Delorean

Changes some stats, and updates / changes the texture. Nothing major here I don't think, but all the same. Oh, and it has new sounds ;)...

Download

Uploading...
Do not refresh or leave this page!

File Description

Changes some stats, and updates / changes the texture. Nothing major here I don't think, but all the same. Oh, and it has new sounds ;)

- SSA

Read More

Screenshots
Readme
WHATS IS THE DE LOREAN (From Wikipedia)
The De Lorean DMC-12 is a sports car which was manufactured by the De Lorean Motor Company from 1981 through 1983. 
It is most commonly known as the De Lorean, as it was the only model ever produced by the company. The DMC-12 featured 
gull-wing doors with a brushed stainless steel body. It was famously featured in the Back to the Future trilogy.

http://en.wikipedia.org/wiki/De_Lorean_DMC-12

WHY CAN IT FLY
The Real De Lorean DMC-12 Could Not Actually Fly, But The Time Travelling On From Back To The Future II Could So I Based It Off 
That One 

WHATS DIFFERENT BETWEEN THIS AND V1
This De Lorean Features Sounds From Back To the Future 1 And 2, As Well As A Corrected Texture, And An Odf Moddifed For The Sounds.


CREDITS
Model = Admiral_Icehawk
Ship ODF = Admiral_Icehawk
Ship Physics  ODF = Admiral_Icehawk
Textures = Admiral_Icehawk
Sounds = Recorded From Back To The Future 1 and 2



INSTALLATION 
(If you already have the V1 installed you only need to add the odf, the sounds and the borg texture, everything else is the 
same as version one)

1. Copy the folders into the Armada 2 folder except for HP Maps. 

2. Open your gui_global.spr in the misc folder and scroll down to where is says
	
	# Federation build buttons
	@reference=128
	@tmaterial=default

copy this line right below the @reference=64 line
	
	b_delorean		gbdelorean	0	0	64	64


3. Then scroll down to # Federation reference wireframes under the lines:
	@reference=128
	@tmaterial=interface

now add

	deloreanw1		wfdelorean	0	0	128	128


4. Open tech1.tt and fulltech.tt in the techtrees folder and add to each file
	
	delorean.odf      0


5. Next open a shipyard file and add

	buildItemX = "delorean"
where X is the next available number

6. Add these lines to Event.dat below all the other lines to get the De Lorean sounds

#################################################################################
# Delorean SOUNDS

DeloreanAcknowledge{
Table
	Sound <borg> &quot;gvobor34.wav&quot;
	Sound <borg> &quot;gvobor05.wav&quot;
	Sound <borg> &quot;gvobor32.wav&quot;
	Sound <federation> &quot;Delorean_acknowledge1.wav&quot;
	Sound <klingon> &quot;gvokcc01.wav&quot;
	Sound <klingon> &quot;gvokcc02.wav&quot;
	Sound <klingon> &quot;gvokcc03.wav&quot;
	Sound <romulan> &quot;gvorcc01.wav&quot;
	Sound <romulan> &quot;gvorcc02.wav&quot;
	Sound <romulan> &quot;gvorcc03.wav&quot;
	Sound <cardassian> &quot;carcon_ackn1_move4.wav&quot;
	Sound <cardassian> &quot;carcon_ackn2_move5.wav&quot;
	Sound <cardassian> &quot;carcon_ackn3_move6.wav&quot;
	Sound <species8472> &quot;spe_ackn.wav&quot;
}

DeloreanSelect{
Table
	Sound <borg> &quot;gvobor17.wav&quot;
	Sound <borg> &quot;gvobor61.wav&quot;
	Sound <borg> &quot;gvobor18.wav&quot;
	Sound <federation> &quot;Delorean_select1.wav&quot;
	Sound <federation> &quot;Delorean_select2.wav&quot;
	Sound <federation> &quot;Delorean_select3.wav&quot;
	Sound <klingon> &quot;gvokcc16.wav&quot;
	Sound <klingon> &quot;gvokcc17.wav&quot;
	Sound <klingon> &quot;gvokcc18.wav&quot;
	Sound <romulan> &quot;gvorcc16.wav&quot;
	Sound <romulan> &quot;gvorcc17.wav&quot;
	Sound <romulan> &quot;gvorcc18.wav&quot;
	Sound <cardassian> &quot;carcon_select1.wav&quot;
	Sound <cardassian> &quot;carcon_select2.wav&quot;
	Sound <cardassian> &quot;carcon_select3.wav&quot;
	Sound <species8472> &quot;spe_sel_1.wav&quot;
	Sound <species8472> &quot;spe_sel_2.wav&quot;
	Sound <species8472> &quot;spe_sel_3.wav&quot;
}

DeloreanStop{
Table
	Sound <borg> &quot;gvobor22.wav&quot;
	Sound <federation> &quot;Delorean_stop1.wav&quot;
	Sound <klingon> &quot;gvokcc21.wav&quot;
	Sound <romulan> &quot;gvorcc21.wav&quot;
	Sound <cardassian> &quot;carcon_stop1.wav&quot;
	Sound <species8472> &quot;spe_stop_1.wav&quot;
}

