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Text File  |  1999-08-24  |  6KB  |  151 lines

  1. ;////////////////////////////////////////
  2. ;// SHIP DESCRIPTION FILE
  3. ;////////////////////////////////////////
  4.  
  5. [MAIN]
  6. DESC_TYPE            = SHIP
  7. OBJECT_NAME             = BORA_SHUTTLE
  8.  
  9. RACE                    = BORA
  10. NAME_ID                 = BORA_SHUTTLE
  11.  
  12. EXTERIOR_PAK            = shuttle.pak, shuttle.pal
  13. ;INTERIOR_PAK            = bl_cpit.pak, bl_cpit.pal
  14. ;SHADOW_PAK                      = bldshdw.pak, bldshdw.pal
  15. ;GLASS_GLARE                     = NULL, NULL
  16.  
  17. [SOUND]
  18. EXTERNAL_SOUND        = ENG_NPSHIP2_EXT, ENG_NPSHIP2_ABL            ;// w/o-burner, with burner
  19. ;INTERNAL_SOUND        = ENG_SHIP1_THR, ENG_SHIP1_ABL, ENG_SHIP1_VEL    ;// thrust w/o burner, thrust with burner, velocity loop
  20. ;INTERNAL_VOLUME        = 50, 100, 40                    ;// thrust w/o burner, thrust with burner, velocity_volume
  21. FALLOFF            = 15000                        ;// 
  22. ;INTERNAL_PITCH        = 32768, 65536                    ;// 0% thrust, 100% thrust
  23. ;INTERNAL_BURNER_PITCH    = 65536                        
  24. ;INTERNAL_VELOCITY_PITCH = 22768, 65536                    ;// speed 0, max ship speed
  25. EXTERNAL_PITCH        = 25000, 65536                    ;// ..
  26. EXTERNAL_BURNER_PITCH    = 65536                        
  27. BURNER_IGNITE        = ENG_NPSHIP2_ABON                ;// played when burner ignites
  28. BURNER_OFF        = BURNER1_OFF                ;// played when burner turns off
  29.  
  30. [CONNECT]
  31. ;LAND_POINT            = 7                            ;// collide sphere # of landing point    
  32. ;PICKUP_POINT        = 6                            ;// collide sphere # of pickup objects point
  33. ENGINE_POINT        = 1
  34. ENGINE_POINT        = 2
  35. ENGINE_POINT        = 3
  36. ENGINE_POINT        = 4
  37.  
  38. [AI]
  39. OBJECT_CLASS            = CLASS_CAPSHIP         ;// what class are we?
  40. ;TARGET_CLASS            = CLASS_BOMBER+CLASS_FIGHTER            ;// who do we really like killing?
  41.  
  42. [ROTATION]
  43. YAW_ACCEL        = 0.00041
  44. MAX_YAW_RATE            = 40.0                          ;// degrees per second
  45. YAW_DAMPEN        = 0.098
  46.  
  47. PITCH_ACCEL        = 0.00039
  48. MAX_PITCH_RATE          = 35                            ;// degrees per second
  49. PITCH_DAMPEN        = 0.098
  50.  
  51. ROLL_ACCEL        = 0.00060
  52. MAX_ROLL_RATE           = 80                           ;// degrees per second
  53. ROLL_DAMPEN        = 0.07
  54.  
  55. YAW_ROLL_RATIO        = 0.4                ;// percentage of roll that occurs with yaw
  56.  
  57. [SPEED]
  58. ACCELERATION            = 10.0                           ;// # of seconds roughly to get to max speed
  59. MAX_SPEED                       = 180                           ;// top speed without burner
  60. DRIFT                = .96                ;// 
  61.  
  62. [AFTERBURNER]
  63. SUPPORTED               = 0
  64. ;ACCELERATION            = 1.75                          ;// percent of normal acceleration (1.0 = 100%)
  65. ;TOP_SPEED_BOOST         = 1.60                          ;// percent of max speed
  66. ;RECHARGE_RATE           = 0.025                         ;// percent of energy recharged per frame
  67. ;MAX_ENERGY              = 20000                         ;// amount of energy it can store
  68. ;POWER_USE               = 15                            ;// amount of energy used per frame
  69.  
  70. [SIDE_THRUSTERS]
  71. SUPPORTED        = 0
  72. ;ACCELERATION            = 0.1
  73. ;TOP_SPEED               = 10
  74.  
