Starsiege: Tribes Community Archive

Ideal restored · VRWarper

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How this got here. The VRWarper Collection has a file by this name, and theexiled’s dead mods_database.php listed the same name — but theexiled’s own copy is gone, so the match is by filename only and not content-verified. Any details below are read from the file’s own contents, not from theexiled.
Filename
Ideal.zip
Size
228.6 KB
Type
ZIP
Format
Zip archive data, at least v2.0 to extract, compression method=deflate
Readme — Readme.doc (from the archive itself)
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ÁÀ€€llllÙTired of mods that are all talk and no content? That have better websites than game design? That claim to be different, but only offer 10 varieties of a super-death ray with different explosions? Then this (and/or  HYPERLINK "http://www.insomniax.net" Insomniax) is the mod for you. 
That is why I have created the Ideal Mod. And you can be one of the first servers running it, with  HYPERLINK "D:\web\ideal.zip" the first public download! 
Changes include, but are not limited to: 
New Armors: 
Specialist - This armor is the only armor with the energy reserves required to run the cloaking devices. Thus he can also fly indefinitely. However, due to the severe weakness, this unit may not carry most weapons or capture the flag. However, he is able to return the enemy flag to the base. So if the enemy flag falls out of the mission area, or if the enemy moves their flag to a near impenetrable spot, send in a cloaked specialist to return it to the original place. Be careful, because two shots from a blaster are more than enough to put him out of commission, so a Specialist Pack or Cloaking Gun is a necessity. 
Speed: FastStrength: Slim to NoneEnergy: Near infinitePacks: Specialist, Teleport, all regular deployables, all regular packsWeapons: ELF, Chaos Gun, Slow GunGrenades: Regular, Flash Grenade, Stun GrenadeMines: Regular, Fake Flag Mines 
Transformer - With the speed of a medium and strength of a light, you might wonder why this armor is fairly popular. Its strength lies under the hood. This armor can carry the Jetfire Pack, a break-through in technology, which allows the player to transform into an aircraft and back. With the ability to fly in, storm the base, and fly out, this armor is great for hit and run missions. However, due to the complexity required for transformation, the weapons are limited to the Blaster, ELF, and Laser Rifle. It cannot carry any mines or grenades. 
Speed: MediumStrength: WeakEnergy: HighPacks: Jetfire PackWeapons: Blaster, ELF, Laser Rifle 
SCV - The MacGyver of the battlefield, this armor can make anything. Limited to his Nanite Assembler and SCV Building Pack, this armor is not a good choice for fighting. The Nanite Assembler doubles as either a repair gun when used on your team, or a weak weapon in case of emergency. But the main attraction is the Building Pack. Using the TAB menu, the SCV can choose to build any deployable available, without returning to an inventory station. The only catch is the items are severely damaged when built, and the SCV has to spend time to repair it. 
Speed: MediumStrength: WeakEnergy: MediumPack: SCV Building PackWeapons: Nanite Assembler 
New Weapons: 
Laser Chaingun - This cross between a sniper rifle and a chaingun brings the best of both worlds. With the pinpoint accuracy of the laser and rapid fire of the chaingun, this weapon can bring down most armor types in a few seconds. Moving targets are hard to hit, so this weapon works best against slow moving heavies. 
Armor: Light, Medium, HeavyDamage: MediumSpecial: Requires Energy Pack 
Mass Gun - By coating the area with mass-gel, this gun will either add or subtract an immense weight to the effected player, slowing them down considerably, or making it near impossible to control. Be careful, because at short range you might affect yourself. 
Armor: All except Transformer & SCVDamage: NoneSpecial: Slows enemy or speeds 
Chaos Gun - This weapon was the first to allow choice of multiple warheads. You can choose the concussion warhead, which explodes causing a large, powerful shockwave. While doing no damage, you can push an enemy out of the way, or into a wall. The Concussion blast also works great for quick escapes. Or you could select the "Jitterbug", which overloads the target's systems, causing the enemy to jerk about randomly. This produces the effect that the player is dancing. 
Armor: All except Transformer & SCVDamage: NoneSpecial: Launches yourself/enemy or Makes target dance 
Marlin Rifle - The typical bullet-based sniper rifle. Can't have a mod without one. 
Armor: Light, MediumDamage: HighSpecial: Can only use in the mission area. Smokes when fired. =) 
Cloaking Gun - Not really a weapon, this device will render yourself or your target invisible. It also provides shielding and sensor jamming if used for your own protection. 
Armor: SpecialistDamage: NoneSpecial: Cloaks items, shield and sensor jammer while in use 
New Options for Old Weapons: 
One of the biggest breakthroughs in the Ideal Mod is the weapon customizing. Nearly every weapon has dual-fire capabilities, accessible through the TAB menu. 
Blaster - You can now overload the blaster's capacitor, resulting in a tremendous blast capable of taking out most units. However, the blast is usually too much for the Blaster to handle, melting the weapon and rendering it useless. 
Plasma Gun - Introducing SpaceBalls the FlameThrower! The kids love this one! Yes, turn your ordinary plasma gun into a rapid firing flamethrower with the flip of a switch. While the flamethrower does not work as well against buildings, it barbecues the enemy a lot better. 
Disc Launcher - Wait? Does that guy have an auto-aim script? No, he's firing a homing disc at you, so be careful. But in adding the sophisticated tec
Readme — narc.txt (from the archive itself)
--ideal.cs--

