_t34_tread_rt_grind" );
}
build_damage_states()
{
// damage indices
k_mild_damage_index= 0;
k_moderate_damage_index= 1;
k_severe_damage_index= 2;
k_total_damage_index= 3;
// health_percentage constants
k_mild_damage_health_percentage= 0.75;
k_moderate_damage_health_percentage= 0.5;
k_severe_damage_health_percentage= 0.25;
k_total_damage_health_percentage= 0;
vehicle_name = "t34_mp";
{
level.vehicles_damage_states[vehicle_name]= [];
level.vehicles_damage_treadfx[vehicle_name] = [];
// mild damage
{
level.vehicles_damage_states[vehicle_name][k_mild_damage_index]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_mild_damage_index].health_percentage= k_mild_damage_health_percentage;
level.vehicles_damage_states[vehicle_name][k_mild_damage_index].effect_array= [];
// effect '0' - placed @ "tag_origin"
level.vehicles_damage_states[vehicle_name][k_mild_damage_index].effect_array[0]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_mild_damage_index].effect_array[0].damage_effect= loadFX("vehicle/vfire/fx_vdamage_rus_t34_mp01"); // smoldering (smoke puffs)
level.vehicles_damage_states[vehicle_name][k_mild_damage_index].effect_array[0].sound_effect= undefined;
level.vehicles_damage_states[vehicle_name][k_mild_damage_index].effect_array[0].vehicle_tag= "tag_origin";
level.vehicles_damage_states[vehicle_name][k_mild_damage_index].effect_array[0].damage_effect_loop_time= 0.2;
}
// moderate damage
{
level.vehicles_damage_states[vehicle_name][k_moderate_damage_index]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_moderate_damage_index].health_percentage= k_moderate_damage_health_percentage;
level.vehicles_damage_states[vehicle_name][k_moderate_damage_index].effect_array= [];
// effect '0' - placed @ "tag_origin"
level.vehicles_damage_states[vehicle_name][k_moderate_damage_index].effect_array[0]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_moderate_damage_index].effect_array[0].damage_effect= loadFX("vehicle/vfire/fx_vdamage_rus_t34_mp02"); // flames & more smoke
level.vehicles_damage_states[vehicle_name][k_moderate_damage_index].effect_array[0].sound_effect= undefined;
level.vehicles_damage_states[vehicle_name][k_moderate_damage_index].effect_array[0].vehicle_tag= "tag_origin";
level.vehicles_damage_states[vehicle_name][k_moderate_damage_index].effect_array[0].damage_effect_loop_time= 0.2;
}
// severe damage
{
level.vehicles_damage_states[vehicle_name][k_severe_damage_index]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_severe_damage_index].health_percentage= k_severe_damage_health_percentage;
level.vehicles_damage_states[vehicle_name][k_severe_damage_index].effect_array= [];
// effect '0' - placed @ "tag_origin"
level.vehicles_damage_states[vehicle_name][k_severe_damage_index].effect_array[0]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_severe_damage_index].effect_array[0].damage_effect= loadFX("vehicle/vfire/fx_vdamage_rus_t34_mp03"); // pillar of smoke
level.vehicles_damage_states[vehicle_name][k_severe_damage_index].effect_array[0].sound_effect= undefined;
level.vehicles_damage_states[vehicle_name][k_severe_damage_index].effect_array[0].vehicle_tag= "tag_origin";
level.vehicles_damage_states[vehicle_name][k_severe_damage_index].effect_array[0].damage_effect_loop_time= 0.2;
}
// total damage
{
level.vehicles_damage_states[vehicle_name][k_total_damage_index]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_total_damage_index].health_percentage= k_total_damage_health_percentage;
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array= [];
// effect '0' - placed @ "tag_origin"
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[0]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[0].damage_effect= loadFX("vehicle/vfire/fx_vdamage_rus_t34_mp04");
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[0].sound_effect= undefined;
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[0].vehicle_tag= "tag_origin";
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[0].damage_effect_loop_time= 0.2;
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[1]= SpawnStruct();
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[1].damage_effect= loadFX("vehicle/vfire/fx_vexplode_rus_t34_mp");
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[1].sound_effect= "mpl_sd_exp_suitcase_bomb_main"; // kaboom!
