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INI File  |  1996-07-30  |  10KB  |  351 lines

  1. [LEVELS]
  2. 1
  3. *****************************************************************
  4. *                                                               *
  5. *        MONSTERS DEFINITION                                    *
  6. *                                                               *
  7. *****************************************************************
  8.  
  9. [MONSTERS]
  10. 4           WRad  ARad    SPD   LIFE   Rck  SepLimit
  11.              120   120     12     80    0    0 ;==== Hero ==========
  12. 3d_MODEL   = heron3.3o
  13.  WALK      = hrun2.ani
  14.  WALK2     =
  15.  SLEEP     = hsleep.ani
  16.  FIRE      = hatt.ani
  17.  START     = hstart.ani
  18.  STOP      = hstop.ani
  19.            =
  20.  HIT_Head  =
  21.   r        =
  22.   r        =
  23.   r        =
  24.   r        =
  25.            =
  26.  DIE       = hfall.ani
  27.               52  190  10  160  5  18 ;=== Joker ==========
  28. 3d_MODEL   = joker6.3o
  29.  WALK      = j6walk.ani
  30.  WALK2     =
  31.  SLEEP     = j6sleep.ani
  32.  ATTACK    = j6ratt.ani
  33.  ATTACK R  = j6latt1.ani
  34.  ATTACK L  = j6ratt3.ani
  35.  ATTACK *  = j6kiss.ani
  36.  HIT_A     = j6cry.ani
  37.  HIT_B     = jhit2.ani
  38.  SEP_RHand = j6sepr.ani
  39.  SEP_LHand = j6sepl.ani
  40.  FALL      =
  41.  RASING    = j6up.ani
  42.  DIE       = j6fall.ani
  43.               70  220  12  420  1  25 ;=== Punisher =======
  44. 3d_MODEL   = pant1.3o
  45.  WALK      = pmove.ani
  46.  WALK2     =
  47.  SLEEP     = psleep.ani
  48.  ATTACK    = pratt1.ani
  49.  ATTACK R  = platt1.ani
  50.  ATTACK L  = pratt2.ani
  51.  ATTACK *  = phatt1.ani
  52.  HIT_A     = phhead.ani
  53.  HIT_B     =
  54.  SEP_RHand = prsep.ani
  55.  SEP_LHand = plsep.ani
  56.  FALL      =
  57.  RASING    = pup1.ani
  58.  DIE       = pfall1.ani
  59.               70  140  22   80  -1  125  ;=== spider =======
  60. 3d_MODEL   = spider.3o
  61.  WALK      = sp_run.ani
  62.  WALK2     =
  63.  SLEEP     = sp_run.ani
  64.  ATTACK    = sp_atck.ani
  65.  ATTACK R  = sp_atck.ani
  66.  ATTACK L  = sp_atck.ani
  67.  ATTACK *  = sp_atck.ani
  68.  HIT_A     = sp_run.ani
  69.  HIT_B     =
  70.  SEP_RHand =
  71.  SEP_LHand =
  72.  FALL      =
  73.  RASING    = sp_run.ani
  74.  DIE       = sp_die.ani
  75.  
  76.  
  77. *****************************************************************
  78. *                                                               *
  79. *        BMP & 3D OBJECTS DEFINITION                            *
  80. *                                                               *
  81. *****************************************************************
  82.  
  83. [BMP_OBJECTS]
  84. 1 [Shdw Glass    Z  GoRad  ACode   "FileName"]
  85.       0     0    0      0      0      flame.obj
  86.  
  87. [3D_OBJECTS]
  88. 17 [GoRad Shadow  BMPObj  BMPz  ACode BlowUp   "FileName"    "Animation"]
  89.        0     0        1    93      0     1      fff2.3o
  90.        0     0       -1    93      0     0       fff3.3o
  91.      110     0       -1     0      0     0      bar3.3o
  92.       20     0       -1     0    255     0       key.3o           key.ani
  93.        0     0        1   100      0     0     disko.3o
  94.      110     0       -1     0      0     0     bar22.3o
  95.        0     0       -1     0    102     0      life.3o
  96.        0     0       -1     0     11     0   bullets.3o
  97.        0     0       -1     0     21     0     pila1.3o
  98.        0     0       -1     0     31     0    arrows.3o
  99.        0     0       -1     0      3     0    wcross.3o        wcross.ani
  100.        0     0       -1     0      2     0     wdisk.3o         wdisk.ani
  101.        0     0       -1     0    120     0   biglife.3o
  102.        0     0       -1     0     16     0   nailbox.3o
  103.        0     0       -1     0     12     0    gbbull.3o
  104.        0     0       -1     0    131     0     invis.3o         invis.ani
  105.        0     0       -1     0      0     0    alarm1.3o
  106.  
