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PC Gamer (Italian) 35
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PC Gamer IT CD 35 2-2.iso
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DFDEMO
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DATA1.CAB
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Program_Executable_Files
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Df.pff
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ITEMS.DEF
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Text File
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1998-08-07
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10KB
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758 lines
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/ Delta Force item definition file
/
/ If you're not Daniele, don't monkey with this.
/
// .................................................................. Null
begin "null"
id 0
type marker
end
// ........................................................... Decorations
begin "barrel"
id 1001
type decoration
graphic barrel
hp 4 0
end
begin "barrels"
id 1002
type decoration
graphic barrels
hp 4 0
end
begin "bush, snow"
id 1003
type decoration
graphic bush
end
begin "bunker, sand"
id 1004
type decoration
graphic san3a_h
end
begin "chair"
id 1005
type decoration
graphic chair
end
begin "chair, wood"
id 1028
type decoration
graphic wdchair
end
begin "chair, woodx"
id 1033
type decoration
graphic wdchairx
end
begin "crate, ammo"
id 1006
type decoration
graphic ammobox
end
begin "crate, plain"
id 1007
type decoration
graphic crate1
end
begin "crate, hazard"
id 1008
type decoration
graphic crate2
end
begin "crates, hazard"
id 1009
type decoration
graphic crate3
end
begin "crate, large"
id 1010
type decoration
graphic crate4
end
begin "crate, flat"
id 1011
type decoration
graphic crate5
end
begin "crates, stacked"
id 1012
type decoration
graphic crate6
end
begin "crates, 2"
id 1013
type decoration
graphic crate7
end
begin "drugs"
id 1027
type decoration
graphic dgcrate
end
begin "drugs 2"
id 1030
type decoration
graphic dgcrate2
end
begin "fence"
id 1014
type decoration
graphic fence
hp 4 0
end
begin "satellite dish"
id 1031
type decoration
graphic psatl_h
end
begin "table"
id 1015
type decoration
graphic table
end
begin "table, wood"
id 1029
type decoration
graphic wdtable
end
begin "table, woodx"
id 1032
type decoration
graphic wdtablex
end
begin "tree, pine"
id 1016
type decoration
graphic pine
ai_function tree
interrupt_sound_id 20
hp 96 2
end
begin "tree, palm1"
id 1017
type decoration
graphic palm1
ai_function tree
interrupt_sound_id 55
hp 96 2
end
begin "tree, palm2"
id 1018
type decoration
graphic palm2
ai_function tree
interrupt_sound_id 55
hp 96 2
end
begin "tree, fir"
id 1019
type decoration
graphic fir1
ai_function null
hp 96 2
end
begin "tree, fir2"
id 1020
type decoration
graphic fir2
ai_function null
hp 96 2
end
begin "tree, cactus"
id 1021
type decoration
graphic cactus
end
begin "tree, joshua"
id 1022
type decoration
graphic joshua
end
begin "tree, snow birch"
id 1023
type decoration
graphic snobirch
end
begin "tree, snow oak"
id 1024
type decoration
graphic wintroak
end
begin "tree, oak"
id 1025
type decoration
graphic oak
end
begin "well"
id 1026
type decoration
graphic well
end
// .............................................................. Vehicles
begin "BMP-2"
id 2001
type vehicle
graphic bmp
attrib: Good
hp 64 2
end
begin "BRDM"
id 2002
type vehicle
graphic brdm
attrib: Good
hp 64 2
end
begin "bush, tumble"
id 2003
type vehicle
graphic tumble
end
begin "C130"
id 2004
type vehicle
graphic hercules
attrib: Good
hp 64 2
end
begin "Havoc"
id 2005
type vehicle
graphic havoc
attrib: Good
hp 64 2
end
begin "humvee"
id 2006
type vehicle
graphic humvee
ai_function null
move_function null
attrib: Good
hp 64 2
end
begin "LCAC"
id 2007
type vehicle
graphic lcac
ambient prop
attrib: Good
hp 64 2
end
begin "m1a2"
id 2008
type vehicle
graphic m1a2
ai_function null
attrib: Good
hp 1024 9
end
begin "pickup"
id 2009
type vehicle
graphic pickup
ai_function null
attrib:
hp 32 2
end
// ............................................................. Buildings
begin "bridge 1a"
id 3001
type building
graphic bridge
end
begin "bridge 1b"
id 3002
type building
graphic ramp
end
begin "bridge 2"
id 3018
type building
graphic s_bridge
ai_function dec0
interrupt_sound_id 57
end
begin "bunker"
id 3003
type building
graphic bunker
end
begin "castle"
id 3019
type building
graphic castle
end
begin "hangar"
id 3004
type building
graphic hangar
end
begin "house, 07"
id 3005
type building
graphic house7
end
begin "house, 08"
id 3006
type building
graphic house7
end
begin "hut, switch"
id 3007
type building
graphic swtchhut
end
begin "oil tank"
id 3008
type building
graphic oiltank
end
begin "shack 1"
id 3016
type building
graphic cshak1
end
begin "shack 2"
id 3017
type building
graphic cshak2
end
begin "tent, netting"
id 3009
type building
graphic netting
end
begin "tent, long"
id 3010
type building
graphic longtent
end
begin "tent, small"
id 3011
type building
graphic tentsmal
end
begin "tower, com"
id 3012
type building
graphic comtower
end
begin "tower, con"
id 3013
type building
graphic contower
end
begin "tower, guard"
id 3014
type building
graphic grdtower
ai_function dec0
interrupt_sound_id 58
end
begin "tower, guard 2"
id 3020
type building
graphic gtowra
end
begin "tower, med"
id 3015
type building
graphic medtower
end
// ............................................................... Objects
begin "M406 HE Grenade"
id 4001
type object
hp 1
graphic m406
end
begin "M16"
id 4002
type object
graphic m16
end
begin "PM16"
id 4003
type object
graphic pm16
end
begin "Knife"
id 4004
type object
graphic knife
end
begin "PKnife"
id 4005
type object
graphic pknife
end
begin "M1911"
id 4006
type object
graphic m1911_h
end
begin "PM19"
id 4007
type object
graphic pm19
end
begin "case, cash"
id 4013
type object
graphic cashcase
end
begin "case, metal"
id 4008
type object
graphic metlcase
end
begin "ak crate?"
