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spartan117
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This is for a friend so dont pay attention.

Post by spartan117 »

datablock TankData(MediumTank)
{
category = "Tanks";
shapeFile = "~/data/shapes/tanks/tank02.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar02.dts";
camera = "DefaultTankCamera";
fx = "DefaultTankFx";
misc = "DefaultTankMisc";

turnRate = 68.0; // degrees per second
accelRate = 12.0; // increase velocity this many meters per second
deccelRate = 20.0; // when breaking, decrease velocity
// this many meters per second
coastDeccelRate = 10.0; // rate of decceleration when coasting...
antiSlideRate = 11.1; // dissipate sideways velocity by this many meters
// per second
maxSpeed = 11.9; // meters per second (in forward direction)

turretVerCenter = 2.0; // vertical resting angle of turret in degrees
turretHorRange = 58.5; // range in +/- degrees of turret horizontally
turretVerRange = 21.0; // range in +/- degrees of turret vertically
turretAutoLevel = 0.5;

suspensionRange = 0.6; // proportion of wheel size for wheel to move up/down

springRangeX = 0.06;
springRangeY = 0.06;
springVelScale = 1.0;
springCorrectScale1 = 2.0;
springCorrectScale2 = 0.99;

damageAmount = 14.0; // total amount of damage tank can withstand
damageScale = 1.0; // multiply damage we do to others by this amount
armorScale = 1.0; // multiply damage we take by this amount (note: smaller better)
fireScale = 1.0; // adjust inter-fire interval by scale (2 means twice as slow)

defaultProjectile = "DefaultProjectile";
ai = GoldMediumAI;
};

datablock TankData(LightTank : MediumTank)
{
shapeFile = "~/data/shapes/tanks/tank01.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";

maxSpeed = 50; // meters per second (in forward direction)
accelRate = 14.0; // increase velocity this many meters per second
deccelRate = 300; // when breaking, decrease velocity
turnRate = 61.0; // degrees per second
antiSlideRate = 10.9;

turretHorRange = 53.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;

damageAmount = 11.8; // total amount of damage tank can withstand
suspensionRange = 0.9; // proportion of wheel size for wheel to move up/down

damageScale = 1.0; // multiply damage we do to others by this amount
armorScale = 1.0; // multiply damage we take by this amount (note: smaller better)

defaultProjectile = "LightProjectile";
ai = GoldLightAI;
};

datablock TankData(HeavyTank : MediumTank)
{
shapeFile = "~/data/shapes/tanks/tank03.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar03.dts";

accelRate = 8.5; // increase velocity this many meters per second
deccelRate = 7.85; // when breaking, decrease velocity
turnRate = 82.0; // degrees per second
antiSlideRate = 8.25;

//turretHorRange = 53.5; // range in +/- degrees of turret horizontally
turretHorRange = 68.0;
turretAutoLevel = 1.0;
turretVerRange = 24.0;

maxSpeed = 9.1; // meters per second (in forward direction)
damageAmount = 21.0; // total amount of damage tank can withstand

damageScale = 1.0; // multiply damage we do to others by this amount
armorScale = 1.0; // multiply damage we take by this amount (note: smaller better)

defaultProjectile = "HeavyProjectile";
ai = GoldHeavyAI;
};

datablock TankData(BabyBoss : MediumTank)
{
shapeFile = "~/data/shapes/tanks/tank05.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar04.dts";
fx = "BabyBossFX";

maxSpeed = 2000; // meters per second (in forward direction)
accelRate = 2000; // increase velocity this many meters per second
deccelRate = 2000; // when breaking, decrease velocity
turnRate = 61.0; // degrees per second
antiSlideRate = 10.2;

turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;

damageAmount = 10.0; // total amount of damage tank can withstand
suspensionRange = 1; // proportion of wheel size for wheel to move up/down

damageScale = 5000; // multiply damage we do to others by this amount
armorScale = 5000; // multiply damage we take by this amount (note: smaller better)

defaultProjectile = "LightProjectile";
ai = GoldLightAI;

};

//--------------------------------------------------------
// AI Tanks
//--------------------------------------------------------

datablock TankData(BronzeLightTank : LightTank)
{
brainShapeFile = "~/data/shapes/tanks/bot01.dts";
//damageAmount = 10.0;
ai = BronzeLightAI;
};

datablock TankData(BronzeMediumTank : MediumTank)
{
brainShapeFile = "~/data/shapes/tanks/bot01.dts";
//damageAmount = 10.0;
ai = BronzeMediumAI;
};

datablock TankData(BronzeHeavyTank : HeavyTank)
{
brainShapeFile = "~/data/shapes/tanks/bot01.dts";
//damageAmount = 10.0;
ai = BronzeHeavyAI;
};

datablock TankData(SilverLightTank : LightTank)
{
brainShapeFile = "~/data/shapes/tanks/bot02.dts";
//damageAmount = 13.0;
ai = SilverLightAI;
};

datablock TankData(SilverMediumTank : MediumTank)
{
brainShapeFile = "~/data/shapes/tanks/bot02.dts";
//damageAmount = 13.0;
ai = SilverMediumAI;
};

