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Revista CD Expert 42
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glsppout.txt
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2000-08-22
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17,212 lines
# line 1 "level05.gls"
# line 1 "defaults.gsh"
# line 1 "glresrc.h"
# line 14 "defaults.gsh"
# line 1 "sounds.h"
# line 15 "defaults.gsh"
abstract character Chr_Default
{
walking speed 1
turning speed 0.5
aggression 0.7
sight range 22
sight angle 45
hearing range 17
}
abstract character Chr_DefaultGoodie : Chr_Default
{
strength 20
aim 1
}
abstract character Chr_DefaultBaddie : Chr_Default
{
strength 10
aim 4
}
character Chr_Nothing_Pickup : Chr_Default
{
turning speed 0
walking speed 0
strength 10
aim 0
aggression 0.21
}
character Chr_Other_Pickup : Chr_Default
{
turning speed 0
walking speed 0
strength 10
aim 0
aggression 0.101
}
abstract role Rol_PlacedObject
{
character none
light none
projectile none
identifier none
per vertex fogging yes
alpha fogging no
destructibility none
}
abstract role Rol_DefaultRobot
{
light none
projectile none
identifier none
per vertex fogging no
alpha fogging yes
destructibility none
}
abstract role Rol_DefaultProjectile
{
light none
character none
identifier none
per vertex fogging no
alpha fogging yes
destructibility none
status display no
}
abstract role Rol_DefaultGarbage_NoMsg : Rol_PlacedObject
{
character Chr_Nothing_Pickup
identifier "nothing"
ai pickup
armour 25
destroy after collection no
destination selectable yes
}
abstract role Rol_DefaultGarbage : Rol_DefaultGarbage_NoMsg
{
pickup name junkpile empty pickup
}
abstract role Rol_DefaultJunkpile : Rol_DefaultGarbage
{
}
abstract role Rol_DefaultPickup
{
character none
light none
projectile none
identifier none
per vertex fogging no
alpha fogging yes
destructibility none
ai pickup
}
abstract role Rol_FragObject : Rol_PlacedObject
{
hit test ignore yes
frag control yes
alpha fogging yes
}
role Rol_CollectedPickup : Rol_DefaultGarbage
{
ai reserved
identifier "collected_pickup"
armour 25
}
destructibility Des_Explode
{
type explode
}
destructibility Des_Splatter
{
type splatter
}
# line 1 "pickups.gsh"
# line 1 "defaults.gsh"
# line 13 "pickups.gsh"
shape Shp_Health_Pickup
{
file "objects\health pickup.RIF"
name "health pickup"
}
shape Shp_Aim_Accuracy_Pickup
{
file "objects\aim accuracy pickup.RIF"
name "aim accuracy pickup"
}
shape Shp_Armour_Pickup
{
file "objects\armour pickup.RIF"
name "armour pickup"
}
shape Shp_Shield_Pickup
{
file "objects\shield pickup.RIF"
name "shield pickup"
}
shape Shp_Minelayer_Pickup
{
file "objects\mine pickup.RIF"
name "mine pickup"
}
shape Shp_Decoylayer_Pickup
{
file "objects\audio decoy pickup.RIF"
name "audio decoy pickup"
}
shape Shp_TimedMinelayer_Pickup
{
file "objects\mine timed pickup.RIF"
name "mine timed pickup"
}
shape Shp_RemoteMinelayer_Pickup
{
file "objects\mine remote pickup.RIF"
name "mine remote pickup"
}
character Chr_Health_Pickup : Chr_Default
{
turning speed 0
walking speed 35
strength 10
aim 0
aggression 0
size 5
}
character Chr_Aim_Accuracy_Pickup : Chr_Default
{
turning speed 0
walking speed 0
strength 10
aim 0
aggression 0.21
size 5
}
character Chr_Armour_Pickup : Chr_Default
{
turning speed 0
walking speed 10
strength 10
aim 0
aggression 0.91
size 5
}
character Chr_Shield_Pickup : Chr_Default
{
turning speed 0
walking speed 100
strength 10
aim 0
aggression 0.31
size 5
}
character Chr_Decoylayer_Pickup : Chr_Default
{
turning speed 0
walking speed 5
strength 10
aim 0
aggression 0.51
size 2
weapon decoy mine
}
character Chr_Minelayer_Pickup : Chr_Default
{
turning speed 0
walking speed 5
strength 10
aim 0
aggression 0.51
size 2
weapon standard mine
}
character Chr_Remote_Minelayer_Pickup : Chr_Default
{
turning speed 0
walking speed 5
strength 10
aim 0
aggression 0.51
size 2
weapon remote mine
}
character Chr_Timed_Minelayer_Pickup : Chr_Default
{
turning speed 0
walking speed 5
strength 10
aim 0
aggression 0.51
size 2
weapon timed mine
}
role Rol_Health_Pickup : Rol_DefaultPickup
{
shape Shp_Health_Pickup
character Chr_Health_Pickup
identifier "health_pickup"
destructibility Des_Explode
description health pickup description
pickup name health pickup
}
role Rol_Aim_Accuracy_Pickup : Rol_DefaultPickup
{
shape Shp_Aim_Accuracy_Pickup
character Chr_Aim_Accuracy_Pickup
identifier "aim_accuracy_pickup"
destructibility Des_Explode
description aim accuracy pickup description
pickup name aim accuracy pickup
}
role Rol_Armour_Pickup : Rol_DefaultPickup
{
shape Shp_Armour_Pickup
character Chr_Armour_Pickup
identifier "armour_pickup"
destructibility Des_Explode
description armour pickup description
pickup name armour pickup
}
role Rol_Shield_Pickup : Rol_DefaultPickup
{
shape Shp_Shield_Pickup
character Chr_Shield_Pickup
identifier "shield_pickup"
destructibility Des_Explode
description shield pickup description
pickup name shield pickup
}
role Rol_Decoylayer_Pickup : Rol_DefaultPickup
{
shape Shp_Decoylayer_Pickup
character Chr_Decoylayer_Pickup
identifier "decoylayer"
destructibility Des_Explode
description 163
pickup name decoylayer pickup
}
role Rol_Minelayer_Pickup : Rol_DefaultPickup
{
shape Shp_Minelayer_Pickup
character Chr_Minelayer_Pickup
identifier "minelayer"
destructibility Des_Explode
description 164
pickup name minelayer pickup
}
role Rol_Remote_Minelayer_Pickup : Rol_DefaultPickup
{
shape Shp_RemoteMinelayer_Pickup
character Chr_Remote_Minelayer_Pickup
identifier "remote_minelayer"
destructibility Des_Explode
description 165
pickup name remote minelayer pickup
}
role Rol_Timed_Minelayer_Pickup : Rol_DefaultPickup
{
shape Shp_TimedMinelayer_Pickup
character Chr_Timed_Minelayer_Pickup
identifier "timed_minelayer"
destructibility Des_Explode
description 166
pickup name timed minelayer pickup
}
role Rol_Nothing_Pickup : Rol_DefaultPickup
{
shape Shp_Aim_Accuracy_Pickup
character Chr_Nothing_Pickup
identifier "nothing"
destructibility Des_Explode
}
# line 181 "defaults.gsh"
# line 1 "ammo_pickups.gsh"
# line 1 "defaults.gsh"
# line 13 "ammo_pickups.gsh"
shape Shp_Flares_Pickup
{
file "objects\flares plus.RIF"
name "flares plus"
}
shape Shp_Plasma_Bolts_Pickup
{
file "objects\bullets.RIF"
name "bullets"
}
shape Shp_Plasmaxi_Bolts_Pickup
{
file "objects\bullets plus.RIF"
name "bullets plus"
}
shape Shp_Plasma_Shells_Pickup
{
file "objects\exploding bullets.RIF"
name "exploding bullets"
}
shape Shp_Autolock_Bolts_Pickup
{
file "objects\AUTOLOCK BOLTS PICKUP A.RIF"
name "AUTOLOCK BOLTS PICKUP A"
}
shape Shp_Battery_Basic_Pickup
{
file "objects\battery basic.RIF"
name "battery basic"
}
shape Shp_Battery_Plus_Pickup
{
file "objects\battery plus.RIF"
name "battery plus"
}
shape Shp_Grenade_Basic_Pickup
{
file "objects\GRENADE BASIC PICKUP A.RIF"
name "GRENADE BASIC PICKUP A"
}
shape Shp_Grenade_Plus_Pickup
{
file "objects\GRENADE PLUS PICKUP A.RIF"
name "GRENADE PLUS PICKUP A"
}
shape Shp_Missile_Ammo_Pickup
{
file "objects\missile ammo.RIF"
name "missile ammo"
}
shape Shp_Missile_Plus_Ammo_Pickup
{
file "objects\missile plus ammo.RIF"
name "missile plus ammo"
}
shape Shp_Flamer_Fuel_Pickup
{
file "objects\flame.RIF"
name "flame"
}
shape Shp_Napalm_Fuel_Pickup
{
file "objects\napalm ammo.RIF"
name "napalm ammo"
}
shape Shp_Energy_Cells_Pickup
{
file "objects\energy cells.RIF"
name "energy cells"
}
shape Shp_Nanotech_Dismantler_Pickup
{
file "objects\nanobots.RIF"
name "nanobots"
}
character Chr_Flares_Pickup : Chr_Default
{
turning speed 0
walking speed 10
weapon flares
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Plasma_Bolts_Pickup : Chr_Default
{
turning speed 0
walking speed 50
weapon plasma bolts
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Mini_Plasma_Bolts_Pickup : Chr_Default
{
turning speed 0
walking speed 8
weapon plasma bolts
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Plasmaxi_Bolts_Pickup : Chr_Default
{
turning speed 0
walking speed 50
weapon plasmaxi bolts
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Mini_Plasmaxi_Bolts_Pickup : Chr_Default
{
turning speed 0
walking speed 8
weapon plasmaxi bolts
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Plasma_Shells_Pickup : Chr_Default
{
turning speed 0
walking speed 40
weapon plasma shells
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Mini_Plasma_Shells_Pickup : Chr_Default
{
turning speed 0
walking speed 8
weapon plasma shells
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Autolock_Bolts_Pickup : Chr_Default
{
turning speed 0
walking speed 40
weapon autolock bolts
strength 10
aim 0
aggression 0.61
size 1
}
character Chr_Mini_Autolock_Bolts_Pickup : Chr_Default
{
turning speed 0
walking speed 8
weapon autolock bolts
strength 10
aim 0
aggression 0.61
size 1
}
character Chr_Battery_Basic_Pickup : Chr_Default
{
turning speed 0
walking speed 80
weapon battery basic
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Mini_Battery_Basic_Pickup : Chr_Default
{
turning speed 0
walking speed 16
weapon battery basic
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Battery_Plus_Pickup : Chr_Default
{
turning speed 0
walking speed 40
weapon battery plus
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Mini_Battery_Plus_Pickup : Chr_Default
{
turning speed 0
walking speed 8
weapon battery plus
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Grenade_Basic_Pickup : Chr_Default
{
turning speed 0
walking speed 40
weapon grenade basic
strength 10
aim 0
aggression 0.61
size 1
}
character Chr_Mini_Grenade_Basic_Pickup : Chr_Default
{
turning speed 0
walking speed 5
weapon grenade basic
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Grenade_Plus_Pickup : Chr_Default
{
turning speed 0
walking speed 20
weapon grenade plus
strength 10
aim 0
aggression 0.61
size 1
}
character Chr_Mini_Grenade_Plus_Pickup : Chr_Default
{
turning speed 0
walking speed 4
weapon grenade plus
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Missile_Basic_Pickup : Chr_Default
{
turning speed 0
walking speed 60
weapon missile basic
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Mini_Missile_Basic_Pickup : Chr_Default
{
turning speed 0
walking speed 8
weapon missile basic
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Missile_Plus_Pickup : Chr_Default