  107.  
  108. *****************************************************************
  109. *                                                               *
  110. *        3D ROCKETS DEFINITION                                  *
  111. *                                                               *
  112. *****************************************************************
  113.  
  114. [ROCKETS]
  115. 6  [BW  GF  Ard  CRd  Pwr Rfl Light  Auto]
  116.  
  117.   3d_MODEL  = disk.3o                  ;
  118.   ANIMATION = disk.ani                 ; Hero Golden Disk
  119.    13   0   120  42   30  0    0   1   ;
  120.  
  121.   3d_MODEL  = axe.3o                   ; Axe
  122.   ANIMATION = axe.ani                  ;
  123.    13   0   120  42   42  0    0   0   ;
  124.  
  125.   3d_MODEL  =                          ;
  126.   ANIMATION =                          ; Auto
  127.    13   0    50  42   10  0    0   0   ;
  128.  
  129.   3d_MODEL  =                          ;
  130.   ANIMATION =                          ; Shoot-Gun
  131.    13   0    50  42   20  0    0   0   ;
  132.  
  133.   3d_MODEL  = arrow.3o                 ;
  134.   ANIMATION = arrow.ani                ; Arrow-Gun
  135.    13   0   120  42   50  0    1   0   ;
  136.  
  137.   3d_MODEL  = jdisk.3o                 ;
  138.   ANIMATION = jdisk.ani                ; Joker's disk
  139.    13   0   120  42   25  0    0   1   ;
  140.  
  141.  
  142.  
  143. *****************************************************************
  144. *                                                               *
  145. *        SEPARATE PARTS DEFINITION                              *
  146. *                                                               *
  147. *****************************************************************
  148.  
  149. [SEPARATE]
  150. 9
  151.  HH RIGHT   = hrhand.3m                       *** HERO ***
  152.      ANI_B  = hrh_a.ani
  153.      ANI_A  = hrh_b.ani
  154.  HH LEFT    = hlhand.3m
  155.      ANI_A  = hlh_a.ani
  156.      ANI_B  = hlh_b.ani
  157.  HH HEAD    = Hhead.3m
  158.      ANI_A  = Hhead_a.ani
  159.      ANI_B  = Hhead_b.ani
  160. ************************************************* JOKER ***
  161.  JJ RIGHT   = jrhand.3m
  162.      ANI_B  = jrh_a.ani
  163.      ANI_A  = jrh_b.ani
  164.   J LEFT    = jlhand.3m
  165.      ANI_A  = jlh_a.ani
  166.      ANI_B  = jlh_b.ani
  167.   J HEAD    = jhead.3m
  168.      ANI_A  = jhead_a.ani
  169.      ANI_B  = jhead_b.ani
  170. ************************************************* PANISHER ***
  171.  Pan Right  = prhand.3m
  172.             = prh_a.ani
  173.             = prh_b.ani
  174.  Pan Left   = plhand.3m
  175.             = plh_a.ani
  176.             = plh_b.ani
  177.  Pan Head   =
  178.             =
  179.             =
  180.  
  181.  
  182.  
  183.  
  184.  
  185. *****************************************************************
  186. *                                                               *
  187. *        BMP BLOWS DEFINITION                                   *
  188. *                                                               *
  189. *****************************************************************
  190.  
  191. [BLOWS]
  192. 14              ; GLASS, X_CLIP, FileName
  193. 10 0    bullet.obj
  194. 0  0    point.obj
  195. 0  0    point.obj
  196. 0  0    point.obj
  197. 10 0    point.obj
  198. 0  0    point.obj
  199. 1  0    point.obj
  200. 1  0    point.obj
  201. 0  0    point.obj
  202. 0  0    point.obj
  203. 11 0  glass.obj
  204. 0  0  wood.obj
  205. 2  0  blood.obj
  206. 2  0  sparks.obj
  207.  
  208.  
  209.  
  210.  
  211.  
  212. *****************************************************************
  213. *                                                               *
  214. *        WEAPONS DEFINITION                                     *
  215. *                                                               *
  216. *****************************************************************
  217.  
