# line 1 "level05.gls" # line 1 "defaults.gsh" # line 1 "glresrc.h" # line 14 "defaults.gsh" # line 1 "sounds.h" # line 15 "defaults.gsh" abstract character Chr_Default { walking speed 1 turning speed 0.5 aggression 0.7 sight range 22 sight angle 45 hearing range 17 } abstract character Chr_DefaultGoodie : Chr_Default { strength 20 aim 1 } abstract character Chr_DefaultBaddie : Chr_Default { strength 10 aim 4 } character Chr_Nothing_Pickup : Chr_Default { turning speed 0 walking speed 0 strength 10 aim 0 aggression 0.21 } character Chr_Other_Pickup : Chr_Default { turning speed 0 walking speed 0 strength 10 aim 0 aggression 0.101 } abstract role Rol_PlacedObject { character none light none projectile none identifier none per vertex fogging yes alpha fogging no destructibility none } abstract role Rol_DefaultRobot { light none projectile none identifier none per vertex fogging no alpha fogging yes destructibility none } abstract role Rol_DefaultProjectile { light none character none identifier none per vertex fogging no alpha fogging yes destructibility none status display no } abstract role Rol_DefaultGarbage_NoMsg : Rol_PlacedObject { character Chr_Nothing_Pickup identifier "nothing" ai pickup armour 25 destroy after collection no destination selectable yes } abstract role Rol_DefaultGarbage : Rol_DefaultGarbage_NoMsg { pickup name junkpile empty pickup } abstract role Rol_DefaultJunkpile : Rol_DefaultGarbage { } abstract role Rol_DefaultPickup { character none light none projectile none identifier none per vertex fogging no alpha fogging yes destructibility none ai pickup } abstract role Rol_FragObject : Rol_PlacedObject { hit test ignore yes frag control yes alpha fogging yes } role Rol_CollectedPickup : Rol_DefaultGarbage { ai reserved identifier "collected_pickup" armour 25 } destructibility Des_Explode { type explode } destructibility Des_Splatter { type splatter } # line 1 "pickups.gsh" # line 1 "defaults.gsh" # line 13 "pickups.gsh" shape Shp_Health_Pickup { file "objects\health pickup.RIF" name "health pickup" } shape Shp_Aim_Accuracy_Pickup { file "objects\aim accuracy pickup.RIF" name "aim accuracy pickup" } shape Shp_Armour_Pickup { file "objects\armour pickup.RIF" name "armour pickup" } shape Shp_Shield_Pickup { file "objects\shield pickup.RIF" name "shield pickup" } shape Shp_Minelayer_Pickup { file "objects\mine pickup.RIF" name "mine pickup" } shape Shp_Decoylayer_Pickup { file "objects\audio decoy pickup.RIF" name "audio decoy pickup" } shape Shp_TimedMinelayer_Pickup { file "objects\mine timed pickup.RIF" name "mine timed pickup" } shape Shp_RemoteMinelayer_Pickup { file "objects\mine remote pickup.RIF" name "mine remote pickup" } character Chr_Health_Pickup : Chr_Default { turning speed 0 walking speed 35 strength 10 aim 0 aggression 0 size 5 } character Chr_Aim_Accuracy_Pickup : Chr_Default { turning speed 0 walking speed 0 strength 10 aim 0 aggression 0.21 size 5 } character Chr_Armour_Pickup : Chr_Default { turning speed 0 walking speed 10 strength 10 aim 0 aggression 0.91 size 5 } character Chr_Shield_Pickup : Chr_Default { turning speed 0 walking speed 100 strength 10 aim 0 aggression 0.31 size 5 } character Chr_Decoylayer_Pickup : Chr_Default { turning speed 0 walking speed 5 strength 10 aim 0 aggression 0.51 size 2 weapon decoy mine } character Chr_Minelayer_Pickup : Chr_Default { turning speed 0 walking speed 5 strength 10 aim 0 aggression 0.51 size 2 weapon standard mine } character Chr_Remote_Minelayer_Pickup : Chr_Default { turning speed 0 walking speed 5 strength 10 aim 0 aggression 0.51 size 2 weapon remote mine } character Chr_Timed_Minelayer_Pickup : Chr_Default { turning speed 0 walking speed 5 strength 10 aim 0 aggression 0.51 size 2 weapon timed mine } role Rol_Health_Pickup : Rol_DefaultPickup { shape Shp_Health_Pickup character Chr_Health_Pickup identifier "health_pickup" destructibility Des_Explode description health pickup description pickup name health pickup } role Rol_Aim_Accuracy_Pickup : Rol_DefaultPickup { shape Shp_Aim_Accuracy_Pickup character Chr_Aim_Accuracy_Pickup identifier "aim_accuracy_pickup" destructibility Des_Explode description aim accuracy pickup description pickup name aim accuracy pickup } role Rol_Armour_Pickup : Rol_DefaultPickup { shape Shp_Armour_Pickup character Chr_Armour_Pickup identifier "armour_pickup" destructibility Des_Explode description armour pickup description pickup name armour pickup } role Rol_Shield_Pickup : Rol_DefaultPickup { shape Shp_Shield_Pickup character Chr_Shield_Pickup identifier "shield_pickup" destructibility Des_Explode description shield pickup description pickup name shield pickup } role Rol_Decoylayer_Pickup : Rol_DefaultPickup { shape Shp_Decoylayer_Pickup character Chr_Decoylayer_Pickup identifier "decoylayer" destructibility Des_Explode description 163 pickup name decoylayer pickup } role Rol_Minelayer_Pickup : Rol_DefaultPickup { shape Shp_Minelayer_Pickup character Chr_Minelayer_Pickup identifier "minelayer" destructibility Des_Explode description 164 pickup name minelayer pickup } role Rol_Remote_Minelayer_Pickup : Rol_DefaultPickup { shape Shp_RemoteMinelayer_Pickup character Chr_Remote_Minelayer_Pickup identifier "remote_minelayer" destructibility Des_Explode description 165 pickup name remote minelayer pickup } role Rol_Timed_Minelayer_Pickup : Rol_DefaultPickup { shape Shp_TimedMinelayer_Pickup character Chr_Timed_Minelayer_Pickup identifier "timed_minelayer" destructibility Des_Explode description 166 pickup name timed minelayer pickup } role Rol_Nothing_Pickup : Rol_DefaultPickup { shape Shp_Aim_Accuracy_Pickup character Chr_Nothing_Pickup identifier "nothing" destructibility Des_Explode } # line 181 "defaults.gsh" # line 1 "ammo_pickups.gsh" # line 1 "defaults.gsh" # line 13 "ammo_pickups.gsh" shape Shp_Flares_Pickup { file "objects\flares plus.RIF" name "flares plus" } shape Shp_Plasma_Bolts_Pickup { file "objects\bullets.RIF" name "bullets" } shape Shp_Plasmaxi_Bolts_Pickup { file "objects\bullets plus.RIF" name "bullets plus" } shape Shp_Plasma_Shells_Pickup { file "objects\exploding bullets.RIF" name "exploding bullets" } shape Shp_Autolock_Bolts_Pickup { file "objects\AUTOLOCK BOLTS PICKUP A.RIF" name "AUTOLOCK BOLTS PICKUP A" } shape Shp_Battery_Basic_Pickup { file "objects\battery basic.RIF" name "battery basic" } shape Shp_Battery_Plus_Pickup { file "objects\battery plus.RIF" name "battery plus" } shape Shp_Grenade_Basic_Pickup { file "objects\GRENADE BASIC PICKUP A.RIF" name "GRENADE BASIC PICKUP A" } shape Shp_Grenade_Plus_Pickup { file "objects\GRENADE PLUS PICKUP A.RIF" name "GRENADE PLUS PICKUP A" } shape Shp_Missile_Ammo_Pickup { file "objects\missile ammo.RIF" name "missile ammo" } shape Shp_Missile_Plus_Ammo_Pickup { file "objects\missile plus ammo.RIF" name "missile plus ammo" } shape Shp_Flamer_Fuel_Pickup { file "objects\flame.RIF" name "flame" } shape Shp_Napalm_Fuel_Pickup { file "objects\napalm ammo.RIF" name "napalm ammo" } shape Shp_Energy_Cells_Pickup { file "objects\energy cells.RIF" name "energy cells" } shape Shp_Nanotech_Dismantler_Pickup { file "objects\nanobots.RIF" name "nanobots" } character Chr_Flares_Pickup : Chr_Default { turning speed 0 walking speed 10 weapon flares strength 10 aim 0 aggression 0.61 size 3 } character Chr_Plasma_Bolts_Pickup : Chr_Default { turning speed 0 walking speed 50 weapon plasma bolts strength 10 aim 0 aggression 0.61 size 3 } character Chr_Mini_Plasma_Bolts_Pickup : Chr_Default { turning speed 0 walking speed 8 weapon plasma bolts strength 10 aim 0 aggression 0.61 size 3 } character Chr_Plasmaxi_Bolts_Pickup : Chr_Default { turning speed 0 walking speed 50 weapon plasmaxi bolts strength 10 aim 0 aggression 0.61 size 3 } character Chr_Mini_Plasmaxi_Bolts_Pickup : Chr_Default { turning speed 0 walking speed 8 weapon plasmaxi bolts strength 10 aim 0 aggression 0.61 size 3 } character Chr_Plasma_Shells_Pickup : Chr_Default { turning speed 0 walking speed 40 weapon plasma shells strength 10 aim 0 aggression 0.61 size 3 } character Chr_Mini_Plasma_Shells_Pickup : Chr_Default { turning speed 0 walking speed 8 weapon plasma shells strength 10 aim 0 aggression 0.61 size 3 } character Chr_Autolock_Bolts_Pickup : Chr_Default { turning speed 0 walking speed 40 weapon autolock bolts strength 10 aim 0 aggression 0.61 size 1 } character Chr_Mini_Autolock_Bolts_Pickup : Chr_Default { turning speed 0 walking speed 8 weapon autolock bolts strength 10 aim 0 aggression 0.61 size 1 } character Chr_Battery_Basic_Pickup : Chr_Default { turning speed 0 walking speed 80 weapon battery basic strength 10 aim 0 aggression 0.61 size 3 } character Chr_Mini_Battery_Basic_Pickup : Chr_Default { turning speed 0 walking speed 16 weapon battery basic strength 10 aim 0 aggression 0.61 size 3 } character Chr_Battery_Plus_Pickup : Chr_Default { turning speed 0 walking speed 40 weapon battery plus strength 10 aim 0 aggression 0.61 size 3 } character Chr_Mini_Battery_Plus_Pickup : Chr_Default { turning speed 0 walking speed 8 weapon battery plus strength 10 aim 0 aggression 0.61 size 3 } character Chr_Grenade_Basic_Pickup : Chr_Default { turning speed 0 walking speed 40 weapon grenade basic strength 10 aim 0 aggression 0.61 size 1 } character Chr_Mini_Grenade_Basic_Pickup : Chr_Default { turning speed 0 walking speed 5 weapon grenade basic strength 10 aim 0 aggression 0.61 size 3 } character Chr_Grenade_Plus_Pickup : Chr_Default { turning speed 0 walking speed 20 weapon grenade plus strength 10 aim 0 aggression 0.61 size 1 } character Chr_Mini_Grenade_Plus_Pickup : Chr_Default { turning speed 0 walking speed 4 weapon grenade plus strength 10 aim 0 aggression 0.61 size 3 } character Chr_Missile_Basic_Pickup : Chr_Default { turning speed 0 walking speed 60 weapon missile basic strength 10 aim 0 aggression 0.61 size 3 } character Chr_Mini_Missile_Basic_Pickup : Chr_Default { turning speed 0 walking speed 8 weapon missile basic strength 10 aim 0 aggression 0.61 size 3 } character Chr_Missile_Plus_Pickup : Chr_Default { turning speed 0 walking speed 40 weapon missile plus strength 10 aim 0 aggression 0.61 size 3 } character Chr_Mini_Missile_Plus_Pickup : Chr_Default { turning speed 0 walking speed 4 weapon missile plus strength 10 aim 0 aggression 0.61 size 3 } character Chr_Nanotech_Dismantler_Pickup : Chr_Default { turning speed 0 walking speed 200 weapon nanotech dismantler strength 10 aim 0 aggression 0.61 size 3 } character Chr_Flamer_Fuel_Pickup : Chr_Default { turning speed 0 walking speed 200 weapon flames strength 10 aim 0 aggression 0.61 size 3 } character Chr_Napalm_Fuel_Pickup : Chr_Default { turning speed 0 walking speed 200 weapon napalm strength 10 aim 0 aggression 0.61 size 3 } character Chr_Energy_Cells_Pickup : Chr_Default { turning speed 0 walking speed 200 weapon energy cells strength 10 aim 0 aggression 0.61 size 3 } role Rol_Flares_Pickup : Rol_DefaultPickup { shape Shp_Flares_Pickup character Chr_Flares_Pickup identifier "flares" destructibility Des_Explode pickup name flares pickup } role Rol_Plasma_Bolts_Pickup : Rol_DefaultPickup { shape Shp_Plasma_Bolts_Pickup character Chr_Plasma_Bolts_Pickup identifier "plasma_bolts" destructibility Des_Explode pickup name plasma bolts pickup } role Rol_Mini_Plasma_Bolts_Pickup : Rol_DefaultPickup { shape Shp_Plasma_Bolts_Pickup character Chr_Mini_Plasma_Bolts_Pickup identifier "Mini_plasma_bolts" destructibility Des_Explode pickup name plasma bolts pickup } role Rol_Plasmaxi_Bolts_Pickup : Rol_DefaultPickup { shape Shp_Plasmaxi_Bolts_Pickup character Chr_Plasmaxi_Bolts_Pickup identifier "plasmaxi_bolts" destructibility Des_Explode pickup name plasmaxi bolts pickup } role Rol_Mini_Plasmaxi_Bolts_Pickup : Rol_DefaultPickup { shape Shp_Plasmaxi_Bolts_Pickup character Chr_Mini_Plasmaxi_Bolts_Pickup identifier "Mini_plasmaxi_bolts" destructibility Des_Explode pickup name plasmaxi bolts pickup } role Rol_Plasma_Shells_Pickup : Rol_DefaultPickup { shape Shp_Plasma_Shells_Pickup character Chr_Plasma_Shells_Pickup identifier "plasma_shells" destructibility Des_Explode pickup name plasma shells pickup } role Rol_Mini_Plasma_Shells_Pickup : Rol_DefaultPickup { shape Shp_Plasma_Shells_Pickup character Chr_Mini_Plasma_Shells_Pickup identifier "Mini_plasma_shells" destructibility Des_Explode pickup name plasma shells pickup } role Rol_Autolock_Bolts_Pickup : Rol_DefaultPickup { shape Shp_Autolock_Bolts_Pickup character Chr_Autolock_Bolts_Pickup identifier "autolock_bolts" destructibility Des_Explode pickup name autolock bolts pickup } role Rol_Mini_Autolock_Bolts_Pickup : Rol_DefaultPickup { shape Shp_Autolock_Bolts_Pickup character Chr_Mini_Autolock_Bolts_Pickup identifier "Mini_autolock_bolts" destructibility Des_Explode pickup name autolock bolts pickup } role Rol_Battery_Basic_Pickup : Rol_DefaultPickup { shape Shp_Battery_Basic_Pickup character Chr_Battery_Basic_Pickup identifier "battery_basic" destructibility Des_Explode pickup name battery basic pickup } role Rol_Mini_Battery_Basic_Pickup : Rol_DefaultPickup { shape Shp_Battery_Basic_Pickup character Chr_Mini_Battery_Basic_Pickup identifier "Mini_battery_basic" destructibility Des_Explode pickup name battery basic pickup } role Rol_Battery_Plus_Pickup : Rol_DefaultPickup { shape Shp_Battery_Plus_Pickup character Chr_Battery_Plus_Pickup identifier "battery_plus" destructibility Des_Explode pickup name battery plus pickup } role Rol_Mini_Battery_Plus_Pickup : Rol_DefaultPickup { shape Shp_Battery_Plus_Pickup character Chr_Mini_Battery_Plus_Pickup identifier "Mini_battery_plus" destructibility Des_Explode pickup name battery plus pickup } role Rol_Grenade_Basic_Pickup : Rol_DefaultPickup { shape Shp_Grenade_Basic_Pickup character Chr_Grenade_Basic_Pickup identifier "grenade_basic" destructibility Des_Explode pickup name grenade basic pickup } role Rol_Mini_Grenade_Basic_Pickup : Rol_DefaultPickup { shape Shp_Grenade_Basic_Pickup character Chr_Mini_Grenade_Basic_Pickup identifier "Mini_grenade_basic" destructibility Des_Explode pickup name grenade basic pickup } role Rol_Grenade_Plus_Pickup : Rol_DefaultPickup { shape Shp_Grenade_Plus_Pickup character Chr_Grenade_Plus_Pickup identifier "grenade_plus" destructibility Des_Explode pickup name grenade plus pickup } role Rol_Mini_Grenade_Plus_Pickup : Rol_DefaultPickup { shape Shp_Grenade_Plus_Pickup character Chr_Mini_Grenade_Plus_Pickup identifier "Mini_grenade_plus" destructibility Des_Explode pickup name grenade plus pickup } role Rol_Missile_Basic_Pickup : Rol_DefaultPickup { shape Shp_Missile_Ammo_Pickup character Chr_Missile_Basic_Pickup identifier "missile_basic" destructibility Des_Explode pickup name missile basic pickup } role Rol_Mini_Missile_Basic_Pickup : Rol_DefaultPickup { shape Shp_Missile_Ammo_Pickup character Chr_Mini_Missile_Basic_Pickup identifier "Mini_missile_basic" destructibility Des_Explode pickup name missile basic pickup } role Rol_Missile_Plus_Pickup : Rol_DefaultPickup { shape Shp_Missile_Plus_Ammo_Pickup character Chr_Missile_Plus_Pickup identifier "missile_plus" destructibility Des_Explode pickup name missile plus pickup } role Rol_Mini_Missile_Plus_Pickup : Rol_DefaultPickup { shape Shp_Missile_Plus_Ammo_Pickup character Chr_Mini_Missile_Plus_Pickup identifier "Mini_missile_plus" destructibility Des_Explode pickup name missile plus pickup } role Rol_Nanotech_Dismantler_Pickup : Rol_DefaultPickup { shape Shp_Nanotech_Dismantler_Pickup character Chr_Nanotech_Dismantler_Pickup identifier "nanotech_dismantlers" destructibility Des_Explode pickup name nanotech dismantler pickup } role Rol_Flamer_Fuel_Pickup : Rol_DefaultPickup { shape Shp_Flamer_Fuel_Pickup character Chr_Flamer_Fuel_Pickup identifier "flamer_fuel" destructibility Des_Explode pickup name flames pickup } role Rol_Napalm_Fuel_Pickup : Rol_DefaultPickup { shape Shp_Napalm_Fuel_Pickup character Chr_Napalm_Fuel_Pickup identifier "napalm_fuel" destructibility Des_Explode pickup name napalm pickup } role Rol_Energy_Cells_Pickup : Rol_DefaultPickup { shape Shp_Energy_Cells_Pickup character Chr_Energy_Cells_Pickup identifier "energy_cells" destructibility Des_Explode pickup name energy cells pickup } shape Shp_Inventory_Plasma_Bolts { file "objects\bullets.RIF" name "bullets" } shape Shp_Inventory_Plasmaxi_Bolts { file "objects\bullets plus.RIF" name "bullets plus" } shape Shp_Inventory_Plasma_Shells { file "objects\exploding bullets.RIF" name "exploding bullets" } shape Shp_Inventory_Autolock_Bolts { file "objects\smart bullets.RIF" name "smart bullets" } shape Shp_Inventory_Battery_Basic { file "objects\battery basic.RIF" name "battery basic" } shape Shp_Inventory_Battery_Plus { file "objects\battery plus.RIF" name "battery plus" } shape Shp_Inventory_Grenade_Basic { file "objects\grenade ammo.RIF" name "grenade ammo" } shape Shp_Inventory_Grenade_Plus { file "objects\grenade plus ammo.RIF" name "grenade plus ammo" } shape Shp_Inventory_Missile_Basic { file "objects\missile ammo.RIF" name "missile ammo" } shape Shp_Inventory_Missile_Plus { file "objects\missile plus ammo.RIF" name "missile plus ammo" } shape Shp_Inventory_Nanotech_Dismantler { file "objects\nanobots.RIF" name "nanobots" } shape Shp_Inventory_Energy_Cells { file "objects\energy cells.RIF" name "energy cells" } shape Shp_Inventory_Flamer_Fuel { file "objects\flame.RIF" name "flame" } shape Shp_Inventory_Napalm_Fuel { file "objects\napalm ammo.RIF" name "napalm ammo" } ammo info { ammo type flares shape Shp_Flares_Pickup max per slot 20 description 100 ammo name 13026 } ammo info { ammo type plasma bolts shape Shp_Inventory_Plasma_Bolts max per slot 100 description 113 ammo name 13009 } ammo info { ammo type plasmaxi bolts shape Shp_Inventory_Plasmaxi_Bolts max per slot 80 description 114 ammo name 13010 } ammo info { ammo type plasma shells shape Shp_Inventory_Plasma_Shells max per slot 70 description 115 ammo name 13011 } ammo info { ammo type autolock bolts shape Shp_Inventory_Autolock_Bolts max per slot 50 description 116 ammo name 13012 } ammo info { ammo type battery basic shape Shp_Inventory_Battery_Basic max per slot 100 description 117 ammo name 13013 } ammo info { ammo type battery plus shape Shp_Inventory_Battery_Plus max per slot 100 description 118 ammo name 13014 } ammo info { ammo type grenade basic shape Shp_Inventory_Grenade_Basic max per slot 40 description 119 ammo name 13016 } ammo info { ammo type grenade plus shape Shp_Inventory_Grenade_Plus max per slot 40 description 120 ammo name 13017 } ammo info { ammo type missile basic shape Shp_Inventory_Missile_Basic max per slot 90 description 215 ammo name 13020 } ammo info { ammo type missile plus shape Shp_Inventory_Missile_Plus max per slot 90 description 216 ammo name 13021 } ammo info { ammo type energy cells shape Shp_Inventory_Energy_Cells max per slot 150 description 13019 ammo name 13019 } ammo info { ammo type flames shape Shp_Inventory_Flamer_Fuel max per slot 150 description 122 ammo name 13024 } ammo info { ammo type napalm shape Shp_Inventory_Napalm_Fuel max per slot 150 description 123 ammo name 13025 } ammo info { ammo type nanotech dismantler shape Shp_Inventory_Nanotech_Dismantler max per slot 150 description 13027 ammo name 13027 } # line 182 "defaults.gsh" # line 1 "body_slot_upgrades.gsh" # line 1 "defaults.gsh" # line 12 "body_slot_upgrades.gsh" shape Shp_Lock_Decoder_Pickup { file "objects\lock decoder a.RIF" name "lock decoder a" } shape Shp_Beacon_Tracker_Pickup { file "objects\beacon tracker.RIF" name "beacon tracker" } shape Shp_Terrain_Scanner_Pickup { file "objects\terrain scanner pickup.RIF" name "terrain scanner pickup" } shape Shp_Hologram_Generator_Pickup { file "objects\hologram generator pickup.RIF" name "hologram generator pickup" } shape Shp_Audio_Cloak_Pickup { file "objects\audio cloak pickup.RIF" name "audio cloak pickup" } shape Shp_Sight_Pickup { file "objects\sight pickup a.RIF" name "sight pickup a" } shape Shp_SightPlus_Pickup { file "objects\sight plus pickup.RIF" name "sight plus pickup" } character Chr_Lock_Decoder_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon lock decoder strength 10 aim 0 aggression 0.71 size 6 } character Chr_Beacon_Tracker_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon beacon tracker strength 10 aim 0 aggression 0.71 size 6 } character Chr_Terrain_Scanner_Pickup : Chr_Default { turning speed 0 walking speed 1 weapon terrain scanner strength 10 aim 0 aggression 0.71 size 6 } character Chr_Terrain_Scanner_With_Radar_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon terrain scanner strength 10 aim 0 aggression 0.71 size 6 } character Chr_Hologram_Generator_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon hologram generator strength 10 aim 0 aggression 0.71 size 6 } character Chr_Audio_Cloak_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon audio cloak strength 10 aim 0 aggression 0.71 size 6 } character Chr_Sight_Pickup : Chr_Default { turning speed 0 walking speed 2 weapon sight pickup strength 10 aim 0 aggression 0.71 size 6 } character Chr_SightPlus_Pickup : Chr_Default { turning speed 0 walking speed 4 weapon sight pickup strength 10 aim 0 aggression 0.71 size 6 } role Rol_Lock_Decoder_Pickup : Rol_DefaultPickup { shape Shp_Lock_Decoder_Pickup character Chr_Lock_Decoder_Pickup identifier "lock_decoder" destructibility Des_Explode } role Rol_Beacon_Tracker_Pickup : Rol_DefaultPickup { shape Shp_Beacon_Tracker_Pickup character Chr_Beacon_Tracker_Pickup identifier "beacon_tracker" destructibility Des_Explode } role Rol_Terrain_Scanner_Pickup : Rol_DefaultPickup { shape Shp_Terrain_Scanner_Pickup character Chr_Terrain_Scanner_Pickup identifier "terrain_scanner" description terrain scanner description pickup name terrain scanner pickup destructibility Des_Explode } role Rol_Terrain_Scanner_With_Radar_Pickup : Rol_DefaultPickup { shape Shp_Terrain_Scanner_Pickup character Chr_Terrain_Scanner_With_Radar_Pickup identifier "terrain_scanner_with_radar" description terrain scanner description pickup name terrain scanner pickup destructibility Des_Explode } role Rol_Hologram_Generator_Pickup : Rol_DefaultPickup { shape Shp_Hologram_Generator_Pickup character Chr_Hologram_Generator_Pickup identifier "Hologram_Generator" description hologram generator description pickup name hologram generator pickup destructibility Des_Explode } role Rol_Audio_Cloak_Pickup : Rol_DefaultPickup { shape Shp_Audio_Cloak_Pickup character Chr_Audio_Cloak_Pickup identifier "Audio_Cloak" description audio cloak description pickup name audio cloak pickup destructibility Des_Explode } role Rol_Sight_Pickup : Rol_DefaultPickup { shape Shp_Sight_Pickup character Chr_Sight_Pickup identifier "sight_pickup" destructibility Des_Explode description sight pickup description pickup name sight pickup } role Rol_SightPlus_Pickup : Rol_DefaultPickup { shape Shp_SightPlus_Pickup character Chr_SightPlus_Pickup identifier "sightplus_pickup" destructibility Des_Explode description sight pickup plus description pickup