{
turning speed 0
walking speed 40
weapon missile plus
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Mini_Missile_Plus_Pickup : Chr_Default
{
turning speed 0
walking speed 4
weapon missile plus
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Nanotech_Dismantler_Pickup : Chr_Default
{
turning speed 0
walking speed 200
weapon nanotech dismantler
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Flamer_Fuel_Pickup : Chr_Default
{
turning speed 0
walking speed 200
weapon flames
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Napalm_Fuel_Pickup : Chr_Default
{
turning speed 0
walking speed 200
weapon napalm
strength 10
aim 0
aggression 0.61
size 3
}
character Chr_Energy_Cells_Pickup : Chr_Default
{
turning speed 0
walking speed 200
weapon energy cells
strength 10
aim 0
aggression 0.61
size 3
}
role Rol_Flares_Pickup : Rol_DefaultPickup
{
shape Shp_Flares_Pickup
character Chr_Flares_Pickup
identifier "flares"
destructibility Des_Explode
pickup name flares pickup
}
role Rol_Plasma_Bolts_Pickup : Rol_DefaultPickup
{
shape Shp_Plasma_Bolts_Pickup
character Chr_Plasma_Bolts_Pickup
identifier "plasma_bolts"
destructibility Des_Explode
pickup name plasma bolts pickup
}
role Rol_Mini_Plasma_Bolts_Pickup : Rol_DefaultPickup
{
shape Shp_Plasma_Bolts_Pickup
character Chr_Mini_Plasma_Bolts_Pickup
identifier "Mini_plasma_bolts"
destructibility Des_Explode
pickup name plasma bolts pickup
}
role Rol_Plasmaxi_Bolts_Pickup : Rol_DefaultPickup
{
shape Shp_Plasmaxi_Bolts_Pickup
character Chr_Plasmaxi_Bolts_Pickup
identifier "plasmaxi_bolts"
destructibility Des_Explode
pickup name plasmaxi bolts pickup
}
role Rol_Mini_Plasmaxi_Bolts_Pickup : Rol_DefaultPickup
{
shape Shp_Plasmaxi_Bolts_Pickup
character Chr_Mini_Plasmaxi_Bolts_Pickup
identifier "Mini_plasmaxi_bolts"
destructibility Des_Explode
pickup name plasmaxi bolts pickup
}
role Rol_Plasma_Shells_Pickup : Rol_DefaultPickup
{
shape Shp_Plasma_Shells_Pickup
character Chr_Plasma_Shells_Pickup
identifier "plasma_shells"
destructibility Des_Explode
pickup name plasma shells pickup
}
role Rol_Mini_Plasma_Shells_Pickup : Rol_DefaultPickup
{
shape Shp_Plasma_Shells_Pickup
character Chr_Mini_Plasma_Shells_Pickup
identifier "Mini_plasma_shells"
destructibility Des_Explode
pickup name plasma shells pickup
}
role Rol_Autolock_Bolts_Pickup : Rol_DefaultPickup
{
shape Shp_Autolock_Bolts_Pickup
character Chr_Autolock_Bolts_Pickup
identifier "autolock_bolts"
destructibility Des_Explode
pickup name autolock bolts pickup
}
role Rol_Mini_Autolock_Bolts_Pickup : Rol_DefaultPickup
{
shape Shp_Autolock_Bolts_Pickup
character Chr_Mini_Autolock_Bolts_Pickup
identifier "Mini_autolock_bolts"
destructibility Des_Explode
pickup name autolock bolts pickup
}
role Rol_Battery_Basic_Pickup : Rol_DefaultPickup
{
shape Shp_Battery_Basic_Pickup
character Chr_Battery_Basic_Pickup
identifier "battery_basic"
destructibility Des_Explode
pickup name battery basic pickup
}
role Rol_Mini_Battery_Basic_Pickup : Rol_DefaultPickup
{
shape Shp_Battery_Basic_Pickup
character Chr_Mini_Battery_Basic_Pickup
identifier "Mini_battery_basic"
destructibility Des_Explode
pickup name battery basic pickup
}
role Rol_Battery_Plus_Pickup : Rol_DefaultPickup
{
shape Shp_Battery_Plus_Pickup
character Chr_Battery_Plus_Pickup
identifier "battery_plus"
destructibility Des_Explode
pickup name battery plus pickup
}
role Rol_Mini_Battery_Plus_Pickup : Rol_DefaultPickup
{
shape Shp_Battery_Plus_Pickup
character Chr_Mini_Battery_Plus_Pickup
identifier "Mini_battery_plus"
destructibility Des_Explode
pickup name battery plus pickup
}
role Rol_Grenade_Basic_Pickup : Rol_DefaultPickup
{
shape Shp_Grenade_Basic_Pickup
character Chr_Grenade_Basic_Pickup
identifier "grenade_basic"
destructibility Des_Explode
pickup name grenade basic pickup
}
role Rol_Mini_Grenade_Basic_Pickup : Rol_DefaultPickup
{
shape Shp_Grenade_Basic_Pickup
character Chr_Mini_Grenade_Basic_Pickup
identifier "Mini_grenade_basic"
destructibility Des_Explode
pickup name grenade basic pickup
}
role Rol_Grenade_Plus_Pickup : Rol_DefaultPickup
{
shape Shp_Grenade_Plus_Pickup
character Chr_Grenade_Plus_Pickup
identifier "grenade_plus"
destructibility Des_Explode
pickup name grenade plus pickup
}
role Rol_Mini_Grenade_Plus_Pickup : Rol_DefaultPickup
{
shape Shp_Grenade_Plus_Pickup
character Chr_Mini_Grenade_Plus_Pickup
identifier "Mini_grenade_plus"
destructibility Des_Explode
pickup name grenade plus pickup
}
role Rol_Missile_Basic_Pickup : Rol_DefaultPickup
{
shape Shp_Missile_Ammo_Pickup
character Chr_Missile_Basic_Pickup
identifier "missile_basic"
destructibility Des_Explode
pickup name missile basic pickup
}
role Rol_Mini_Missile_Basic_Pickup : Rol_DefaultPickup
{
shape Shp_Missile_Ammo_Pickup
character Chr_Mini_Missile_Basic_Pickup
identifier "Mini_missile_basic"
destructibility Des_Explode
pickup name missile basic pickup
}
role Rol_Missile_Plus_Pickup : Rol_DefaultPickup
{
shape Shp_Missile_Plus_Ammo_Pickup
character Chr_Missile_Plus_Pickup
identifier "missile_plus"
destructibility Des_Explode
pickup name missile plus pickup
}
role Rol_Mini_Missile_Plus_Pickup : Rol_DefaultPickup
{
shape Shp_Missile_Plus_Ammo_Pickup
character Chr_Mini_Missile_Plus_Pickup
identifier "Mini_missile_plus"
destructibility Des_Explode
pickup name missile plus pickup
}
role Rol_Nanotech_Dismantler_Pickup : Rol_DefaultPickup
{
shape Shp_Nanotech_Dismantler_Pickup
character Chr_Nanotech_Dismantler_Pickup
identifier "nanotech_dismantlers"
destructibility Des_Explode
pickup name nanotech dismantler pickup
}
role Rol_Flamer_Fuel_Pickup : Rol_DefaultPickup
{
shape Shp_Flamer_Fuel_Pickup
character Chr_Flamer_Fuel_Pickup
identifier "flamer_fuel"
destructibility Des_Explode
pickup name flames pickup
}
role Rol_Napalm_Fuel_Pickup : Rol_DefaultPickup
{
shape Shp_Napalm_Fuel_Pickup
character Chr_Napalm_Fuel_Pickup
identifier "napalm_fuel"
destructibility Des_Explode
pickup name napalm pickup
}
role Rol_Energy_Cells_Pickup : Rol_DefaultPickup
{
shape Shp_Energy_Cells_Pickup
character Chr_Energy_Cells_Pickup
identifier "energy_cells"
destructibility Des_Explode
pickup name energy cells pickup
}
shape Shp_Inventory_Plasma_Bolts
{
file "objects\bullets.RIF"
name "bullets"
}
shape Shp_Inventory_Plasmaxi_Bolts
{
file "objects\bullets plus.RIF"
name "bullets plus"
}
shape Shp_Inventory_Plasma_Shells
{
file "objects\exploding bullets.RIF"
name "exploding bullets"
}
shape Shp_Inventory_Autolock_Bolts
{
file "objects\smart bullets.RIF"
name "smart bullets"
}
shape Shp_Inventory_Battery_Basic
{
file "objects\battery basic.RIF"
name "battery basic"
}
shape Shp_Inventory_Battery_Plus
{
file "objects\battery plus.RIF"
name "battery plus"
}
shape Shp_Inventory_Grenade_Basic
{
file "objects\grenade ammo.RIF"
name "grenade ammo"
}
shape Shp_Inventory_Grenade_Plus
{
file "objects\grenade plus ammo.RIF"
name "grenade plus ammo"
}
shape Shp_Inventory_Missile_Basic
{
file "objects\missile ammo.RIF"
name "missile ammo"
}
shape Shp_Inventory_Missile_Plus
{
file "objects\missile plus ammo.RIF"
name "missile plus ammo"
}
shape Shp_Inventory_Nanotech_Dismantler
{
file "objects\nanobots.RIF"
name "nanobots"
}
shape Shp_Inventory_Energy_Cells
{
file "objects\energy cells.RIF"
name "energy cells"
}
shape Shp_Inventory_Flamer_Fuel
{
file "objects\flame.RIF"
name "flame"
}
shape Shp_Inventory_Napalm_Fuel
{
file "objects\napalm ammo.RIF"
name "napalm ammo"
}
ammo info
{
ammo type flares
shape Shp_Flares_Pickup
max per slot 20
description 100
ammo name 13026
}
ammo info
{
ammo type plasma bolts
shape Shp_Inventory_Plasma_Bolts
max per slot 100
description 113
ammo name 13009
}
ammo info
{
ammo type plasmaxi bolts
shape Shp_Inventory_Plasmaxi_Bolts
max per slot 80
description 114
ammo name 13010
}
ammo info
{
ammo type plasma shells
shape Shp_Inventory_Plasma_Shells
max per slot 70
description 115
ammo name 13011
}
ammo info
{
ammo type autolock bolts
shape Shp_Inventory_Autolock_Bolts
max per slot 50
description 116
ammo name 13012
}
ammo info
{
ammo type battery basic
shape Shp_Inventory_Battery_Basic
max per slot 100
description 117
ammo name 13013
}
ammo info
{
ammo type battery plus
shape Shp_Inventory_Battery_Plus
max per slot 100
description 118
ammo name 13014
}
ammo info
{
ammo type grenade basic
shape Shp_Inventory_Grenade_Basic
max per slot 40
description 119
ammo name 13016
}
ammo info
{
ammo type grenade plus
shape Shp_Inventory_Grenade_Plus
max per slot 40
description 120
ammo name 13017
}
ammo info
{
ammo type missile basic
shape Shp_Inventory_Missile_Basic
max per slot 90
description 215
ammo name 13020
}
ammo info
{
ammo type missile plus
shape Shp_Inventory_Missile_Plus
max per slot 90
description 216
ammo name 13021
}
ammo info
{
ammo type energy cells
shape Shp_Inventory_Energy_Cells
max per slot 150
description 13019
ammo name 13019
}
ammo info
{
ammo type flames
shape Shp_Inventory_Flamer_Fuel
max per slot 150
description 122
ammo name 13024
}
ammo info
{
ammo type napalm
shape Shp_Inventory_Napalm_Fuel
max per slot 150
description 123
ammo name 13025
}
ammo info
{
ammo type nanotech dismantler
shape Shp_Inventory_Nanotech_Dismantler
max per slot 150
description 13027
ammo name 13027
}
# line 182 "defaults.gsh"
# line 1 "body_slot_upgrades.gsh"
# line 1 "defaults.gsh"
# line 12 "body_slot_upgrades.gsh"
shape Shp_Lock_Decoder_Pickup
{
file "objects\lock decoder a.RIF"
name "lock decoder a"
}
shape Shp_Beacon_Tracker_Pickup
{
file "objects\beacon tracker.RIF"
name "beacon tracker"
}
shape Shp_Terrain_Scanner_Pickup
{
file "objects\terrain scanner pickup.RIF"
name "terrain scanner pickup"
}
shape Shp_Hologram_Generator_Pickup
{
file "objects\hologram generator pickup.RIF"
name "hologram generator pickup"
}
shape Shp_Audio_Cloak_Pickup
{
file "objects\audio cloak pickup.RIF"
name "audio cloak pickup"
}
shape Shp_Sight_Pickup
{
file "objects\sight pickup a.RIF"
name "sight pickup a"
}
shape Shp_SightPlus_Pickup
{
file "objects\sight plus pickup.RIF"
name "sight plus pickup"
}
character Chr_Lock_Decoder_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon lock decoder
strength 10
aim 0
aggression 0.71
size 6
}
character Chr_Beacon_Tracker_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon beacon tracker
