﻿<?xml version="1.0" encoding="utf-8"?><rss version="2.0"><channel><title>Anarchy Mods, Site Feed</title><link>/</link><description>Site Feed for AnarchyMods.com</description><ttl>5</ttl><item><title>How to log in a super and public admins?</title><description>
		&lt;p&gt;Ive set the appropate passwords in the anarchy server prefs file.&lt;/p&gt;
		&lt;p&gt;But I cannot not find the commands or how to login as super or pub admins.&lt;/p&gt;
		&lt;p&gt;I used to do this on base servers, but have long for gotin the console commands.&lt;/p&gt;
,</description><link>../default.aspx?pid=for_post&amp;topicid=002B8285-5EE6-496F-BA0F-77B2A212E6D9&amp;forumid=96C02122-420F-4FA3-8558-C841296E30A7</link><pubDate>1/21/2009 7:51:28 PM</pubDate></item><item><title>Anarchy Mod for Linux</title><description>It is possibly the wrong version as the .dso files are not platform dependent.  &lt;br /&gt;&lt;br /&gt;I will update the downloads page with the linux install.  Basically it is just unzipping the mod files to the mod folder and adding the options to the exe for the game.  &lt;br /&gt;&lt;br /&gt;I will make sure the links for everything are correct.  Since the site move I have been fixing broken links as they are found.,
		&lt;p&gt;I noticed there are zip files for a Tribes 2 Anarchy Mod for Linux.  But the links don't work.  Nor do the links work for the Linux update patch.&lt;/p&gt;
		&lt;p&gt;I've come across a download link for Tribes 2 - Linux here:&lt;/p&gt;
		&lt;p&gt;
				&lt;a href="http://t2.giantfriend.com/"&gt;http://t2.giantfriend.com/&lt;/a&gt;
		&lt;/p&gt;
		&lt;p&gt;As of 10/4/2008 the link still works.  The archive has just about every custom script installed along with it.  But I can't get the Anarchy Mod to work -- if I just copy from a Win32 install to a Linux install.  I assume the .dso files aren't compatible for some reason.   That or my version is wrong.&lt;/p&gt;
		&lt;p&gt; &lt;/p&gt;
,</description><link>../default.aspx?pid=for_post&amp;topicid=F67F5019-D4EB-459A-B20D-3E44ED90FC93&amp;forumid=C3EC71CB-E708-486A-9517-D763B8339547</link><pubDate>11/29/2008 8:54:38 PM</pubDate></item><item><title>Forums Rebuilt and Modding Restarted</title><description>&lt;P&gt;Well I finally got some free time on my hands and I spent that recovering the forum posts from the old database.&amp;nbsp; The downside is they all appear to be posted by me, but that is ok, since I wanted to save the content, which is the upside.&lt;BR&gt;&lt;BR&gt;I have also started work on maintaining my Tribes mods again and adding new things to them.&amp;nbsp; The gaming group I am part of will be testing out the changes for T1 and T2 during our next LAN party.&amp;nbsp; I will also be working on another mod, though I have yet to decide what to add it yet, so ideas are welcome.&amp;nbsp; I was getting bored and wanted to break into modding again.&amp;nbsp; &lt;BR&gt;&lt;BR&gt;I also want to try my hand at some other games for mods, so please let me know some games that you would like to see a mod for.&lt;/P&gt;</description><link>../default.aspx?pid=main&amp;view=1&amp;id=672016DD-8F38-4D74-91B5-B73209404EEF</link><pubDate>7/26/2008 12:41:17 AM</pubDate></item><item><title>Downloads</title><description>Download page for all mods and addons.</description><link>../default.aspx?pid=viewer&amp;id=2EA9779C-F3A3-478A-A02F-7879E3D57F24</link><pubDate>7/26/2008 12:01:50 AM</pubDate></item><item><title>Anarchy Mod 2.6</title><description>This is the Anarchy mod for Tribes 2.  It is currently version 2.6</description><link>../default.aspx?pid=res_download&amp;resourceid=BF210642-93D1-4315-ABC3-494B5C4FA968</link><pubDate>7/25/2008 11:29:23 PM</pubDate></item><item><title>Anarchy Mod 2.6</title><description>This is the Anarchy mod for Tribes 1.  It is currently version 2.6</description><link>../default.aspx?pid=res_download&amp;resourceid=C16E0CD0-DD24-42BA-80F6-321797749A69</link><pubDate>7/25/2008 11:29:03 PM</pubDate></item><item><title>Tribes1105 to111</title><description>This is the patch from version 1.1105 to 1.111</description><link>../default.aspx?pid=res_download&amp;resourceid=A3C5B5BC-9A58-4D7B-8FDC-F99C28814394</link><pubDate>7/25/2008 11:27:06 PM</pubDate></item><item><title>Tribes110 to1105</title><description>This is the patch from version 1.10 to 1.1105</description><link>../default.aspx?pid=res_download&amp;resourceid=B3DD3203-95A7-467F-AFCB-21688B5CAD28</link><pubDate>7/25/2008 11:26:42 PM</pubDate></item><item><title>Tribes19 to110</title><description>This is the patch from version 1.9 to 1.10</description><link>../default.aspx?pid=res_download&amp;resourceid=58039F48-7131-49D8-8FA1-6D87665E229B</link><pubDate>7/25/2008 11:26:04 PM</pubDate></item><item><title>Anarchy Mod 2.6</title><description>This is the Anarchy mod for Tribes 1.  It is currently version 2.6</description><link>../default.aspx?pid=res_download&amp;resourceid=E59915BD-94ED-4DD9-A53B-7F812A93AD85</link><pubDate>7/25/2008 11:25:29 PM</pubDate></item><item><title>Player Join Message - Misc</title><description>&lt;P&gt;For simply printing a message to players when they join:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;How's about we try this:&lt;/P&gt;
&lt;P&gt;in the function DefaultGame::clientMissionDropReady:&lt;BR&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;centerprint(%client, "Welcome to my server, it is better that the crappy ones.", 10, 3); &lt;/P&gt;
&lt;P&gt;&lt;BR&gt;That will show the message to the client who just joined for 10 seconds and it will use 3 lines to show it. &lt;BR&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Hope this is what you are looking for man! &lt;BR&gt;(Not counting a good job and a hot car of course....duhhh!) &lt;BR&gt;-AZ&lt;/P&gt;,</description><link>../default.aspx?pid=for_post&amp;topicid=002FB635-AB90-44F9-83D6-BDC4B994D30F&amp;forumid=5B3E9F70-F57E-4256-8323-FAAEE46F311A</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>is this possible</title><description>This site, &lt;a href=http://www.advancedmod.com/Tutorials.html&gt;Advanced Mod&lt;/a&gt;, appears to be down or possibly no longer there.