datablock TankData(SilverHeavyTank : HeavyTank)
{
brainShapeFile = "~/data/shapes/tanks/bot02.dts";
//damageAmount = 13.0;
ai = SilverHeavyAI;
};

datablock TankData(GoldLightTank : LightTank)
{
brainShapeFile = "~/data/shapes/tanks/bot03.dts";
//damageAmount = 15.0;
ai = GoldLightAI;
};

datablock TankData(GoldMediumTank : MediumTank)
{
brainShapeFile = "~/data/shapes/tanks/bot03.dts";
//damageAmount = 15.0;
ai = GoldMediumAI;
};

datablock TankData(GoldHeavyTank : HeavyTank)
{
brainShapeFile = "~/data/shapes/tanks/bot03.dts";
//damageAmount = 15.0;
ai = GoldHeavyAI;
};

datablock TankData(BossTank : HeavyTank)
{
shapeFile = "~/data/shapes/tanks/tank04.dts";
brainShapeFile = "~/data/shapes/tanks/bot03.dts";
fx = "ufoFX";

damageAmount = 45.0;
ai = BossAI;

turnRate = 50.0;
accelRate = 8.0;
deccelRate = 20.0;
coastDeccelRate = 10.0;
antiSlideRate = 11.1;
maxSpeed = 8;

};

datablock ProjectileData(ZeroProjectile : DefaultProjectile)
{
count = 0;
};

datablock TankData(TargetLight : LightTank)
{
ai = TargetLightAI;
defaultProjectile = "ZeroProjectile";

damageAmount = 8;
maxSpeed = 15.9;
};

datablock TankData(TargetMedium : MediumTank)
{
ai = TargetMediumAI;
defaultProjectile = "ZeroProjectile";

damageAmount = 12;
maxSpeed = 11.9;
};

datablock TankData(TargetHeavy : HeavyTank)
{
ai = TargetHeavytAI;
defaultProjectile = "ZeroProjectile";

damageAmount = 18;
maxSpeed = 0.1;
};

datablock TankData(TargetSaucer : BabyBoss)
{
ai = TargetSaucerAI;
defaultProjectile = "ZeroProjectile";

damageAmount = 3.5;
maxSpeed = 16.0;
};
datablock TankData(Jeep : MediumTank)
{
shapeFile = "~/data/shapes/tanks/jeep.dts";
brainShapeFile = "~/data/shapes/tanks/brainjar01.dts";
turnRate = 68.0; // degrees per second
accelRate = 12.0; // increase velocity this many meters per second
deccelRate = 20.0; // when breaking, decrease velocity
// this many meters per second
coastDeccelRate = 10.0; // rate of decceleration when coasting...
antiSlideRate = 11.1; // dissipate sideways velocity by this many meters
// per second
maxSpeed = 11.9; // meters per second (in forward direction)
turretVerCenter = 2.0; // vertical resting angle of turret in degrees
turretHorRange = 58.5; // range in +/- degrees of turret horizontally
turretVerRange = 21.0; // range in +/- degrees of turret vertically
turretAutoLevel = 0.5;
suspensionRange = 0.6; // proportion of wheel size for wheel to move up/down
springRangeX = 0.06;
springRangeY = 0.06;
springVelScale = 1.0;
springCorrectScale1 = 2.0;
springCorrectScale2 = 0.99;
damageAmount = 14.0; // total amount of damage tank can withstand
damageScale = 1.0; // multiply damage we do to others by this amount
armorScale = 1.0; // multiply damage we take by this amount (note: smaller better)
fireScale = 1.0; // adjust inter-fire interval by scale (2 means twice as slow)
defaultProjectile = "DefaultProjectile";
ai = GoldLightAI;
};
datablock TankData(AdminTank : MediumTank)
{
shapeFile = "~/data/shapes/newshapes2/cruiserblack.dts";
brainShapeFile = "~/data/shapes/tanks/bot01.dts";
fx = "BabyBossFX";
maxSpeed = 25.0; // meters per second (in forward direction)
accelRate = 25.0; // increase velocity this many meters per second
deccelRate = 50.0; // when breaking, decrease velocity
turnRate = 61.0; // degrees per second
antiSlideRate = 50.2;
turretHorRange = 33.5; // range in +/- degrees of turret horizontally
turretAutoLevel = 0.92;
damageAmount = 40.0; // total amount of damage tank can withstand
suspensionRange = 0.8; // proportion of wheel size for wheel to move up/down
damageScale = 5.0; // multiply damage we do to others by this amount
armorScale = 0.1; // multiply damage we take by this amount (note: smaller better)
defaultProjectile = "LightProjectile";
ai = GoldLightAI;
};
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bla bla
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Posts: 651
Joined: Sun Jan 06, 2008 11:06 pm
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Re: This is for a friend so dont pay attention.

Post by bla bla »

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Dazzle
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Posts: 1320
Joined: Fri Dec 29, 2006 6:59 am
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Re: This is for a friend so dont pay attention.

Post by Dazzle »

This does not belong here, please post in the correct forum!!!

Or send a private message :slapme:
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