name sightplus pickup } # line 183 "defaults.gsh" # line 1 "repair_arm.gsh" light Lit_RepairBeam { red 5 green 5 blue 5 specular red 2 specular green 2 specular blue 2 range 10 } pgenerator Pgn_RepairBeam { type shot life infinite rate 100 x 0 y 0 z 0 red 0.6 green 0.6 blue 1 alpha 0.5 } projectile Prj_RepairBeam { gravity no damage -1 blast 0 max range 10 } role Rol_RepairBeam : Rol_DefaultProjectile { shape Pgn_RepairBeam light Lit_RepairBeam projectile Prj_RepairBeam identifier "repair_beam" } ammo { weapon type repair arm ammo type energy cells round time 0.2 reload time 2 life timer 0 magazine size 100 sound laser sound file "User Interface/CommWheel01.RIF" name "sub ammo laser ra" projectile Rol_RepairBeam firing speed 10 } shape Shp_RepairArm_Pickup { file "objects\repair arm pickup A.rif" name "repair arm pickup A" } hierarchy Hcy_RepairArm_Inventory_Pickup { file "objects\repair arm a.rif" name "repair arm a" hotspot none } character Chr_RepairArm_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon repair arm strength 10 aim 0 aggression 0.41 } role Rol_RepairArm_Pickup : Rol_DefaultPickup { shape Shp_RepairArm_Pickup inventory shape Hcy_RepairArm_Inventory_Pickup character Chr_RepairArm_Pickup identifier "repair_arm" destructibility Des_Explode armour 25 description 217 pickup name repair arm pickup limit 7 } # line 185 "defaults.gsh" # line 1 "interface_device.gsh" light Lit_InterfaceBeam { red 0.2 green 0.2 blue 0.7 specular red 0.5 specular green 0.5 specular blue 0.7 range 3 } pgenerator Pgn_InterfaceBeam { type fire life infinite particle TTL 0.15 rate 20 x 0 y 0 z 0 red 0.3 green 0.3 blue 1 alpha 0.5 start scale 0.4 end scale 0.01 } projectile Prj_InterfaceBeam { gravity no damage 0 blast 0 max range 10 } role Rol_InterfaceBeam : Rol_DefaultProjectile { shape Pgn_InterfaceBeam light Lit_InterfaceBeam projectile Prj_InterfaceBeam identifier "interface_beam" } ammo { weapon type interface arm ammo type none needed round time 0.1 reload time 2 life timer 0 magazine size 100 sound laser sound file "User Interface/CommWheel01.RIF" name "sub ammo screwdriver ra" projectile Rol_InterfaceBeam firing speed 5 } shape Shp_InterfaceArm_Pickup { file "objects\SCREWDRIVER PICKUP A.rif" name "SCREWDRIVER PICKUP A" } hierarchy Hcy_InterfaceArm_Inventory_Pickup { file "objects\Screwdriver.rif" name "Screwdriver" hotspot none } character Chr_InterfaceArm_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon interface arm strength 10 aim 0 aggression 0.41 } role Rol_InterfaceArm_Pickup : Rol_DefaultPickup { shape Shp_InterfaceArm_Pickup inventory shape Hcy_InterfaceArm_Inventory_Pickup character Chr_InterfaceArm_Pickup identifier "interface_arm" destructibility Des_Explode armour 25 description 174 pickup name interface arm pickup limit 7 } # line 186 "defaults.gsh" # line 1 "mine.gsh" # line 1 "defaults.gsh" # line 13 "mine.gsh" hierarchy Hcy_Decoy { file "objects\audio decoy.RIF" name "audio decoy" } shape Shp_Mine { file "objects\mine.RIF" name "mine" } shape Shp_Mineremote { file "objects\mineheavy.RIF" name "mineheavy" } shape Shp_Minetimed { file "objects\mineplus.RIF" name "mineplus" } hierarchy Hcy_enemy_mine { file "objects\enemy_mine.rif" name "enemy_mine" } character Chr_enemy_mine : Chr_DefaultBaddie { turning speed 0 walking speed 0 strength 2 aim 0 sight angle 60 sight range 5 hearing range 1 aggression 1 weapon standard mine vision cone no always cpu controlled yes } character Chr_Decoy : Chr_DefaultBaddie { turning speed 0 walking speed 0 strength 2 aim 0 sight angle 60 sight range 5 hearing range 5 aggression 1 weapon decoy mine vision cone no always cpu controlled yes } character Chr_Mine : Chr_DefaultBaddie { turning speed 0 walking speed 0 strength 2 aim 0 sight angle 60 sight range 5 hearing range 5 aggression 1 weapon standard mine vision cone no always cpu controlled yes } character Chr_Timed_Mine : Chr_DefaultBaddie { turning speed 0 walking speed 0 strength 2 aim 0 sight angle 60 sight range 5 hearing range 5 aggression 1 weapon timed mine vision cone no always cpu controlled yes } character Chr_Remote_Mine : Chr_DefaultBaddie { turning speed 0 walking speed 0 strength 2 aim 0 sight angle 60 sight range 5 hearing range 5 aggression 1 weapon remote mine vision cone no always cpu controlled yes } role Rol_enemy_mine : Rol_DefaultRobot { shape Hcy_enemy_mine character Chr_enemy_mine identifier "enemy_mine" ai mine limit 40 destructibility Des_Explode status display no } role Rol_Decoy : Rol_DefaultRobot { shape Hcy_Decoy character Chr_Decoy identifier "decoy" ai mine status display no } role Rol_Mine : Rol_DefaultRobot { shape Shp_Mine character Chr_Mine identifier "mine" ai mine limit 112 destructibility Des_Explode status display no } role Rol_Timed_Mine : Rol_DefaultRobot { shape Shp_Minetimed character Chr_Timed_Mine identifier "timed_mine" ai mine limit 112 destructibility Des_Explode } role Rol_Remote_Mine : Rol_DefaultRobot { shape Shp_Mineremote character Chr_Remote_Mine identifier "remote_mine" ai mine limit 112 destructibility Des_Explode } # line 188 "defaults.gsh" # line 1 "lasers.gsh" light Lit_BlueLaser { red 0 green 1.5 blue 7.5 specular red 0 specular green 0 specular blue 1 range 10 } light Lit_RedLaser { red 7.5 green 0 blue 1.5 specular red 1 specular green 0 specular blue 0 range 10 } light Lit_GreenLaser { red 0 green 7.5 blue 1.5 specular red 0 specular green 0.6 specular blue 0 range 10 } light Lit_YellowLaser { red 6 green 6 blue 0 specular red 0.6 specular green 0.6 specular blue 0 range 6 } light Lit_PurpleLaser { red 1.22 green 0.24 blue 3.86 specular red 0.59 specular green 0.07 specular blue 0.96 range 10 } light Lit_LtBlueLaser { red 2.03 green 2.50 blue 2.97 specular red 0.61 specular green 0.78 specular blue 0.99 range 10 } pgenerator Pgn_YellowLaser { type laser trail life infinite particle TTL 0.3 rate 150 x 0 y 0 z 0 red 1 green 1 blue 0.5 alpha 1 start scale 0.2 end scale 0.1 } pgenerator Pgn_GreenLaser { type laser trail life infinite particle TTL 0.3 rate 150 x 0 y 0 z 0 red 0 green 1 blue 0 alpha 1 start scale 0.3 end scale 0.1 } pgenerator Pgn_GreenLaserPlus { type laser trail life infinite particle TTL 0.3 rate 150 x 0 y 0 z 0 red 0.4 green 1 blue 0 alpha 1 start scale 0.3 end scale 0.1 } pgenerator Pgn_PurpleLaser { type laser trail life infinite particle TTL 0.3 rate 150 x 0 y 0 z 0 red 0.59 green 0.20 blue 0.96 alpha 1 start scale 0.4 end scale 0.1 } pgenerator Pgn_PurpleLaserb { type laser trail life infinite particle TTL 0.3 rate 150 x 0 y 0 z 0 red 0.7 green 0.4 blue 0.96 alpha 1 start scale 0.4 end scale 0.1 } pgenerator Pgn_LtBlueLaser { type laser trail life infinite particle TTL 0.3 rate 150 x 0 y 0 z 0 red 0.31 green 0.48 blue 1 alpha 1 start scale 0.4 end scale 0.2 } pgenerator Pgn_OrangeLaser { type laser trail life infinite particle TTL 0.3 rate 100 x 0 y 0 z 0 red 1 green 0.6 blue 0.2 alpha 1 start scale 0.2 end scale 0.1 } projectile Prj_NoGravLaser { gravity no damage 12 blast 0 max range 1600 } projectile Prj_Laser { gravity no damage 12 blast 0 max range 1600 } projectile Prj_EnemyLaser { gravity no damage 25 blast 0 max range 1600 } projectile Prj_Laser_Plus { gravity no damage 18 blast 0 max range 1600 } role Rol_RedLaser_Basic : Rol_DefaultProjectile { shape Pgn_PurpleLaser light Lit_RedLaser projectile Prj_Laser identifier "redlaser_beam" limit 4 } role Rol_EnemyRedLaser_Basic : Rol_DefaultProjectile { shape Pgn_PurpleLaser light Lit_RedLaser projectile Prj_EnemyLaser identifier "enemyredlaser_beam" limit 4 } role Rol_RedLaser_Plus : Rol_DefaultProjectile { shape Pgn_PurpleLaserb light Lit_RedLaser projectile Prj_Laser_Plus identifier "redlaser_beam" limit 4 } role Rol_GreenLaser_Basic : Rol_DefaultProjectile { shape Pgn_GreenLaser light Lit_GreenLaser projectile Prj_Laser identifier "greenlaser_beam" limit 4 } role Rol_GreenLaser_Plus : Rol_DefaultProjectile { shape Pgn_GreenLaserPlus light Lit_GreenLaser projectile Prj_Laser_Plus identifier "greenlaser_beam" limit 4 } role Rol_BlueLaser_Basic : Rol_DefaultProjectile { shape Pgn_OrangeLaser light Lit_YellowLaser projectile Prj_Laser identifier "bluelaser_beam" limit 4 } role Rol_BlueLaser_Plus : Rol_DefaultProjectile { shape Pgn_YellowLaser light Lit_YellowLaser projectile Prj_Laser_Plus identifier "bluelaser_beam" limit 4 } role Rol_YellowLaser : Rol_DefaultProjectile { shape Pgn_YellowLaser light Lit_YellowLaser projectile Prj_Laser identifier "yellowlaser_beam" limit 4 } role Rol_PurpleLaser : Rol_DefaultProjectile { shape Pgn_PurpleLaser light Lit_PurpleLaser projectile Prj_Laser identifier "purplelaser_beam" limit 4 } role Rol_LtBlueLaser : Rol_DefaultProjectile { shape Pgn_LtBlueLaser light Lit_LtBlueLaser projectile Prj_Laser identifier "ltbluelaser_beam" limit 4 } role Rol_NoGrav_RedLaser : Rol_DefaultProjectile { shape Pgn_PurpleLaser light Lit_RedLaser projectile Prj_NoGravLaser identifier "antigrav_laser_beam" limit 4 } ammo { weapon type enemy laser ammo type battery basic round time 0.5 reload time 1 life timer 0 magazine size 10 sound laser sound file "User Interface/CommWheel01.RIF" name "sub ammo laser ra" projectile Rol_EnemyRedLaser_Basic firing speed 25 } ammo { weapon type laser ammo type battery basic round time 1 reload time 2 life timer 0 magazine size 10 sound laser sound file "User Interface/CommWheel01.RIF" name "sub ammo laser ra" projectile Rol_BlueLaser_Basic firing speed 30 } ammo { weapon type laser ammo type battery plus round time 1 reload time 2 life timer 0 magazine size 10 sound laser sound file "User Interface/CommWheel01.RIF" name "sub ammo laser rb" projectile Rol_BlueLaser_Plus firing speed 30 } ammo { weapon type binary laser ammo type battery basic round time 0.3 reload time 2 life timer 0 magazine size 10 salvo size 2 sound binary laser sound file "User Interface/CommWheel01.RIF" name "sub ammo binary ra" projectile Rol_GreenLaser_Basic firing speed 30 } ammo { weapon type binary laser ammo type battery plus round time 0.3 reload time 2 life timer 0 magazine size 10 salvo size 2 sound binary laser sound file "User Interface/CommWheel01.RIF" name "sub ammo binary rb" projectile Rol_GreenLaser_Plus firing speed 30 } ammo { weapon type maxim laser ammo type battery basic round time 0.25 reload time 2 life timer 0 magazine size 10 sound maxim laser sound salvo size 4 file "User Interface/CommWheel01.RIF" name "sub ammo maxim ra" projectile Rol_RedLaser_Basic firing speed 30 } ammo { weapon type maxim laser ammo type battery plus round time 0.25 reload time 2 life timer 0 magazine size 10 sound maxim laser sound salvo size 5 file "User Interface/CommWheel01.RIF" name "sub ammo maxim rb" projectile Rol_RedLaser_Plus firing speed 30 } shape Shp_MaximLaser_Pickup { file "objects\maxim laser pickup a.rif" name "maxim laser pickup a" } hierarchy Hcy_MaximLaser_Inventory_Pickup { file "objects\maxim laser.rif" name "maxim laser" hotspot none } character Chr_MaximLaser_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon maxim laser strength 10 aim 0 aggression 0.41 } role Rol_MaximLaser_Pickup : Rol_DefaultPickup { shape Shp_MaximLaser_Pickup inventory shape Hcy_MaximLaser_Inventory_Pickup character Chr_MaximLaser_Pickup identifier "maxim_laser" destructibility Des_Explode armour 25 limit 2 description 106 pickup name maxim laser pickup } shape Shp_BinaryLaser_Pickup { file "objects\binary laser pickup a.rif" name "binary laser pickup a" } hierarchy Hcy_BinaryLaser_Inventory_Pickup { file "objects\binary