I was in the process of replicating the information they had there on this site and it is now completed.

You can view tutorials on almost any aspect of Tribes 2 modifications here, &lt;a href=http://www.anarchymods.com/tutorials/tuts.asp&gt;Anarchy Tutorials Section&lt;/a&gt;, hope this helps out.,can i try it or is not possible to just add the file into my C:\Dynamix\Tribes2\GameData\Anarchy\scripts\weapons file.,Hello,
I am brand new to "games"  Can you get me started or is there a "learning area I should go to ?
Ken Hab,to have like drones that you have to control manuely that could fly, two diff types. repair and an attack drone.engineer would be only one to deploy these. also easy to destroy but fast when in control.,Yes, this is possible, and I had done some in a test release of the mod, but never activated them for public release.

I had a repair drone, but never created an attack drone.  That would not be hard to do since the base code for the drone is there.

All of the changes and addons to the mod come from the community wants, needs, or request and then the response to the request.

Some ideas get added and some do not.

,Let me see if I can find it again, that was over a year ago :),can you post the code?
For the Drone and can you make it automatic and controlable?,</description><link>../default.aspx?pid=for_post&amp;topicid=00358E4F-6C46-416C-831A-45E5CC46A80D&amp;forumid=C3EC71CB-E708-486A-9517-D763B8339547</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>Hover Pack</title><description>&lt;P&gt;------------------------------------------------------------------------------------------------------------ &lt;BR&gt;Hover Pack Tutorial by Badshot&lt;BR&gt;------------------------------------------------------------------------------------------------------------ &lt;BR&gt;This tutorial creates a new pack that suspends people in air as if they were hovering. Since it's impossible to stop gravity in Tribes2 and I don't like bouncing up and down by using impulses, I accomplished this by creating a real small cloaked static object that sits below the person to hold them up and then suspended movement of the person when they use the pack. &lt;/P&gt;
&lt;P&gt;Step #1&lt;BR&gt;// ------------------------------------------&lt;BR&gt;// inventoryHud.cs&lt;BR&gt;// ------------------------------------------&lt;/P&gt;
&lt;P&gt;$InvPack[17] = "Hover Pack";&lt;/P&gt;
&lt;P&gt;$NTInvPack[12] = "Hover Pack";&lt;/P&gt;
&lt;P&gt;$NameToInv["Hover Pack"] = "HoverPack";&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;Step #2&lt;BR&gt;// ------------------------------------------&lt;BR&gt;// Pack.cs&lt;BR&gt;// ------------------------------------------&lt;/P&gt;
&lt;P&gt;exec("scripts/packs/HoverPack.cs");&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;Step #3&lt;BR&gt;// ------------------------------------------&lt;BR&gt;// Player.cs&lt;BR&gt;// ------------------------------------------&lt;/P&gt;
&lt;P&gt;4a) Add this to each of the datablocks, recommended for all armor sizes like most packs.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; max[HoverPack]&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1;&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;Step #4&lt;BR&gt;// ------------------------------------------&lt;BR&gt;// HoverPack.cs&lt;BR&gt;// ------------------------------------------&lt;BR&gt;Create a new files called HoverPack.cs in your packs directory. Add all this into it.&lt;/P&gt;
&lt;P&gt;// ------------------------------------------------------------------&lt;BR&gt;// Hover PACK&lt;BR&gt;// can be used by any armor type&lt;BR&gt;// Allows Armors to sit stationary in the air&lt;BR&gt;// ------------------------------------------------------------------&lt;/P&gt;
