Source tutorial index
This handbook draws on the surviving community modding tutorials, preserved in a T2ModTutorialDatabase/
corpus that sits alongside this repository in the authoring workspace — it is not included here, and
the paths below are provenance rather than links. They were written in 2002–2003, mostly by players, and
they are the origin of most practical Tribes 2 modding knowledge.
They also contain guesses, errors, and recipes that circulated unverified for twenty years. Where this handbook and a tutorial disagree, this handbook follows the shipped V12 scripts and says so.
Read them for the recipes. Verify against the base scripts.
The corpus
| Location | Contents |
|---|---|
T2ModTutorialDatabase/tutorials/ |
87 text tutorials, plus quadchain.html |
T2ModTutorialDatabase/badshottuts/ |
26 HTML tutorials by BadShot, plus an index |
T2ModTutorialDatabase/Tutorials.html |
Index page from advancedmod.com, with authors, dates, and difficulty |
T2ModTutorialDatabase/Laggs Bot Tutorial.txt |
A 38 KB standalone bot-AI tutorial |
Named authors include Xetrov, Drumstix42, BadShot, Sanguinus, Crashed, DynaBlade, and Lt Eartworm. Dates cluster around December 2002 – January 2003.
By topic, with the handbook page that covers the same ground
Getting started
| Tutorial | Handbook |
|---|---|
getting_started.txt — Xetrov, Jan 2003 |
Your first mod |
getting_started2.txt — “Lets Code Already” |
Your first mod |
coding_knowledge.txt — Lt Eartworm; projectile types and general notes |
Projectiles |
typemasks.txt |
Damage and type masks |
seperate_armor_folder.txt |
Packaging |
disable_tr2.txt |
— |
Weapons and projectiles
| Tutorial | Handbook |
|---|---|
any_ammo_based.txt — adding ammo-based weapons |
Weapons |
any_energy_based.txt — adding energy-based weapons |
Weapons |
multi_projectile_tutorial.txt, TutorialMultiProjectile.html — BadShot, “Hard” |
Weapons |
TutorialSecondaryProjectile.html |
Weapons |
gravity_for_projectiles.txt |
Projectiles |
weapon_recharge.txt |
Weapons |
weapon_hold_position.txt |
Armors |
weapon_particle_effect.txt |
Effects |
weaponpack.txt, TutorialWarpGun.html, warp_gun.txt |
Weapons |
shotgun.txt, minigun.txt, mine_launcher.txt, nuke_launcher.txt |
Weapons |
seeking_disc_launcher.txt, hellfire.txt, hackgun.txt |
Projectiles |
flakgun.txt, TutorialFlakGun.html |
Weapons |
charging_plasma_cannon.txt, TutorialChargingPlasmaCannon.html |
Weapons |
heavy_chaingun_barrel.txt, quadchain.html |
Weapons |
repaigun-repair_rifle_tut.txt, TutorialRepairGun.html |
Packs |
sniper_pack_tut.txt, discpack.txt, beamswordpack.txt, godhammerpack.txt |
Weapons, Packs |
TutorialImpulse.html, TutorialGrenadeFountain.html |
Damage |
TutorialArtillery.html |
Projectiles |
shoot_after_death.txt |
— |
Packs
| Tutorial | Handbook |
|---|---|
anti-energy_pack.txt, cheetah_pack.txt, flamepack.txt, hover_pack.txt, lava_shield_pack.txt, telepadpack.txt, environmental_pack.txt |
Packs |
TutorialHoverPack.html, TutorialEnvironmentPack.html |
Packs |
cloaking_device.txt, TutorialMassCloak.html, shrike_player_cloak.txt |
Packs |
restrict_pack_usage.txt |
Ammo and inventory |
grappling_hook.txt, forcefield_hammer.txt, TutorialForceField.html |
Packs |
Armors
| Tutorial | Handbook |
|---|---|
adding_armors.txt — Drumstix42, Dec 2002 |
Armors |
admin_armor.txt, creator_armor.txt |
Armors |
exploding_bodies.txt, explosion&blood_effects.txt |
Effects |
Vehicles
| Tutorial | Handbook |
|---|---|
adding_vehicles.txt — Drumstix42, Dec 2002 |
Vehicles |
creator_vehicle.txt, sparrow_flyer.txt |
Vehicles |
vehicle_boost_rockets.txt, TutorialBoosterRocket.html — BadShot |
Vehicles |
vehicle_ejection_seats.txt, TutorialEjectionSeats.html — BadShot |
Vehicles |
vehicle_debris.txt — BadShot |
Effects |
vehicle_required_armor.txt |
Vehicles |
vehicle_weapon_locking.txt — DynaBlade |
Projectiles |
vehicle_hud.txt — Crashed, Dec 2002 |
HUD |
vehiclehud_page_cycling.txt — BadShot |
HUD |
TutorialVehiclePadCycle.html |
Vehicles |
Deployables and turrets
| Tutorial | Handbook |
|---|---|
adding_deployables.txt — Drumstix42, Dec 2002 |
Turrets and deployables |
deployables_list.txt |
Turrets and deployables |
deployable_base_turret.txt, deployable_disc_turret.txt, deployable_flare_turret.txt, deployable_laser_turret.txt |
Turrets and deployables |
deployable_bunker.txt, TutorialBunker.html, deployable_platform.txt |
Turrets and deployables |
blastwall.txt, blastwall_addition.txt, TutorialBlastWall.html |
Turrets and deployables |
undeploying_tut.txt, TutorialUndeploying.html |
Turrets and deployables |
shield_generator.txt |
Turrets and deployables |
jumpad_tut.txt, TutorialJumpad.html |
Missions |
spy_satellite.txt, TutorialSpySatellite.html |
Turrets and deployables |
Grenades, mines, beacons
| Tutorial | Handbook |
|---|---|
cloaking_mine.txt, mag_air_mine.txt, TutorialMine.html |
Grenades and hand inventory |
beacon_modes.txt — Sanguinus, “Intermediate” |
Grenades and hand inventory |
beacon_on_laser.txt, armor_specific_beacons.txt |
Projectiles |
beacons_with_deployables.txt, TutorialBeaconDeployables.html |
Turrets and deployables |
shield-regen_beacon.txt |
Turrets and deployables |
Interface
| Tutorial | Handbook |
|---|---|
basic_colors.txt, game_text_color.txt |
Text and messaging |
bottom_printing.txt |
Text and messaging |
join_message.txt |
Text and messaging |
load_screen.txt, multi_load_screen.txt |
GUI system |
TutorialRetFix.html — reticle fix |
HUD |
spawn_favs.txt, TutorialSpawningFavorites.html |
Ammo and inventory |
Effects
| Tutorial | Handbook |
|---|---|
jet_particle.txt |
Effects, Armors |
Reference
| Tutorial | Handbook |
|---|---|
ReferenceSimGroups.html — BadShot |
SimObjects and namespaces |
Laggs Bot Tutorial.txt |
AI and bots |
Where the corpus is wrong, or was honest about not knowing
Worth reading as a lesson in evidence quality.