  75. [SHIELDS]
  76. MAX_ENERGY              = 25000                         ;// shield strength
  77. RECHARGE_RATE        = 0.025                ;// percent of strength recharged per frame
  78. ENERGY_DAMAGE        = 1.0                ;// percent of damage an energy hit can do
  79. PROJECTILE_DAMAGE    = 0.25                ;// percent of damage a projectile hit can do
  80.  
  81. [HULL]
  82. DAMAGE                  = 15000                         ;// hull strength
  83. ENERGY_DAMAGE        = 0.65                ;// percent of damage an energy hit can do    
  84. PROJECTILE_DAMAGE    = 0.95                ;// percent of damage a projectile hit can do 
  85.  
  86. [ENERGY]
  87. ;LASER_ENERGY            = 16000
  88.  
  89. [CAMERA]
  90. CAMERA_POINT_SLOT    = 0
  91.  
  92. [WEAPONS]
  93. ;NUM_WEAPONS             = 7                             ;// number of weapon systems
  94.  
  95. [WEAP_1]
  96. ;TYPE                    = LASER_HEAVY_GSPAN
  97. ;NUM_MOUNTS              = 2
  98. ;MOUNT_1_POINT_SLOT      = 3                             ;// slot number in 3do of object
  99. ;MOUNT_2_POINT_SLOT      = 4                             ;// slot number in 3do of object
  100. ;AMMO                    = 8
  101.  
  102. [WEAP_2]
  103. ;TYPE                    = LASER_LIGHT_GSPAN
  104. ;NUM_MOUNTS              = 2
  105. ;MOUNT_1_POINT_SLOT      = 2                             ;// slot number in 3do of object
  106. ;MOUNT_2_POINT_SLOT      = 1                             ;// slot number in 3do of object
  107. ;AMMO                    = 0
  108.  
  109. [WEAP_3]
  110. ;TYPE                    = GATLING_GUN
  111. ;NUM_MOUNTS              = 2
  112. ;MOUNT_1_POINT_SLOT      = 2                             ;// slot number in 3do of object
  113. ;MOUNT_2_POINT_SLOT      = 1                             ;// slot number in 3do of object
  114. ;AMMO                    = 0
  115.  
  116. [WEAP_4]
  117. ;TYPE                    = LASER_HEAVY_GSPAN
  118. ;NUM_MOUNTS              = 2
  119. ;MOUNT_1_POINT_SLOT      = 3                             ;// slot number in 3do of object
  120. ;MOUNT_2_POINT_SLOT      = 4                             ;// slot number in 3do of object
  121. ;AMMO                    = 8
  122.  
  123. [WEAP_5]
  124. ;TYPE                    = LASER_LIGHT_GSPAN
  125. ;NUM_MOUNTS              = 2
  126. ;MOUNT_1_POINT_SLOT      = 2                             ;// slot number in 3do of object
  127. ;MOUNT_2_POINT_SLOT      = 1                             ;// slot number in 3do of object
  128. ;AMMO                    = 0
  129.  
  130. [WEAP_6]
  131. ;TYPE                    = LASER_HEAVY_GSPAN
  132. ;NUM_MOUNTS              = 2
  133. ;MOUNT_1_POINT_SLOT      = 3                             ;// slot number in 3do of object
  134. ;MOUNT_2_POINT_SLOT      = 4                             ;// slot number in 3do of object
  135. ;AMMO                    = 8
  136.  
  137. [WEAP_7]
  138. ;TYPE                    = LASER_LIGHT_GSPAN
  139. ;NUM_MOUNTS              = 2
  140. ;MOUNT_1_POINT_SLOT      = 2                             ;// slot number in 3do of object
  141. ;MOUNT_2_POINT_SLOT      = 1                             ;// slot number in 3do of object
  142. ;AMMO                    = 0
  143.  
  144. [HUD]
  145. ;SHIELD_POS              = 200, 420                      ;// position of shield image
  146. ;SHIELD_SHIP_PCX         = HSHLD_1A.PCX                  ;// name of ship's hull pcx
  147. ;SHIELD_SHIELD_PCX       = HSHLD_1B.PCX                  ;// name of ship's shield pcx
  148.  
  149.  
  150.  
  151.