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- // * LOCAL DEFS FILE *
-
- // This is the local defs file. Any values entered here will be
- // passed to Meteor. If a copy of this file is placed in a modified
- // game folder (i.e. for a total conversion) then that file will be
- // used instead.
-
- // ========================================================================
- // * MAP FILENAMES *
-
- // use add map <MAP FILENAME> <MUSIC FILENAME>
- // i.e. addmap "farm" "swift.mod"
- addmap "start" "desire.mod" // Forwarding Base and Village
- addmap "farm" "destinyc.mod" // Farm
- addmap "outpost" "swift.mod" // Outpost Siege
- addmap "battle" "waveleng.mod" // Battlefield
- addmap "overtop" "swift.mod" // Over the Top
- addmap "enemyhq" "destinyc.mod" // Enemy HQ by Matt Croy
- addmap "base12" "tritranc.mod" // Jail Break
- addmap "sndst1" "desire.mod" // Operation Sand Storm Levels
- addmap "watery" "tritranc.mod" // Watery
- addmap "sneak1" "waveleng.mod" // Leo's ANti GNV Campaign
- addmap "scomplex" "destinyc.mod" // Security Complex
- addmap "alpha" "desire.mod" // Base Alpha
- addmap "beta" "waveleng.mod" // Base Beta
-
- // ========================================================================
- // * MENU AND CREDITS TUNES *
-
- // These strings specify the names of music tunes
- string menutune "altworld.mod"
- string creditstune "harsh.mod"
-
- // ========================================================================
- // * DEFAULT PLAYER SPRITES *
-
- string DefaultPlayerStillSprite "players.spr"
- string DefaultPlayerMovingSprite "playerm.spr"
- string DefaultPlayerFaceSprite "pface.spr"
-
- // ========================================================================
- // * HELICOPTER UNIT *
-
- // This is the unit (race) that is used to transport the player
- // between helicopter pick up points on the map.
- string HeliUnit "chinook.rac"
-
- // ========================================================================
- // * PLAYER NAME *
-
- // The default player name issued. If a player does not enter their
- // name when starting a new game, this one will be used.
- string DefaultSinglePlayerName "Player"
-
- // ========================================================================
- // * FIRE SPRITE *
-
- // When you, or somebody else blows the crap out of something fire sprites
- // will be dotted around the blast area. This is the filename of the
- // sprite that the game will use for that sprite.
- string FireSprite "fire.spr"
-
- // ========================================================================
- // * WASTED MESSAGE STRINGS *
-
- // be careful when playing with these because the program will
- // bomb out if a string is not found! If there are 10 strings then
- // you need "wasted0" to "wasted9", 100 strings would therefore be
- // "wasted0" to "wasted99" etc. Its basically something like...
- // sprintf( WastedStrName, "wasted%d", rand()%WastedStringCount );
-
- // The number of wasted message strings
- number WastedStringCount 10
-
- // The actual strings to be used
- string wasted0 "got wasted"
- string wasted1 "was blown away"
- string wasted2 "took some payback"
- string wasted3 "died"
- string wasted4 "bit the dust"
- string wasted5 "is missing in action"
- string wasted6 "went home in a bag"
- string wasted7 "got unlucky"
- string wasted8 "is history"
- string wasted9 "fell in battle"
-