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PC World Interactive 7
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chasm.EXE
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CHASM.INF
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INI File
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1996-07-30
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10KB
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351 lines
[LEVELS]
1
*****************************************************************
* *
* MONSTERS DEFINITION *
* *
*****************************************************************
[MONSTERS]
4 WRad ARad SPD LIFE Rck SepLimit
120 120 12 80 0 0 ;==== Hero ==========
3d_MODEL = heron3.3o
WALK = hrun2.ani
WALK2 =
SLEEP = hsleep.ani
FIRE = hatt.ani
START = hstart.ani
STOP = hstop.ani
=
HIT_Head =
r =
r =
r =
r =
=
DIE = hfall.ani
52 190 10 160 5 18 ;=== Joker ==========
3d_MODEL = joker6.3o
WALK = j6walk.ani
WALK2 =
SLEEP = j6sleep.ani
ATTACK = j6ratt.ani
ATTACK R = j6latt1.ani
ATTACK L = j6ratt3.ani
ATTACK * = j6kiss.ani
HIT_A = j6cry.ani
HIT_B = jhit2.ani
SEP_RHand = j6sepr.ani
SEP_LHand = j6sepl.ani
FALL =
RASING = j6up.ani
DIE = j6fall.ani
70 220 12 420 1 25 ;=== Punisher =======
3d_MODEL = pant1.3o
WALK = pmove.ani
WALK2 =
SLEEP = psleep.ani
ATTACK = pratt1.ani
ATTACK R = platt1.ani
ATTACK L = pratt2.ani
ATTACK * = phatt1.ani
HIT_A = phhead.ani
HIT_B =
SEP_RHand = prsep.ani
SEP_LHand = plsep.ani
FALL =
RASING = pup1.ani
DIE = pfall1.ani
70 140 22 80 -1 125 ;=== spider =======
3d_MODEL = spider.3o
WALK = sp_run.ani
WALK2 =
SLEEP = sp_run.ani
ATTACK = sp_atck.ani
ATTACK R = sp_atck.ani
ATTACK L = sp_atck.ani
ATTACK * = sp_atck.ani
HIT_A = sp_run.ani
HIT_B =
SEP_RHand =
SEP_LHand =
FALL =
RASING = sp_run.ani
DIE = sp_die.ani
*****************************************************************
* *
* BMP & 3D OBJECTS DEFINITION *
* *
*****************************************************************
[BMP_OBJECTS]
1 [Shdw Glass Z GoRad ACode "FileName"]
0 0 0 0 0 flame.obj
[3D_OBJECTS]
17 [GoRad Shadow BMPObj BMPz ACode BlowUp "FileName" "Animation"]
0 0 1 93 0 1 fff2.3o
0 0 -1 93 0 0 fff3.3o
110 0 -1 0 0 0 bar3.3o
20 0 -1 0 255 0 key.3o key.ani
0 0 1 100 0 0 disko.3o
110 0 -1 0 0 0 bar22.3o
0 0 -1 0 102 0 life.3o
0 0 -1 0 11 0 bullets.3o
0 0 -1 0 21 0 pila1.3o
0 0 -1 0 31 0 arrows.3o
0 0 -1 0 3 0 wcross.3o wcross.ani
0 0 -1 0 2 0 wdisk.3o wdisk.ani
0 0 -1 0 120 0 biglife.3o
0 0 -1 0 16 0 nailbox.3o
0 0 -1 0 12 0 gbbull.3o
0 0 -1 0 131 0 invis.3o invis.ani
0 0 -1 0 0 0 alarm1.3o
*****************************************************************
* *
* 3D ROCKETS DEFINITION *
* *
*****************************************************************
[ROCKETS]
6 [BW GF Ard CRd Pwr Rfl Light Auto]
3d_MODEL = disk.3o ;
ANIMATION = disk.ani ; Hero Golden Disk
13 0 120 42 30 0 0 1 ;
3d_MODEL = axe.3o ; Axe
ANIMATION = axe.ani ;
13 0 120 42 42 0 0 0 ;
3d_MODEL = ;
ANIMATION = ; Auto
13 0 50 42 10 0 0 0 ;
3d_MODEL = ;
ANIMATION = ; Shoot-Gun
13 0 50 42 20 0 0 0 ;
3d_MODEL = arrow.3o ;
ANIMATION = arrow.ani ; Arrow-Gun
13 0 120 42 50 0 1 0 ;
3d_MODEL = jdisk.3o ;