strength 10
aim 0
aggression 0.71
size 6
}
character Chr_Terrain_Scanner_Pickup : Chr_Default
{
turning speed 0
walking speed 1
weapon terrain scanner
strength 10
aim 0
aggression 0.71
size 6
}
character Chr_Terrain_Scanner_With_Radar_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon terrain scanner
strength 10
aim 0
aggression 0.71
size 6
}
character Chr_Hologram_Generator_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon hologram generator
strength 10
aim 0
aggression 0.71
size 6
}
character Chr_Audio_Cloak_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon audio cloak
strength 10
aim 0
aggression 0.71
size 6
}
character Chr_Sight_Pickup : Chr_Default
{
turning speed 0
walking speed 2
weapon sight pickup
strength 10
aim 0
aggression 0.71
size 6
}
character Chr_SightPlus_Pickup : Chr_Default
{
turning speed 0
walking speed 4
weapon sight pickup
strength 10
aim 0
aggression 0.71
size 6
}
role Rol_Lock_Decoder_Pickup : Rol_DefaultPickup
{
shape Shp_Lock_Decoder_Pickup
character Chr_Lock_Decoder_Pickup
identifier "lock_decoder"
destructibility Des_Explode
}
role Rol_Beacon_Tracker_Pickup : Rol_DefaultPickup
{
shape Shp_Beacon_Tracker_Pickup
character Chr_Beacon_Tracker_Pickup
identifier "beacon_tracker"
destructibility Des_Explode
}
role Rol_Terrain_Scanner_Pickup : Rol_DefaultPickup
{
shape Shp_Terrain_Scanner_Pickup
character Chr_Terrain_Scanner_Pickup
identifier "terrain_scanner"
description terrain scanner description
pickup name terrain scanner pickup
destructibility Des_Explode
}
role Rol_Terrain_Scanner_With_Radar_Pickup : Rol_DefaultPickup
{
shape Shp_Terrain_Scanner_Pickup
character Chr_Terrain_Scanner_With_Radar_Pickup
identifier "terrain_scanner_with_radar"
description terrain scanner description
pickup name terrain scanner pickup
destructibility Des_Explode
}
role Rol_Hologram_Generator_Pickup : Rol_DefaultPickup
{
shape Shp_Hologram_Generator_Pickup
character Chr_Hologram_Generator_Pickup
identifier "Hologram_Generator"
description hologram generator description
pickup name hologram generator pickup
destructibility Des_Explode
}
role Rol_Audio_Cloak_Pickup : Rol_DefaultPickup
{
shape Shp_Audio_Cloak_Pickup
character Chr_Audio_Cloak_Pickup
identifier "Audio_Cloak"
description audio cloak description
pickup name audio cloak pickup
destructibility Des_Explode
}
role Rol_Sight_Pickup : Rol_DefaultPickup
{
shape Shp_Sight_Pickup
character Chr_Sight_Pickup
identifier "sight_pickup"
destructibility Des_Explode
description sight pickup description
pickup name sight pickup
}
role Rol_SightPlus_Pickup : Rol_DefaultPickup
{
shape Shp_SightPlus_Pickup
character Chr_SightPlus_Pickup
identifier "sightplus_pickup"
destructibility Des_Explode
description sight pickup plus description
pickup name sightplus pickup
}
# line 183 "defaults.gsh"
# line 1 "repair_arm.gsh"
light Lit_RepairBeam
{
red 5
green 5
blue 5
specular red 2
specular green 2
specular blue 2
range 10
}
pgenerator Pgn_RepairBeam
{
type shot
life infinite
rate 100
x 0 y 0 z 0
red 0.6 green 0.6 blue 1 alpha 0.5
}
projectile Prj_RepairBeam
{
gravity no
damage -1
blast 0
max range 10
}
role Rol_RepairBeam : Rol_DefaultProjectile
{
shape Pgn_RepairBeam
light Lit_RepairBeam
projectile Prj_RepairBeam
identifier "repair_beam"
}
ammo
{
weapon type repair arm
ammo type energy cells
round time 0.2
reload time 2
life timer 0
magazine size 100
sound laser sound
file "User Interface/CommWheel01.RIF"
name "sub ammo laser ra"
projectile Rol_RepairBeam
firing speed 10
}
shape Shp_RepairArm_Pickup
{
file "objects\repair arm pickup A.rif"
name "repair arm pickup A"
}
hierarchy Hcy_RepairArm_Inventory_Pickup
{
file "objects\repair arm a.rif"
name "repair arm a"
hotspot none
}
character Chr_RepairArm_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon repair arm
strength 10
aim 0
aggression 0.41
}
role Rol_RepairArm_Pickup : Rol_DefaultPickup
{
shape Shp_RepairArm_Pickup
inventory shape Hcy_RepairArm_Inventory_Pickup
character Chr_RepairArm_Pickup
identifier "repair_arm"
destructibility Des_Explode
armour 25
description 217
pickup name repair arm pickup
limit 7
}
# line 185 "defaults.gsh"
# line 1 "interface_device.gsh"
light Lit_InterfaceBeam
{
red 0.2
green 0.2
blue 0.7
specular red 0.5
specular green 0.5
specular blue 0.7
range 3
}
pgenerator Pgn_InterfaceBeam
{
type fire
life infinite
particle TTL 0.15
rate 20
x 0 y 0 z 0
red 0.3 green 0.3 blue 1 alpha 0.5
start scale 0.4 end scale 0.01
}
projectile Prj_InterfaceBeam
{
gravity no
damage 0
blast 0
max range 10
}
role Rol_InterfaceBeam : Rol_DefaultProjectile
{
shape Pgn_InterfaceBeam
light Lit_InterfaceBeam
projectile Prj_InterfaceBeam
identifier "interface_beam"
}
ammo
{
weapon type interface arm
ammo type none needed
round time 0.1
reload time 2
life timer 0
magazine size 100
sound laser sound
file "User Interface/CommWheel01.RIF"
name "sub ammo screwdriver ra"
projectile Rol_InterfaceBeam
firing speed 5
}
shape Shp_InterfaceArm_Pickup
{
file "objects\SCREWDRIVER PICKUP A.rif"
name "SCREWDRIVER PICKUP A"
}
hierarchy Hcy_InterfaceArm_Inventory_Pickup
{
file "objects\Screwdriver.rif"
name "Screwdriver"
hotspot none
}
character Chr_InterfaceArm_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon interface arm
strength 10
aim 0
aggression 0.41
}
role Rol_InterfaceArm_Pickup : Rol_DefaultPickup
{
shape Shp_InterfaceArm_Pickup
inventory shape Hcy_InterfaceArm_Inventory_Pickup
character Chr_InterfaceArm_Pickup
identifier "interface_arm"
destructibility Des_Explode
armour 25
description 174
pickup name interface arm pickup
limit 7
}
# line 186 "defaults.gsh"
# line 1 "mine.gsh"
# line 1 "defaults.gsh"
# line 13 "mine.gsh"
hierarchy Hcy_Decoy
{
file "objects\audio decoy.RIF"
name "audio decoy"
}
shape Shp_Mine
{
file "objects\mine.RIF"
name "mine"
}
shape Shp_Mineremote
{
file "objects\mineheavy.RIF"
name "mineheavy"
}
shape Shp_Minetimed
{
file "objects\mineplus.RIF"
name "mineplus"
}
hierarchy Hcy_enemy_mine
{
file "objects\enemy_mine.rif"
name "enemy_mine"
}
character Chr_enemy_mine : Chr_DefaultBaddie
{
turning speed 0
walking speed 0
strength 2
aim 0
sight angle 60
sight range 5
hearing range 1
aggression 1
weapon standard mine
vision cone no
always cpu controlled yes
}
character Chr_Decoy : Chr_DefaultBaddie
{
turning speed 0
walking speed 0
strength 2
aim 0
sight angle 60
sight range 5
hearing range 5
aggression 1
weapon decoy mine
vision cone no
always cpu controlled yes
}
character Chr_Mine : Chr_DefaultBaddie
{
turning speed 0
walking speed 0
strength 2
aim 0
sight angle 60
sight range 5
hearing range 5
aggression 1
weapon standard mine
vision cone no
always cpu controlled yes
}
character Chr_Timed_Mine : Chr_DefaultBaddie
{
turning speed 0
walking speed 0
strength 2
aim 0
sight angle 60
sight range 5
hearing range 5
aggression 1
weapon timed mine
vision cone no
always cpu controlled yes
}
character Chr_Remote_Mine : Chr_DefaultBaddie
{
turning speed 0
walking speed 0
strength 2
aim 0
sight angle 60
sight range 5
hearing range 5
aggression 1
weapon remote mine
vision cone no
always cpu controlled yes
}
role Rol_enemy_mine : Rol_DefaultRobot
{
shape Hcy_enemy_mine
character Chr_enemy_mine
identifier "enemy_mine"
ai mine
limit 40
destructibility Des_Explode
status display no
}
role Rol_Decoy : Rol_DefaultRobot
{
shape Hcy_Decoy
character Chr_Decoy
identifier "decoy"
ai mine
status display no
}
role Rol_Mine : Rol_DefaultRobot
{
shape Shp_Mine
character Chr_Mine
identifier "mine"
ai mine
limit 112
destructibility Des_Explode
status display no
}
role Rol_Timed_Mine : Rol_DefaultRobot
{
shape Shp_Minetimed
character Chr_Timed_Mine
identifier "timed_mine"
ai mine
limit 112
destructibility Des_Explode
}
role Rol_Remote_Mine : Rol_DefaultRobot
{
shape Shp_Mineremote
character Chr_Remote_Mine
identifier "remote_mine"
ai mine
limit 112
destructibility Des_Explode
}
# line 188 "defaults.gsh"
# line 1 "lasers.gsh"
light Lit_BlueLaser
{
red 0
green 1.5
blue 7.5
specular red 0
specular green 0
specular blue 1
range 10
}
light Lit_RedLaser
{
red 7.5
green 0
blue 1.5
specular red 1
specular green 0
specular blue 0
range 10
}
light Lit_GreenLaser
{
red 0
green 7.5
blue 1.5
specular red 0
specular green 0.6
specular blue 0
range 10
}
light Lit_YellowLaser
{
red 6
green 6
blue 0
specular red 0.6
specular green 0.6
specular blue 0
range 6
}
light Lit_PurpleLaser
{
red 1.22
green 0.24
blue 3.86
specular red 0.59
specular green 0.07
specular blue 0.96
range 10
}
light Lit_LtBlueLaser
{
red 2.03
green 2.50
blue 2.97
specular red 0.61
specular green 0.78
specular blue 0.99
range 10
}
pgenerator Pgn_YellowLaser
{
type laser trail
life infinite
particle TTL 0.3
rate 150
x 0 y 0 z 0
red 1 green 1 blue 0.5 alpha 1
start scale 0.2 end scale 0.1
}
pgenerator Pgn_GreenLaser
{
type laser trail
life infinite
particle TTL 0.3
rate 150
x 0 y 0 z 0
red 0 green 1 blue 0 alpha 1
start scale 0.3 end scale 0.1
}
pgenerator Pgn_GreenLaserPlus
{
type laser trail
life infinite
particle TTL 0.3
rate 150
x 0 y 0 z 0
red 0.4 green 1 blue 0 alpha 1
start scale 0.3 end scale 0.1
}
pgenerator Pgn_PurpleLaser
{
type laser trail
life infinite
particle TTL 0.3
rate 150
x 0 y 0 z 0
red 0.59 green 0.20 blue 0.96 alpha 1
start scale 0.4 end scale 0.1
}
pgenerator Pgn_PurpleLaserb
{
type laser trail
life infinite
particle TTL 0.3
rate 150
x 0 y 0 z 0
red 0.7 green 0.4 blue 0.96 alpha 1
start scale 0.4 end scale 0.1
}
pgenerator Pgn_LtBlueLaser
{
type laser trail
life infinite
particle TTL 0.3
rate 150
x 0 y 0 z 0
red 0.31 green 0.48 blue 1 alpha 1
start scale 0.4 end scale 0.2
}
pgenerator Pgn_OrangeLaser
{
type laser trail
life infinite
particle TTL 0.3
rate 100
x 0 y 0 z 0
red 1 green 0.6 blue 0.2 alpha 1
start scale 0.2 end scale 0.1
}
projectile Prj_NoGravLaser
{
gravity no
damage 12
blast 0
max range 1600
}
projectile Prj_Laser
{
gravity no
damage 12
blast 0
max range 1600
}
projectile Prj_EnemyLaser
{
gravity no
damage 25
blast 0
max range 1600
}
projectile Prj_Laser_Plus
{
gravity no
damage 18
blast 0
max range 1600
}
role Rol_RedLaser_Basic : Rol_DefaultProjectile
{
shape Pgn_PurpleLaser
light Lit_RedLaser
projectile Prj_Laser
identifier "redlaser_beam"
limit 4
}
role Rol_EnemyRedLaser_Basic : Rol_DefaultProjectile
{
shape Pgn_PurpleLaser
light Lit_RedLaser