&lt;P&gt;datablock ShapeBaseImageData(HoverPackImage)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "pack_upgrade_sensorjammer.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; item = HoverPack;&lt;BR&gt;&amp;nbsp;&amp;nbsp; mountPoint = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; offset = "0 0 0";&lt;BR&gt;&amp;nbsp;&amp;nbsp; usesEnergy = true;&lt;BR&gt;&amp;nbsp;&amp;nbsp; minEnergy = 3;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; stateName[0] = "Idle";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateTransitionOnTriggerDown[0] = "Activate";&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; stateName[1] = "Activate";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateScript[1] = "onActivate";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateTransitionOnTriggerUp[1] = "Deactivate";&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; stateName[2] = "Deactivate";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateScript[2] = "onDeactivate";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateTransitionOnTimeout[2] = "Idle";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateTimeoutValue[2] = 0.5;&lt;BR&gt;};&lt;/P&gt;
&lt;P&gt;datablock ItemData(HoverPack)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; className = Pack;&lt;BR&gt;&amp;nbsp;&amp;nbsp; catagory = "Packs";&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "pack_upgrade_sensorjammer.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; mass = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; elasticity = 0.2;&lt;BR&gt;&amp;nbsp;&amp;nbsp; friction = 0.6;&lt;BR&gt;&amp;nbsp;&amp;nbsp; pickupRadius = 2;&lt;BR&gt;&amp;nbsp;&amp;nbsp; rotate = true;&lt;BR&gt;&amp;nbsp;&amp;nbsp; image = "HoverPackImage";&lt;BR&gt;&amp;nbsp;&amp;nbsp; pickUpName = "a hover pack";&lt;BR&gt;&amp;nbsp;&amp;nbsp; computeCRC = true;&lt;BR&gt;};&lt;/P&gt;
&lt;P&gt;datablock StaticShapeData(PlayerPlatform) : StaticShapeDamageProfile&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "Pmiscf.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; isInvincible = true;&lt;BR&gt;};&lt;/P&gt;
&lt;P&gt;function HoverPackImage::onMount(%data, %obj, %node)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.platform = new StaticShape()&lt;BR&gt;&amp;nbsp;&amp;nbsp; {&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; dataBlock = PlayerPlatform;&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Position = "0 0 -1000";&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Scale = "0.05 0.05 0.05";&lt;BR&gt;&amp;nbsp;&amp;nbsp; };&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.platform.setCloaked(true);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.platform.setTransform("0 0 -1000 0 0 0 1");&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.platform.team = 0;&lt;BR&gt;&amp;nbsp;&amp;nbsp; if(%obj.platform.getTarget() != -1)&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; setTargetSensorGroup(%obj.platform.getTarget(), %obj.team);&lt;BR&gt;&amp;nbsp;&amp;nbsp; MissionCleanup.add(%obj.platform);&lt;BR&gt;}&lt;/P&gt;
&lt;P&gt;function HoverPackImage::onUnmount(%data, %obj, %node)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.setMoveState(false);&lt;BR&gt;&amp;nbsp;&amp;nbsp; if (isObject(%obj.platform))&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; %obj.platform.schedule(100, "delete");&lt;BR&gt;}&lt;/P&gt;
&lt;P&gt;function HoverPack::onPickup(%this, %obj, %shape, %amount)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; // created to prevent console errors&lt;BR&gt;}&lt;/P&gt;
&lt;P&gt;function HoverPackImage::onActivate(%data, %obj, %slot)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.client.player.setVelocity("0 0 5");&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.setMoveState(true);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %xy = getWords(%obj.getTransform(), 0, 1);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %z = getWord(%obj.getTransform(), 2);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.platform.setTransform(%xy SPC %z - 5 SPC "0 0 0 1");&lt;BR&gt;}&lt;/P&gt;
&lt;P&gt;function HoverPackImage::onDeactivate(%data, %obj, %slot)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.setMoveState(false);&lt;BR&gt;&amp;nbsp;&amp;nbsp; if (isObject(%obj.platform))&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; %obj.platform.setTransform("0 0 -1000 0 0 0 1");&lt;BR&gt;}&lt;/P&gt;,</description><link>../default.aspx?pid=for_post&amp;topicid=031F5947-1CE6-494B-9201-649134070D44&amp;forumid=5B3E9F70-F57E-4256-8323-FAAEE46F311A</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>Server Downtime</title><description>I apologize for any inconvenience over the last couple of days.  The server had a few problems over the weekend.  In the end all is well and the server is now fully operational again.

