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PC Gamer 5.2
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1999-11_Disc_5.2.bin
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BORASHUT.DES
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Text File
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1999-08-24
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6KB
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151 lines
;////////////////////////////////////////
;// SHIP DESCRIPTION FILE
;////////////////////////////////////////
[MAIN]
DESC_TYPE = SHIP
OBJECT_NAME = BORA_SHUTTLE
RACE = BORA
NAME_ID = BORA_SHUTTLE
EXTERIOR_PAK = shuttle.pak, shuttle.pal
;INTERIOR_PAK = bl_cpit.pak, bl_cpit.pal
;SHADOW_PAK = bldshdw.pak, bldshdw.pal
;GLASS_GLARE = NULL, NULL
[SOUND]
EXTERNAL_SOUND = ENG_NPSHIP2_EXT, ENG_NPSHIP2_ABL ;// w/o-burner, with burner
;INTERNAL_SOUND = ENG_SHIP1_THR, ENG_SHIP1_ABL, ENG_SHIP1_VEL ;// thrust w/o burner, thrust with burner, velocity loop
;INTERNAL_VOLUME = 50, 100, 40 ;// thrust w/o burner, thrust with burner, velocity_volume
FALLOFF = 15000 ;//
;INTERNAL_PITCH = 32768, 65536 ;// 0% thrust, 100% thrust
;INTERNAL_BURNER_PITCH = 65536
;INTERNAL_VELOCITY_PITCH = 22768, 65536 ;// speed 0, max ship speed
EXTERNAL_PITCH = 25000, 65536 ;// ..
EXTERNAL_BURNER_PITCH = 65536
BURNER_IGNITE = ENG_NPSHIP2_ABON ;// played when burner ignites
BURNER_OFF = BURNER1_OFF ;// played when burner turns off
[CONNECT]
;LAND_POINT = 7 ;// collide sphere # of landing point
;PICKUP_POINT = 6 ;// collide sphere # of pickup objects point
ENGINE_POINT = 1
ENGINE_POINT = 2
ENGINE_POINT = 3
ENGINE_POINT = 4
[AI]
OBJECT_CLASS = CLASS_CAPSHIP ;// what class are we?
;TARGET_CLASS = CLASS_BOMBER+CLASS_FIGHTER ;// who do we really like killing?
[ROTATION]
YAW_ACCEL = 0.00041
MAX_YAW_RATE = 40.0 ;// degrees per second
YAW_DAMPEN = 0.098
PITCH_ACCEL = 0.00039
MAX_PITCH_RATE = 35 ;// degrees per second
PITCH_DAMPEN = 0.098
ROLL_ACCEL = 0.00060
MAX_ROLL_RATE = 80 ;// degrees per second
ROLL_DAMPEN = 0.07
YAW_ROLL_RATIO = 0.4 ;// percentage of roll that occurs with yaw
[SPEED]
ACCELERATION = 10.0 ;// # of seconds roughly to get to max speed
MAX_SPEED = 180 ;// top speed without burner
DRIFT = .96 ;//
[AFTERBURNER]
SUPPORTED = 0
;ACCELERATION = 1.75 ;// percent of normal acceleration (1.0 = 100%)
;TOP_SPEED_BOOST = 1.60 ;// percent of max speed
;RECHARGE_RATE = 0.025 ;// percent of energy recharged per frame
;MAX_ENERGY = 20000 ;// amount of energy it can store
;POWER_USE = 15 ;// amount of energy used per frame
[SIDE_THRUSTERS]
SUPPORTED = 0
;ACCELERATION = 0.1
;TOP_SPEED = 10
[SHIELDS]
MAX_ENERGY = 25000 ;// shield strength
RECHARGE_RATE = 0.025 ;// percent of strength recharged per frame
ENERGY_DAMAGE = 1.0 ;// percent of damage an energy hit can do
PROJECTILE_DAMAGE = 0.25 ;// percent of damage a projectile hit can do
[HULL]
DAMAGE = 15000 ;// hull strength
ENERGY_DAMAGE = 0.65 ;// percent of damage an energy hit can do
PROJECTILE_DAMAGE = 0.95 ;// percent of damage a projectile hit can do
[ENERGY]
;LASER_ENERGY = 16000
[CAMERA]
CAMERA_POINT_SLOT = 0
[WEAPONS]
;NUM_WEAPONS = 7 ;// number of weapon systems
[WEAP_1]
;TYPE = LASER_HEAVY_GSPAN
;NUM_MOUNTS = 2
;MOUNT_1_POINT_SLOT = 3 ;// slot number in 3do of object
;MOUNT_2_POINT_SLOT = 4 ;// slot number in 3do of object
;AMMO = 8
[WEAP_2]
;TYPE = LASER_LIGHT_GSPAN
;NUM_MOUNTS = 2
;MOUNT_1_POINT_SLOT = 2 ;// slot number in 3do of object
;MOUNT_2_POINT_SLOT = 1 ;// slot number in 3do of object
;AMMO = 0
[WEAP_3]
;TYPE = GATLING_GUN
;NUM_MOUNTS = 2
;MOUNT_1_POINT_SLOT = 2 ;// slot number in 3do of object
;MOUNT_2_POINT_SLOT = 1 ;// slot number in 3do of object
;AMMO = 0
[WEAP_4]
;TYPE = LASER_HEAVY_GSPAN
;NUM_MOUNTS = 2
;MOUNT_1_POINT_SLOT = 3 ;// slot number in 3do of object
;MOUNT_2_POINT_SLOT = 4 ;// slot number in 3do of object
;AMMO = 8
[WEAP_5]
;TYPE = LASER_LIGHT_GSPAN
;NUM_MOUNTS = 2
;MOUNT_1_POINT_SLOT = 2 ;// slot number in 3do of object
;MOUNT_2_POINT_SLOT = 1 ;// slot number in 3do of object
;AMMO = 0
[WEAP_6]
;TYPE = LASER_HEAVY_GSPAN
;NUM_MOUNTS = 2
;MOUNT_1_POINT_SLOT = 3 ;// slot number in 3do of object
;MOUNT_2_POINT_SLOT = 4 ;// slot number in 3do of object
;AMMO = 8
[WEAP_7]
;TYPE = LASER_LIGHT_GSPAN
;NUM_MOUNTS = 2
;MOUNT_1_POINT_SLOT = 2 ;// slot number in 3do of object
;MOUNT_2_POINT_SLOT = 1 ;// slot number in 3do of object
;AMMO = 0
[HUD]
;SHIELD_POS = 200, 420 ;// position of shield image
;SHIELD_SHIP_PCX = HSHLD_1A.PCX ;// name of ship's hull pcx
;SHIELD_SHIELD_PCX = HSHLD_1B.PCX ;// name of ship's shield pcx