projectile Prj_EnemyLaser
identifier "enemyredlaser_beam"
limit 4
}
role Rol_RedLaser_Plus : Rol_DefaultProjectile
{
shape Pgn_PurpleLaserb
light Lit_RedLaser
projectile Prj_Laser_Plus
identifier "redlaser_beam"
limit 4
}
role Rol_GreenLaser_Basic : Rol_DefaultProjectile
{
shape Pgn_GreenLaser
light Lit_GreenLaser
projectile Prj_Laser
identifier "greenlaser_beam"
limit 4
}
role Rol_GreenLaser_Plus : Rol_DefaultProjectile
{
shape Pgn_GreenLaserPlus
light Lit_GreenLaser
projectile Prj_Laser_Plus
identifier "greenlaser_beam"
limit 4
}
role Rol_BlueLaser_Basic : Rol_DefaultProjectile
{
shape Pgn_OrangeLaser
light Lit_YellowLaser
projectile Prj_Laser
identifier "bluelaser_beam"
limit 4
}
role Rol_BlueLaser_Plus : Rol_DefaultProjectile
{
shape Pgn_YellowLaser
light Lit_YellowLaser
projectile Prj_Laser_Plus
identifier "bluelaser_beam"
limit 4
}
role Rol_YellowLaser : Rol_DefaultProjectile
{
shape Pgn_YellowLaser
light Lit_YellowLaser
projectile Prj_Laser
identifier "yellowlaser_beam"
limit 4
}
role Rol_PurpleLaser : Rol_DefaultProjectile
{
shape Pgn_PurpleLaser
light Lit_PurpleLaser
projectile Prj_Laser
identifier "purplelaser_beam"
limit 4
}
role Rol_LtBlueLaser : Rol_DefaultProjectile
{
shape Pgn_LtBlueLaser
light Lit_LtBlueLaser
projectile Prj_Laser
identifier "ltbluelaser_beam"
limit 4
}
role Rol_NoGrav_RedLaser : Rol_DefaultProjectile
{
shape Pgn_PurpleLaser
light Lit_RedLaser
projectile Prj_NoGravLaser
identifier "antigrav_laser_beam"
limit 4
}
ammo
{
weapon type enemy laser
ammo type battery basic
round time 0.5
reload time 1
life timer 0
magazine size 10
sound laser sound
file "User Interface/CommWheel01.RIF"
name "sub ammo laser ra"
projectile Rol_EnemyRedLaser_Basic
firing speed 25
}
ammo
{
weapon type laser
ammo type battery basic
round time 1
reload time 2
life timer 0
magazine size 10
sound laser sound
file "User Interface/CommWheel01.RIF"
name "sub ammo laser ra"
projectile Rol_BlueLaser_Basic
firing speed 30
}
ammo
{
weapon type laser
ammo type battery plus
round time 1
reload time 2
life timer 0
magazine size 10
sound laser sound
file "User Interface/CommWheel01.RIF"
name "sub ammo laser rb"
projectile Rol_BlueLaser_Plus
firing speed 30
}
ammo
{
weapon type binary laser
ammo type battery basic
round time 0.3
reload time 2
life timer 0
magazine size 10
salvo size 2
sound binary laser sound
file "User Interface/CommWheel01.RIF"
name "sub ammo binary ra"
projectile Rol_GreenLaser_Basic
firing speed 30
}
ammo
{
weapon type binary laser
ammo type battery plus
round time 0.3
reload time 2
life timer 0
magazine size 10
salvo size 2
sound binary laser sound
file "User Interface/CommWheel01.RIF"
name "sub ammo binary rb"
projectile Rol_GreenLaser_Plus
firing speed 30
}
ammo
{
weapon type maxim laser
ammo type battery basic
round time 0.25
reload time 2
life timer 0
magazine size 10
sound maxim laser sound
salvo size 4
file "User Interface/CommWheel01.RIF"
name "sub ammo maxim ra"
projectile Rol_RedLaser_Basic
firing speed 30
}
ammo
{
weapon type maxim laser
ammo type battery plus
round time 0.25
reload time 2
life timer 0
magazine size 10
sound maxim laser sound
salvo size 5
file "User Interface/CommWheel01.RIF"
name "sub ammo maxim rb"
projectile Rol_RedLaser_Plus
firing speed 30
}
shape Shp_MaximLaser_Pickup
{
file "objects\maxim laser pickup a.rif"
name "maxim laser pickup a"
}
hierarchy Hcy_MaximLaser_Inventory_Pickup
{
file "objects\maxim laser.rif"
name "maxim laser"
hotspot none
}
character Chr_MaximLaser_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon maxim laser
strength 10
aim 0
aggression 0.41
}
role Rol_MaximLaser_Pickup : Rol_DefaultPickup
{
shape Shp_MaximLaser_Pickup
inventory shape Hcy_MaximLaser_Inventory_Pickup
character Chr_MaximLaser_Pickup
identifier "maxim_laser"
destructibility Des_Explode
armour 25
limit 2
description 106
pickup name maxim laser pickup
}
shape Shp_BinaryLaser_Pickup
{
file "objects\binary laser pickup a.rif"
name "binary laser pickup a"
}
hierarchy Hcy_BinaryLaser_Inventory_Pickup
{
file "objects\binary laser.rif"
name "binary laser"
hotspot none
}
character Chr_BinaryLaser_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon binary laser
strength 10
aim 0
aggression 0.41
}
role Rol_BinaryLaser_Pickup : Rol_DefaultPickup
{
shape Shp_BinaryLaser_Pickup
inventory shape Hcy_BinaryLaser_Inventory_Pickup
character Chr_BinaryLaser_Pickup
identifier "binary_laser"
destructibility Des_Explode
armour 25
description 105
pickup name binary laser pickup
}
shape Shp_Laser_Pickup
{
file "objects\laser pickup a.rif"
name "laser pickup a"
}
hierarchy Hcy_Laser_Inventory_Pickup
{
file "objects\laser.rif"
name "laser"
hotspot none
}
character Chr_Laser_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon laser
strength 10
aim 0
aggression 0.41
}
role Rol_Laser_Pickup : Rol_DefaultPickup
{
shape Shp_Laser_Pickup
inventory shape Hcy_Laser_Inventory_Pickup
character Chr_Laser_Pickup
identifier "laser"
destructibility Des_Explode
armour 25
description 104
pickup name laser pickup
}
# line 190 "defaults.gsh"
# line 1 "plasma.gsh"
light Lit_Flare
{
red 3.5
green 3.5
blue 4.5
specular red 0.5
specular green 0.5
specular blue 0.5
range 20
}
light Lit_BluePlasma
{
red 5
green 2
blue 1
specular red 1
specular green 0.5
specular blue 0
range 5
}
light Lit_PurplePlasma
{
red 2.00
green 0.24
blue 3.86
specular red 0.59
specular green 0.07
specular blue 0.96
range 10
}
pgenerator Pgn_Flare
{
type shot
life infinite
rate 60
x 0 y 0 z 0
red 1 green 1 blue 1 alpha 0.5
start scale 1.0 end scale 0.5
}
pgenerator Pgn_BluePlasma
{
type explosion
life infinite
particle TTL 0.05
rate 400
x 0 y 0 z 0
red 0.6 green 0.6 blue 1 alpha 1.0
start scale 0.2 end scale 0.1
spin 10000
}
pgenerator Pgn_BluePlasmabig
{
type explosion
life infinite
particle TTL 0.1
rate 400
x 0 y 0 z 0
red 0.5 green 0.5 blue 1.5 alpha 1.0
start scale 0.25 end scale 0.1
spin 10000
}
pgenerator Pgn_PurplePlasma
{
type explosion
life infinite
particle TTL 0.2
rate 500
x 0 y 0 z 0
red 0.4 green 0.20 blue 0.96 alpha 0.5
start scale 0.3 end scale 0.1
spin 10000
}
pgenerator Pgn_PurplePlasmabig
{
type explosion
life infinite
particle TTL 0.3
rate 500
x 0 y 0 z 0
red 0.59 green 0.20 blue 0.96 alpha 0.5
start scale 0.35 end scale 0.1
spin 10000
}
projectile Prj_Flare
{
gravity yes
damage 0
blast 0
max range 10000
}
projectile Prj_Needle
{
gravity no
damage 2
blast 0
blast range 0
max range 324
}
projectile Prj_Plasma_Bolt
{
gravity yes
damage 5
blast 0
blast range 0
max range 600
}
projectile Prj_Plasmaxi_Bolt
{
gravity yes
damage 7
blast 0
blast range 0
max range 900
}
projectile Prj_Plasma_Shell
{
gravity yes
damage 10
blast 0
blast range 0
max range 1600
}
projectile Prj_Autolock_Plasma_Bolt
{
gravity yes
damage 11
blast 0
blast range 0
max range 1600
}
character Chr_Flare : Chr_Default
{
turning speed 1.0
walking speed 1.0
strength 5
aim 2
sight angle 70
sight range 16
hearing range 20
aggression 0.9
}
role Rol_Plasma_Bolt : Rol_DefaultProjectile
{
shape Pgn_BluePlasma
projectile Prj_Plasma_Bolt
identifier "plasma_bolt"
light Lit_BluePlasma
limit 4
}
role Rol_Plasmaxi_Bolt : Rol_DefaultProjectile
{
shape Pgn_BluePlasmabig
projectile Prj_Plasmaxi_Bolt
identifier "plasmaxi_bolt"
light Lit_BluePlasma
limit 4
}
role Rol_Plasma_Shell : Rol_DefaultProjectile
{
shape Pgn_PurplePlasma
projectile Prj_Plasma_Shell
identifier "plasma_shell"
light Lit_PurplePlasma
limit 4
}
role Rol_Autolock_Plasma_Bolt : Rol_DefaultProjectile
{
shape Pgn_PurplePlasmabig
projectile Prj_Autolock_Plasma_Bolt
identifier "autolock_plasma_bolt"
light Lit_PurplePlasma
limit 4
}
role Rol_Flare : Rol_DefaultProjectile
{
shape Pgn_Flare
projectile Prj_Flare
character Chr_Flare
light Lit_Flare
identifier "flare"
limit 128
}
role Rol_Needle : Rol_DefaultProjectile
{
projectile Prj_Needle
identifier "needle"
}
ammo
{
weapon type plasma pistol
ammo type needles
round time 1
reload time 3
life timer 0
magazine size 2000
sound pistol sound
file "User Interface/CommWheel01.RIF"
name "sub ammo pistol rf"
projectile Rol_Needle
firing speed 25
}
ammo
{
weapon type plasma pistol
ammo type plasma bolts
round time 1
reload time 2
life timer 0
magazine size 20
sound pistol sound
file "User Interface/CommWheel01.RIF"
name "sub ammo pistol ra"
projectile Rol_Plasma_Bolt
firing speed 25
}
ammo
{
weapon type plasma pistol
ammo type plasmaxi bolts
round time 1
reload time 2
life timer 0
magazine size 20
sound pistol sound
file "User Interface/CommWheel01.RIF"
name "sub ammo magnum rb"
projectile Rol_Plasmaxi_Bolt
firing speed 25
}
ammo
{
weapon type plasma pistol
ammo type plasma shells
round time 1
reload time 2
life timer 0
magazine size 10
sound pistol sound
file "User Interface/CommWheel01.RIF"
name "sub ammo pistol rc"
projectile Rol_Plasma_Shell
firing speed 25
}
ammo
{
weapon type plasma pistol
ammo type autolock bolts
round time 1
reload time 2
life timer 0
magazine size 10
sound pistol sound
file "User Interface/CommWheel01.RIF"
name "sub ammo pistol rd"
projectile Rol_Autolock_Plasma_Bolt
firing speed 25
}
ammo
{
weapon type plasma pistol
ammo type flares
round time 2
reload time 2
life timer 0
magazine size 10
sound magnum sound
file "User Interface/CommWheel01.RIF"
name "sub ammo pistol re"
projectile Rol_Flare
firing speed 15
}
ammo
{
weapon type plasmagnum
ammo type plasma bolts
round time 1
reload time 2
life timer 0
magazine size 20
sound magnum sound
file "User Interface/CommWheel01.RIF"
name "sub ammo magnum ra"
projectile Rol_Plasma_Bolt
firing speed 25
}
ammo
{
weapon type plasmagnum
ammo type plasmaxi bolts
round time 1
reload time 2
life timer 0
magazine size 20
sound magnum sound
file "User Interface/CommWheel01.RIF"
name "sub ammo magnum rb"
projectile Rol_Plasmaxi_Bolt
firing speed 25
}
ammo
{
weapon type plasmagnum
ammo type plasma shells
round time 1
reload time 2
life timer 0
magazine size 10
sound magnum sound
file "User Interface/CommWheel01.RIF"
name "sub ammo magnum rc"
projectile Rol_Plasma_Shell
firing speed 25
}
ammo
{
weapon type plasmagnum
ammo type autolock bolts
round time 1
reload time 2
life timer 0
magazine size 10
sound magnum sound
file "User Interface/CommWheel01.RIF"
name "sub ammo magnum rd"
projectile Rol_Autolock_Plasma_Bolt
firing speed 25
}
ammo
{