DeloreanMove{
Table
	Sound <borg> &quot;gvobor11.wav&quot;
	Sound <borg> &quot;gvobor12.wav&quot;
	Sound <borg> &quot;gvobor13.wav&quot;
	Sound <borg> &quot;gvobor14.wav&quot;
	Sound <federation> &quot;Delorean_move1.wav&quot;
	Sound <federation> &quot;Delorean_move2.wav&quot;
	Sound <federation> &quot;Delorean_move3.wav&quot;
	Sound <federation> &quot;Delorean_move4.wav&quot;
	Sound <klingon> &quot;gvokcc11.wav&quot;
	Sound <klingon> &quot;gvokcc12.wav&quot;
	Sound <klingon> &quot;gvokcc13.wav&quot;
	Sound <romulan> &quot;gvorcc11.wav&quot;
	Sound <romulan> &quot;gvorcc12.wav&quot;
	Sound <romulan> &quot;gvorcc13.wav&quot;
	Sound <borg> &quot;gvobor34.wav&quot;
	Sound <borg> &quot;gvobor05.wav&quot;
	Sound <borg> &quot;gvobor32.wav&quot;
	Sound <klingon> &quot;gvokcc01.wav&quot;
	Sound <klingon> &quot;gvokcc02.wav&quot;
	Sound <klingon> &quot;gvokcc03.wav&quot;
	Sound <romulan> &quot;gvorcc01.wav&quot;
	Sound <romulan> &quot;gvorcc02.wav&quot;
	Sound <romulan> &quot;gvorcc03.wav&quot;
	Sound <cardassian> &quot;carcon_move1.wav&quot;
	Sound <cardassian> &quot;carcon_move2.wav&quot;
	Sound <cardassian> &quot;carcon_move3.wav&quot;
	Sound <cardassian> &quot;carcon_ackn1_move4.wav&quot;
	Sound <cardassian> &quot;carcon_ackn2_move5.wav&quot;
	Sound <cardassian> &quot;carcon_ackn3_move6.wav&quot;
	Sound <species8472> &quot;spe_move_1.wav&quot;
	Sound <species8472> &quot;spe_move_2.wav&quot;
	Sound <species8472> &quot;spe_move_3.wav&quot;
	Sound <species8472> &quot;spe_move_4.wav&quot;
	Sound <species8472> &quot;spe_move_5.wav&quot;
	Sound <species8472> &quot;spe_move_6.wav&quot;
}
	
DeloreanRepair{
Table
	Sound <borg> &quot;gvobor26.wav&quot;
	Sound <federation> &quot;Delorean_repair1.wav&quot;
	Sound <federation> &quot;Delorean_repair2.wav&quot;
	Sound <klingon> &quot;gvokcc26.wav&quot;
	Sound <romulan> &quot;gvorcc26.wav&quot;
	Sound <cardassian> &quot;carcon_repairs1.wav&quot;
	Sound <species8472> &quot;spe_repairs_1.wav&quot;
}

DeloreanAttack{
Table
	Sound <borg> &quot;gvobor10.wav&quot;
	Sound <borg> &quot;gvobor45.wav&quot;
	Sound <borg> &quot;gvobor08.wav&quot;
	Sound <klingon> &quot;gvokbs06.wav&quot;
	Sound <klingon> &quot;gvokbs07.wav&quot;
	Sound <klingon> &quot;gvokbs08.wav&quot;
	Sound <romulan> &quot;gvorbs06.wav&quot;
	Sound <romulan> &quot;gvorbs07.wav&quot;
	Sound <romulan> &quot;gvorbs08.wav&quot;
	Sound <borg> &quot;gvobor31.wav&quot;
	Sound <klingon> &quot;gvokbs01.wav&quot;
	Sound <romulan> &quot;gvorbs01.wav&quot;
	Sound <borg> &quot;gvobor63.wav&quot;
	Sound <borg> &quot;gvobor18.wav&quot;
	Sound <klingon> &quot;gvokbs17.wav&quot;
	Sound <klingon> &quot;gvokbs18.wav&quot;
	Sound <romulan> &quot;gvorbs17.wav&quot;
	Sound <cardassian> &quot;carbat_attack1.wav&quot;
	Sound <cardassian> &quot;carbat_attack2.wav&quot;
	Sound <cardassian> &quot;carbat_attack3.wav&quot;
	Sound <cardassian> &quot;carbat_ackn1_att4_move4.wav&quot;
	Sound <cardassian> &quot;carbat_sel1_att5_move5.wav&quot;
	Sound <cardassian> &quot;carbat_sel2_att6_move6.wav&quot;
	Sound <species8472> &quot;spe_att_1.wav&quot;
	Sound <species8472> &quot;spe_att_2.wav&quot;
	Sound <species8472> &quot;spe_att_3.wav&quot;
	Sound <species8472> &quot;spe_att_4.wav&quot;
	Sound <species8472> &quot;spe_att_5.wav&quot;
	Sound <species8472> &quot;spe_att_6.wav&quot;
	Sound <species8472> &quot;spe_att_7.wav&quot;
	Sound <federation> &quot;Delorean_attack1.wav&quot;
	Sound <federation> &quot;Delorean_attack2.wav&quot;
	Sound <federation> &quot;Delorean_attack3.wav&quot;
	Sound <federation> &quot;Delorean_attack4.wav&quot;
	Sound <federation> &quot;Delorean_attack5.wav&quot;
}

#################################################################################



7. Once All This Is Done Enjoy Your De Lorean

LEGALITIES

THIS SHIP IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION OR PARAMOUNT PICTURES.
BACK TO THE FUTURE IS OWNED BY UNIVERSAL STUDIOS 
DELOREAN DMC-12 WAS CREATED BY THE NOW BANKRUPT DE LOREAN MOTOR COMPANY

You may redistribute this ship mod or include it in your mod as long as you include
the credits above in your readme. Feel free to alter the odfs, textures and model if 
you feel they look out of place in your game. If You Make A Better Model BE SURE TO POST IT

CONTACT INFO

Email = admiral_icehawkAThotmailDOTcom 

DOT = . AT = @  Sorry For The Inconveniance

or just place your comments in the comments section.

Read More

Comments on this File

There are no comments yet. Be the first!

Admiral_Icehawk


50 XP


Registered 27th November 2006

17 Files Uploaded

Share This File
Embed File