ANIMATION = jdisk.ani ; Joker's disk
13 0 120 42 25 0 0 1 ;
*****************************************************************
* *
* SEPARATE PARTS DEFINITION *
* *
*****************************************************************
[SEPARATE]
9
HH RIGHT = hrhand.3m *** HERO ***
ANI_B = hrh_a.ani
ANI_A = hrh_b.ani
HH LEFT = hlhand.3m
ANI_A = hlh_a.ani
ANI_B = hlh_b.ani
HH HEAD = Hhead.3m
ANI_A = Hhead_a.ani
ANI_B = Hhead_b.ani
************************************************* JOKER ***
JJ RIGHT = jrhand.3m
ANI_B = jrh_a.ani
ANI_A = jrh_b.ani
J LEFT = jlhand.3m
ANI_A = jlh_a.ani
ANI_B = jlh_b.ani
J HEAD = jhead.3m
ANI_A = jhead_a.ani
ANI_B = jhead_b.ani
************************************************* PANISHER ***
Pan Right = prhand.3m
= prh_a.ani
= prh_b.ani
Pan Left = plhand.3m
= plh_a.ani
= plh_b.ani
Pan Head =
=
=
*****************************************************************
* *
* BMP BLOWS DEFINITION *
* *
*****************************************************************
[BLOWS]
14 ; GLASS, X_CLIP, FileName
10 0 bullet.obj
0 0 point.obj
0 0 point.obj
0 0 point.obj
10 0 point.obj
0 0 point.obj
1 0 point.obj
1 0 point.obj
0 0 point.obj
0 0 point.obj
11 0 glass.obj
0 0 wood.obj
2 0 blood.obj
2 0 sparks.obj
*****************************************************************
* *
* WEAPONS DEFINITION *
* *
*****************************************************************
[WEAPONS]
3 ; RType, Smke, RldTm, YSh, RZ0, DAm, Limit, Start
MODEL=ogun6.3o
STAT =ogun6.ani
SHOOT=ogatck.ani
3 2 56 32 200 20 120 25
MODEL=disk.3o
STAT =dstat.ani
SHOOT=dattack.ani
0 0 26 15 440 20 80 20
MODEL=cross.3o
STAT =cross.ani
SHOOT=crossa.ani
4 0 60 32 320 10 40 5
*****************************************************************
* *
* SOUNDS DEFINITION *
* *
*****************************************************************
[SOUNDS]
00: =
01: Scr. Click = scrclic.sfx
02: Item Up =
03: SwapWeapon = wswap.sfx
04: =
05: =
06: =
07: =
08: Boumc =
09: DOpen =
10: DClose =
11: Start Move = smove.sfx
12: End Move =
13: =
14: Broke Wood =
15: Broke Glass =
16: =
17: =
18: =
=
20: ATTACK =
21: Joker =
22: Punisher =
23: =
24: =
25: =
26: =
27: =
28: =
=
30: DEATH = h_die.sfx
31: Joker = j_die.sfx
32: Punisher = p_die.sfx
33: =
34: =
35: =
36: =
37: =
38: =
=
40: HIT =
41: Joker = j_hit.sfx
42: Punisher =
43: =
44: =
45: =
46: =
47: =
48: =
=
50: SEPARATE =
51: Joker = j_die.sfx
52: Punisher = p_die.sfx
53: =
54: =
55: =
56: =
57: =
58: =
=
60: MWeak Up =
61: Joker = j_hit.sfx
62: Punisher = p_hit.sfx
63: =
64: =
65: =
66: =
67: =
68: =
=
70: 1 = axe.sfx
71: axe 2 = axe.sfx
72: 3 = axe.sfx
73: bull 4 = poi.sfx
74: 5 =
75: 6 = axe.sfx
76: =
77: =
78: =
=
80: =
81: GunFire 1 = shoot.sfx
82: GunFire 2 =
83: GunFire 3 = shoot.sfx
84: GunFire 4 =
85: GunFire 5 =
86: =
87: =
88: =
=
90: BACK GROUND = BACK\back01.sfx
91: 02 = BACK\back02.sfx
92: 03 = BACK\back03.sfx
93: 04 = BACK\back04.sfx
94: 05 = BACK\back05.sfx
95: 06 = BACK\back06.sfx
96: 07 = BACK\back07.sfx
97: 08 = BACK\back08.sfx
98: 09 = BACK\back09.sfx
99: 10 = BACK\back10.sfx
100: aproc = aproc.sfx
101: ins = ins.raw
[SOUNDS_END]
END.
*