weapon type plasmatrix
ammo type plasma bolts
round time 1
reload time 2
life timer 0
magazine size 20
sound machine pistol sound
salvo size 4
file "User Interface/CommWheel01.RIF"
name "sub ammo mach ra"
projectile Rol_Plasma_Bolt
firing speed 25
}
ammo
{
weapon type plasmatrix
ammo type plasmaxi bolts
round time 1
reload time 2
life timer 0
magazine size 20
sound machine pistol sound
salvo size 5
file "User Interface/CommWheel01.RIF"
name "sub ammo mach rb"
projectile Rol_Plasmaxi_Bolt
firing speed 25
}
ammo
{
weapon type plasmatrix
ammo type plasma shells
round time 1
reload time 2
life timer 0
magazine size 10
sound machine pistol sound
salvo size 4
file "User Interface/CommWheel01.RIF"
name "sub ammo mach rc"
projectile Rol_Plasma_Shell
firing speed 25
}
ammo
{
weapon type plasmatrix
ammo type autolock bolts
round time 1
reload time 2
life timer 0
magazine size 10
sound machine pistol sound
salvo size 4
file "User Interface/CommWheel01.RIF"
name "sub ammo mach rd"
projectile Rol_Autolock_Plasma_Bolt
firing speed 25
}
shape Shp_Plasma_Pistol_Pickup
{
file "objects\pistol pickup a.rif"
name "pistol pickup a"
}
hierarchy Hcy_Plasma_Pistol_Inventory_Pickup
{
file "objects\pistol.rif"
name "pistol"
hotspot none
}
shape Shp_Plasmatrix_Pickup
{
file "objects\machine pistol pickup a.rif"
name "machine pistol pickup a"
}
hierarchy Hcy_Plasmatrix_Inventory_Pickup
{
file "objects\machine pistol.rif"
name "machine pistol"
hotspot none
}
shape Shp_Plasmagnum_Pickup
{
file "objects\magnum pickup a.rif"
name "magnum pickup a"
}
hierarchy Hcy_Plasmagnum_Inventory_Pickup
{
file "objects\magnum.rif"
name "magnum"
hotspot none
}
character Chr_Plasma_Pistol_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon plasma pistol
strength 10
aim 0
aggression 0.41
}
character Chr_Plasmatrix_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon plasmatrix
strength 10
aim 0
aggression 0.41
}
character Chr_Plasmagnum_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon plasmagnum
strength 10
aim 0
aggression 0.41
}
role Rol_Plasma_Pistol_Pickup : Rol_DefaultPickup
{
shape Shp_Plasma_Pistol_Pickup
inventory shape Hcy_Plasma_Pistol_Inventory_Pickup
character Chr_Plasma_Pistol_Pickup
identifier "plasma_pistol"
pickup name plasma pistol pickup
destructibility Des_Explode
armour 25
description 103
}
role Rol_Plasmatrix_Pickup : Rol_DefaultPickup
{
shape Shp_Plasmatrix_Pickup
inventory shape Hcy_Plasmatrix_Inventory_Pickup
character Chr_Plasmatrix_Pickup
identifier "plasmatrix"
destructibility Des_Explode
armour 25
limit 2
description 102
pickup name plasmatrix pickup
}
role Rol_Plasmagnum_Pickup : Rol_DefaultPickup
{
shape Shp_Plasmagnum_Pickup
inventory shape Hcy_Plasmagnum_Inventory_Pickup
character Chr_Plasmagnum_Pickup
identifier "plasmagnum"
destructibility Des_Explode
armour 25
description 101
pickup name plasmagnum pickup
}
# line 191 "defaults.gsh"
# line 1 "nanofrag.gsh"
# line 1 "defaults.gsh"
# line 11 "nanofrag.gsh"
light Lit_Nanofrag
{
red 4
green 5
blue 3
specular red 0.3
specular green 0.4
specular blue 0.2
range 64
}
pgenerator Pgn_Nanofrag
{
type smoke
life infinite
rate 40
x 0 y 0 z 0
red 0.2 green 0.3 blue 0.1 alpha 0.7
}
projectile Prj_Nanofrag
{
gravity yes
damage 99
blast damage 99
blast range 12
hit_light Lit_Nanofrag
sound grenade sound
}
role Rol_Nanofrag : Rol_DefaultProjectile
{
pgen Pgn_Nanofrag
projectile Prj_Nanofrag
limit 16
}
ammo
{
weapon type nanofrag
ammo type nanotech dismantler
round time 4
reload time 5
life timer 0
magazine size 5
sound grenade launcher sound
file "User Interface/CommWheel01.RIF"
name "sub ammo nano ra"
projectile Rol_Nanofrag
firing speed 40
}
shape Shp_Nanofrag_Pickup
{
file "objects\nanofrag pickup a.rif"
name "nanofrag pickup a"
}
hierarchy Hcy_Nanofrag_Inventory_Pickup
{
file "objects\nanofrag.rif"
name "nanofrag"
hotspot none
}
character Chr_Nanofrag_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon nanofrag
strength 10
aim 0
aggression 0.41
}
role Rol_Nanofrag_Pickup : Rol_DefaultPickup
{
shape Shp_Nanofrag_Pickup
inventory shape Hcy_Nanofrag_Inventory_Pickup
character Chr_Nanofrag_Pickup
identifier "nanofrag"
destructibility Des_Explode
armour 25
limit 2
description nanofrag description
pickup name nanofrag pickup
}
# line 192 "defaults.gsh"
# line 1 "flamethrower.gsh"
light Lit_FlameThrower
{
red 1
green 0.5
blue 0
specular red 0.5
specular green 0
specular blue 0
range 10
}
pgenerator Pgn_FlameThrower
{
type explosion
life infinite
rate 30
x 0 y 0 z 0
red 0.2 green 0.1 blue 0.1 alpha 1.0
}
projectile Prj_FlameThrower
{
gravity no
damage 6
blast 0
}
role Rol_FlameThrower : Rol_DefaultProjectile
{
shape Pgn_FlameThrower
light Lit_FlameThrower
projectile Prj_FlameThrower
}
light Lit_Napalm
{
red 1.5
green 0.5
blue 1
specular red 0.5
specular green 0
specular blue 0
range 12
}
pgenerator Pgn_Napalm
{
type explosion
life infinite
rate 20
x 0 y 0 z 0
red 0.2 green 0.1 blue 0.1 alpha 1.0
}
projectile Prj_Napalm
{
gravity no
damage 16
blast 0
}
role Rol_Napalm : Rol_DefaultProjectile
{
shape Pgn_Napalm
light Lit_Napalm
projectile Prj_Napalm
}
ammo
{
weapon type flamethrower
ammo type flames
round time 0.4
reload time 1
life timer 1
magazine size 100
sound flamethrower sound
file "User Interface/CommWheel01.RIF"
name "sub ammo flames ra"
projectile Rol_FlameThrower
firing speed 6
}
ammo
{
weapon type flamethrower
ammo type napalm
round time 0.4
reload time 1
life timer 1
magazine size 100
sound flamethrower sound
file "User Interface/CommWheel01.RIF"
name "sub ammo flames ra"
projectile Rol_Napalm
firing speed 10
}
hierarchy Hcy_Flamethrower_Pickup
{
file "objects\Flame Thrower.rif"
name "Flame Thrower"
hotspot none
}
character Chr_Flamethrower_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon flamethrower
strength 10
aim 0
aggression 0.41
}
role Rol_Flamethrower_Pickup : Rol_DefaultPickup
{
shape Hcy_Flamethrower_Pickup
character Chr_Flamethrower_Pickup
identifier "flamethrower"
destructibility Des_Explode
description flamethrower description
pickup name flamethrower pickup
limit 10
}
# line 193 "defaults.gsh"
# line 1 "grenade_launcher.gsh"
light Lit_Grenade
{
red 10
green 10
blue 10
specular red 5
specular green 5
specular blue 5
range 144
}
pgenerator Pgn_Grenade
{
type smoke
life infinite
rate 10
x 0 y 0 z 0
red 0.1 green 0.1 blue 0.1 alpha 0.7
start scale 0.05 end scale 1
spin 10000
}
shape Shp_Grenade
{
file "objects\grenade.rif"
name "grenade"
}
projectile Prj_Grenade
{
gravity yes
damage 17
blast 17
blast range 3
hit_light Lit_Grenade
sound grenade sound
}
projectile Prj_Grenade_Plus
{
gravity yes
damage 22
blast 22
blast range 3
hit_light Lit_Grenade
sound grenade sound
}
role Rol_Grenade : Rol_DefaultProjectile
{
pgen Pgn_Grenade
shape Shp_Grenade
projectile Prj_Grenade
limit 8
}
role Rol_Grenade_Plus : Rol_DefaultProjectile
{
pgen Pgn_Grenade
shape Shp_Grenade
projectile Prj_Grenade_Plus
limit 8
}
ammo
{
weapon type enemy grenade launcher
ammo type grenade basic
round time 10
reload time 5
life timer 0
magazine size 5
sound grenade launcher sound
file "User Interface/CommWheel01.RIF"
name "sub ammo gren ra"
projectile Rol_Grenade
firing speed 15
}
ammo
{
weapon type grenade launcher
ammo type grenade basic
round time 2
reload time 2
life timer 0
magazine size 5
sound grenade launcher sound
file "User Interface/CommWheel01.RIF"
name "sub ammo gren ra"
projectile Rol_Grenade
firing speed 15
}
ammo
{
weapon type grenade launcher
ammo type grenade plus
round time 3
reload time 3
life timer 0
magazine size 5
sound grenade launcher sound
file "User Interface/CommWheel01.RIF"
name "sub ammo gren rb"
projectile Rol_Grenade_Plus
firing speed 15
}
shape Shp_GrenadeLauncher_Pickup
{
file "objects\grenade launcher pickup a.rif"
name "grenade launcher pickup a"
}
hierarchy Hcy_GrenadeLauncher_Inventory_Pickup
{
file "objects\grenade launcher.rif"
name "grenade launcher"
hotspot none
}
character Chr_GrenadeLauncher_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon grenade launcher
strength 10
aim 0
aggression 0.41
}
role Rol_GrenadeLauncher_Pickup : Rol_DefaultPickup
{
shape Shp_GrenadeLauncher_Pickup
inventory shape Hcy_GrenadeLauncher_Inventory_Pickup
character Chr_GrenadeLauncher_Pickup
identifier "grenade_launcher"
destructibility Des_Explode
armour 25
limit 10
description 108
pickup name grenade launcher pickup
}
# line 194 "defaults.gsh"
# line 1 "missile_launcher.gsh"
light Lit_Missile
{
red 10
green 10
blue 10
specular red 5
specular green 5
specular blue 5
range 256
}
pgenerator Pgn_Missile
{
type smoke
life infinite
rate 10
x 0 y 0 z 0
red 0.1 green 0.1 blue 0.1 alpha 0.5
start scale 0.1 end scale 2.0
spin 10000
}
shape Shp_Missile
{
file "objects\missile.rif"
name "missile"
}
shape Shp_Missile_Plus
{
file "objects\missile plus.rif"
name "missile plus"
}
projectile Prj_Missile
{
gravity yes
damage 23
blast 23
blast range 3
hit_light Lit_Missile
sound grenade sound
max range 4000
}
projectile Prj_Missile_Plus
{
gravity no
damage 27
blast 25
blast range 3
hit_light Lit_Missile
sound grenade sound
max range 4000
}
role Rol_Missile : Rol_DefaultProjectile
{
pgen Pgn_Missile
shape Shp_Missile
projectile Prj_Missile
identifier "missile"
limit 256
}
role Rol_Missile_Plus : Rol_DefaultProjectile
{
pgen Pgn_Missile
shape Shp_Missile_Plus
projectile Prj_Missile_Plus
identifier "missile plus"
limit 320
}
ammo
{
weapon type missile launcher
ammo type missile basic
round time 4
reload time 5
life timer 0
magazine size 5
sound grenade launcher sound
file "User Interface/CommWheel01.RIF"
name "sub ammo miss ra"
projectile Rol_Missile
firing speed 25
}
ammo
{
weapon type missile launcher
ammo type missile plus
round time 4
reload time 5
life timer 0
magazine size 1
sound grenade launcher sound
file "User Interface/CommWheel01.RIF"
name "sub ammo miss rb"
projectile Rol_Missile_Plus
firing speed 15
}
shape Shp_MissileLauncher_Pickup
{
file "objects\missile launcher pickup a.rif"
name "missile launcher pickup a"
}
hierarchy Hcy_MissileLauncher_Inventory_Pickup
{
file "objects\missile launcher.rif"
name "missile launcher"
hotspot none
}
character Chr_MissileLauncher_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon missile launcher
strength 10
aim 0
aggression 0.41
}
role Rol_MissileLauncher_Pickup : Rol_DefaultRobot