$InvList[NARC] = 1;
$RemoteInvList[NARC] = 1;

$InvList[NARCAmmo] = 1;
$RemoteInvList[NARCAmmo] = 1;

--item.cs--

$AutoUse[NARC] = True;
$WeaponAmmo[NARC] = "NARCAmmo";
$AmmoPackMax[NARCAmmo] = 10;
$SellAmmo[NARCAmmo] = 5;
$AmmoPackItems[15] = NARCAmmo;


ItemData NARCAmmo
{
	description = "NARC Beacons";
	className = "Ammo";
	shapeFile = "plasammo";
   heading = "xAmmunition";
	shadowDetailMask = 4;
	price = 5;
};


ItemImageData NARCImage
{
	shapeFile = "plasma";
	mountPoint = 0;

	weaponType = 0; // Single Shot
	projectileType = NARCshot;
	accuFire = true;
	ammoType = NARCAmmo;
	reloadTime = 0.5;
	fireTime = 2;

	lightType = 3;  // Weapon Fire
	lightRadius = 3;
	lightTime = 0.5;
	lightColor = { 0, 0, 0 };

	sfxFire = SoundFireDisc;
	sfxActivate = SoundPickUpWeapon;
};

ItemData NARC
{
	description = "NARC Missile Beacon";
	className = "Weapon";
	shapeFile = "plasma";
	hudIcon = "blaster";
   heading = "bWeapons";
	shadowDetailMask = 4;
	imageType = NARCImage;
	price = 250;
	showWeaponBar = true;
};

--Player.cs--

	else if(%type == $NARCDamageType)
	{
		%obj = Client::getOwnedObject(%damagedClient);
		GameBase::setIsTarget(%obj, 1);
		schedule("GameBase::setIsTarget(" @ %obj @ ", 0);", 10.0);
	}

--baseProjData.cs--

$NARCDamageType	     = 19;

RocketData NARCshot
{
   bulletShapeName  = "rocket.dts";
   explosionTag     = bulletExp0;
   collisionRadius  = 0.0;
   mass             = 2.0;

   damageClass      = 1;       // 0 impact, 1, radius
   damageValue      = 0.0;
   damageType       = $NARCDamageType;

   explosionRadius  = 9.5;
   kickBackStrength = 0.0;
   muzzleVelocity   = 65.0;
   terminalVelocity = 80.0;
   acceleration     = 5.0;
   totalTime        = 10.0;
   liveTime         = 11.0;
   lightRange       = 5.0;
   lightColor       = { 1.0, 0.7, 0.5 };
   inheritedVelocityScale = 0.5;

   // rocket specific
   trailType   = 2;                // smoke trail
   trailString = "rsmoke.dts";
   smokeDist   = 1.8;

   soundId = SoundJetHeavy;
};
Contents — 85 files (inside the archive)