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PC Gamer (Italian) 35
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PC Gamer IT CD 35 1-2.iso
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ARMYMEN
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AiDefault.aai
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1998-04-12
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11KB
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#-----------------------------------------------------------------------
# This is the text file that will contain AI information for
# "Army Men" It will contain Generic Game variables and information,
# Unit information, and Weapon information
#-----------------------------------------------------------------------
#
# GLOBAL DEFAULT
#
#-----------------------------------------------------------------------
# Generic Game Variables and information
VIS_RANGE 25 # in tiles (was 40!)
LAT 3 # Look Ahead Time for calculating the Zone Of Control
# from weapons
MLA 10 # Movement Look Ahead is the distance you look ahead
# during local movement
VEHICLE_DANGER 15 #tiles from vehicle to start avoiding it
VEHICLE_STANDOFF 9 #tiles from frnd vehicle to stop
TROOPER_TURN_RATE 256 #per frame change of direction allowed on run
TROOPER_POSE_RATE 150 #frames to maintain prone,kneel,stand
TROOPER_SLIDE_RATE 2 #round directions to this power of two (= 4)
DEFENSE_RADIUS 7 #tiles within to attack victim
ATTACK_RADIUS 12 #tiles within to attack people
ATTACK_HUNT 12 #tiles from attack center to roam in patrol
FOLLOW_RADIUS 5 #tiles from sarge before we must move towardhim
FOLLOW_ENGAGED_RADIUS 12 #tiles if we are engaged before we must break
#off and goto sarge (ignoring fire upon us)
#common to all maps
#-----------------------------------------------------------------------
# TROOPER information and AI data
#
# WEAPON -- Weapon carried
RIFLE_MEN
WEAPON LIGHT_MACHINE_GUN
GRENADE_MEN
WEAPON GRENADE
FLAME_MEN
WEAPON FLAME_THROWER
BAZOOKA_MEN
WEAPON BAZOOKA
MORTAR_MEN
WEAPON MORTAR
MINER_MEN
SPECIAL_MEN
#-----------------------------------------------------------------------
# Unit Composition
# UNIT Block name
# NAME Name to use as prefix to unit number
# COMPOSITION enumerates specials and rifles used
UNIT RIFLE_UNIT
NAME "Rifle "
COMPOSITION R;R;R;R;R # Special ; Rifle
UNIT GRENADE_UNIT
NAME "Grenade "
COMPOSITION S;S;R;R;R # Special ; Rifle
UNIT FLAME_UNIT
NAME "Flamer "
COMPOSITION S;S;R;R;R # Special ; Rifle
UNIT BAZOOKA_UNIT
NAME "Bazooka "
COMPOSITION S;S;R;R;R # Special ; Rifle
UNIT MORTAR_UNIT
NAME "Mortar "
COMPOSITION S;S;R;R;R # Special ; Rifle
UNIT MINER_UNIT
NAME "Miner "
COMPOSITION S;S;R;R;R # Special ; Rifle
UNIT SPECIAL_UNIT
NAME "Special "
COMPOSITION S;S;R;R;R # Special ; Rifle
#-----------------------------------------------------------------------
# Weapon information and AI data
# RATE_OF_FIRE -- Rate Of Fire 2 fields
# Field 1: How many frames between shots
# Field 2: Varies based on weapon type
# WEAPON_TYPE
# LINE_OF_SITE Line of site weapon
# MINIMUM_RANGE Minimum range to activate
# MAXIMUM_RANGE Maximum Range of attack
# PERCENTAGE_DECREASE_RATE
# Percent Decrease Rate to hit
# DAMAGE Damage at Point of attack
# GROUND_MISSILE Ground Missile Style weapon
# VELOCITY Velocity in pixels/second
# Z_VELOCITY Z velocity in pixels/second
# MINIMUM_RANGE Minimum range to activate
# MAXIMUM_RANGE Maximum Range of attack
# DAMAGE Damage at Point of attack
# DRIFT Drift of shell