During the downtime it had some additional upgrades applied as well, primariily to improve performance :)

Drone

,</description><link>../default.aspx?pid=for_post&amp;topicid=034693C8-3154-48EC-AFB7-898D97965227&amp;forumid=082F173E-FB6B-41F3-AFFA-9BA38FF3AF83</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>two projectiles per shot</title><description>hello, i'm germany. i hope you're able to understand me. i want that my mortar shoots two projectiles per shot. can anybody help me?,tribes 2,Tribes one or two?,</description><link>../default.aspx?pid=for_post&amp;topicid=0414E310-D262-40B6-97CA-BA69AA6D419B&amp;forumid=DAC366CB-F12B-4279-A5CF-4599A5F00913</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>Tribes 1 Revival</title><description>Traveler has started a Tribes 1 revival.  He is getting all of his old scripts out of the closet and setting up a server for all to play on.

I think I will be jumping on the band wagon and shall setup one as well.  It is always fun to go back to old school for awhile.

I'll have to break out the Anarchy mod for T1 :).  Look for Tribal Blaze coming to a T1 server list near you!!

Drone

,</description><link>../default.aspx?pid=for_post&amp;topicid=05594913-459C-4978-9081-2990D0D941A6&amp;forumid=082F173E-FB6B-41F3-AFFA-9BA38FF3AF83</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>New Forum Complete</title><description>I am liking the new functionality you are adding.  I see that you have added some functions to the main page that tie into the forum.  That is sweet!!!

Dude, I can't wait to see what you are going to do next, modding I mean!!

Keep up the good work.
,I have recently revamped the web site and installed a new forum system to better service the visitors there. The old system was outdated and cumbersome. The new one allows for more interaction and customization for the registered guests and non-registered guests. Unfortunately I was unable to port over the original forum data. 
I did this since some of the main sites for discussion of scripting and modifications have gone away in the past few months. I wanted to give the community another place to discuss and share ideas with each other. That is what made T1 so great and T2 needs to be kept alive in the same way.

The Anarchy Mods site was originally setup to host only the Anarchy Mod for Tribes and information pertaining to that. I have plans to begin modifications for other games and those will be hosted there as well. In time it may grow to include other mods from other creators.

Anyway just a short post to get the word out. If you are looking for a new place to discuss ideas head on over to the &lt;a href="http://www.anarchymods.com/mbbs/category-view.asp"&gt;Anarchy Mod Forums&lt;/a&gt; and check them out.

Enjoy the Anarchy Mod.

Drone.


