Sniper Pack Tut | -------------------/ This tut will explain how to add a pack, and change the reqs of the sniper rifle. Step #1 Make a new cs file called sniperpack in your packs directory, now copy energypack.cs and paste it in there. Now go through and replace every occurence if energy with sniper, except files, and these two lines: %obj.hasEnergyPack = true; %obj.hasEnergyPack = ""; Step #2 Now we are going to edit the variables a little bit. First find the variable rechargeRateBoost, it is at 0.15, were going to double that, so make it equal to 0.3. now this is quite a boost, so to make sure someone using it doesn't get off that easy, were going to add a new variable: jetDrainInc, now set it to whatever you think will rebalance it nicely, I put 0.3. now find the function SniperPackImage::onMount, we need to add a line to this, put it in between the two lines already there. Here is the line: %obj.setjetEnergyDrain(%obj.getjetEnergyDrain() + %data.jetDrainInc); do you know what this is doing? Its setting the users jet drain to its normal(%obj.getjetEnergyDrain()) plus what we put in jetDrainInc(%data.jetDrainInc). now you need to add the same line to unmount, except for one thing, it needs to subtract jetDrainInc. Step #3 Now that thats over with, in inventoryHud.cs, find the definitions for the $InvPack and $NTInvPack arrays. Add your pack as the next available element in those lists as shown: $InvPack[17] = "Sniper Pack"; $NTInvPack[10] = "Sniper Pack"; note: i have lots of packs so you need to change the number. also add your pack to $NameToInv array, you should know how to do this. Step #4 open hud.cs find the $backpackhuddata array and add this: $BackpackHudData[20, itemDataName] = "SniperPack"; $BackpackHudData[20, bitmapName] = "gui/hud_new_packenergy.png"; also remember to increase the... Step #5 open player.cs and add the sniper pack to all the armors, Either: max[SniperPack] = 1; or max[SniperPack] = 0; Step #6 open pack.cs and add the exec line to //upgrade packs(you should know how to do this) Step #7 now we will make the laser rifle requir the sniper pack instead of the energy pack. Open inventoryhud.cs, at about line 326 you should see this: %noSniperRifle = false; %packList = "noSelect\tEnergy Pack\tEnergy Pack must be used when \tLaser Rifle is selected!"; %client.favorites[getField(%client.packIndex,0)] = "Energy Pack"; you need to change the three occurences of energy with sniper. You should now have a new pack that is required by the laser rifle. Hope you liked it!