Tribes 2 construction mod \ atomic mod

MajorChaos
09-25-2007, 02:09 PM
Anyone remember these? A friend and mine are looking to screw around on this again, it was a lot of fun back in the day. I found the construction mod but i can find the atomic mod (basically construction but with crazy shit like meteor showers and turrets that fly around and try and kill you.)

Was so much fun making bases then seeing if it can hold out to a swarm of blood thirsty automatons. So does anyone have the atomic mod laying about?

http://img476.imageshack.us/img476/3945/untitled6ea6.jpg
Please Halp

Amadeus
09-25-2007, 02:17 PM
the plural of automaton is automata

krash123
09-25-2007, 03:50 PM
I've got Atomic 1.1 up here: http://xfer1.the-construct.net/tribes2/mods/Archive/AtomicEdition11.zip
Can't remember if it was the final version before the guys stopped working on it, but it was the latest I could find on my harddrive.
Most of the atomic-specific stuff is in .dso format, so once you extract into a new Gamedata\Construction\ folder, you should either make the scripts folder read-only or move it somewhere temporarily so you can run one of the included DSO removers. After that you should be able to just start it up from one of the shortcuts.

If you need help with it or need some construction maps feel free to pop over to The-Construct (http://www.the-construct.net/) ;)

MajorChaos
09-25-2007, 04:50 PM
You sir are a god among old ass mods =D. Thanks for making my day!

MajorChaos
09-25-2007, 06:17 PM
Ok so what am i supposed to do with the .DSO's?

krash123
09-25-2007, 08:50 PM
The ones that the game would've made when you ran the game before need to be removed before you should run atomic for the first time. You could do a filesearch for files named .dso and remove them manually or use one of the DSO remover .bats included in that zip.

Just make sure the files included in there aren't removed, making them read-only should work. :p

MajorChaos
09-25-2007, 11:11 PM
yeah i think i got it to work, i just kinda copied everything from atomic into construction and it worked :shrug: I thought you could place more than 1 base turret at a time?

LouCypher
09-26-2007, 12:26 AM
A better solution would be to put the .dso files into a .vl2, and then place that .vl2 in the mod's directory. You won't have to worry about .dso cleaning scripts then.

krash123
09-26-2007, 02:28 AM
Yeah. That works too...
It checks the number of turrets allowed based on the number of players in the game, but defaults to the $TeamDeployableMin for the item if it goes below. Looks like it's set at 10000, so you should be able to deploy quite a few turrets.

MajorChaos
09-26-2007, 05:41 PM
Yeah. That works too...
It checks the number of turrets allowed based on the number of players in the game, but defaults to the $TeamDeployableMin for the item if it goes below. Looks like it's set at 10000, so you should be able to deploy quite a few turrets.

Yeah but you know with the generators you can just keep hitting R (or whatever you pack button is) and they just keep dropping? I thought it was the same with the turrets and a few other items, oh well its been a while so who knows.

krash123
09-26-2007, 06:05 PM
If you're up for doing a quick edit in the script, what you need to do is:


Open up scripts/deployables.cs
Find ShapeBaseImageData::onDep loy
Comment out the lines (under else {):
%plyr.unmountImage(%slot) ;
%plyr.decInventory(%item. item, 1);
Save & close. If the server is running use reload("scripts/deployables.cs"); in the console.

This will make it so a few of the other packs aren't removed when deployed as well, but it shouldn't be a problem since it's construction. A number of the other packs that empty after deploy are handled in their own files, so if you want to do it with any of those it's pretty much the same thing.

MajorChaos
09-27-2007, 04:51 PM
Awesome, the only thing i cant spam now is the Turret barrels it seems, know how i can fix this?

function Pack::onInventory(%data,% obj,%amount)
{
//only do this for players
if(%obj.getClassName() !$= "Player")
return;

// Auto-mount the packs on players
if((%oldPack = %obj.getMountedImage($Bac kpackSlot)) != 0)
%obj.setInventory(%oldPac k.item, 0);
if (%amount && %obj.getDatablock().class Name $= Armor)
{
// if you picked up another pack after you placed a satchel charge but
// before you detonated it, delete the charge
if(%obj.thrownChargeId > 0)
{
%obj.thrownChargeId.delet e();
%obj.thrownChargeId = 0;
}
if(%obj.thrownIonId > 0)
{
%obj.thrownIonId.delete() ;
%obj.thrownIonId = 0;
}
%obj.mountImage(%data.ima ge,$BackpackSlot);
%obj.client.setBackpackHu dItem(%data.getName(), 1);
}
if(%amount == 0 )
{
if ( %data.getName() $= "SatchelCharge" )
%obj.client.setBackpackHu dItem( "SatchelUnarmed", 1 );
else if ( %data.getName() $= "IonCannon" )
%obj.client.setBackpackHu dItem( "IonCannonUnarmed", 1 );
else
%obj.client.setBackpackHu dItem(%data.getName(), 0);
}
ItemData::onInventory(%da ta,%obj,%amount);
}


This is part of Packs.cs

I think its in this chunk someplace, i just don't know what like i need to edit.

p.s. i have never scripted before XD

krash123
09-27-2007, 05:48 PM
Should be in turret.cs, find '// remove the turret barrel pack' in function TurretData::replaceCallba ck and comment out the line below. ;)
%engineer.setInventory(%e ngineer.getMountedImage($ BackPackSlot).item, 0);