  218. [WEAPONS]
  219. 3                ; RType, Smke, RldTm, YSh, RZ0, DAm, Limit, Start
  220. MODEL=ogun6.3o
  221. STAT =ogun6.ani
  222. SHOOT=ogatck.ani
  223.                        3   2  56  32  200  20   120  25
  224. MODEL=disk.3o
  225. STAT =dstat.ani
  226. SHOOT=dattack.ani
  227.                        0   0  26  15  440  20   80   20
  228. MODEL=cross.3o
  229. STAT =cross.ani
  230. SHOOT=crossa.ani
  231.                        4   0  60  32  320  10   40    5
  232.  
  233.  
  234.  
  235.  
  236.  
  237.  
  238. *****************************************************************
  239. *                                                               *
  240. *        SOUNDS DEFINITION                                      *
  241. *                                                               *
  242. *****************************************************************
  243.  
  244. [SOUNDS]
  245.  00:             =
  246.  01: Scr. Click  = scrclic.sfx
  247.  02: Item Up     =
  248.  03: SwapWeapon  = wswap.sfx
  249.  04:             =
  250.  05:             =
  251.  06:             =
  252.  07:             =
  253.  08: Boumc       =
  254.  09: DOpen       =
  255.  10: DClose      =
  256.  11: Start Move  = smove.sfx
  257.  12: End   Move  =
  258.  13:             =
  259.  14: Broke Wood  =
  260.  15: Broke Glass =
  261.  16:             =
  262.  17:             =
  263.  18:             =
  264.                  =
  265.  20: ATTACK      =
  266.  21:  Joker      =
  267.  22:  Punisher   =
  268.  23:             =
  269.  24:             =
  270.  25:             =
  271.  26:             =
  272.  27:             =
  273.  28:             =
  274.                  =
  275.  30: DEATH       = h_die.sfx
  276.  31:  Joker      = j_die.sfx
  277.  32:  Punisher   = p_die.sfx
  278.  33:             =
  279.  34:             =
  280.  35:             =
  281.  36:             =
  282.  37:             =
  283.  38:             =
  284.                  =
  285.  40: HIT         =
  286.  41:  Joker      = j_hit.sfx
  287.  42:  Punisher   =
  288.  43:             =
  289.  44:             =
  290.  45:             =
  291.  46:             =
  292.  47:             =
  293.  48:             =
  294.                  =
  295.  50: SEPARATE    =
  296.  51:  Joker      = j_die.sfx
  297.  52:  Punisher   = p_die.sfx
  298.  53:             =
  299.  54:             =
  300.  55:             =
  301.  56:             =
  302.  57:             =
  303.  58:             =
  304.                  =
  305.  60: MWeak Up    =
  306.  61:  Joker      = j_hit.sfx
  307.  62:  Punisher   = p_hit.sfx
  308.  63:             =
  309.  64:             =
  310.  65:             =
  311.  66:             =
  312.  67:             =
  313.  68:             =
  314.                  =
  315.  70:          1  = axe.sfx
  316.  71: axe      2  = axe.sfx
  317.  72:          3  = axe.sfx
  318.  73: bull     4  = poi.sfx
  319.  74:          5  =
  320.  75:          6  = axe.sfx
  321.  76:             =
  322.  77:             =
  323.  78:             =
  324.                  =
  325.  80:             =
  326.  81: GunFire 1   = shoot.sfx
  327.  82: GunFire 2   = 
  328.  83: GunFire 3   = shoot.sfx
  329.  84: GunFire 4   =
  330.  85: GunFire 5   =
  331.  86:             =
  332.  87:             =
  333.  88:             =
  334.                  =
  335.  90: BACK GROUND = BACK\back01.sfx
  336.  91:        02   = BACK\back02.sfx
  337.  92:        03   = BACK\back03.sfx
  338.  93:        04   = BACK\back04.sfx
  339.  94:        05   = BACK\back05.sfx
  340.  95:        06   = BACK\back06.sfx
  341.  96:        07   = BACK\back07.sfx
  342.  97:        08   = BACK\back08.sfx
  343.  98:        09   = BACK\back09.sfx
  344.  99:        10   = BACK\back10.sfx
  345. 100: aproc       = aproc.sfx
  346. 101: ins         = ins.raw
  347. [SOUNDS_END]
  348.  
  349. END.
  350.  
  351. *