# AIR_MISSILE Air Missile Style weapon
# VELOCITY Velocity in pixels/second
# Z_VELOCITY Z velocity in pixels/second
# MINIMUM_RANGE Minimum range to activate
# MAXIMUM_RANGE Maximum Range of attack
# DAMAGE Damage at Point of attack
# DRIFT Drift of shell
# CONE Cone attack weapon
# MINIMUM_RANGE Minimum usable range
# MAXIMUM_RANGE Maximum Range of attack
# DAMAGE Damage at Point of attack
# DAMAGE_DECREASE_RATE
# Damage Decrease Rate
# AREA Area attack weapon
# VELOCITY Velocity in pixels/second
# Z_VELOCITY Z velocity in pixels/second
# MINIMUM_RANGE Minimum usable range
# MAXIMUM_RANGE Maximum usable range
# DAMAGE Damage at Point of attack
# DAMAGE_DECREASE_RATE
# Damage Decrease Rate
# DRIFT Drift of shell
LIGHT_MACHINE_GUN # Light Machine Gun
RATE_OF_FIRE 1000;0 # Ticks between fires; Second field is null
LINE_OF_SITE
VELOCITY 1000
MINIMUM_RANGE 8
MAXIMUM_RANGE 384
DAMAGE 3
FLAME_THROWER #Flame Thrower
RATE_OF_FIRE 150;0 #Second field is sustain ticks
CONE
MINIMUM_RANGE 50
MAXIMUM_RANGE 140
DAMAGE 3
GRENADE # Grenade
RATE_OF_FIRE 1500;0
AREA
VELOCITY 200
Z_VELOCITY 200
MINIMUM_RANGE 100
MAXIMUM_RANGE 250
DAMAGE 15
BAZOOKA #Bazooka
RATE_OF_FIRE 2000;0 # Second field is null
GROUND_MISSILE
VELOCITY 1000
Z_VELOCITY 0
MINIMUM_RANGE 0
MAXIMUM_RANGE 384
DAMAGE 23
MORTAR #Mortar Shell
RATE_OF_FIRE 3000;0 # Second field is null
AREA
VELOCITY 220
Z_VELOCITY 425
MINIMUM_RANGE 150
MAXIMUM_RANGE 512
DAMAGE 75
HEAVY_MACHINE_GUN # Heavy Machine Gun
RATE_OF_FIRE 350;0 # Second field is null
LINE_OF_SITE
VELOCITY 1000
MINIMUM_RANGE 32
MAXIMUM_RANGE 384
DAMAGE 6
MEDIUM_MACHINE_GUN # Medium Machine Gun
RATE_OF_FIRE 375;0 # Second field is null
LINE_OF_SITE
VELOCITY 1000
MINIMUM_RANGE 0
MAXIMUM_RANGE 384
DAMAGE 5
LARGE_CANNON #Large Cannon on tank
RATE_OF_FIRE 3000;0 # Second field is null
GROUND_MISSILE
VELOCITY 1000
Z_VELOCITY 0
MINIMUM_RANGE 0
MAXIMUM_RANGE 512
DAMAGE 25
RIFLE #Sarge's machine gun
RATE_OF_FIRE 375;0 # Second field is null
GROUND_MISSILE
VELOCITY 1000
Z_VELOCITY 0
MINIMUM_RANGE 0
MAXIMUM_RANGE 384
DAMAGE 4
AUTO_RIFLE #Sarge's machine gun
RATE_OF_FIRE 375;0 # Second field is null
GROUND_MISSILE
VELOCITY 1000
Z_VELOCITY 0
MINIMUM_RANGE 0
MAXIMUM_RANGE 384
DAMAGE 4
TOWER_RIFLE #Guard Tower gun
RATE_OF_FIRE 500;0 # Second field is null
GROUND_MISSILE
VELOCITY 1000
Z_VELOCITY 0
MINIMUM_RANGE 60
MAXIMUM_RANGE 450
DAMAGE 5
EXPLOSIVE
DAMAGE 150
MINE
DAMAGE 30
MEDPACK
RATE_OF_FIRE 1000;0
DAMAGE 33
MEDKIT
DAMAGE 100
#-----------------------------------------------------------------------
# Unit information and AI data
# TROOPERS -- Unit trooper makeup, 2 fields
# Field 1 Primary Troops
# Field 2 Secondary Troops
# TROOPS -- Number of troops in unit
# SPEED -- Speed 2 fields
# Field 1 Normal marching speed before terrain effects
# Field 2 Run speed before terrain effects
# TARGET -- Target Acquisition Min and Max
# Field 1 Minimum number of attackers for acquistion
# Field 2 Maximum number of attackers for acquistion
RIFLE_UNIT
TROOPERS RIFLE_MEN;RIFLE_MEN
TROOPS 5 # maximum number of troopers for this unit
TROOP_STRENGTH 15 # hit points per trooper
SPEED 3;6;9 # Speed slow, normal and run
TARGET 1;3 # min and maximum Target acquisition values
GRENADE_UNIT
TROOPERS GRENADE_MEN;RIFLE_MEN
TROOPS 5 # maximum number of troopers for this unit
TROOP_STRENGTH 15 # hit points per trooper
SPEED 3;6;9 # Speed slow, normal and run
TARGET 1;3 # min and maximum Target acquisition values
FLAME_UNIT
TROOPERS FLAME_MEN;RIFLE_MEN