{
shape Shp_MissileLauncher_Pickup
inventory shape Hcy_MissileLauncher_Inventory_Pickup
character Chr_MissileLauncher_Pickup
identifier "missile_launcher"
destructibility Des_Explode
ai pickup
armour 25
limit 11
description missile launcher description
pickup name missile launcher pickup
}
# line 195 "defaults.gsh"
# line 1 "epulsar.gsh"
projectile Prj_Epulsar_Beam
{
gravity no
damage 12
blast 2
sound grenade sound
}
role Rol_Epulsar_Beam : Rol_DefaultProjectile
{
projectile Prj_Epulsar_Beam
limit 2
}
ammo
{
weapon type epulsar
ammo type energy cells
round time 1
reload time 1
life timer 0
magazine size 20
sound grenade launcher sound
file "User Interface/CommWheel01.RIF"
name "sub ammo grenade ra"
projectile Rol_Epulsar_Beam
firing speed 100
}
shape Shp_Epulsar_Pickup
{
file "objects\EPULSAR DISC PICKUP A.rif"
name "EPULSAR DISC PICKUP A"
}
hierarchy Hcy_Epulsar_Inventory_Pickup
{
file "objects\EPULSAR DISC.rif"
name "EPULSAR DISC"
hotspot none
}
character Chr_Epulsar_Pickup : Chr_Default
{
turning speed 0
walking speed 0
weapon epulsar
strength 10
aim 0
aggression 0.41
}
role Rol_Epulsar_Pickup : Rol_DefaultPickup
{
shape Shp_Epulsar_Pickup
inventory shape Hcy_Epulsar_Inventory_Pickup
character Chr_Epulsar_Pickup
identifier "epulsar"
destructibility Des_Explode
armour 25
description epulsar description
pickup name epulsar pickup
limit 10
}
# line 196 "defaults.gsh"
# line 10 "level05.gls"
# line 1 "gunlok.gsh"
# line 1 "defaults.gsh"
# line 12 "gunlok.gsh"
hierarchy Hcy_GunLok
{
file "units\gunlok mkii.RIF"
name "gunlok mkii"
hotspot "dum flash"
}
hierarchy Hcy_GunLokShadow
{
file "units\gunlok_shadow.RIF"
name "gunlok_shadow"
}
hierarchy Hcy_GunLokCustomize
{
file "units\wepgunlok.RIF"
name "wepgunlok"
}
character Chr_GunLok : Chr_DefaultGoodie
{
turning speed 1
walking speed 1
strength 130
aim 0
sight angle 75
sight range 12
hearing range 17
gun yaw angle 175
damage multiplier 1.5
aggression 0.7
radius 0.5
customization hierarchy Hcy_GunLokCustomize
shadow hierarchy Hcy_GunLokShadow
description gunlok description
status window u 0
status window v 674
}
role Rol_GunLok : Rol_DefaultRobot
{
shape Hcy_GunLok
character Chr_GunLok
identifier "GUNLOK"
armour 3
destructibility Des_Explode
ai bot
limit 1
}
pgenerator Pgn_Gunlok_Energy_Weapon
{
type explosion
life infinite
particle TTL 0.8
rate 50
x 0 y 0 z 0
red 0.59 green 0.20 blue 0.96 alpha 0.5
start scale 1 end scale 0.1
spin 10000
}
projectile Prj_Gunlok_Energy_Weapon
{
gravity no
damage 50
blast 10
max range 10000
}
role Rol_Gunlok_Energy_Weapon : Rol_DefaultProjectile
{
shape Pgn_Gunlok_Energy_Weapon
projectile Prj_Gunlok_Energy_Weapon
identifier "gunlok_power"
light Lit_PurplePlasma
}
# line 14 "level05.gls"
# line 1 "hark.gsh"
# line 1 "defaults.gsh"
# line 12 "hark.gsh"
hierarchy Hcy_Hark
{
file "units\hark mkii.RIF"
name "hark mkii"
hotspot "dum flash"
}
hierarchy Hcy_HarkCustomize
{
file "units\wephark.RIF"
name "wepslix"
}
hierarchy Hcy_HarkShadow
{
file "units\hark_shadow.RIF"
name "hark_shadow"
}
character Chr_Hark : Chr_DefaultGoodie
{
turning speed 1.4
walking speed 1
strength 100
aim 1
sight angle 89
sight range 18
hearing range 19
aggression 0.5
customization hierarchy Hcy_HarkCustomize
shadow hierarchy Hcy_HarkShadow
radius 0.5
description hark description
status window u 339
status window v 337
gun yaw angle 180
}
role Rol_Hark : Rol_DefaultRobot
{
shape Hcy_Hark
character Chr_Hark
identifier "HARK"
armour 1
destructibility Des_Explode
ai bot
limit 2
}
# line 15 "level05.gls"
# line 1 "frend.gsh"
# line 1 "defaults.gsh"
# line 12 "frend.gsh"
hierarchy Hcy_Frend
{
file "units\frend mkii.RIF"
name "frend mkii"
hotspot "Dum Flash"
}
hierarchy Hcy_FrendCustomize
{
file "units\wepfrend.RIF"
name "wephardrok"
}
hierarchy Hcy_FrendShadow
{
file "units\frend_shadow.RIF"
name "frend_shadow"
}
character Chr_Frend : Chr_DefaultGoodie
{
turning speed 0.75
walking speed 1
strength 150
aim 2
sight angle 75
sight range 8
hearing range 16
aggression 0.9
radius 1
gun yaw angle 180
customization hierarchy Hcy_FrendCustomize
shadow hierarchy Hcy_FrendShadow
description frend description
status window u 339
status window v 0
}
role Rol_Frend : Rol_DefaultRobot
{
shape Hcy_Frend
character Chr_Frend
identifier "FREND"
armour 4
destructibility Des_Explode
ai bot
limit 4
}
# line 16 "level05.gls"
# line 1 "maskelyn.gsh"
# line 1 "defaults.gsh"
# line 12 "maskelyn.gsh"
hierarchy Hcy_Maskelyn
{
file "units\maskelyn mkii.RIF"
name "maskelyn mkii"
hotspot "dum flash"
}
hierarchy Hcy_MaskelynShadow
{
file "units\maskelyn_shadow.RIF"
name "maskelyn_shadow"
}
hierarchy Hcy_MaskelynCustomize
{
file "units\wepmaskelyn.RIF"
name "wepmaskelyn"
}
character Chr_Maskelyn : Chr_DefaultGoodie
{
turning speed 1
walking speed 1
strength 20
aim 0
sight angle 75
sight range 12
hearing range 17
aggression 0.7
radius 0.5
shadow hierarchy Hcy_MaskelynShadow
customization hierarchy Hcy_MaskelynCustomize
description maskelyn description
status window u 0
status window v 0
gun yaw angle 175
}
role Rol_Maskelyn : Rol_DefaultRobot
{
shape Hcy_Maskelyn
character Chr_Maskelyn
identifier "MASKELYN"
ai bot
limit 8
}
# line 17 "level05.gls"
# line 1 "elint.gsh"
# line 1 "defaults.gsh"
# line 12 "elint.gsh"
hierarchy Hcy_Elint
{
file "units\elint mkii.RIF"
name "elint mkii"
hotspot "dum flash"
}
hierarchy Hcy_ElintShadow
{
file "units\elint_shadow.RIF"
name "elint_shadow"
}
hierarchy Hcy_ElintCustomize
{
file "units\wepelint.RIF"
name "wepelint"
}
character Chr_Elint : Chr_DefaultGoodie
{
turning speed 1
walking speed 1
strength 100
aim 0
sight angle 75
sight range 12
hearing range 17
aggression 0.7
radius 0.5
shadow hierarchy Hcy_ElintShadow
customization hierarchy Hcy_ElintCustomize
description elint description
status window u 0
status window v 337
gun yaw angle 180
}
role Rol_Elint : Rol_DefaultRobot
{
shape Hcy_Elint
character Chr_Elint
identifier "ELINT"
armour 2
destructibility Des_Explode
ai bot
limit 8
}
# line 18 "level05.gls"
# line 1 "walking_mine.gsh"
# line 1 "defaults.gsh"
# line 13 "walking_mine.gsh"
# line 1 "minefrag.gsh"
# line 1 "defaults.gsh"
# line 13 "minefrag.gsh"
hierarchy Hcy_MineFrag
{
file "units\minefrag.rif"
name "minefrag"
hotspot none
}
role Rol_MineFrag : Rol_FragObject
{
shape Hcy_MineFrag
identifier "minefrag"
}
frag data Frg_Minebot
{
role Rol_MineFrag
scale 7
}
# line 14 "walking_mine.gsh"
hierarchy Hcy_Minebot
{
file "units\minebot.RIF"
name "minebot"
hotspot ""
}
character Chr_Walking_Mine : Chr_DefaultBaddie
{
turning speed 0.3
walking speed 1
strength 20
aim 0
sight angle 30
sight range 20
hearing range 15
aggression 1
always cpu controlled yes
vision cone no
}
character Chr_mini_Walking_Mine : Chr_DefaultBaddie
{
turning speed 0.3
walking speed 1
strength 20
aim 0
sight angle 30
sight range 20
hearing range 15
aggression 1
size 0.7
always cpu controlled yes
vision cone no
}
role Rol_Walking_Mine : Rol_DefaultRobot
{
shape Hcy_Minebot
character Chr_Walking_Mine
identifier "minebot"
destructibility Frg_Minebot
ai minebot
limit 80
}
role Rol_Smartbot : Rol_DefaultRobot
{
shape Hcy_Minebot
character Chr_Walking_Mine
identifier "smartbot"
destructibility Frg_Minebot
ai swarm
limit 60
}
character Chr_Mini_Minebot : Chr_DefaultBaddie
{
turning speed 0.3
walking speed 1
strength 20
aim 0
sight angle 30
sight range 15
hearing range 15
aggression 1
size 0.7
always cpu controlled yes
vision cone no
}
role Rol_Mini_Minebot : Rol_DefaultRobot
{
shape Hcy_Minebot
character Chr_Mini_Minebot
identifier "mini_minebot"
destructibility Frg_Minebot
ai minebot
limit 30
}
role Rol_mini_Smartbot : Rol_DefaultRobot
{
shape Hcy_Minebot
character Chr_mini_Walking_Mine
identifier "mini_smartbot"
destructibility Frg_Minebot
ai swarm
limit 30
}
# line 22 "level05.gls"
# line 1 "lob.gsh"
# line 1 "defaults.gsh"
# line 12 "lob.gsh"
# line 1 "lasers.gsh"
# line 13 "lob.gsh"
# line 1 "lobfrag.gsh"
# line 1 "defaults.gsh"
# line 13 "lobfrag.gsh"
hierarchy Hcy_lobfrag
{
file "units\lobfrag.rif"
name "lobfrag"
hotspot none
}
role Rol_lobfrag : Rol_FragObject
{
shape Hcy_lobfrag
identifier "lobfrag"
}
frag data Frg_lob
{
role Rol_lobfrag
scale 6
replace yes
}
# line 14 "lob.gsh"
hierarchy Hcy_Lob
{
file "units\LOWlob.RIF"
name "lowlob"
hotspot "dumflash"
}
hierarchy Hcy_HighPoly_Lob
{
file "units\Lob.RIF"
name "lob"
hotspot "dumflash"
}
hierarchy Hcy_Lob_Shadow
{
file "units\lob_shadow.RIF"
name "lob_shadow"
}
character Chr_Lob : Chr_DefaultBaddie
{
turning speed 0.8
walking speed 1.0
weapon grenade launcher
strength 30
aim 2
sight angle 25
sight range 15
hearing range 12
aggression 0.9
gun yaw angle 0
shadow hierarchy Hcy_Lob_Shadow
}
role Rol_Lob : Rol_DefaultRobot
{
shape Hcy_HighPoly_Lob
character Chr_Lob
destructibility Frg_lob
identifier "lob"
armour 2
ai bot
}
# line 23 "level05.gls"
# line 1 "adversor.gsh"
# line 1 "defaults.gsh"
# line 11 "adversor.gsh"
# line 1 "adversorfrag.gsh"
# line 1 "defaults.gsh"
# line 13 "adversorfrag.gsh"
shape Shp_baseadversor
{
file "units\adversor.rif"
name "L7#base"
}
role Rol_baseadversor : Rol_PlacedObject
{
shape Shp_baseadversor
identifier "base"
ai blocker
}
hierarchy Hcy_adversorfrag
{
file "units\adversorfrag.rif"
name "adversorfrag"
hotspot none
}
role Rol_adversorfrag : Rol_FragObject
{
shape Hcy_adversorfrag
identifier "adversorfrag"
}
frag data Frg_adversor
{
role Rol_adversorfrag
scale 8
replace role Rol_baseadversor
replace yes
}
# line 12 "adversor.gsh"
hierarchy Hcy_Adversor
{
file "units\adversor.RIF"
name "adversor"
hotspot "Dum Flash"
}
hierarchy Hcy_Adversor_Shadow
{
file "units\adversor vlow.RIF"
name "adversor vlow"
hotspot "dum flash"
}
character Chr_Adversor : Chr_DefaultBaddie
{
turning speed 0.01
walking speed 0
weapon enemy laser
strength 90
aim 0
height 0.6
sight angle 89
sight range 15
hearing range 00
aggression 1
shadow hierarchy Hcy_Adversor_Shadow
gun yaw angle 135
elevation angle 20
target cycle time 5
can turn no
vision cone no
always cpu controlled yes
}
pgenerator Pgn_Adversor
{
type fire
life infinite
rate 4
x 0 y 0 z 0
red 0.1 green 0.1 blue 0.1 alpha 0.7
}
role Rol_Adversor : Rol_DefaultRobot
{
pgen Pgn_Adversor
shape Hcy_Adversor
character Chr_Adversor
armour 2
ai popup
identifier "adversor"
destructibility Frg_adversor