laser.rif" name "binary laser" hotspot none } character Chr_BinaryLaser_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon binary laser strength 10 aim 0 aggression 0.41 } role Rol_BinaryLaser_Pickup : Rol_DefaultPickup { shape Shp_BinaryLaser_Pickup inventory shape Hcy_BinaryLaser_Inventory_Pickup character Chr_BinaryLaser_Pickup identifier "binary_laser" destructibility Des_Explode armour 25 description 105 pickup name binary laser pickup } shape Shp_Laser_Pickup { file "objects\laser pickup a.rif" name "laser pickup a" } hierarchy Hcy_Laser_Inventory_Pickup { file "objects\laser.rif" name "laser" hotspot none } character Chr_Laser_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon laser strength 10 aim 0 aggression 0.41 } role Rol_Laser_Pickup : Rol_DefaultPickup { shape Shp_Laser_Pickup inventory shape Hcy_Laser_Inventory_Pickup character Chr_Laser_Pickup identifier "laser" destructibility Des_Explode armour 25 description 104 pickup name laser pickup } # line 190 "defaults.gsh" # line 1 "plasma.gsh" light Lit_Flare { red 3.5 green 3.5 blue 4.5 specular red 0.5 specular green 0.5 specular blue 0.5 range 20 } light Lit_BluePlasma { red 5 green 2 blue 1 specular red 1 specular green 0.5 specular blue 0 range 5 } light Lit_PurplePlasma { red 2.00 green 0.24 blue 3.86 specular red 0.59 specular green 0.07 specular blue 0.96 range 10 } pgenerator Pgn_Flare { type shot life infinite rate 60 x 0 y 0 z 0 red 1 green 1 blue 1 alpha 0.5 start scale 1.0 end scale 0.5 } pgenerator Pgn_BluePlasma { type explosion life infinite particle TTL 0.05 rate 400 x 0 y 0 z 0 red 0.6 green 0.6 blue 1 alpha 1.0 start scale 0.2 end scale 0.1 spin 10000 } pgenerator Pgn_BluePlasmabig { type explosion life infinite particle TTL 0.1 rate 400 x 0 y 0 z 0 red 0.5 green 0.5 blue 1.5 alpha 1.0 start scale 0.25 end scale 0.1 spin 10000 } pgenerator Pgn_PurplePlasma { type explosion life infinite particle TTL 0.2 rate 500 x 0 y 0 z 0 red 0.4 green 0.20 blue 0.96 alpha 0.5 start scale 0.3 end scale 0.1 spin 10000 } pgenerator Pgn_PurplePlasmabig { type explosion life infinite particle TTL 0.3 rate 500 x 0 y 0 z 0 red 0.59 green 0.20 blue 0.96 alpha 0.5 start scale 0.35 end scale 0.1 spin 10000 } projectile Prj_Flare { gravity yes damage 0 blast 0 max range 10000 } projectile Prj_Needle { gravity no damage 2 blast 0 blast range 0 max range 324 } projectile Prj_Plasma_Bolt { gravity yes damage 5 blast 0 blast range 0 max range 600 } projectile Prj_Plasmaxi_Bolt { gravity yes damage 7 blast 0 blast range 0 max range 900 } projectile Prj_Plasma_Shell { gravity yes damage 10 blast 0 blast range 0 max range 1600 } projectile Prj_Autolock_Plasma_Bolt { gravity yes damage 11 blast 0 blast range 0 max range 1600 } character Chr_Flare : Chr_Default { turning speed 1.0 walking speed 1.0 strength 5 aim 2 sight angle 70 sight range 16 hearing range 20 aggression 0.9 } role Rol_Plasma_Bolt : Rol_DefaultProjectile { shape Pgn_BluePlasma projectile Prj_Plasma_Bolt identifier "plasma_bolt" light Lit_BluePlasma limit 4 } role Rol_Plasmaxi_Bolt : Rol_DefaultProjectile { shape Pgn_BluePlasmabig projectile Prj_Plasmaxi_Bolt identifier "plasmaxi_bolt" light Lit_BluePlasma limit 4 } role Rol_Plasma_Shell : Rol_DefaultProjectile { shape Pgn_PurplePlasma projectile Prj_Plasma_Shell identifier "plasma_shell" light Lit_PurplePlasma limit 4 } role Rol_Autolock_Plasma_Bolt : Rol_DefaultProjectile { shape Pgn_PurplePlasmabig projectile Prj_Autolock_Plasma_Bolt identifier "autolock_plasma_bolt" light Lit_PurplePlasma limit 4 } role Rol_Flare : Rol_DefaultProjectile { shape Pgn_Flare projectile Prj_Flare character Chr_Flare light Lit_Flare identifier "flare" limit 128 } role Rol_Needle : Rol_DefaultProjectile { projectile Prj_Needle identifier "needle" } ammo { weapon type plasma pistol ammo type needles round time 1 reload time 3 life timer 0 magazine size 2000 sound pistol sound file "User Interface/CommWheel01.RIF" name "sub ammo pistol rf" projectile Rol_Needle firing speed 25 } ammo { weapon type plasma pistol ammo type plasma bolts round time 1 reload time 2 life timer 0 magazine size 20 sound pistol sound file "User Interface/CommWheel01.RIF" name "sub ammo pistol ra" projectile Rol_Plasma_Bolt firing speed 25 } ammo { weapon type plasma pistol ammo type plasmaxi bolts round time 1 reload time 2 life timer 0 magazine size 20 sound pistol sound file "User Interface/CommWheel01.RIF" name "sub ammo magnum rb" projectile Rol_Plasmaxi_Bolt firing speed 25 } ammo { weapon type plasma pistol ammo type plasma shells round time 1 reload time 2 life timer 0 magazine size 10 sound pistol sound file "User Interface/CommWheel01.RIF" name "sub ammo pistol rc" projectile Rol_Plasma_Shell firing speed 25 } ammo { weapon type plasma pistol ammo type autolock bolts round time 1 reload time 2 life timer 0 magazine size 10 sound pistol sound file "User Interface/CommWheel01.RIF" name "sub ammo pistol rd" projectile Rol_Autolock_Plasma_Bolt firing speed 25 } ammo { weapon type plasma pistol ammo type flares round time 2 reload time 2 life timer 0 magazine size 10 sound magnum sound file "User Interface/CommWheel01.RIF" name "sub ammo pistol re" projectile Rol_Flare firing speed 15 } ammo { weapon type plasmagnum ammo type plasma bolts round time 1 reload time 2 life timer 0 magazine size 20 sound magnum sound file "User Interface/CommWheel01.RIF" name "sub ammo magnum ra" projectile Rol_Plasma_Bolt firing speed 25 } ammo { weapon type plasmagnum ammo type plasmaxi bolts round time 1 reload time 2 life timer 0 magazine size 20 sound magnum sound file "User Interface/CommWheel01.RIF" name "sub ammo magnum rb" projectile Rol_Plasmaxi_Bolt firing speed 25 } ammo { weapon type plasmagnum ammo type plasma shells round time 1 reload time 2 life timer 0 magazine size 10 sound magnum sound file "User Interface/CommWheel01.RIF" name "sub ammo magnum rc" projectile Rol_Plasma_Shell firing speed 25 } ammo { weapon type plasmagnum ammo type autolock bolts round time 1 reload time 2 life timer 0 magazine size 10 sound magnum sound file "User Interface/CommWheel01.RIF" name "sub ammo magnum rd" projectile Rol_Autolock_Plasma_Bolt firing speed 25 } ammo { weapon type plasmatrix ammo type plasma bolts round time 1 reload time 2 life timer 0 magazine size 20 sound machine pistol sound salvo size 4 file "User Interface/CommWheel01.RIF" name "sub ammo mach ra" projectile Rol_Plasma_Bolt firing speed 25 } ammo { weapon type plasmatrix ammo type plasmaxi bolts round time 1 reload time 2 life timer 0 magazine size 20 sound machine pistol sound salvo size 5 file "User Interface/CommWheel01.RIF" name "sub ammo mach rb" projectile Rol_Plasmaxi_Bolt firing speed 25 } ammo { weapon type plasmatrix ammo type plasma shells round time 1 reload time 2 life timer 0 magazine size 10 sound machine pistol sound salvo size 4 file "User Interface/CommWheel01.RIF" name "sub ammo mach rc" projectile Rol_Plasma_Shell firing speed 25 } ammo { weapon type plasmatrix ammo type autolock bolts round time 1 reload time 2 life timer 0 magazine size 10 sound machine pistol sound salvo size 4 file "User Interface/CommWheel01.RIF" name "sub ammo mach rd" projectile Rol_Autolock_Plasma_Bolt firing speed 25 } shape Shp_Plasma_Pistol_Pickup { file "objects\pistol pickup a.rif" name "pistol pickup a" } hierarchy Hcy_Plasma_Pistol_Inventory_Pickup { file "objects\pistol.rif" name "pistol" hotspot none } shape Shp_Plasmatrix_Pickup { file "objects\machine pistol pickup a.rif" name "machine pistol pickup a" } hierarchy Hcy_Plasmatrix_Inventory_Pickup { file "objects\machine pistol.rif" name "machine pistol" hotspot none } shape Shp_Plasmagnum_Pickup { file "objects\magnum pickup a.rif" name "magnum pickup a" } hierarchy Hcy_Plasmagnum_Inventory_Pickup { file "objects\magnum.rif" name "magnum" hotspot none } character Chr_Plasma_Pistol_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon plasma pistol strength 10 aim 0 aggression 0.41 } character Chr_Plasmatrix_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon plasmatrix strength 10 aim 0 aggression 0.41 } character Chr_Plasmagnum_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon plasmagnum strength 10 aim 0 aggression 0.41 } role Rol_Plasma_Pistol_Pickup : Rol_DefaultPickup { shape Shp_Plasma_Pistol_Pickup inventory shape Hcy_Plasma_Pistol_Inventory_Pickup character Chr_Plasma_Pistol_Pickup identifier "plasma_pistol" pickup name plasma pistol pickup destructibility Des_Explode armour 25 description 103 } role Rol_Plasmatrix_Pickup : Rol_DefaultPickup { shape Shp_Plasmatrix_Pickup inventory shape Hcy_Plasmatrix_Inventory_Pickup character Chr_Plasmatrix_Pickup identifier "plasmatrix" destructibility Des_Explode armour 25 limit 2 description 102 pickup name plasmatrix pickup } role Rol_Plasmagnum_Pickup : Rol_DefaultPickup { shape Shp_Plasmagnum_Pickup inventory shape Hcy_Plasmagnum_Inventory_Pickup character Chr_Plasmagnum_Pickup identifier "plasmagnum" destructibility Des_Explode armour 25 description 101 pickup name plasmagnum pickup } # line 191 "defaults.gsh" # line 1 "nanofrag.gsh" # line 1 "defaults.gsh" # line 11 "nanofrag.gsh" light Lit_Nanofrag { red 4 green 5 blue 3 specular red 0.3 specular green 0.4 specular blue 0.2 range 64 } pgenerator Pgn_Nanofrag { type smoke life infinite rate 40 x 0 y 0 z 0 red 0.2 green 0.3 blue 0.1 alpha 0.7 } projectile Prj_Nanofrag { gravity yes damage 99 blast damage 99 blast range 12 hit_light Lit_Nanofrag sound grenade sound } role Rol_Nanofrag : Rol_DefaultProjectile { pgen Pgn_Nanofrag projectile Prj_Nanofrag limit 16 } ammo { weapon type nanofrag ammo type nanotech dismantler round time 4 reload time 5 life timer 0 magazine size 5 sound grenade launcher sound file "User Interface/CommWheel01.RIF" name "sub ammo nano ra" projectile Rol_Nanofrag firing speed 40 } shape Shp_Nanofrag_Pickup { file "objects\nanofrag pickup a.rif" name "nanofrag pickup a" } hierarchy Hcy_Nanofrag_Inventory_Pickup { file "objects\nanofrag.rif" name "nanofrag" hotspot none } character Chr_Nanofrag_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon nanofrag strength 10 aim 0 aggression 0.41 } role Rol_Nanofrag_Pickup : Rol_DefaultPickup { shape Shp_Nanofrag_Pickup inventory shape Hcy_Nanofrag_Inventory_Pickup character Chr_Nanofrag_Pickup identifier "nanofrag" destructibility Des_Explode armour 25 limit 2 description nanofrag description pickup name nanofrag pickup } # line 192 "defaults.gsh" # line 1 "flamethrower.gsh" light Lit_FlameThrower { red 1 green 0.5 blue 0 specular red 0.5 specular green 0 specular blue 0 range 10 } pgenerator Pgn_FlameThrower { type explosion life infinite rate 30 x 0 y 0 z 0 red 0.2 green 0.1 blue 0.1 alpha 1.0 } projectile Prj_FlameThrower { gravity no damage 6 blast 0 } role Rol_FlameThrower : Rol_DefaultProjectile { shape Pgn_FlameThrower light Lit_FlameThrower projectile Prj_FlameThrower } light Lit_Napalm { red 1.5 green 0.5 blue 1 specular red 0.5 specular green 0 specular blue 0 range 12 } pgenerator Pgn_Napalm { type explosion life infinite rate 20 x 0 y 0 z 0 red 0.2 green 0.1 blue 0.1 alpha 1.0 } projectile Prj_Napalm { gravity no damage 16 blast 0 } role Rol_Napalm : Rol_DefaultProjectile { shape Pgn_Napalm light Lit_Napalm projectile Prj_Napalm } ammo { weapon type flamethrower ammo type flames round time 0.4 reload time 1 life timer 1 magazine size 100 sound flamethrower sound file "User Interface/CommWheel01.RIF" name "sub ammo flames ra" projectile Rol_FlameThrower firing speed 