Kerb's T2 Scripts Version 2.1.2 November 4, 2002 === SETUP ====================================================================== This script requires Writer's support pack, support.vl2, which can be found at http://www.planettribes.com/depot/downloads/view.asp?id=128 Also, if you have the original (pre-2.0) version of Kerb's T2 Scripts installed, you should erase it, or strange things may happen. To do this, delete the files Tribes2\GameData\base\scripts\autoexec\k*.cs To install Kerb's T2 Scripts, unzip KerbT2Scripts.zip to C:\Dynamix\Tribes2\ or the equivalent directory on your machine. The scripts are configured in-game, from the "Scripts" button of the Lobby or Launch menu. Select "Kerb's T2 Scripts" from the list of scripts and then use the Options tab. By default, only the Mortar/Grenade Launcher reticles are enabled, so make sure you check out the options screen. === FEATURES =================================================================== - Full-screen Mortar and Grenade Launcher range reticles that automatically resize based on your resolution and FOV - Flight-sim style joystick vehicle controls - Custom remapping of controls when you pilot a vehicle - Zoom options, including mousewheel control of zoom levels - Automatic firing of missiles and flare grenades - Max-range grenade throws - Automatic jump before jet pack - Bomb target for bomber pilots - Always-on deployable indicator - Rangefinder bind All features can be enabled/disabled from the in-game options screen, and more detailed explanations are included there as well. The only features not explained on the options screen are the new commands on the controls screen. They'll appear near the bottom of the list: Rangefinder - this command switches to targeting laser, fires it for about half a second, and then unzooms and switches back to your previous weapon. Useful for lining up mortar shots. Eject and Jet - this jumps (which ejects from a vehicle) and then fires the Jet Pack. Replace your "Jump" key with this in the vehicle control overrides section if you want to be able to easily fly away from a vehicle as you eject. === CHANGES ==================================================================== November 4, 2002, version 2.1.2: - Fixed detection of whether the Classic mod is active November 4, 2002, version 2.1.1: - Fixed the missing-reticles bug that appeared with the latest T2 patch - Added support for the Classic mod; mortar and grenade launcher reticles now have the correct ranges in both base T2 and Classic. July 7, 2002, version 2.1: - Added a "vehicle control overrides" section, which allows arbitrary remapping of controls whenever you start to pilot a vehicle. - Removed "Fire Vehicle Weapon", "Vehicle Thrusters", and "Eject From Vehicle" binds, since they're superseded by the vehicle control overrides. - Added bind for "Eject and Jet" May 29, 2002, version 2.0.3: - Once again removed "disable joystick outside vehicle" option. It's now automatic, based on your control settings. - Added bind for "Eject From Vehicle" - Added code to release buttons "Fire Vehicle Weapon", "Vehicle Thrusters", and "Eject From Vehicle" as joystick is disabled, so they don't get stuck down - Fixed a bug where always-on deployable indicator would disappear after deploying a sensor with more left in your pack - Unzoomed FOV is now correctly set when you spawn after dying while zoomed in May 24, 2002, version 2.0.2: - Added "disable joystick outside vehicle" option, which had been dropped in version 2.0. I remembered why it's necessary :) May 21, 2002, version 2.0.1: - Fixed a bug with FOV when controlling an object (turret, etc.) - Fixed a bug with "Fire Vehicle Weapon" bind in vehicle gunner positions May 19, 2002, version 2.0: If you're familiar with the original version of Kerb's T2 Scripts, this is a complete overhaul. The most notable changes are the new options screen and a number of new features. There have been some improvements to old features as well: - Mortar and Grenade Launcher range reticles are now both more visible and less obtrusive - Added mortar range reticle for turret mortars - Joystick vehicle control was simplified and is now more stable - Max-range grenade throws no longer prevent you from throwing flare grenades quickly === KNOWN ISSUES =============================================================== If you have joystick vehicle control enabled and you enter a ground vehicle while turning quickly, the vehicle may have a turning bias (i.e. turn while your joystick is centered) after you enter it. This appears to be caused by a discrepancy in Tribes2 between when vehicle controls are updated upon entering a vehicle and when vehicle yaw/pitch are applied. I don't know of any way to fix it. As a workaround, however, the problem will go away after you make a hard turn in either direction. The deployable indicator sometimes appears when the center targeting reticle doesn't (e.g. when you enter a vehicle station). This can look a little weird, but it shouldn't cause any problems. Please let me know at gausebec@paypal.com if you find any additional bugs. ================================================================================ (c) 2002 David Gausebeck gausebec@paypal.com