id 4009
type object
graphic akcrate
end
begin "am crate?"
id 4010
type object
graphic amcrate
end
begin "gr crate?"
id 4011
type object
graphic grcrate
end
begin "radio"
id 4012
type object
graphic radio
end
// ................................................................ People
begin "Drug Leader"
id 5005
type person
graphic thug
chr_file player01
anim_def playanim
attrib: Evil AIData
hp 4
ai_function org1
phrase_set 1
end
begin "Drug Flunky 1"
id 5006
type person
graphic thug
chr_file player01
anim_def playanim
attrib: Evil AIData
hp 2
ai_function org1
phrase_set 1
end
begin "Drug Flunky 2"
id 5007
type person
graphic thug
chr_file player01
anim_def playanim
attrib: Evil AIData
hp 2
ai_function org1
phrase_set 2
end
begin "Test AI"
id 5001
type person
graphic player01
chr_file player01
anim_def playanim
attrib: Evil AIData
hp 2
ai_function org1
end
begin "player01"
id 5003
type person
graphic player01
chr_file player01
anim_def playanim
attrib: AIData FO
hp 4
ai_function plyr
phrase_set 1
end
begin "player02"
id 5004
type person
graphic player01
chr_file player01
anim_def playanim
attrib: AIData FO
hp 4
ai_function plyr
end
begin "Squad Member"
id 5002
type person
graphic player01
chr_file player01
anim_def playanim
attrib: Good AIData FO
hp 2
ai_function org1
end
// ............................................................... Markers
begin "start, player"
id 6001
type marker
end
begin "start, dmatch"
id 6002
type marker
end
begin "start, Team A"
id 6003
type marker
end
begin "start, Team B"
id 6004
type marker
end
begin "waypoint"
id 6005
type marker
end
begin "KOTH center"
id 6006
type marker
end
begin "Sound: ground, Peru"
id 6007
type marker
ai_function snd0
interrupt_sound_id 59
end
begin "Sound: Hawk, Peru"
id 6008
type marker
ai_function snd0
interrupt_sound_id 56
end
begin "Sound: Bug, Peru"
id 6011
type marker
ai_function snd0
interrupt_sound_id 63
end
begin "Sound: ground, Dsrt"
id 6009
type marker
ai_function snd0
interrupt_sound_id 62
end
begin "Sound: Sky, Dsrt"
id 6010
type marker
ai_function snd0
interrupt_sound_id 61
end
begin "Sound: Bug, Dsrt"
id 6012
type marker
ai_function snd0
interrupt_sound_id 64
end
// ............................................................... Effects
begin "bullvdirt"
id 7001
type effect
graphic exp_b
end
begin "bullvhdirt"
id 7002
type effect
graphic exp_b
end
begin "bullvgrass"
id 7003
type effect
graphic exp_b
end
begin "bullvsand"
id 7004
type effect
graphic exp_b
end
begin "bullvsnow"
id 7005
type effect
graphic exp_b
end
begin "bullvwood"
id 7006
type effect
graphic exp_b
end
begin "bullvmetal"
id 7007
type effect
graphic sparks
end
begin "bullvarmor"
id 7008
type effect
graphic sparks
end
begin "bullvstone"
id 7009
type effect
graphic sparks
end
begin "bullvcloth"
id 7010
type effect
graphic exp_b
end
begin "bullvfoliage"
id 7011
type effect
graphic exp_b
end
begin "bullvflesh"
id 7012
type effect
graphic redmist
end
begin "ground exp"
id 7013
type effect
graphic bexp
end
begin "water exp"
id 7014
type effect
graphic splash2
end
begin "water splash"
id 7015
type effect
graphic splash1
end