,</description><link>../default.aspx?pid=for_post&amp;topicid=05CA4CEA-851A-4618-9DA0-042542246556&amp;forumid=082F173E-FB6B-41F3-AFFA-9BA38FF3AF83</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>Vehicle + Player Cloak</title><description>&lt;P&gt;This will cloak the vehicle and player when they mount it, and decloak when they unmount. Modified by Drone&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;In Vehicle.cs, add this to the top of function&lt;BR&gt;"VehcielName"::playerMounted: &lt;/P&gt;
&lt;P&gt;%obj.setCloaked(true); &lt;BR&gt;%player.setCloaked(true); &lt;/P&gt;
&lt;P&gt;Next at the top of function VehicleData::playerDismounted, also in vehicle.cs, add this: &lt;/P&gt;
&lt;P&gt;if (%obj.isCloaked()) &lt;BR&gt;%obj.setCloaked(false); &lt;BR&gt;if (%player.isCloaked()) &lt;BR&gt;%player.setCloaked(false);&lt;/P&gt;,</description><link>../default.aspx?pid=for_post&amp;topicid=0AB5490A-0C83-4003-9A1C-938C832A876E&amp;forumid=5B3E9F70-F57E-4256-8323-FAAEE46F311A</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>Environmental Pack</title><description>&lt;P&gt;------------------------------------------------------------------------------------------------------------ &lt;BR&gt;Environment Pack Tutorial by Badshot&lt;BR&gt;------------------------------------------------------------------------------------------------------------ &lt;BR&gt;This tutorial creates a new pack that allows movement underwater as if you were above, removes liquid damage from the wearer, slightly decreases how fast heat raises and increases how quick it drops, slightly decreases falling damage, and provides an air brake that cuts velocity to one quarter when the pack is used (everything but airbrake is always active while pack is warn). The amount it effects heat and falling damage is minor for balancing purposes, but can be adjusted to what you want. &lt;/P&gt;
&lt;P&gt;Step #1&lt;BR&gt;// ------------------------------------------&lt;BR&gt;// inventoryHud.cs&lt;BR&gt;// ------------------------------------------&lt;/P&gt;
&lt;P&gt;$InvPack[16] = "Environment Pack";&lt;/P&gt;
&lt;P&gt;$NTInvPack[11] = "Environment Pack";&lt;/P&gt;
&lt;P&gt;$NameToInv["Environment Pack"] = "EnvironmentPack";&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;Step #2&lt;BR&gt;// ------------------------------------------&lt;BR&gt;// Pack.cs&lt;BR&gt;// ------------------------------------------&lt;/P&gt;
&lt;P&gt;exec("scripts/packs/EnvironmentPack.cs");&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;Step #3&lt;BR&gt;// ------------------------------------------&lt;BR&gt;// Player.cs&lt;BR&gt;// ------------------------------------------&lt;/P&gt;
&lt;P&gt;3a) Add this to each of the datablocks, recommended for all armor sizes like most packs.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; max[EnvironmentPack]&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1;&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;3b) Since you can't modify datablocks, we have to create new datablocks to handle the various changes&lt;BR&gt;caused by mounting the environment pack. This makes a copy of all the base armor datablocks and changes&lt;BR&gt;only the parts that we want to work differently in the new datablock. When someone mounts the pack, it&lt;BR&gt;changes the players armor over to these new datablocks (still uses the same armor dts in each&lt;BR&gt;instance, so they can't tell it's being done). If you have new armors that you want to use the environment&lt;BR&gt;pack, you'll need to add the new datablocks for them as well. The name of the new datablocks are the exact&lt;BR&gt;same as the origional, except a 2 is added to the end of the name.&lt;/P&gt;
&lt;P&gt;ex: LightMaleHumanArmor&amp;nbsp; becomes&amp;nbsp; LightMaleHumanArmor2&lt;/P&gt;
&lt;P&gt;Add these in player.cs:&lt;/P&gt;
&lt;P&gt;// --------------------------------------------------------------------------&lt;BR&gt;// Environmental Pack Armors&lt;BR&gt;// --------------------------------------------------------------------------&lt;BR&gt;datablock PlayerData(LightMaleHumanArmor2) : LightMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 14;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 13;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 13;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 27.51 * 90;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.6;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.003;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;datablock PlayerData(MediumMaleHumanArmor2) : MediumMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 11;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 10;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 10;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 25.83 * 130;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.8;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.003;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;datablock PlayerData(HeavyMaleHumanArmor2) : HeavyMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 6.5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 22.47 * 180;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.9;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.0045;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;datablock PlayerData(LightFemaleHumanArmor2) : LightMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "light_female.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; waterBreathSound = WaterBreathFemaleSound;&lt;BR&gt;&amp;nbsp;&amp;nbsp; jetEffect =&amp;nbsp; HumanMediumArmorJetEffect;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 14;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 13;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 13;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 27.51 * 90;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.6;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.003;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;datablock PlayerData(MediumFemaleHumanArmor2) : MediumMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "medium_female.