}
# line 24 "level05.gls"
# line 1 "sneeker.gsh"
# line 1 "grenade_launcher.gsh"
# line 12 "sneeker.gsh"
# line 1 "defaults.gsh"
# line 13 "sneeker.gsh"
# line 1 "sneekerfrag.gsh"
# line 1 "defaults.gsh"
# line 13 "sneekerfrag.gsh"
hierarchy Hcy_sneekerFrag
{
file "units\sneekerfrag.rif"
name "sneekerfrag"
hotspot none
}
role Rol_sneekerFrag : Rol_FragObject
{
shape Hcy_sneekerFrag
identifier "sneekerfrag"
}
frag data Frg_sneeker
{
role Rol_sneekerFrag
scale 10
replace yes
}
# line 14 "sneeker.gsh"
hierarchy Hcy_sneeker
{
file "units\LOWsneeker.RIF"
name "LOWsneeker"
hotspot "dunflash"
}
hierarchy Hcy_sneekerShadow
{
file "units\sneeker_shadow.RIF"
name "sneekershadow"
}
character Chr_sneeker : Chr_DefaultBaddie
{
turning speed 0.75
walking speed 1
weapon plasmagnum
strength 200
aim 2
sight angle 30
sight range 15
hearing range 10
aggression 0.75
radius 2
shadow hierarchy Hcy_sneekerShadow
}
character Chr_mini_sneeker : Chr_DefaultBaddie
{
turning speed 0.75
walking speed 1
weapon plasmagnum
strength 107
aim 2
sight angle 30
sight range 15
hearing range 10
aggression 0.75
radius 1
size 0.75
shadow hierarchy Hcy_sneekerShadow
}
role Rol_sneeker : Rol_DefaultRobot
{
shape Hcy_sneeker
character Chr_sneeker
identifier "SNEEKER"
destructibility Frg_sneeker
armour 7
ai bot
}
role Rol_mini_sneeker : Rol_DefaultRobot
{
shape Hcy_sneeker
character Chr_mini_sneeker
identifier "MINI_SNEEKER"
destructibility Frg_sneeker
armour 4
ai bot
}
# line 25 "level05.gls"
# line 1 "runner.gsh"
# line 1 "defaults.gsh"
# line 13 "runner.gsh"
# line 1 "lasers.gsh"
# line 14 "runner.gsh"
hierarchy Hcy_runner
{
file "units\LOWrunner.RIF"
name "lowrunner"
hotspot "dumflash"
}
hierarchy Hcy_HighPoly_runner
{
file "units\runner.RIF"
name "runner"
hotspot "dumflash"
}
hierarchy Hcy_runner_Shadow
{
file "units\runner_shadow.RIF"
name "runner_shadow"
}
character Chr_runner : Chr_DefaultBaddie
{
turning speed 0.8
walking speed 1.0
weapon missile launcher
strength 90
aim 2
sight angle 20
sight range 20
hearing range 17
aggression 0.50
gun yaw angle 0
shadow hierarchy Hcy_runner_Shadow
}
character Chr_runner_large : Chr_DefaultBaddie
{
turning speed 0.8
walking speed 1.0
weapon missile launcher
strength 200
aim 2
sight angle 20
sight range 20
hearing range 17
aggression 0.50
gun yaw angle 0
size 2
shadow hierarchy Hcy_runner_Shadow
}
role Rol_runner : Rol_DefaultRobot
{
shape Hcy_HighPoly_runner
character Chr_runner
destructibility Des_Explode
identifier "runner"
armour 5
ai bot
}
role Rol_runner_large : Rol_DefaultRobot
{
shape Hcy_HighPoly_runner
character Chr_runner_large
destructibility Des_Explode
identifier "runner_large"
armour 10
ai bot
}
# line 26 "level05.gls"
# line 1 "scythor.gsh"
# line 1 "defaults.gsh"
# line 13 "scythor.gsh"
# line 1 "lasers.gsh"
# line 14 "scythor.gsh"
# line 1 "scythorfrag.gsh"
# line 1 "defaults.gsh"
# line 13 "scythorfrag.gsh"
hierarchy Hcy_scythorFrag
{
file "units\scythorfrag.rif"
name "scythorfrag"
hotspot none
}
role Rol_scythorFrag : Rol_FragObject
{
shape Hcy_scythorFrag
identifier "scythorfrag"
}
frag data Frg_scythor
{
role Rol_scythorFrag
scale 6
replace yes
}
# line 15 "scythor.gsh"
# line 1 "grenade_launcher.gsh"
# line 16 "scythor.gsh"
hierarchy Hcy_scythor
{
file "units\scythor.RIF"
name "scythor"
hotspot "dumflash"
}
hierarchy Hcy_scythor_Shadow
{
file "units\Scythor_shadow.RIF"
name "Scythor_shadow"
}
character Chr_scythor : Chr_DefaultBaddie
{
turning speed 0.5
walking speed 1.0
weapon laser
strength 60
aim 2
sight angle 20
sight range 12
hearing range 11
aggression 0.25
gun yaw angle 100
shadow hierarchy Hcy_scythor_Shadow
}
character Chr_scythor_large : Chr_DefaultBaddie
{
turning speed 0.8
walking speed 1.0
weapon grenade launcher
strength 100
aim 2
sight angle 20
sight range 12
hearing range 11
aggression 0.25
gun yaw angle 100
size 1.5
shadow hierarchy Hcy_scythor_Shadow
}
character Chr_scythor_badass : Chr_DefaultBaddie
{
turning speed 0.8
walking speed 1.0
weapon grenade launcher
strength 60
aim 2
sight angle 20
sight range 12
hearing range 11
aggression 0.25
gun yaw angle 100
shadow hierarchy Hcy_scythor_Shadow
}
role Rol_scythor : Rol_DefaultRobot
{
shape Hcy_scythor
character Chr_scythor
identifier "scythor"
destructibility Frg_scythor
armour 0
ai bot
}
role Rol_scythor_large : Rol_DefaultRobot
{
shape Hcy_scythor
character Chr_scythor_large
identifier "scythor_large"
destructibility Frg_scythor
armour 9
ai bot
}
role Rol_scythor_badass : Rol_DefaultRobot
{
shape Hcy_scythor
character Chr_scythor_badass
identifier "scythor_badass"
destructibility Frg_scythor
armour 0
ai bot
}
# line 27 "level05.gls"
# line 1 "archore.gsh"
# line 1 "grenade_launcher.gsh"
# line 12 "archore.gsh"
# line 1 "defaults.gsh"
# line 13 "archore.gsh"
# line 1 "archorefrag.gsh"
# line 1 "defaults.gsh"
# line 13 "archorefrag.gsh"
hierarchy Hcy_archorefrag
{
file "units\archorefrag.rif"
name "archorefrag"
hotspot none
}
role Rol_archorefrag : Rol_FragObject
{
shape Hcy_archorefrag
identifier "archorefrag"
}
frag data Frg_archore
{
role Rol_archorefrag
scale 10
replace yes
}
# line 14 "archore.gsh"
hierarchy Hcy_archore
{
file "units\LOWarchore.RIF"
name "LOWarchore"
hotspot "dum flash"
}
character Chr_archore : Chr_DefaultBaddie
{
turning speed 0.75
walking speed 1
weapon plasmatrix
strength 230
aim 2
sight angle 25
sight range 20
hearing range 17
aggression 1
alarm delay 4
radius 1
}
character Chr_archore_lite : Chr_DefaultBaddie
{
turning speed 0.75
walking speed 1
weapon plasmagnum
strength 107
aim 2
sight angle 25
sight range 20
hearing range 10
aggression 0.75
alarm delay 4
radius 1
}
role Rol_archore : Rol_DefaultRobot
{
shape Hcy_archore
character Chr_archore
identifier "archore"
armour 7
ai bot
destructibility Frg_archore
}
role Rol_archore_lite : Rol_DefaultRobot
{
shape Hcy_archore
character Chr_archore
identifier "archore_lite"
armour 4
ai bot
destructibility Frg_archore
}
# line 28 "level05.gls"
# line 1 "satellite_wall_frag.gsh"
# line 1 "defaults.gsh"
# line 11 "satellite_wall_frag.gsh"
hierarchy Hcy_SatWallFrag
{
file "objects\sat fragwall b_frag_a.rif"
name "sat fragwall b_frag_a"
hotspot none
}
role Rol_SatWallFrag : Rol_PlacedObject
{
shape Hcy_SatWallFrag
identifier "sat_wall_frag"
frag control yes
hit test ignore yes
}
frag data Frg_SatWall
{
role Rol_SatWallFrag
scale 7
}
shape Shp_SatWall
{
file "objects\sat fragwall b.RIF"
name "sat fragwall b"
}
role Rol_SatWall : Rol_PlacedObject
{
shape Shp_SatWall
identifier "sat_wall"
destructibility Frg_SatWall
ai blocker
destination selectable yes
}
# line 32 "level05.gls"
# line 1 "walln_multifrag.gsh"
# line 1 "defaults.gsh"
# line 11 "walln_multifrag.gsh"
hierarchy Hcy_Fragwalln_Frag_B
{
file "objects\Fragwall narrow frag B.rif"
name "Fragwall narrow frag B"
hotspot none
}
role Rol_Fragwalln_Frag_B : Rol_PlacedObject
{
shape Hcy_Fragwalln_Frag_B
identifier "fragwalln_frag_B"
frag control yes
hit test ignore yes
}
shape Shp_Fragwalln_B
{
file "objects\Fragwall narrow B.rif"
name "Fragwall narrow B"
}
frag data Frg_Fragwalln_B
{
role Rol_Fragwalln_Frag_B
replace yes
scale 7
symmetric no
}
role Rol_Fragwalln_B : Rol_PlacedObject
{
shape Shp_Fragwalln_B
identifier "fragwalln_b"
destructibility Frg_Fragwalln_B
armour 0
ai blocker
}
hierarchy Hcy_Fragwalln_Frag_A
{
file "objects\Fragwall narrow frag A.rif"
name "Fragwall narrow frag A"
hotspot none
}
role Rol_Fragwalln_Frag_A : Rol_PlacedObject
{
shape Hcy_Fragwalln_Frag_A
identifier "fragwall_frag_A"
frag control yes
hit test ignore yes
}
shape Shp_Fragwalln_A
{
file "objects\Fragwall narrow A.rif"
name "Fragwall narrow A"
}
frag data Frg_Fragwalln_A
{
role Rol_Fragwalln_Frag_A
replace role Rol_Fragwalln_B
replace yes
scale 10
symmetric no
}
role Rol_Fragwalln_A : Rol_PlacedObject
{
shape Shp_Fragwalln_A
identifier "fragwalln_a"
destructibility Frg_Fragwalln_A
armour 0
ai blocker
}
# line 33 "level05.gls"
# line 1 "fragboulder.gsh"
# line 1 "defaults.gsh"
# line 11 "fragboulder.gsh"
hierarchy Hcy_fragboulderfrag_e
{
file "objects\fragboulderfrag E.rif"
name "fragboulderfrag E"
hotspot none
}
role Rol_fragboulderfrag_e : Rol_PlacedObject
{
shape Hcy_fragboulderfrag_e
identifier "fragboulderfrag_e"
frag control yes
hit test ignore yes
}
shape Shp_fragboulder_d
{
file "objects\fragboulder D.rif"
name "fragboulder D"
}
frag data Frg_fragboulder_d
{
role Rol_fragboulderfrag_e
replace yes
scale 7
symmetric no
}
role Rol_fragboulder_d : Rol_PlacedObject
{
shape Shp_fragboulder_d
identifier "fragboulder_d"
destructibility Frg_fragboulder_d
armour 2
ai blocker
}
hierarchy Hcy_fragboulderfrag_d
{
file "objects\fragboulderfrag D.rif"
name "fragboulderfrag D"
hotspot none
}
role Rol_fragboulderfrag_d : Rol_PlacedObject
{
shape Hcy_fragboulderfrag_d
identifier "fragboulderfrag_d"
frag control yes
hit test ignore yes
}
shape Shp_fragboulder_c
{
file "objects\fragboulder C.rif"
name "fragboulder C"
}
frag data Frg_fragboulder_c
{
role Rol_fragboulderfrag_d
replace role Rol_fragboulder_d
replace yes
scale 7
symmetric no
}
role Rol_fragboulder_c : Rol_PlacedObject
{
shape Shp_fragboulder_c
identifier "fragboulder_c"
destructibility Frg_fragboulder_c
armour 2
ai blocker
}
hierarchy Hcy_fragboulderfrag_c
{
file "objects\fragboulderfrag C.rif"
name "fragboulderfrag C"
hotspot none
}
role Rol_fragboulderfrag_c : Rol_PlacedObject
{
shape Hcy_fragboulderfrag_c
identifier "fragboulderfrag_c"
frag control yes
hit test ignore yes
}
shape Shp_fragboulder_b
{
file "objects\fragboulder B.rif"
name "fragboulder B"
}
frag data Frg_fragboulder_b
{
role Rol_fragboulderfrag_c
replace role Rol_fragboulder_c
replace yes
scale 7
symmetric no
}
role Rol_fragboulder_b : Rol_PlacedObject
{
shape Shp_fragboulder_b
identifier "fragboulder_b"
destructibility Frg_fragboulder_b
armour 2
ai blocker
}
hierarchy Hcy_fragboulderfrag_b
{
file "objects\fragboulderfrag B.rif"
name "fragboulderfrag B"
hotspot none
}
role Rol_fragboulderfrag_b : Rol_PlacedObject
{
shape Hcy_fragboulderfrag_b
identifier "fragboulderfrag_b"
frag control yes
hit test ignore yes
}
shape Shp_fragboulder_a
{
file "objects\fragboulder A.rif"
name "fragboulder A"
}
frag data Frg_fragboulder_a
{
role Rol_fragboulderfrag_b
replace role Rol_fragboulder_b
replace yes
scale 7
symmetric no
}