6 } ammo { weapon type flamethrower ammo type napalm round time 0.4 reload time 1 life timer 1 magazine size 100 sound flamethrower sound file "User Interface/CommWheel01.RIF" name "sub ammo flames ra" projectile Rol_Napalm firing speed 10 } hierarchy Hcy_Flamethrower_Pickup { file "objects\Flame Thrower.rif" name "Flame Thrower" hotspot none } character Chr_Flamethrower_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon flamethrower strength 10 aim 0 aggression 0.41 } role Rol_Flamethrower_Pickup : Rol_DefaultPickup { shape Hcy_Flamethrower_Pickup character Chr_Flamethrower_Pickup identifier "flamethrower" destructibility Des_Explode description flamethrower description pickup name flamethrower pickup limit 10 } # line 193 "defaults.gsh" # line 1 "grenade_launcher.gsh" light Lit_Grenade { red 10 green 10 blue 10 specular red 5 specular green 5 specular blue 5 range 144 } pgenerator Pgn_Grenade { type smoke life infinite rate 10 x 0 y 0 z 0 red 0.1 green 0.1 blue 0.1 alpha 0.7 start scale 0.05 end scale 1 spin 10000 } shape Shp_Grenade { file "objects\grenade.rif" name "grenade" } projectile Prj_Grenade { gravity yes damage 17 blast 17 blast range 3 hit_light Lit_Grenade sound grenade sound } projectile Prj_Grenade_Plus { gravity yes damage 22 blast 22 blast range 3 hit_light Lit_Grenade sound grenade sound } role Rol_Grenade : Rol_DefaultProjectile { pgen Pgn_Grenade shape Shp_Grenade projectile Prj_Grenade limit 8 } role Rol_Grenade_Plus : Rol_DefaultProjectile { pgen Pgn_Grenade shape Shp_Grenade projectile Prj_Grenade_Plus limit 8 } ammo { weapon type enemy grenade launcher ammo type grenade basic round time 10 reload time 5 life timer 0 magazine size 5 sound grenade launcher sound file "User Interface/CommWheel01.RIF" name "sub ammo gren ra" projectile Rol_Grenade firing speed 15 } ammo { weapon type grenade launcher ammo type grenade basic round time 2 reload time 2 life timer 0 magazine size 5 sound grenade launcher sound file "User Interface/CommWheel01.RIF" name "sub ammo gren ra" projectile Rol_Grenade firing speed 15 } ammo { weapon type grenade launcher ammo type grenade plus round time 3 reload time 3 life timer 0 magazine size 5 sound grenade launcher sound file "User Interface/CommWheel01.RIF" name "sub ammo gren rb" projectile Rol_Grenade_Plus firing speed 15 } shape Shp_GrenadeLauncher_Pickup { file "objects\grenade launcher pickup a.rif" name "grenade launcher pickup a" } hierarchy Hcy_GrenadeLauncher_Inventory_Pickup { file "objects\grenade launcher.rif" name "grenade launcher" hotspot none } character Chr_GrenadeLauncher_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon grenade launcher strength 10 aim 0 aggression 0.41 } role Rol_GrenadeLauncher_Pickup : Rol_DefaultPickup { shape Shp_GrenadeLauncher_Pickup inventory shape Hcy_GrenadeLauncher_Inventory_Pickup character Chr_GrenadeLauncher_Pickup identifier "grenade_launcher" destructibility Des_Explode armour 25 limit 10 description 108 pickup name grenade launcher pickup } # line 194 "defaults.gsh" # line 1 "missile_launcher.gsh" light Lit_Missile { red 10 green 10 blue 10 specular red 5 specular green 5 specular blue 5 range 256 } pgenerator Pgn_Missile { type smoke life infinite rate 10 x 0 y 0 z 0 red 0.1 green 0.1 blue 0.1 alpha 0.5 start scale 0.1 end scale 2.0 spin 10000 } shape Shp_Missile { file "objects\missile.rif" name "missile" } shape Shp_Missile_Plus { file "objects\missile plus.rif" name "missile plus" } projectile Prj_Missile { gravity yes damage 23 blast 23 blast range 3 hit_light Lit_Missile sound grenade sound max range 4000 } projectile Prj_Missile_Plus { gravity no damage 27 blast 25 blast range 3 hit_light Lit_Missile sound grenade sound max range 4000 } role Rol_Missile : Rol_DefaultProjectile { pgen Pgn_Missile shape Shp_Missile projectile Prj_Missile identifier "missile" limit 256 } role Rol_Missile_Plus : Rol_DefaultProjectile { pgen Pgn_Missile shape Shp_Missile_Plus projectile Prj_Missile_Plus identifier "missile plus" limit 320 } ammo { weapon type missile launcher ammo type missile basic round time 4 reload time 5 life timer 0 magazine size 5 sound grenade launcher sound file "User Interface/CommWheel01.RIF" name "sub ammo miss ra" projectile Rol_Missile firing speed 25 } ammo { weapon type missile launcher ammo type missile plus round time 4 reload time 5 life timer 0 magazine size 1 sound grenade launcher sound file "User Interface/CommWheel01.RIF" name "sub ammo miss rb" projectile Rol_Missile_Plus firing speed 15 } shape Shp_MissileLauncher_Pickup { file "objects\missile launcher pickup a.rif" name "missile launcher pickup a" } hierarchy Hcy_MissileLauncher_Inventory_Pickup { file "objects\missile launcher.rif" name "missile launcher" hotspot none } character Chr_MissileLauncher_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon missile launcher strength 10 aim 0 aggression 0.41 } role Rol_MissileLauncher_Pickup : Rol_DefaultRobot { shape Shp_MissileLauncher_Pickup inventory shape Hcy_MissileLauncher_Inventory_Pickup character Chr_MissileLauncher_Pickup identifier "missile_launcher" destructibility Des_Explode ai pickup armour 25 limit 11 description missile launcher description pickup name missile launcher pickup } # line 195 "defaults.gsh" # line 1 "epulsar.gsh" projectile Prj_Epulsar_Beam { gravity no damage 12 blast 2 sound grenade sound } role Rol_Epulsar_Beam : Rol_DefaultProjectile { projectile Prj_Epulsar_Beam limit 2 } ammo { weapon type epulsar ammo type energy cells round time 1 reload time 1 life timer 0 magazine size 20 sound grenade launcher sound file "User Interface/CommWheel01.RIF" name "sub ammo grenade ra" projectile Rol_Epulsar_Beam firing speed 100 } shape Shp_Epulsar_Pickup { file "objects\EPULSAR DISC PICKUP A.rif" name "EPULSAR DISC PICKUP A" } hierarchy Hcy_Epulsar_Inventory_Pickup { file "objects\EPULSAR DISC.rif" name "EPULSAR DISC" hotspot none } character Chr_Epulsar_Pickup : Chr_Default { turning speed 0 walking speed 0 weapon epulsar strength 10 aim 0 aggression 0.41 } role Rol_Epulsar_Pickup : Rol_DefaultPickup { shape Shp_Epulsar_Pickup inventory shape Hcy_Epulsar_Inventory_Pickup character Chr_Epulsar_Pickup identifier "epulsar" destructibility Des_Explode armour 25 description epulsar description pickup name epulsar pickup limit 10 } # line 196 "defaults.gsh" # line 10 "level05.gls" # line 1 "gunlok.gsh" # line 1 "defaults.gsh" # line 12 "gunlok.gsh" hierarchy Hcy_GunLok { file "units\gunlok mkii.RIF" name "gunlok mkii" hotspot "dum flash" } hierarchy Hcy_GunLokShadow { file "units\gunlok_shadow.RIF" name "gunlok_shadow" } hierarchy Hcy_GunLokCustomize { file "units\wepgunlok.RIF" name "wepgunlok" } character Chr_GunLok : Chr_DefaultGoodie { turning speed 1 walking speed 1 strength 130 aim 0 sight angle 75 sight range 12 hearing range 17 gun yaw angle 175 damage multiplier 1.5 aggression 0.7 radius 0.5 customization hierarchy Hcy_GunLokCustomize shadow hierarchy Hcy_GunLokShadow description gunlok description status window u 0 status window v 674 } role Rol_GunLok : Rol_DefaultRobot { shape Hcy_GunLok character Chr_GunLok identifier "GUNLOK" armour 3 destructibility Des_Explode ai bot limit 1 } pgenerator Pgn_Gunlok_Energy_Weapon { type explosion life infinite particle TTL 0.8 rate 50 x 0 y 0 z 0 red 0.59 green 0.20 blue 0.96 alpha 0.5 start scale 1 end scale 0.1 spin 10000 } projectile Prj_Gunlok_Energy_Weapon { gravity no damage 50 blast 10 max range 10000 } role Rol_Gunlok_Energy_Weapon : Rol_DefaultProjectile { shape Pgn_Gunlok_Energy_Weapon projectile Prj_Gunlok_Energy_Weapon identifier "gunlok_power" light Lit_PurplePlasma } # line 14 "level05.gls" # line 1 "hark.gsh" # line 1 "defaults.gsh" # line 12 "hark.gsh" hierarchy Hcy_Hark { file "units\hark mkii.RIF" name "hark mkii" hotspot "dum flash" } hierarchy Hcy_HarkCustomize { file "units\wephark.RIF" name "wepslix" } hierarchy Hcy_HarkShadow { file "units\hark_shadow.RIF" name "hark_shadow" } character Chr_Hark : Chr_DefaultGoodie { turning speed 1.4 walking speed 1 strength 100 aim 1 sight angle 89 sight range 18 hearing range 19 aggression 0.5 customization hierarchy Hcy_HarkCustomize shadow hierarchy Hcy_HarkShadow radius 0.5 description hark description status window u 339 status window v 337 gun yaw angle 180 } role Rol_Hark : Rol_DefaultRobot { shape Hcy_Hark character Chr_Hark identifier "HARK" armour 1 destructibility Des_Explode ai bot limit 2 } # line 15 "level05.gls" # line 1 "frend.gsh" # line 1 "defaults.gsh" # line 12 "frend.gsh" hierarchy Hcy_Frend { file "units\frend mkii.RIF" name "frend mkii" hotspot "Dum Flash" } hierarchy Hcy_FrendCustomize { file "units\wepfrend.RIF" name "wephardrok" } hierarchy Hcy_FrendShadow { file "units\frend_shadow.RIF" name "frend_shadow" } character Chr_Frend : Chr_DefaultGoodie { turning speed 0.75 walking speed 1 strength 150 aim 2 sight angle 75 sight range 8 hearing range 16 aggression 0.9 radius 1 gun yaw angle 180 customization hierarchy Hcy_FrendCustomize shadow hierarchy Hcy_FrendShadow description frend description status window u 339 status window v 0 } role Rol_Frend : Rol_DefaultRobot { shape Hcy_Frend character Chr_Frend identifier "FREND" armour 4 destructibility Des_Explode ai bot limit 4 } # line 16 "level05.gls" # line 1 "maskelyn.gsh" # line 1 "defaults.gsh" # line 12 "maskelyn.gsh" hierarchy Hcy_Maskelyn { file "units\maskelyn mkii.RIF" name "maskelyn mkii" hotspot "dum flash" } hierarchy Hcy_MaskelynShadow { file "units\maskelyn_shadow.RIF" name "maskelyn_shadow" } hierarchy Hcy_MaskelynCustomize { file "units\wepmaskelyn.RIF" name "wepmaskelyn" } character Chr_Maskelyn : Chr_DefaultGoodie { turning speed 1 walking speed 1 strength 20 aim 0 sight angle 75 sight range 12 hearing range 17 aggression 0.7 radius 0.5 shadow hierarchy Hcy_MaskelynShadow customization hierarchy Hcy_MaskelynCustomize description maskelyn description status window u 0 status window v 0 gun yaw angle 175 } role Rol_Maskelyn : Rol_DefaultRobot { shape Hcy_Maskelyn character Chr_Maskelyn identifier "MASKELYN" ai bot limit 8 } # line 17 "level05.gls" # line 1 "elint.gsh" # line 1 "defaults.gsh" # line 12 "elint.gsh" hierarchy Hcy_Elint { file "units\elint mkii.RIF" name "elint mkii" hotspot "dum flash" } hierarchy Hcy_ElintShadow { file "units\elint_shadow.RIF" name "elint_shadow" } hierarchy Hcy_ElintCustomize { file "units\wepelint.RIF" name "wepelint" } character Chr_Elint : Chr_DefaultGoodie { turning speed 1 walking speed 1 strength 100 aim 0 sight angle 75 sight range 12 hearing range 17 aggression 0.7 radius 0.5 shadow hierarchy Hcy_ElintShadow customization hierarchy Hcy_ElintCustomize description elint description status window u 0 status window v 337 gun yaw angle 180 } role Rol_Elint : Rol_DefaultRobot { shape Hcy_Elint character Chr_Elint identifier "ELINT" armour 2 destructibility Des_Explode ai bot limit 8 } # line 18 "level05.gls" # line 1 "walking_mine.gsh" # line 1 "defaults.gsh" # line 13 "walking_mine.gsh" # line 1 "minefrag.gsh" # line 1 "defaults.gsh" # line 13 "minefrag.gsh" hierarchy Hcy_MineFrag { file "units\minefrag.rif" name "minefrag" hotspot none } role Rol_MineFrag : Rol_FragObject { shape Hcy_MineFrag identifier "minefrag" } frag data Frg_Minebot { role Rol_MineFrag scale 7 } # line 14 "walking_mine.gsh" hierarchy Hcy_Minebot { file "units\minebot.RIF" name "minebot" hotspot "" } character Chr_Walking_Mine : Chr_DefaultBaddie { turning speed 0.3 walking speed 1 strength 20 aim 0 sight angle 30 sight