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; waterBreathSound = WaterBreathFemaleSound;&lt;BR&gt;&amp;nbsp;&amp;nbsp; jetEffect =&amp;nbsp; HumanArmorJetEffect;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 11;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 10;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 10;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 25.83 * 130;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.8;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.003;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;datablock PlayerData(HeavyFemaleHumanArmor2) : HeavyMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "heavy_male.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; waterBreathSound = WaterBreathFemaleSound;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 6.5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 22.47 * 180;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.9;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.0045;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;datablock PlayerData(LightMaleBiodermArmor2) : LightMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "bioderm_light.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; jetEmitter = BiodermArmorJetEmitter;&lt;BR&gt;&amp;nbsp;&amp;nbsp; jetEffect =&amp;nbsp; BiodermArmorJetEffect;&lt;BR&gt;&amp;nbsp;&amp;nbsp; debrisShapeName = "bio_player_debris.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; //Foot Prints&lt;BR&gt;&amp;nbsp;&amp;nbsp; decalData&amp;nbsp;&amp;nbsp; = LightBiodermFootprint;&lt;BR&gt;&amp;nbsp;&amp;nbsp; decalOffset = 0.3;&lt;BR&gt;&amp;nbsp;&amp;nbsp; waterBreathSound = WaterBreathBiodermSound;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 14;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 13;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 13;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 27.51 * 90;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.6;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.003;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;datablock PlayerData(MediumMaleBiodermArmor2) : MediumMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "bioderm_medium.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; jetEmitter = BiodermArmorJetEmitter;&lt;BR&gt;&amp;nbsp;&amp;nbsp; jetEffect =&amp;nbsp; BiodermArmorJetEffect;&lt;BR&gt;&amp;nbsp;&amp;nbsp; debrisShapeName = "bio_player_debris.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; //Foot Prints&lt;BR&gt;&amp;nbsp;&amp;nbsp; decalData&amp;nbsp;&amp;nbsp; = MediumBiodermFootprint;&lt;BR&gt;&amp;nbsp;&amp;nbsp; decalOffset = 0.35;&lt;BR&gt;&amp;nbsp;&amp;nbsp; waterBreathSound = WaterBreathBiodermSound;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 11;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 10;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 10;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 25.83 * 130;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.8;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.003;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;datablock PlayerData(HeavyMaleBiodermArmor2) : HeavyMaleHumanArmor&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; drag = 0.01;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxdrag = 0.05;&lt;BR&gt;&amp;nbsp;&amp;nbsp; emap = false;&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "bioderm_heavy.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; jetEmitter = BiodermArmorJetEmitter;&lt;BR&gt;&amp;nbsp;&amp;nbsp; debrisShapeName = "bio_player_debris.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; //Foot Prints&lt;BR&gt;&amp;nbsp;&amp;nbsp; decalData&amp;nbsp;&amp;nbsp;&amp;nbsp; = HeavyBiodermFootprint;&lt;BR&gt;&amp;nbsp;&amp;nbsp; decalOffset&amp;nbsp; = 0.4;&lt;BR&gt;&amp;nbsp;&amp;nbsp; waterBreathSound = WaterBreathBiodermSound;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterForwardSpeed = 6.5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterBackwardSpeed = 5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; maxUnderwaterSideSpeed = 5;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetForce = 22.47 * 180;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterVertJetFactor = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; underwaterJetEnergyDrain = 0.9;&lt;BR&gt;&amp;nbsp;&amp;nbsp; speedDamageScale = 0.0045;&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatDecayPerSec&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; = 1.0 / 2.7; // takes 2.7 seconds to clear heat sig.&lt;BR&gt;&amp;nbsp;&amp;nbsp; heatIncreasePerSec&amp;nbsp;&amp;nbsp; = 1.0 / 3.3; // takes 3.3 seconds of constant jet to get full heat sig.&lt;BR&gt;};&lt;BR&gt;// --------------------------------------------------------------------------&lt;BR&gt;// End Environmental Pack Armors&lt;BR&gt;// --------------------------------------------------------------------------&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;3c) Add this to the top of function Armor::onEnterLiquid. It checks to see if the last character of the&lt;BR&gt;armor the player is wearing is 2 (ie: environmentpack armor). If it is, don't apply any liquid damage.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; %armorname = %obj.getDatablock().getName();&lt;BR&gt;&amp;nbsp;&amp;nbsp; %length = strlen(%armorname);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %lastchar = getSubStr(%armorname,%length-1,%length);&lt;BR&gt;&amp;nbsp;&amp;nbsp; if (%lastchar == 2)&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; return;&lt;/P&gt;
