33 · AirKill
A training mod for one specific skill, by -=[cK]=-Broesmeli of the Cyberknights clan
(http://www.cyberknights.ch).
| Version | 1.0 [mod-script] |
| Lineage | Base — 66/176 .cs (37.5%) byte-identical to vanilla base; 0% to Classic |
| Ships as | -mod Airkill |
| Scope | 313 files: full script set (weapons/, turrets/, vehicles/, packs/), five dedicated training scripts |
What “airkill” means
Not literal aircraft. An air kill is Tribes 2 slang for landing a disc hit on an opponent while both players are airborne — off a ski jump, mid-jet, or skiing a slope — a recognised trick shot the competitive community prized. The readme’s own phrasing confirms the reading [mod-script]:
“I created this MOD for train airkills.”
“Train” as a verb, not a noun. The mod exists to practise landing that specific shot, evidenced by five
dedicated files — Training1.cs through Training5.cs, plus TrainingGui.cs — building a purpose-made
practice interface rather than repurposing an existing gametype.
The readme’s other line of note is a bot-compatibility warning [mod-script]:
“DON’T PLAY WITH BOTS! They have problems with the INV-Stations!”
Confirmed base lineage
Fingerprinting all 176 .cs files: 66 (37.5%) are byte-identical to vanilla base, none match Classic. Key
files by similarity: weapons/sniperRifle.cs at 95.6% (barely touched), weapons/disc.cs at 87.7%
(moderate tuning — the disc is the air-kill weapon), player.cs and defaultGame.cs both around 87%.
The outlier: a rewritten station system
One file breaks the pattern sharply. station.cs is only 28.9% similar to base — by far the heaviest
edit in the mod, against a background where almost everything else is a light tuning pass. A manual diff
shows roughly 330 new lines appended, defining a custom Mobile Base Teleporter datablock and audio
set, and rewiring StationVehiclePad::gainPower / losePower and the teleport-trigger logic.
This plausibly explains the readme’s bot warning: bot pathing expects stock inventory-station behaviour, and a rewritten teleport/power system is exactly the kind of change that would confuse it without touching anything a human player would notice as broken.
The rest of the mod’s weapons/, turrets/, vehicles/ and packs/ trees largely mirror stock item
names rather than adding new content — the design effort concentrates on the disc and the station system,
consistent with a mod built around one skill rather than a general overhaul.
Related
- 22 · Capture the Flag — the disc’s home gametype
- 32 · BONES — another base-lineage mod that rewrites station/vehicle mechanics
- Turrets and deployables — inventory station and vehicle pad datablocks