Admitted gaps. coding_knowledge.txt on the ELF gun [community]:
“restorativeFactor / dragFactor / endFactor / randForceFactor / randForceTime — i don’t know what these do.”
Still unresolved. The names and numControlPoints imply a spring/damper chain along the beam, but the
engine code has not been traced. This handbook says so rather than guessing — see
Projectiles.
Also honest: the same file on TracerProjectile — “not really sure. my guess is that its similar to
a linear projectile” — and on FlareProjectile — “I’m going to research this one.” Both are documented
here from the shipped datablocks instead.
Mod path order. Some community documentation gives the default stack as base;Classic
[community]. The binary appends ;base to whatever -mod supplies [binary], so -mod Classic
gives Classic;base — Classic first. The order matters because first hit wins. See
Mod paths and overrides.
Toolchain. getting_started.txt recommends WinZip and Tribal IDE [community]. Both are long
obsolete; any modern archive tool and text editor is better. The advice underneath — unpack
scripts.vl2, keep it where you can read it, make a mod folder, use -mod — is still exactly right.
Comments in the shipped code are not always right either. $HandInvThrowTimeout = 0.8 * 1000; is
commented “1/2 second between throwing grenades or mines” [script]. It is 800 ms. Trust code over
comments, from any source.
Reading them today
They assume Tribes 2 as it stood in 2002 and often paste large code blocks without saying which file they came from. To use one:
- Identify the datablocks it declares and find the shipped originals in
base/scripts.vl2. - Check the field names against the real datablock — several tutorials carry typos that were silently creating dynamic fields.
- Prefer a package override to the copy-and-edit-the-base-file approach most of them describe. The mechanism existed in 2002 and was underused; see Packages.
- Check whether the recipe needs registration steps the tutorial omits —
max[]entries,$AmmoIncrement,$WeaponsHudData. Several tutorials produce content that loads but cannot be obtained.
The corpus predates every patch
Worth stating plainly: the tutorials were written in 2002–2003, five to six years before RC2a and more than twenty before the current patch. Nothing in them accounts for either.
Where that matters:
| Tutorial assumption | Reality on a patched install |
|---|---|
| WON login and the Sierra master server exist | Both dead since 2008; TribesNEXT replaces them |
scripts/autoexec/ is yours alone |
True on the QoL patch; RC2a ships three files there |
| Fonts render as vanilla Univers | The QoL patch substitutes every font for a .sdft |
| The UI is effectively 640×480 | Render scale, UI scale, and UI aspect are user-controlled |
| Force feedback works | Dead on the QoL patch; still works on RC2a |
GameConnection::onConnect fires once |
Fires twice per remote client, via the auth phase |
| Audio is Miles | Miles or OpenAL Soft, user-selectable |
None of this affects the content recipes, which is the bulk of the corpus. A weapon, armor, vehicle, pack, or deployable tutorial from 2003 produces something that works on a patched install today, subject to the same registration steps those tutorials already tended to omit.
The tutorials that need the most care on a modern install are the UI ones — load_screen.txt,
multi_load_screen.txt, vehicle_hud.txt, TutorialRetFix.html — because that is where the patches
changed most. See 07 · Community Patches.
The same people built the mods
The corpus and the flagship mods were not separate communities. BadShot — author of 26 tutorials here —
and DynaBlade — author of the vehicle-locking tutorial and the “Function Librarys” — are both thanked
by name in the Construction mod’s Credits.txt [mod-script], with
DynaBlade co-credited on its 841-line building-persistence system.
The techniques written down in these tutorials are the ones their authors were using to build the largest server-side mod on the platform. Read them as working notes from a live project, not as an archive.
Related
- Handbook front door — evidence markers and scope
- 03 · Content Recipes — the same recipes, verified
- 07 · Community Patches — what changed since these were written
- 58 · The Construction Mod — where these techniques ended up