&lt;P&gt;&lt;BR&gt;Step #4&lt;BR&gt;// ------------------------------------------&lt;BR&gt;// EnvironmentPack.cs&lt;BR&gt;// ------------------------------------------&lt;BR&gt;Add all this into a new file called EnvironmentPack.cs in your packs directory.&lt;/P&gt;
&lt;P&gt;// ------------------------------------------------------------------&lt;BR&gt;// Environment PACK&lt;BR&gt;// can be used by any armor type&lt;BR&gt;// Increases Movement in Liquids. Makes immune to liquid damage.&lt;BR&gt;// Decreases Impact Damage. Helps hide heat Signature.&lt;BR&gt;// Can be used as an airbreak.&lt;BR&gt;// ------------------------------------------------------------------&lt;/P&gt;
&lt;P&gt;datablock ShapeBaseImageData(EnvironmentPackImage)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "pack_upgrade_sensorjammer.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; item = EnvironmentPack;&lt;BR&gt;&amp;nbsp;&amp;nbsp; mountPoint = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; offset = "0 0 0";&lt;BR&gt;&amp;nbsp;&amp;nbsp; usesEnergy = true;&lt;BR&gt;&amp;nbsp;&amp;nbsp; minEnergy = 3;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; stateName[0] = "Idle";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateTransitionOnTriggerDown[0] = "Activate";&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; stateName[1] = "Activate";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateScript[1] = "onActivate";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateTransitionOnTriggerUp[1] = "Deactivate";&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; stateName[2] = "Deactivate";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateTransitionOnTimeout[2] = "Idle";&lt;BR&gt;&amp;nbsp;&amp;nbsp; stateTimeoutValue[2] = 2.0;&lt;BR&gt;};&lt;/P&gt;
&lt;P&gt;datablock ItemData(EnvironmentPack)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; className = Pack;&lt;BR&gt;&amp;nbsp;&amp;nbsp; catagory = "Packs";&lt;BR&gt;&amp;nbsp;&amp;nbsp; shapeFile = "pack_upgrade_sensorjammer.dts";&lt;BR&gt;&amp;nbsp;&amp;nbsp; mass = 1;&lt;BR&gt;&amp;nbsp;&amp;nbsp; elasticity = 0.2;&lt;BR&gt;&amp;nbsp;&amp;nbsp; friction = 0.6;&lt;BR&gt;&amp;nbsp;&amp;nbsp; pickupRadius = 2;&lt;BR&gt;&amp;nbsp;&amp;nbsp; rotate = true;&lt;BR&gt;&amp;nbsp;&amp;nbsp; image = "EnvironmentPackImage";&lt;BR&gt;&amp;nbsp;&amp;nbsp; pickUpName = "an environment pack";&lt;BR&gt;&amp;nbsp;&amp;nbsp; computeCRC = true;&lt;BR&gt;};&lt;/P&gt;
&lt;P&gt;function EnvironmentPackImage::onMount(%data, %obj, %node)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; %curHeatLvl = %obj.client.player.getHeat();&lt;BR&gt;&amp;nbsp;&amp;nbsp; %curDmgLvl = %obj.client.player.getDamageLevel();&lt;BR&gt;&amp;nbsp;&amp;nbsp; %curEnergyLevel = %obj.client.player.getEnergyLevel();&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; %armorname = %obj.getDatablock().getName();&lt;BR&gt;&amp;nbsp;&amp;nbsp; %length = strlen(%armorname);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %lastchar = getSubStr(%armorname,%length-1,%length);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %newarmor = %armorname @ 2;&lt;BR&gt;&amp;nbsp;&amp;nbsp; if (%lastchar != 2)&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; %obj.setDataBlock(%newarmor);&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; %obj.client.player.setEnergyLevel(%curEnergyLevel);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.client.player.setDamageLevel(%curDmgLvl);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.client.player.setHeat(%curHeatLvl);&lt;BR&gt;}&lt;/P&gt;
&lt;P&gt;function EnvironmentPackImage::onUnmount(%data, %obj, %node)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; %curHeatLvl = %obj.client.player.getHeat();&lt;BR&gt;&amp;nbsp;&amp;nbsp; %curDmgLvl = %obj.client.player.getDamageLevel();&lt;BR&gt;&amp;nbsp;&amp;nbsp; %curEnergyLevel = %obj.client.player.getEnergyLevel();&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; %armorname = %obj.getDatablock().getName();&lt;BR&gt;&amp;nbsp;&amp;nbsp; %length = strlen(%armorname);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %lastchar = getSubStr(%armorname,%length-1,%length);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %newarmor = getSubStr(%armorname, 0, %length-1);&lt;BR&gt;&amp;nbsp;&amp;nbsp; if (%lastchar == 2)&lt;BR&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; %obj.setDataBlock(%newarmor);&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&amp;nbsp; %obj.client.player.setEnergyLevel(%curEnergyLevel);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.client.player.setDamageLevel(%curDmgLvl);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.client.player.setHeat(%curHeatLvl);&lt;BR&gt;}&lt;/P&gt;
&lt;P&gt;function EnvironmentPack::onPickup(%this, %obj, %shape, %amount)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; // created to prevent console errors&lt;BR&gt;}&lt;/P&gt;
&lt;P&gt;function EnvironmentPackImage::onActivate(%data, %obj, %slot)&lt;BR&gt;{&lt;BR&gt;&amp;nbsp;&amp;nbsp; %vec = %obj.client.player.getVelocity();&lt;BR&gt;&amp;nbsp;&amp;nbsp; %vec = VectorScale(%vec, 0.25);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.client.player.setVelocity(%vec);&lt;BR&gt;&amp;nbsp;&amp;nbsp; %obj.setImageTrigger(%slot, false);&lt;BR&gt;}&lt;/P&gt;,</description><link>../default.aspx?pid=for_post&amp;topicid=0DED3BE8-A8C9-4D0D-AD47-74378C931C71&amp;forumid=5B3E9F70-F57E-4256-8323-FAAEE46F311A</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item><item><title>Vehilce Statin Problem</title><description>Well I'm running the one for tribes 2, the base tribes vehicles all work. I have version 2.5.25034. I'm not sure exactly why it's not working right for me though.,Is this with the base game or the the mod?  If the mod what version are you running?  Is in Tribes or Tribes 2?