TROOPS 5 # maximum number of troopers for this unit
TROOP_STRENGTH 15 # hit points per trooper
SPEED 2;4;7 # Speed slow, normal and run
TARGET 1;3 # min and maximum Target acquisition values
BAZOOKA_UNIT
TROOPERS BAZOOKA_MEN;RIFLE_MEN
TROOPS 5 # maximum number of troopers for this unit
TROOP_STRENGTH 15 # hit points per trooper
SPEED 2;5;8 # Speed slow, normal and run
TARGET 1;3 # min and maximum Target acquisition values
ENGINEER_UNIT
TROOPERS ENGINEER_MEN;RIFLE_MEN
TROOPS 4 # maximum number of troopers for this unit
TROOP_STRENGTH 15 # hit points per trooper
SPEED 2;5;8 # Speed slow, normal and run
TARGET 1;3 # min and maximum Target acquisition values
MORTAR_UNIT
TROOPERS MORTAR_MEN;RIFLE_MEN
TROOPS 5 # maximum number of troopers for this unit
TROOP_STRENGTH 15 # hit points per trooper
SPEED 2;5;8 # Speed slow, normal and run
TARGET 1;3 # min and maximum Target acquisition values
MINER_UNIT
TROOPERS MINER_MEN;RIFLE_MEN
TROOPS 5 # maximum number of troopers for this unit
TROOP_STRENGTH 15 # hit points per trooper
SPEED 2;5;8 # Speed slow, normal and run
TARGET 1;3 # min and maximum Target acquisition values
SPECIAL_UNIT
TROOPERS SPECIAL_MEN;RIFLE_MEN
TROOPS 5 # maximum number of troopers for this unit
TROOP_STRENGTH 15 # hit points per trooper
SPEED 2;5;8 # Speed slow, normal and run
TARGET 1;3 # min and maximum Target acquisition values
#-----------------------------------------------------------------------
# Vehicle information and AI data
#
# WEAPON -- Weapon carried 2 fields
# Field 1 First weapon
# Field 2 Second weapon if available
# AMMO -- Ammo 2 fields
# Field 1 Ammo for weapon 1
# Field 2 Ammo for weapon 2
# SPEED -- Speed 2 fields
# Field 1 Maximum Speed before terrain effects
# Field 2 Minimum Speed before terrain effects
# ACCEL -- Acceleration 3 fields
# Field 1 Forward Acceleration (lower = faster)
# Field 2 Backward Acceleration (lower = faster)
# Field 3 Braking (lower = stronger brakes)
# FUEL -- Fuel 2 fields
# Field 1 Total fuel supply
# Field 2 Fuel burn rate
# TROOP_STRENGTH -- Total Hit Points 1 field
# Field 1 Hit points
# TARGET -- Target Acquisition Min and Max
# Field 1 Minimum number of attackers for acquistion
# Field 2 Maximum number of attackers for acquistion
TANK #Tank
WEAPON LARGE_CANNON
CAPACITY 0
AMMO 40
SPEED 120,-100 # 25;-18 #Maximum/Minimum
ACCEL 31,31,25
FUEL 32000;3
TROOP_STRENGTH 108 #150
TARGET 1;3 # min and maximum Target acquisition values
COLLISION 32 # just below armor so 2 tanks cant ram and kill each other
ARMOR 33
HALF_TRACK #Half Track
WEAPON HEAVY_MACHINE_GUN
CAPACITY 2
AMMO -1
SPEED 140,-120 # 30;-20 #Maximum/Minimum
ACCEL 38,38,28
FUEL 32000;2
TROOP_STRENGTH 70 #75
TARGET 1;3 # min and maximum Target acquisition values
COLLISION 35
ARMOR 25
JEEP #Jeep
WEAPON MEDIUM_MACHINE_GUN
CAPACITY 1
AMMO -1
SPEED 200,-150 # 45;-35 #Maximum/Minimum
ACCEL 31,31,25
FUEL 32000;2
TROOP_STRENGTH 55 #40
TARGET 1;3 # min and maximum Target acquisition values
COLLISION 20
ARMOR 15
CONVOY #convoy
WEAPON
CAPACITY 2
AMMO -1
SPEED 160,-94 # 25;-10
ACCEL 35,35,53
FUEL 18000;2
TROOP_STRENGTH 55
TARGET 1;3 # min and maximum Target acquisition values
COLLISION 35
ARMOR 15
SARGE #Commander
WEAPON RIFLE
CAPACITY 4
AMMO -1;15
SPEED 56,-56 # 5;-5 #Maximum/Minimum
ACCEL 901,901,901
FUEL 18000;1
TROOP_STRENGTH 60
TARGET 1;3 # min and maximum Target acquisition values
COLLISION 0
#-----------------------------------------------------------------------
# EOF
#-----------------------------------------------------------------------