range 20 hearing range 15 aggression 1 always cpu controlled yes vision cone no } character Chr_mini_Walking_Mine : Chr_DefaultBaddie { turning speed 0.3 walking speed 1 strength 20 aim 0 sight angle 30 sight range 20 hearing range 15 aggression 1 size 0.7 always cpu controlled yes vision cone no } role Rol_Walking_Mine : Rol_DefaultRobot { shape Hcy_Minebot character Chr_Walking_Mine identifier "minebot" destructibility Frg_Minebot ai minebot limit 80 } role Rol_Smartbot : Rol_DefaultRobot { shape Hcy_Minebot character Chr_Walking_Mine identifier "smartbot" destructibility Frg_Minebot ai swarm limit 60 } character Chr_Mini_Minebot : Chr_DefaultBaddie { turning speed 0.3 walking speed 1 strength 20 aim 0 sight angle 30 sight range 15 hearing range 15 aggression 1 size 0.7 always cpu controlled yes vision cone no } role Rol_Mini_Minebot : Rol_DefaultRobot { shape Hcy_Minebot character Chr_Mini_Minebot identifier "mini_minebot" destructibility Frg_Minebot ai minebot limit 30 } role Rol_mini_Smartbot : Rol_DefaultRobot { shape Hcy_Minebot character Chr_mini_Walking_Mine identifier "mini_smartbot" destructibility Frg_Minebot ai swarm limit 30 } # line 22 "level05.gls" # line 1 "lob.gsh" # line 1 "defaults.gsh" # line 12 "lob.gsh" # line 1 "lasers.gsh" # line 13 "lob.gsh" # line 1 "lobfrag.gsh" # line 1 "defaults.gsh" # line 13 "lobfrag.gsh" hierarchy Hcy_lobfrag { file "units\lobfrag.rif" name "lobfrag" hotspot none } role Rol_lobfrag : Rol_FragObject { shape Hcy_lobfrag identifier "lobfrag" } frag data Frg_lob { role Rol_lobfrag scale 6 replace yes } # line 14 "lob.gsh" hierarchy Hcy_Lob { file "units\LOWlob.RIF" name "lowlob" hotspot "dumflash" } hierarchy Hcy_HighPoly_Lob { file "units\Lob.RIF" name "lob" hotspot "dumflash" } hierarchy Hcy_Lob_Shadow { file "units\lob_shadow.RIF" name "lob_shadow" } character Chr_Lob : Chr_DefaultBaddie { turning speed 0.8 walking speed 1.0 weapon grenade launcher strength 30 aim 2 sight angle 25 sight range 15 hearing range 12 aggression 0.9 gun yaw angle 0 shadow hierarchy Hcy_Lob_Shadow } role Rol_Lob : Rol_DefaultRobot { shape Hcy_HighPoly_Lob character Chr_Lob destructibility Frg_lob identifier "lob" armour 2 ai bot } # line 23 "level05.gls" # line 1 "adversor.gsh" # line 1 "defaults.gsh" # line 11 "adversor.gsh" # line 1 "adversorfrag.gsh" # line 1 "defaults.gsh" # line 13 "adversorfrag.gsh" shape Shp_baseadversor { file "units\adversor.rif" name "L7#base" } role Rol_baseadversor : Rol_PlacedObject { shape Shp_baseadversor identifier "base" ai blocker } hierarchy Hcy_adversorfrag { file "units\adversorfrag.rif" name "adversorfrag" hotspot none } role Rol_adversorfrag : Rol_FragObject { shape Hcy_adversorfrag identifier "adversorfrag" } frag data Frg_adversor { role Rol_adversorfrag scale 8 replace role Rol_baseadversor replace yes } # line 12 "adversor.gsh" hierarchy Hcy_Adversor { file "units\adversor.RIF" name "adversor" hotspot "Dum Flash" } hierarchy Hcy_Adversor_Shadow { file "units\adversor vlow.RIF" name "adversor vlow" hotspot "dum flash" } character Chr_Adversor : Chr_DefaultBaddie { turning speed 0.01 walking speed 0 weapon enemy laser strength 90 aim 0 height 0.6 sight angle 89 sight range 15 hearing range 00 aggression 1 shadow hierarchy Hcy_Adversor_Shadow gun yaw angle 135 elevation angle 20 target cycle time 5 can turn no vision cone no always cpu controlled yes } pgenerator Pgn_Adversor { type fire life infinite rate 4 x 0 y 0 z 0 red 0.1 green 0.1 blue 0.1 alpha 0.7 } role Rol_Adversor : Rol_DefaultRobot { pgen Pgn_Adversor shape Hcy_Adversor character Chr_Adversor armour 2 ai popup identifier "adversor" destructibility Frg_adversor } # line 24 "level05.gls" # line 1 "sneeker.gsh" # line 1 "grenade_launcher.gsh" # line 12 "sneeker.gsh" # line 1 "defaults.gsh" # line 13 "sneeker.gsh" # line 1 "sneekerfrag.gsh" # line 1 "defaults.gsh" # line 13 "sneekerfrag.gsh" hierarchy Hcy_sneekerFrag { file "units\sneekerfrag.rif" name "sneekerfrag" hotspot none } role Rol_sneekerFrag : Rol_FragObject { shape Hcy_sneekerFrag identifier "sneekerfrag" } frag data Frg_sneeker { role Rol_sneekerFrag scale 10 replace yes } # line 14 "sneeker.gsh" hierarchy Hcy_sneeker { file "units\LOWsneeker.RIF" name "LOWsneeker" hotspot "dunflash" } hierarchy Hcy_sneekerShadow { file "units\sneeker_shadow.RIF" name "sneekershadow" } character Chr_sneeker : Chr_DefaultBaddie { turning speed 0.75 walking speed 1 weapon plasmagnum strength 200 aim 2 sight angle 30 sight range 15 hearing range 10 aggression 0.75 radius 2 shadow hierarchy Hcy_sneekerShadow } character Chr_mini_sneeker : Chr_DefaultBaddie { turning speed 0.75 walking speed 1 weapon plasmagnum strength 107 aim 2 sight angle 30 sight range 15 hearing range 10 aggression 0.75 radius 1 size 0.75 shadow hierarchy Hcy_sneekerShadow } role Rol_sneeker : Rol_DefaultRobot { shape Hcy_sneeker character Chr_sneeker identifier "SNEEKER" destructibility Frg_sneeker armour 7 ai bot } role Rol_mini_sneeker : Rol_DefaultRobot { shape Hcy_sneeker character Chr_mini_sneeker identifier "MINI_SNEEKER" destructibility Frg_sneeker armour 4 ai bot } # line 25 "level05.gls" # line 1 "runner.gsh" # line 1 "defaults.gsh" # line 13 "runner.gsh" # line 1 "lasers.gsh" # line 14 "runner.gsh" hierarchy Hcy_runner { file "units\LOWrunner.RIF" name "lowrunner" hotspot "dumflash" } hierarchy Hcy_HighPoly_runner { file "units\runner.RIF" name "runner" hotspot "dumflash" } hierarchy Hcy_runner_Shadow { file "units\runner_shadow.RIF" name "runner_shadow" } character Chr_runner : Chr_DefaultBaddie { turning speed 0.8 walking speed 1.0 weapon missile launcher strength 90 aim 2 sight angle 20 sight range 20 hearing range 17 aggression 0.50 gun yaw angle 0 shadow hierarchy Hcy_runner_Shadow } character Chr_runner_large : Chr_DefaultBaddie { turning speed 0.8 walking speed 1.0 weapon missile launcher strength 200 aim 2 sight angle 20 sight range 20 hearing range 17 aggression 0.50 gun yaw angle 0 size 2 shadow hierarchy Hcy_runner_Shadow } role Rol_runner : Rol_DefaultRobot { shape Hcy_HighPoly_runner character Chr_runner destructibility Des_Explode identifier "runner" armour 5 ai bot } role Rol_runner_large : Rol_DefaultRobot { shape Hcy_HighPoly_runner character Chr_runner_large destructibility Des_Explode identifier "runner_large" armour 10 ai bot } # line 26 "level05.gls" # line 1 "scythor.gsh" # line 1 "defaults.gsh" # line 13 "scythor.gsh" # line 1 "lasers.gsh" # line 14 "scythor.gsh" # line 1 "scythorfrag.gsh" # line 1 "defaults.gsh" # line 13 "scythorfrag.gsh" hierarchy Hcy_scythorFrag { file "units\scythorfrag.rif" name "scythorfrag" hotspot none } role Rol_scythorFrag : Rol_FragObject { shape Hcy_scythorFrag identifier "scythorfrag" } frag data Frg_scythor { role Rol_scythorFrag scale 6 replace yes } # line 15 "scythor.gsh" # line 1 "grenade_launcher.gsh" # line 16 "scythor.gsh" hierarchy Hcy_scythor { file "units\scythor.RIF" name "scythor" hotspot "dumflash" } hierarchy Hcy_scythor_Shadow { file "units\Scythor_shadow.RIF" name "Scythor_shadow" } character Chr_scythor : Chr_DefaultBaddie { turning speed 0.5 walking speed 1.0 weapon laser strength 60 aim 2 sight angle 20 sight range 12 hearing range 11 aggression 0.25 gun yaw angle 100 shadow hierarchy Hcy_scythor_Shadow } character Chr_scythor_large : Chr_DefaultBaddie { turning speed 0.8 walking speed 1.0 weapon grenade launcher strength 100 aim 2 sight angle 20 sight range 12 hearing range 11 aggression 0.25 gun yaw angle 100 size 1.5 shadow hierarchy Hcy_scythor_Shadow } character Chr_scythor_badass : Chr_DefaultBaddie { turning speed 0.8 walking speed 1.0 weapon grenade launcher strength 60 aim 2 sight angle 20 sight range 12 hearing range 11 aggression 0.25 gun yaw angle 100 shadow hierarchy Hcy_scythor_Shadow } role Rol_scythor : Rol_DefaultRobot { shape Hcy_scythor character Chr_scythor identifier "scythor" destructibility Frg_scythor armour 0 ai bot } role Rol_scythor_large : Rol_DefaultRobot { shape Hcy_scythor character Chr_scythor_large identifier "scythor_large" destructibility Frg_scythor armour 9 ai bot } role Rol_scythor_badass : Rol_DefaultRobot { shape Hcy_scythor character Chr_scythor_badass identifier "scythor_badass" destructibility Frg_scythor armour 0 ai bot } # line 27 "level05.gls" # line 1 "archore.gsh" # line 1 "grenade_launcher.gsh" # line 12 "archore.gsh" # line 1 "defaults.gsh" # line 13 "archore.gsh" # line 1 "archorefrag.gsh" # line 1 "defaults.gsh" # line 13 "archorefrag.gsh" hierarchy Hcy_archorefrag { file "units\archorefrag.rif" name "archorefrag" hotspot none } role Rol_archorefrag : Rol_FragObject { shape Hcy_archorefrag identifier "archorefrag" } frag data Frg_archore { role Rol_archorefrag scale 10 replace yes } # line 14 "archore.gsh" hierarchy Hcy_archore { file "units\LOWarchore.RIF" name "LOWarchore" hotspot "dum flash" } character Chr_archore : Chr_DefaultBaddie { turning speed 0.75 walking speed 1 weapon plasmatrix strength 230 aim 2 sight angle 25 sight range 20 hearing range 17 aggression 1 alarm delay 4 radius 1 } character Chr_archore_lite : Chr_DefaultBaddie { turning speed 0.75 walking speed 1 weapon plasmagnum strength 107 aim 2 sight angle 25 sight range 20 hearing range 10 aggression 0.75 alarm delay 4 radius 1 } role Rol_archore : Rol_DefaultRobot { shape Hcy_archore character Chr_archore identifier "archore" armour 7 ai bot destructibility Frg_archore } role Rol_archore_lite : Rol_DefaultRobot { shape Hcy_archore character Chr_archore identifier "archore_lite" armour 4 ai bot destructibility Frg_archore } # line 28 "level05.gls" # line 1 "satellite_wall_frag.gsh" # line 1 "defaults.gsh" # line 11 "satellite_wall_frag.gsh" hierarchy Hcy_SatWallFrag { file "objects\sat fragwall b_frag_a.rif" name "sat fragwall b_frag_a" hotspot none } role Rol_SatWallFrag : Rol_PlacedObject { shape Hcy_SatWallFrag identifier "sat_wall_frag" frag control yes hit test ignore yes } frag data Frg_SatWall { role Rol_SatWallFrag scale 7 } shape Shp_SatWall { file "objects\sat fragwall b.RIF" name "sat fragwall b" } role Rol_SatWall : Rol_PlacedObject { shape Shp_SatWall identifier "sat_wall" destructibility Frg_SatWall ai blocker destination selectable yes } # line 32 "level05.gls" # line 1 "walln_multifrag.gsh" # line 1 "defaults.gsh" # line 11 "walln_multifrag.gsh" hierarchy Hcy_Fragwalln_Frag_B { file "objects\Fragwall narrow frag B.rif" name "Fragwall narrow frag B" hotspot none } role Rol_Fragwalln_Frag_B : Rol_PlacedObject { shape Hcy_Fragwalln_Frag_B identifier "fragwalln_frag_B" frag control yes hit test ignore yes } shape Shp_Fragwalln_B { file "objects\Fragwall narrow B.rif" name "Fragwall narrow B" } frag data Frg_Fragwalln_B { role Rol_Fragwalln_Frag_B replace yes scale 7 symmetric no } role Rol_Fragwalln_B : Rol_PlacedObject { shape Shp_Fragwalln_B identifier "fragwalln_b" destructibility Frg_Fragwalln_B armour 0 ai blocker } hierarchy Hcy_Fragwalln_Frag_A { file "objects\Fragwall narrow frag A.rif" name "Fragwall narrow frag A" hotspot none } role Rol_Fragwalln_Frag_A : Rol_PlacedObject { shape Hcy_Fragwalln_Frag_A identifier "fragwall_frag_A" frag control yes hit test ignore yes } shape Shp_Fragwalln_A { file "objects\Fragwall narrow A.rif" name "Fragwall narrow A" } frag data Frg_Fragwalln_A { role Rol_Fragwalln_Frag_A replace role Rol_Fragwalln_B replace yes scale 10 symmetric no } role Rol_Fragwalln_A : Rol_PlacedObject { shape Shp_Fragwalln_A identifier "fragwalln_a" destructibility Frg_Fragwalln_A armour 0 ai blocker } # line 33 "level05.gls" # line 1 "fragboulder.gsh" # line 1 "defaults.gsh" # line 11 "fragboulder.gsh" hierarchy Hcy_fragboulderfrag_e { file "objects\fragboulderfrag E.rif" name "fragboulderfrag E" hotspot none } role Rol_fragboulderfrag_e : Rol_PlacedObject { shape Hcy_fragboulderfrag_e identifier "fragboulderfrag_e" frag control yes hit test ignore yes } shape Shp_fragboulder_d { file "objects\fragboulder D.rif" name "fragboulder D" } frag data Frg_fragboulder_d { role Rol_fragboulderfrag_e replace yes scale 7 symmetric no } role Rol_fragboulder_d : Rol_PlacedObject { shape Shp_fragboulder_d identifier "fragboulder_d" destructibility Frg_fragboulder_d armour 2 ai blocker } hierarchy Hcy_fragboulderfrag_d { file "objects\fragboulderfrag D.rif" name "fragboulderfrag D" hotspot none } role Rol_fragboulderfrag_d : Rol_PlacedObject { shape Hcy_fragboulderfrag_d identifier "fragboulderfrag_d" frag control yes hit test ignore yes } shape Shp_fragboulder_c { file "objects\fragboulder C.rif" name "fragboulder C" } frag data Frg_fragboulder_c { role Rol_fragboulderfrag_d replace role Rol_fragboulder_d replace yes scale 7 symmetric no } role Rol_fragboulder_c : Rol_PlacedObject { shape Shp_fragboulder_c identifier "fragboulder_c" destructibility Frg_fragboulder_c armour 2 ai blocker } hierarchy Hcy_fragboulderfrag_c { file "objects\fragboulderfrag C.rif" name "fragboulderfrag C" hotspot none } role Rol_fragboulderfrag_c : Rol_PlacedObject { shape Hcy_fragboulderfrag_c identifier "fragboulderfrag_c" frag control yes hit test ignore yes } shape Shp_fragboulder_b { file "objects\fragboulder B.rif" name "fragboulder B" } frag data Frg_fragboulder_b { role Rol_fragboulderfrag_c replace role Rol_fragboulder_c replace yes scale 7 symmetric no } role Rol_fragboulder_b : Rol_PlacedObject { shape Shp_fragboulder_b identifier "fragboulder_b" destructibility Frg_fragboulder_b armour 2 ai blocker } hierarchy Hcy_fragboulderfrag_b { file "objects\fragboulderfrag B.rif" name "fragboulderfrag B" hotspot none } role Rol_fragboulderfrag_b : Rol_PlacedObject { shape Hcy_fragboulderfrag_b identifier "fragboulderfrag_b" frag control yes hit test ignore yes } shape Shp_fragboulder_a { file "objects\fragboulder A.rif" name "fragboulder A" } frag data Frg_fragboulder_a { role Rol_fragboulderfrag_b replace role Rol_fragboulder_b replace yes scale 7 symmetric no } role Rol_fragboulder_a : Rol_PlacedObject { shape Shp_fragboulder_a identifier "fragboulder_a" destructibility Frg_fragboulder_a armour 2 ai blocker } hierarchy Hcy_fragboulderfrag_a { file "objects\fragboulderfrag A.rif" name "fragboulderfrag A" hotspot none } role Rol_fragboulderfrag_a : Rol_PlacedObject { shape Hcy_fragboulderfrag_a identifier "fragboulderfrag_a" frag control yes hit test ignore yes } shape Shp_fragboulder { file "objects\fragboulder.rif" name "fragboulder" } frag data Frg_fragboulder { role Rol_fragboulderfrag_a replace role Rol_fragboulder_a replace yes scale 7 symmetric no } role Rol_fragboulder : Rol_PlacedObject { shape Shp_fragboulder identifier "fragboulder" destructibility Frg_fragboulder armour 2 ai blocker } # line 34 "level05.gls" # line 1 "blobarrelfrag.gsh" # line 1 "defaults.gsh" # line 13 "blobarrelfrag.gsh" hierarchy Hcy_blobarrelfrag { file "objects\blobarrelfrag.rif" name "blobarrelfrag" hotspot none } role Rol_blobarrelfrag : Rol_FragObject { shape Hcy_blobarrelfrag identifier "blobarrelfrag" } frag data Frg_blobarrelfrag { role Rol_blobarrelfrag scale 7 blast range 4 blast damage 20 } shape Shp_blobarrel { file "objects\blobarrel.rif" name "blobarrel" } character Chr_blobarrel : Chr_Default { strength 20 turning speed 0 walking speed 0 weapon plasmatrix aim 0 sight angle 0 sight range 0 hearing range 0 aggression 0 radius 1 } character Chr_trainingblobarrel : Chr_Default { strength 15 turning speed 0 walking speed 1 weapon plasmatrix aim 0 sight angle 0 sight range 8 hearing range 0 aggression 0 radius 1 } role Rol_blobarrel : Rol_PlacedObject { character Chr_blobarrel shape Shp_blobarrel destructibility Frg_blobarrelfrag identifier "blobarrel" ai blocker armour 1 } role Rol_trainingblobarrel : Rol_PlacedObject { character Chr_trainingblobarrel shape Shp_blobarrel destructibility Frg_blobarrelfrag identifier "trainingblobarrel" ai blocker armour 1 } # line 35 "level05.gls" # line 1 "greenlight_mini.gsh" light Lit_green_mini { red 2 green 5 blue 2 specular red 0.1 specular green 1.5 specular blue 0.1 range 4 } role Rol_Greenlight_mini : Rol_PlacedObject { light Lit_green_mini } # line 39 "level05.gls" # line 1 "greenlight.gsh" pgenerator Pgn_green { type corona life infinite rate 1 x 0 y 0 z 0 red 0.2 green 1 blue 0.2 alpha 1 } light Lit_green { red 4 green 10 blue 4 specular red 0.3 specular green 3 specular blue 0.3 range 10 } role Rol_Greenlight : Rol_PlacedObject { shape Pgn_green light Lit_green } # line 40 "level05.gls" # line 1 "brightwhitebulb.gsh" # line 1 "defaults.gsh" # line 13 "brightwhitebulb.gsh" pgenerator Pgn_lavayellow { type corona life infinite rate 1 x 0 y 0 z 0 red 1 green 1 blue 1 alpha 1 } light Lit_lavayellow { red 1 green 1 blue 1 specular red 0.5 specular green 0.5 specular blue 0.5 range 30 } role Rol_lavayellow : Rol_PlacedObject { shape Pgn_lavayellow light Lit_lavayellow identifier "lavayellowbulb" } # line 41 "level05.gls" # line 1 "bluelight.gsh" pgenerator Pgn_blue { type corona life infinite rate 1 x 0 y 0 z 0 red 0.5 green 0.5 blue 0.8 alpha 1 } light Lit_blue { red 0.6 green 0.6 blue 1 specular red 0.6 specular green 0.6 specular blue 0.8 range 6 } role Rol_Bluelight : Rol_PlacedObject { shape Pgn_blue light Lit_blue moves on lifts yes identifier "bluelight" } # line 42 "level05.gls" # line 1 "corona_light.gsh" pgenerator Pgn_Corona { type corona life infinite rate 1 x 0 y 0 z 0 red 1.0 green 1.0 blue 1.0 alpha 1 } light Lit_Corona { red 1 green 1 blue 1 specular red 1 specular green 1 specular blue 1 range 6 } role Rol_Corona : Rol_PlacedObject { shape Pgn_Corona light Lit_Corona } # line 43 "level05.gls" # line 1 "purplelight.gsh" pgenerator Pgn_purple { type corona life infinite rate 1 x 0 y 0 z 0 red 0.5 green 0 blue 0.5 alpha 1 } light Lit_purple { red 0.2 green 0 blue 0.2 specular red 0.2 specular green 0 specular blue 0.2 range 10 } role Rol_Purplelight : Rol_DefaultGarbage { shape Pgn_purple light Lit_purple moves on lifts yes identifier "purplelight" } # line 44 "level05.gls" # line 1 "bluelightmini.gsh" pgenerator Pgn_bluemini { type corona life infinite rate 1 x 0 y 0 z 0 red 0.5 green 0.5 blue 0.8 alpha 1 } light Lit_bluemini { red 0.8 green 0.8 blue 1 specular red 0.4 specular green 0.4 specular blue 0.8 range 4 } role Rol_Bluelightmini : Rol_PlacedObject { shape Pgn_bluemini light Lit_bluemini moves on lifts yes identifier "bluelightmini" } # line 45 "level05.gls" # line 1 "purplelightmini.gsh" pgenerator Pgn_purplemini { type corona life infinite rate 1 x 0 y 0 z 0 red 1 green 0 blue 1 alpha 1 } light Lit_purplemini { red 0.6 green 0 blue 0.6 specular red 0.6 specular green 0 specular blue 0.6 range 6 } role Rol_Purplelightmini : Rol_DefaultGarbage { shape Pgn_purplemini light Lit_purplemini moves on lifts yes identifier "purplelightmini" } # line 46 "level05.gls" # line 1 "whitelightmini.gsh" pgenerator Pgn_whitemini { type corona life infinite rate 1 x 0 y 0 z 0 red 0.7 green 0.7 blue 0.7 alpha 1 } light Lit_whitemini { red 1 green 1 blue 1 specular red 0.7 specular green 0.7 specular blue 0.7 range 6 } role Rol_Whitelightmini : Rol_PlacedObject { shape Pgn_whitemini light Lit_whitemini moves on lifts yes identifier "whitelightmini" } # line 47 "level05.gls" # line 1 "redlightmini.gsh" pgenerator Pgn_redmini { type corona life infinite rate 1 x 0 y 0 z 0 red 1 green 0.2 blue 0.2 alpha 1 } light Lit_redmini { red 1 green 0.1 blue 0.1 specular red 1 specular green 0 specular blue 0 range 4 } role Rol_Redlightmini : Rol_DefaultGarbage { shape Pgn_redmini light Lit_redmini moves on lifts yes identifier "redlight" } # line 48 "level05.gls" # line 1 "greenlightsatpark.gsh" light Lit_greensatpark { red 0.4 green 1 blue 1 specular red 0.3 specular green 1 specular blue 0.8 range 30 } role Rol_Greenlightsatpark : Rol_PlacedObject { light Lit_greensatpark } # line 49 "level05.gls" # line 1 "carfire.gsh" # line 1 "oilfire.gsh" # line 1 "defaults.gsh" # line 13 "oilfire.gsh" pgenerator Pgn_OilFire { type fire life infinite rate 10 x 0 y -1 z 0 red 1 green 0.4 blue 0.1 alpha 1 start scale 1.0 end scale 0.3 spin 10000 } light Lit_OilFire { red 4 green 1.5 blue 0.2 specular red 1.5 specular green 0.5 specular blue 0 range 6 } role Rol_OilFire : Rol_PlacedObject { shape Pgn_OilFire light Lit_OilFire } # line 13 "carfire.gsh" # line 53 "level05.gls" # line 1 "oilfire.gsh" # line 54 "level05.gls" shape Shp_dishlift_a { file "levels\level05.rif" name "DISHLIFT A" } shape Shp_dishlift_b { file "levels\level05.rif" name "DISHLIFT B" } shape Shp_dishlift_c { file "levels\level05.rif" name "DISHLIFT C" } shape Shp_dishlift_d { file "levels\level05.rif" name "DISHLIFT D" } shape Shp_dishlift_e { file "levels\level05.rif" name "DISHLIFT E" } shape Shp_setilift_a { file "levels\level05.rif" name "SETILIFT A" } shape Shp_LiftswitchA { file "objects\LIFTSWITCH F.rif" name "LIFTSWITCH F" } shape Shp_LiftswitchAB { file "objects\LIFTSWITCH E.rif" name "LIFTSWITCH E" } shape Shp_setilift_b { file "levels\level05.rif" name "SETILIFT B" } shape Shp_LiftswitchB { file "objects\LIFTSWITCH F.rif" name "LIFTSWITCH F" } shape Shp_LiftswitchBB { file "objects\LIFTSWITCH E.rif" name "LIFTSWITCH E" } shape Shp_tracklift_a { file "levels\level05.rif" name "TRACKLIFT A" } shape Shp_tracklift_b { file "levels\level05.rif" name "TRACKLIFT B" } shape Shp_tracklift_c { file "levels\level05.rif" name "TRACKLIFT C" } shape Shp_tracklift_d { file "levels\level05.rif" name "TRACKLIFT D" } shape Shp_tracklift_e { file "levels\level05.rif" name "TRACKLIFT E" } shape Shp_tracklift_f { file "levels\level05.rif" name "TRACKLIFT F" } shape Shp_tracklift_g { file "levels\level05.rif" name "TRACKLIFT G" } shape Shp_tracklift_h { file "levels\level05.rif" name "TRACKLIFT H" } shape Shp_tracklift_i { file "levels\level05.rif" name "TRACKLIFT I" } shape Shp_tracklift_j { file "levels\level05.rif" name "TRACKLIFT J" } shape Shp_tracklift_k { file "levels\level05.rif" name "TRACKLIFT K" } shape Shp_tracklift_l { file "levels\level05.rif" name "TRACKLIFT L" } shape Shp_gen_switch_a { file "objects\technobox.rif" name "technobox" } shape Shp_gen_switch_b { file "objects\technobox.rif" name "technobox" } shape Shp_force_gen_a { file "levels\level05.rif" name "FORCE GEN A" } hierarchy Hcy_enemy_dish { file "objects\enemy dish level 5.rif" name "enemy dish" hotspot "dum flash" } shape Shp_Junkpile_C { file "objects\JUNKPILE C.rif" name "JUNKPILE C" } shape Shp_Junkpile_D { file "objects\JUNKPILE D.rif" name "junkpile D" } shape Shp_Junkpile_E { file "objects\JUNKPILE E.rif" name "junkpile E" } shape Shp_Junkpile_F { file "objects\JUNKPILE F.rif" name "junkpile F" } shape Shp_Junkpile_G { file "objects\JUNKPILE G.rif" name "junkpile G" } shape Shp_Junkpile_H { file "objects\JUNKPILE H.rif" name "junkpile H" } shape Shp_Garbage_A { file "objects\GARBAGE A.rif" name "garbage A" } shape Shp_Garbage_B { file "objects\GARBAGE B.rif" name "garbage B" } shape Shp_Garbage_C { file "objects\GARBAGE C.rif" name "garbage C" } shape Shp_Garbage_D { file "objects\GARBAGE D.rif" name "garbage D" } shape Shp_Garbage_E { file "objects\GARBAGE E.rif" name "garbage