I have not had anyone else report this problem yet.  Also did it happen on all maps,I usually run a hosted server on the same system, or LAN games it's the same in either though. 

As of right now Anarchy mod is the only mod I have been running (as it is the only one that I've been able to get to work right).

I'll do as you suggest and see what happens.
 ,Anytime you want after 6 or so, just let me know what day works for you. My server is called Giant Robo.


-Washu (aka Tepes)
,Are you running a dedicated server, or a hosted server from the same system that you play the game on?

If you are hosting are you running any other scripts?

Try removing the anarchy folder and then check your base/scripts folder and remove any dso files you see there.

Then reinstall the mod.  I have been amazed what cleaning out the base files and then reinstalling does.,If you bring the server up online, where I can connect so I can see what happens that would help as well.  Maybe we can set a time up.  Should only take a few minutes for me to see what causes the event and then I can go from there to see where the problem may be.,I don't know if this is a bug, or something just wrong with mine. But I can't purchaase the Transport, gives a vehicleserver error. and then the vehicle station becomes disabled and can no longer be used. What am I missing?
,</description><link>../default.aspx?pid=for_post&amp;topicid=0E89EB4A-CC02-4CAE-9548-1BC51A4A18A7&amp;forumid=477F4D1A-1039-4F0A-B3AF-0C114562624F</link><pubDate>7/25/2008 1:52:07 PM</pubDate></item></channel></rss>