level.vehicles_damage_states[vehicle_name][k_total_damage_index].effect_array[1].vehicle_tag= "tag_origin";
}
/*level.vehicles_damage_treadfx[vehicle_name][0] = SpawnStruct();
level.vehicles_damage_treadfx[vehicle_name][0].damage_effect = loadFX("vehicle/treadfx/fx_treadfx_t34_damage_lft");
level.vehicles_damage_treadfx[vehicle_name][0].sound_effect = undefined;
level.vehicles_damage_treadfx[vehicle_name][0].vehicle_tag = "tag_origin";
level.vehicles_damage_treadfx[vehicle_name][0].damage_effect_loop_time = 0.1;
level.vehicles_damage_treadfx[vehicle_name][1] = SpawnStruct();
level.vehicles_damage_treadfx[vehicle_name][1].damage_effect = loadFX("vehicle/treadfx/fx_treadfx_t34_damage_rt");
level.vehicles_damage_treadfx[vehicle_name][1].sound_effect = undefined;
level.vehicles_damage_treadfx[vehicle_name][1].vehicle_tag = "tag_origin";
level.vehicles_damage_treadfx[vehicle_name][1].damage_effect_loop_time = 0.1;*/
{
default_husk_effects = SpawnStruct();
default_husk_effects.damage_effect = undefined;//loadFX("vehicle/vfire/fx_vfire_med_12"); // flames & more smoke
default_husk_effects.sound_effect = undefined;
default_husk_effects.vehicle_tag = "tag_origin";
level.vehicles_husk_effects[ vehicle_name ] = default_husk_effects;
}
}
}
Type 97 Tank
// _type97.gsc
// Sets up the behavior for the Type 97 Tank and variants.
#include maps\mp\_vehicles;
main(model,type)
{
build_template( "type97", model, type );
build_exhaust( "vehicle/exhaust/fx_exhaust_t97" );
build_treadfx( type );
build_rumble( "tank_rumble_mp", 0.1, 2, 500, 0.1, 0 );
}
Sherman Tank
// _sherman.gsc
// Sets up the behavior for the Sherman Tank and variants.
#include maps\mp\_vehicles;
main(model,type)
{
build_template( "sherman", model, type );
build_exhaust( "vehicle/exhaust/fx_exhaust_sherman" );
build_treadfx( type );
build_rumble( "tank_rumble_mp", 0.1, 2, 500, 0.1, 0 );
}
The following 1 user thanked ivKYLE for this useful post:
Educate (10-20-2010)
#2. Posted:
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Interesting.. i wonder if this will be an actual gamemode in game because they were files for tanks in mw2 and game modes like global thermonuclear war but the game modes were never released for some reason?
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#3. Posted:
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how did u decrypt the files?
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#4. Posted:
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Ya...how did you get in the fast files.
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#5. Posted:
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T34? Type 97? Sherman? You're kidding me right? These are left overs from WaW, the game type is just War, which isn't even in the game anymore.
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#6. Posted:
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Nice! Looks like you put a lot of work into this. (If it's yours?)
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#7. Posted:
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@ayshplaysh this is true, i didnt even think about that. so maybe in fact there are no tanks in this game? Maybe some one got lazy and never took it out. And yes these are my files, me and my friend decrypted them. i will not give out info on that though.
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#8. Posted:
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Even if it is is the games files it doesn't confirm that it will still be used in the game.
So cool post and everything dude, but it's not exactly a confirmation.
So cool post and everything dude, but it's not exactly a confirmation.
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#9. Posted:
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This sounds sick, hope it's in the game by Nov. 9th!
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#10. Posted:
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ivKYLE wrote @ayshplaysh this is true, i didnt even think about that. so maybe in fact there are no tanks in this game? Maybe some one got lazy and never took it out. And yes these are my files, me and my friend decrypted them. i will not give out info on that though.Yeah it's definitely just leftovers, Vahn and JD have already said only Killstreak vehicles this time around.
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