E" } shape Shp_Garbage_F { file "objects\GARBAGE F.rif" name "garbage F" } shape Shp_Garbage_G { file "objects\GARBAGE G.rif" name "garbage G" } shape Shp_Garbage_H { file "objects\GARBAGE H.rif" name "garbage H" } shape Shp_Garbage_I { file "objects\GARBAGE I.rif" name "garbage I" } shape Shp_Garbage_J { file "objects\GARBAGE J.rif" name "garbage J" } role Rol_DishLift_A : Rol_PlacedObject { shape Shp_dishlift_a ai track object destination selectable yes } role Rol_DishLift_B : Rol_PlacedObject { shape Shp_dishlift_b ai track object destination selectable yes } role Rol_DishLift_C : Rol_PlacedObject { shape Shp_dishlift_c ai track object destination selectable yes } role Rol_DishLift_D : Rol_PlacedObject { shape Shp_dishlift_d ai track object destination selectable yes } role Rol_DishLift_E : Rol_PlacedObject { shape Shp_dishlift_e ai track object destination selectable yes } role Rol_Setilift_A : Rol_PlacedObject { shape Shp_setilift_a ai track object destination selectable yes } role Rol_LiftswitchA : Rol_DefaultPickup { shape Shp_LiftswitchA } role Rol_LiftswitchAB : Rol_DefaultPickup { shape Shp_LiftswitchAB } role Rol_Setilift_B : Rol_PlacedObject { shape Shp_setilift_b ai track object destination selectable yes } role Rol_LiftswitchB : Rol_DefaultPickup { shape Shp_LiftswitchB } role Rol_LiftswitchBB : Rol_DefaultPickup { shape Shp_LiftswitchBB } role Rol_Tracklift_A : Rol_PlacedObject { shape Shp_tracklift_a ai track object destination selectable yes } role Rol_Tracklift_B : Rol_PlacedObject { shape Shp_tracklift_b ai track object destination selectable yes } role Rol_Tracklift_C : Rol_PlacedObject { shape Shp_tracklift_c ai track object destination selectable yes } role Rol_Tracklift_D : Rol_PlacedObject { shape Shp_tracklift_d ai track object destination selectable yes } role Rol_Tracklift_E : Rol_PlacedObject { shape Shp_tracklift_e ai track object destination selectable yes } role Rol_Tracklift_F : Rol_PlacedObject { shape Shp_tracklift_f ai track object destination selectable yes } role Rol_Tracklift_G : Rol_PlacedObject { shape Shp_tracklift_g ai track object destination selectable yes } role Rol_Tracklift_H : Rol_PlacedObject { shape Shp_tracklift_h ai track object destination selectable yes } role Rol_Tracklift_I : Rol_PlacedObject { shape Shp_tracklift_i ai track object destination selectable yes } role Rol_Tracklift_J : Rol_PlacedObject { shape Shp_tracklift_j ai track object destination selectable yes } role Rol_Tracklift_K : Rol_PlacedObject { shape Shp_tracklift_k ai track object destination selectable yes } role Rol_Tracklift_L : Rol_PlacedObject { shape Shp_tracklift_l ai track object destination selectable yes } role Rol_gen_switch_a : Rol_PlacedObject { shape Shp_gen_switch_a destructibility Des_Explode } role Rol_gen_switch_b : Rol_PlacedObject { shape Shp_gen_switch_b destructibility Des_Explode } role Rol_enemy_dish : Rol_PlacedObject { shape Hcy_enemy_dish per vertex fogging yes hit test ignore yes } role Rol_force_gen_a : Rol_PlacedObject { shape Shp_force_gen_a } role Rol_Junkpile_C : Rol_DefaultJunkpile { shape Shp_Junkpile_C } role Rol_Junkpile_D : Rol_DefaultJunkpile { shape Shp_Junkpile_D } role Rol_Junkpile_E : Rol_DefaultJunkpile { shape Shp_Junkpile_E } role Rol_Junkpile_F : Rol_DefaultJunkpile { shape Shp_Junkpile_F } role Rol_Junkpile_G : Rol_DefaultJunkpile { shape Shp_Junkpile_G } role Rol_Junkpile_H : Rol_DefaultJunkpile { shape Shp_Junkpile_H } role Rol_Garbage_A : Rol_DefaultGarbage { shape Shp_Garbage_A } role Rol_Garbage_B : Rol_DefaultGarbage { shape Shp_Garbage_B } role Rol_Garbage_C : Rol_DefaultGarbage { shape Shp_Garbage_C } role Rol_Garbage_D : Rol_DefaultGarbage { shape Shp_Garbage_D } role Rol_Garbage_E : Rol_DefaultGarbage { shape Shp_Garbage_E } role Rol_Garbage_F : Rol_DefaultGarbage { shape Shp_Garbage_F } role Rol_Garbage_G : Rol_DefaultGarbage { shape Shp_Garbage_G } role Rol_Garbage_H : Rol_DefaultGarbage { shape Shp_Garbage_H } role Rol_Garbage_I : Rol_DefaultGarbage { shape Shp_Garbage_I } role Rol_Garbage_J : Rol_DefaultGarbage { shape Shp_Garbage_J } map { file "levels\level05.rif" name "Land" bitmap "bitmaps\\LEVEL05.rim" camera plane "camhund" max camera focus height "max focus height" min camera focus height "min focus height" max camera distance 100 shadow object rif "levels\level05_shadow.rif" shadow object name "Land_Shadow" max vertices per section 2048 use Rol_GunLok in team 1 for "Goodie B" as "gunlok" use Rol_Elint in team 1 for "Goodie C" as "elint" use Rol_Hark in team 1 for "Goodie D" as "hark" use Rol_Frend in team 1 for "Goodie E" as "frend" use Rol_fragboulder in team 0 for "fragwall narrow A" and "fragwall narrow AB" and "fragwall narrow AC" and "fragwall narrow AD" and "fragwall narrow AE" and "fragwall narrow AF" and "fragwall narrow AG" and "fragwall narrow AH" and "fragwall narrow AI" and "fragwall narrow AJ" and "fragwall narrow AK" and "fragwall narrow AL" and "fragwall narrow AM" and "fragwall narrow AN" and "fragwall narrow AO" and "fragwall narrow AP" and "fragwall narrow AQ" and "fragwall narrow AR" and "fragwall narrow AS" and "fragwall narrow AT" and "fragwall narrow AU" and "fragwall narrow AV" and "fragwall narrow AW" and "fragwall narrow AX" and "fragwall narrow AY" and "fragwall narrow AZ" and "fragwall narrow AZA" and "fragwall narrow AZB" and "fragwall narrow AZC" and "fragwall narrow AZD" and "fragwall narrow AZE" and "fragwall narrow AZF" and "fragwall narrow AZG" and "fragwall narrow AZH" use Rol_DishLift_A in team 0 for "DISHLIFT A" as "DishLift_A" use Rol_DishLift_B in team 0 for "DISHLIFT B" as "DishLift_B" use Rol_DishLift_C in team 0 for "DISHLIFT C" as "DishLift_C" use Rol_DishLift_D in team 0 for "DISHLIFT D" as "DishLift_D" use Rol_DishLift_E in team 0 for "DISHLIFT E" as "DishLift_E" use Rol_Setilift_A in team 0 for "SETILIFT A" as "Setilift_A" use Rol_LiftswitchA in team 0 for "LIFTSWITCH A" as "liftswitch_a" use Rol_LiftswitchAB in team 0 for "LIFTSWITCH AB" as "liftswitch_ab" use Rol_Setilift_B in team 0 for "SETILIFT B" as "Setilift_B" use Rol_LiftswitchB in team 0 for "LIFTSWITCH B" as "liftswitch_b" use Rol_LiftswitchBB in team 0 for "LIFTSWITCH BB" as "liftswitch_bb" use Rol_Tracklift_A in team 0 for "TRACKLIFT A" as "Tracklift_A" use Rol_Tracklift_B in team 0 for "TRACKLIFT B" as "Tracklift_B" use Rol_Tracklift_C in team 0 for "TRACKLIFT C" as "Tracklift_C" use Rol_Tracklift_D in team 0 for "TRACKLIFT D" as "Tracklift_D" use Rol_Tracklift_E in team 0 for "TRACKLIFT E" as "Tracklift_E" use Rol_Tracklift_F in team 0 for "TRACKLIFT F" as "Tracklift_F" use Rol_Tracklift_G in team 0 for "TRACKLIFT G" as "Tracklift_G" use Rol_Tracklift_H in team 0 for "TRACKLIFT H" as "Tracklift_H" use Rol_Tracklift_I in team 0 for "TRACKLIFT I" as "Tracklift_I" use Rol_Tracklift_J in team 0 for "TRACKLIFT J" as "Tracklift_J" use Rol_Tracklift_K in team 0 for "TRACKLIFT K" as "Tracklift_K" use Rol_Tracklift_L in team 0 for "TRACKLIFT L" as "Tracklift_L" use Rol_Smartbot in team 2 for "MINEBOT A" and "MINEBOT AB" and "MINEBOT AC" and "MINEBOT AD" and "MINEBOT AE" and "MINEBOT AF" and "MINEBOT AG" and "MINEBOT AH" and "MINEBOT AI" and "MINEBOT AJ" and "MINEBOT AK" and "MINEBOT AL" and "MINEBOT AM" and "MINEBOT AN" and "MINEBOT AP" and "MINEBOT AQ" and "MINEBOT AR" and "MINEBOT AS" and "MINEBOT AT" and "MINEBOT AU" and "MINEBOT AV" and "MINEBOT AW" and "MINEBOT AX" and "MINEBOT AY" and "MINEBOT AZ" use Rol_blobarrel in team 2 for "blobarrelA" and "blobarrelB" and "blobarrelC" and "blobarrelD" and "blobarrelE" and "blobarrelF" and "blobarrelG" and "blobarrelH" and "blobarrelI" and "blobarrelJ" and "blobarrelK" and "blobarrelL" and "blobarrelM" and "blobarrelN" and "blobarrelO" and "blobarrelP" and "blobarrelQ" and "blobarrelR" and "blobarrelS" and "blobarrelT" and "blobarrelU" and "blobarrelV" use Rol_enemy_dish in team 0 for "ANTENNA BOX A" as "DISH" use Rol_SatWall in team 0 for "SAT FRAGWALL B" use Rol_gen_switch_a in team 2 for "GEN SWITCH A" as "gen_switch_a" use Rol_gen_switch_b in team 2 for "GEN SWITCH B" as "gen_switch_b" use Rol_Junkpile_C in team 0 for "JUNKPILE C" and "JUNKPILE CB" use Rol_Junkpile_D in team 0 for "junkpile D" and "junkpile DB" use Rol_Junkpile_E in team 0 for "junkpile E" and "junkpile EB" use Rol_Junkpile_F in team 0 for "junkpile F" and "junkpile FB" use Rol_Junkpile_G in team 0 for "junkpile G" and "junkpile GB and" "JUNKPILE GC" use Rol_Junkpile_H in team 0 for "junkpile H" and "junkpile HB" use Rol_Garbage_A in team 0 for "garbage A" as "garbage_a" use Rol_Garbage_A in team 0 for "garbage AB" as "garbage_ab" use Rol_Garbage_A in team 0 for "garbage AC" as "garbage_ac" use Rol_Garbage_A in team 0 for "garbage AD" as "garbage_ad" use Rol_Garbage_A in team 0 for "garbage AE" as "garbage_ae" use Rol_Garbage_A in team 0 for "garbage AF" as "garbage_af" use Rol_Garbage_B in team 0 for "garbage B" as "garbage_b" use Rol_Garbage_B in team 0 for "garbage BB" as "garbage_bb" use Rol_Garbage_B in team 0 for "garbage BC" as "garbage_bc" use Rol_Garbage_B in team 0 for "garbage BD" as "garbage_bd" use Rol_Garbage_C in team 0 for "garbage C" as "garbage_c" use Rol_Garbage_C in team 0 for "garbage CB" as "garbage_cb" use Rol_Garbage_C in team 0 for "garbage CC" as "garbage_cc" use Rol_Garbage_C in team 0 for "garbage CD" as "garbage_cd" use Rol_Garbage_D in team 0 for "garbage D" as "garbage_d" use Rol_Garbage_D in team 0 for "garbage DB" as "garbage_db" use Rol_Garbage_D in team 0 for "garbage DC" as "garbage_dc" use Rol_Garbage_D in team 0 for "garbage DD" as "garbage_dd" use Rol_Garbage_D in team 0 for "garbage DE" as "garbage_de" use Rol_Garbage_E in team 0 for "garbage E" as "garbage_e" use Rol_Garbage_E in team 0 for "garbage EB" as "garbage_eb" use Rol_Garbage_F in team 0 for "garbage F" as "garbage_f" use Rol_Garbage_F in team 0 for "garbage FB" as "garbage_fb" use Rol_Garbage_G in team 0 for "garbage G" as "garbage_g" use Rol_Garbage_G in team 0 for "garbage GB" as "garbage_gb" use Rol_Garbage_G in team 0 for "garbage GC" as "garbage_gc" use Rol_Garbage_G in team 0 for "garbage GD" as "garbage_gd" use Rol_Garbage_H in team 0 for "garbage H" as "garbage_h" use Rol_Garbage_H in team 0 for "garbage HB" as "garbage_hb" use Rol_Garbage_H in team 0 for "garbage HC" as "garbage_hc" use Rol_Garbage_H in team 0 for "garbage HD" as "garbage_hd" use Rol_Garbage_H in team 0 for "garbage HE" as "garbage_he" use Rol_Garbage_H in team 0 for "garbage HF" as "garbage_hf" use Rol_Garbage_I in team 0 for "garbage I" as "garbage_i" use Rol_Garbage_I in team 0 for "garbage IB" as "garbage_ib" use Rol_Garbage_J in team 0 for "garbage J" as "garbage_j" use Rol_Garbage_J in team 0 for "garbage JB" as "garbage_jb" use Rol_Greenlight_mini in team 0 for "Light A" and "Light B" use Rol_Greenlightsatpark in team 0 for "Light C" use Rol_Bluelightmini in team 0 for "bluelight a" and "bluelight ab" and "bluelight ac" and "bluelight ad" and "bluelight ae" and "bluelight af" and "bluelight ag" use Rol_Whitelightmini in team 0 for "whitelight ab" and "whitelight ac" and "whitelight ad" and "whitelight ae" and "whitelight af" and "whitelight ag" and "whitelight ah" and "whitelight ai" and "whitelight aj" and "whitelight ak" and "whitelight al" and "whitelight am" and "whitelight an" use Rol_Purplelightmini in team 0 for "purplelightD" and "purplelightE" } camera track { file "levels\level05.rif" name "satellite start" } camera track { file "levels\level05.rif" name "end sequence" } # line 0 ""