role Rol_fragboulder_a : Rol_PlacedObject
{
shape Shp_fragboulder_a
identifier "fragboulder_a"
destructibility Frg_fragboulder_a
armour 2
ai blocker
}
hierarchy Hcy_fragboulderfrag_a
{
file "objects\fragboulderfrag A.rif"
name "fragboulderfrag A"
hotspot none
}
role Rol_fragboulderfrag_a : Rol_PlacedObject
{
shape Hcy_fragboulderfrag_a
identifier "fragboulderfrag_a"
frag control yes
hit test ignore yes
}
shape Shp_fragboulder
{
file "objects\fragboulder.rif"
name "fragboulder"
}
frag data Frg_fragboulder
{
role Rol_fragboulderfrag_a
replace role Rol_fragboulder_a
replace yes
scale 7
symmetric no
}
role Rol_fragboulder : Rol_PlacedObject
{
shape Shp_fragboulder
identifier "fragboulder"
destructibility Frg_fragboulder
armour 2
ai blocker
}
# line 34 "level05.gls"
# line 1 "blobarrelfrag.gsh"
# line 1 "defaults.gsh"
# line 13 "blobarrelfrag.gsh"
hierarchy Hcy_blobarrelfrag
{
file "objects\blobarrelfrag.rif"
name "blobarrelfrag"
hotspot none
}
role Rol_blobarrelfrag : Rol_FragObject
{
shape Hcy_blobarrelfrag
identifier "blobarrelfrag"
}
frag data Frg_blobarrelfrag
{
role Rol_blobarrelfrag
scale 7
blast range 4
blast damage 20
}
shape Shp_blobarrel
{
file "objects\blobarrel.rif"
name "blobarrel"
}
character Chr_blobarrel : Chr_Default
{
strength 20
turning speed 0
walking speed 0
weapon plasmatrix
aim 0
sight angle 0
sight range 0
hearing range 0
aggression 0
radius 1
}
character Chr_trainingblobarrel : Chr_Default
{
strength 15
turning speed 0
walking speed 1
weapon plasmatrix
aim 0
sight angle 0
sight range 8
hearing range 0
aggression 0
radius 1
}
role Rol_blobarrel : Rol_PlacedObject
{
character Chr_blobarrel
shape Shp_blobarrel
destructibility Frg_blobarrelfrag
identifier "blobarrel"
ai blocker
armour 1
}
role Rol_trainingblobarrel : Rol_PlacedObject
{
character Chr_trainingblobarrel
shape Shp_blobarrel
destructibility Frg_blobarrelfrag
identifier "trainingblobarrel"
ai blocker
armour 1
}
# line 35 "level05.gls"
# line 1 "greenlight_mini.gsh"
light Lit_green_mini
{
red 2
green 5
blue 2
specular red 0.1
specular green 1.5
specular blue 0.1
range 4
}
role Rol_Greenlight_mini : Rol_PlacedObject
{
light Lit_green_mini
}
# line 39 "level05.gls"
# line 1 "greenlight.gsh"
pgenerator Pgn_green
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 0.2
green 1
blue 0.2
alpha 1
}
light Lit_green
{
red 4
green 10
blue 4
specular red 0.3
specular green 3
specular blue 0.3
range 10
}
role Rol_Greenlight : Rol_PlacedObject
{
shape Pgn_green
light Lit_green
}
# line 40 "level05.gls"
# line 1 "brightwhitebulb.gsh"
# line 1 "defaults.gsh"
# line 13 "brightwhitebulb.gsh"
pgenerator Pgn_lavayellow
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 1
green 1
blue 1
alpha 1
}
light Lit_lavayellow
{
red 1
green 1
blue 1
specular red 0.5
specular green 0.5
specular blue 0.5
range 30
}
role Rol_lavayellow : Rol_PlacedObject
{
shape Pgn_lavayellow
light Lit_lavayellow
identifier "lavayellowbulb"
}
# line 41 "level05.gls"
# line 1 "bluelight.gsh"
pgenerator Pgn_blue
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 0.5
green 0.5
blue 0.8
alpha 1
}
light Lit_blue
{
red 0.6
green 0.6
blue 1
specular red 0.6
specular green 0.6
specular blue 0.8
range 6
}
role Rol_Bluelight : Rol_PlacedObject
{
shape Pgn_blue
light Lit_blue
moves on lifts yes
identifier "bluelight"
}
# line 42 "level05.gls"
# line 1 "corona_light.gsh"
pgenerator Pgn_Corona
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 1.0
green 1.0
blue 1.0
alpha 1
}
light Lit_Corona
{
red 1
green 1
blue 1
specular red 1
specular green 1
specular blue 1
range 6
}
role Rol_Corona : Rol_PlacedObject
{
shape Pgn_Corona
light Lit_Corona
}
# line 43 "level05.gls"
# line 1 "purplelight.gsh"
pgenerator Pgn_purple
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 0.5
green 0
blue 0.5
alpha 1
}
light Lit_purple
{
red 0.2
green 0
blue 0.2
specular red 0.2
specular green 0
specular blue 0.2
range 10
}
role Rol_Purplelight : Rol_DefaultGarbage
{
shape Pgn_purple
light Lit_purple
moves on lifts yes
identifier "purplelight"
}
# line 44 "level05.gls"
# line 1 "bluelightmini.gsh"
pgenerator Pgn_bluemini
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 0.5
green 0.5
blue 0.8
alpha 1
}
light Lit_bluemini
{
red 0.8
green 0.8
blue 1
specular red 0.4
specular green 0.4
specular blue 0.8
range 4
}
role Rol_Bluelightmini : Rol_PlacedObject
{
shape Pgn_bluemini
light Lit_bluemini
moves on lifts yes
identifier "bluelightmini"
}
# line 45 "level05.gls"
# line 1 "purplelightmini.gsh"
pgenerator Pgn_purplemini
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 1
green 0
blue 1
alpha 1
}
light Lit_purplemini
{
red 0.6
green 0
blue 0.6
specular red 0.6
specular green 0
specular blue 0.6
range 6
}
role Rol_Purplelightmini : Rol_DefaultGarbage
{
shape Pgn_purplemini
light Lit_purplemini
moves on lifts yes
identifier "purplelightmini"
}
# line 46 "level05.gls"
# line 1 "whitelightmini.gsh"
pgenerator Pgn_whitemini
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 0.7
green 0.7
blue 0.7
alpha 1
}
light Lit_whitemini
{
red 1
green 1
blue 1
specular red 0.7
specular green 0.7
specular blue 0.7
range 6
}
role Rol_Whitelightmini : Rol_PlacedObject
{
shape Pgn_whitemini
light Lit_whitemini
moves on lifts yes
identifier "whitelightmini"
}
# line 47 "level05.gls"
# line 1 "redlightmini.gsh"
pgenerator Pgn_redmini
{
type corona
life infinite
rate 1
x 0
y 0
z 0
red 1
green 0.2
blue 0.2
alpha 1
}
light Lit_redmini
{
red 1
green 0.1
blue 0.1
specular red 1
specular green 0
specular blue 0
range 4
}
role Rol_Redlightmini : Rol_DefaultGarbage
{
shape Pgn_redmini
light Lit_redmini
moves on lifts yes
identifier "redlight"
}
# line 48 "level05.gls"
# line 1 "greenlightsatpark.gsh"
light Lit_greensatpark
{
red 0.4
green 1
blue 1
specular red 0.3
specular green 1
specular blue 0.8
range 30
}
role Rol_Greenlightsatpark : Rol_PlacedObject
{
light Lit_greensatpark
}
# line 49 "level05.gls"
# line 1 "carfire.gsh"
# line 1 "oilfire.gsh"
# line 1 "defaults.gsh"
# line 13 "oilfire.gsh"
pgenerator Pgn_OilFire
{
type fire
life infinite
rate 10
x 0
y -1
z 0
red 1
green 0.4
blue 0.1
alpha 1
start scale 1.0
end scale 0.3
spin 10000
}
light Lit_OilFire
{
red 4
green 1.5
blue 0.2
specular red 1.5
specular green 0.5
specular blue 0
range 6
}
role Rol_OilFire : Rol_PlacedObject
{
shape Pgn_OilFire
light Lit_OilFire
}
# line 13 "carfire.gsh"
# line 53 "level05.gls"
# line 1 "oilfire.gsh"
# line 54 "level05.gls"
shape Shp_dishlift_a
{
file "levels\level05.rif"
name "DISHLIFT A"
}
shape Shp_dishlift_b
{
file "levels\level05.rif"
name "DISHLIFT B"
}
shape Shp_dishlift_c
{
file "levels\level05.rif"
name "DISHLIFT C"
}
shape Shp_dishlift_d
{
file "levels\level05.rif"
name "DISHLIFT D"
}
shape Shp_dishlift_e
{
file "levels\level05.rif"
name "DISHLIFT E"
}
shape Shp_setilift_a
{
file "levels\level05.rif"
name "SETILIFT A"
}
shape Shp_LiftswitchA
{
file "objects\LIFTSWITCH F.rif"
name "LIFTSWITCH F"
}
shape Shp_LiftswitchAB
{
file "objects\LIFTSWITCH E.rif"
name "LIFTSWITCH E"
}
shape Shp_setilift_b
{
file "levels\level05.rif"
name "SETILIFT B"
}
shape Shp_LiftswitchB
{
file "objects\LIFTSWITCH F.rif"
name "LIFTSWITCH F"
}
shape Shp_LiftswitchBB
{
file "objects\LIFTSWITCH E.rif"
name "LIFTSWITCH E"
}
shape Shp_tracklift_a
{
file "levels\level05.rif"
name "TRACKLIFT A"
}
shape Shp_tracklift_b
{
file "levels\level05.rif"
name "TRACKLIFT B"
}
shape Shp_tracklift_c
{
file "levels\level05.rif"
name "TRACKLIFT C"
}
shape Shp_tracklift_d
{
file "levels\level05.rif"
name "TRACKLIFT D"
}
shape Shp_tracklift_e
{
file "levels\level05.rif"
name "TRACKLIFT E"
}
shape Shp_tracklift_f
{
file "levels\level05.rif"
name "TRACKLIFT F"
}
shape Shp_tracklift_g
{
file "levels\level05.rif"
name "TRACKLIFT G"
}
shape Shp_tracklift_h
{
file "levels\level05.rif"
name "TRACKLIFT H"
}
shape Shp_tracklift_i
{
file "levels\level05.rif"
name "TRACKLIFT I"
}
shape Shp_tracklift_j
{
file "levels\level05.rif"
name "TRACKLIFT J"
}
shape Shp_tracklift_k
{
file "levels\level05.rif"
name "TRACKLIFT K"
}
shape Shp_tracklift_l
{
file "levels\level05.rif"
name "TRACKLIFT L"
}
shape Shp_gen_switch_a
{
file "objects\technobox.rif"
name "technobox"
}
shape Shp_gen_switch_b
{
file "objects\technobox.rif"
name "technobox"
}
shape Shp_force_gen_a
{
file "levels\level05.rif"
name "FORCE GEN A"
}
hierarchy Hcy_enemy_dish
{
file "objects\enemy dish level 5.rif"
name "enemy dish"
hotspot "dum flash"
}
shape Shp_Junkpile_C
{
file "objects\JUNKPILE C.rif"
name "JUNKPILE C"
}
shape Shp_Junkpile_D
{
file "objects\JUNKPILE D.rif"
name "junkpile D"
}
shape Shp_Junkpile_E
{
file "objects\JUNKPILE E.rif"
name "junkpile E"
}
shape Shp_Junkpile_F
{
file "objects\JUNKPILE F.rif"
name "junkpile F"
}
shape Shp_Junkpile_G
{
file "objects\JUNKPILE G.rif"
name "junkpile G"
}
shape Shp_Junkpile_H
{
file "objects\JUNKPILE H.rif"
name "junkpile H"
}
shape Shp_Garbage_A
{
file "objects\GARBAGE A.rif"
name "garbage A"
}
shape Shp_Garbage_B
{
file "objects\GARBAGE B.rif"
name "garbage B"
}
shape Shp_Garbage_C
{
file "objects\GARBAGE C.rif"
name "garbage C"
}
shape Shp_Garbage_D
{
file "objects\GARBAGE D.rif"
name "garbage D"
}
shape Shp_Garbage_E
{
file "objects\GARBAGE E.rif"
name "garbage E"
}
shape Shp_Garbage_F
{
file "objects\GARBAGE F.rif"
name "garbage F"
}
shape Shp_Garbage_G
{
file "objects\GARBAGE G.rif"
name "garbage G"
}
shape Shp_Garbage_H
{
file "objects\GARBAGE H.rif"
name "garbage H"
}
shape Shp_Garbage_I
{
file "objects\GARBAGE I.rif"
name "garbage I"
}
shape Shp_Garbage_J
{
file "objects\GARBAGE J.rif"
name "garbage J"
}
role Rol_DishLift_A : Rol_PlacedObject
{
shape Shp_dishlift_a
ai track object
destination selectable yes
}
role Rol_DishLift_B : Rol_PlacedObject
{
shape Shp_dishlift_b
ai track object
destination selectable yes
}
role Rol_DishLift_C : Rol_PlacedObject
{
shape Shp_dishlift_c
ai track object
destination selectable yes
}
role Rol_DishLift_D : Rol_PlacedObject
{
shape Shp_dishlift_d
ai track object
destination selectable yes
}
role Rol_DishLift_E : Rol_PlacedObject
{
shape Shp_dishlift_e
ai track object
destination selectable yes
}
role Rol_Setilift_A : Rol_PlacedObject
{
shape Shp_setilift_a
ai track object
destination selectable yes
}
role Rol_LiftswitchA : Rol_DefaultPickup
{
shape Shp_LiftswitchA
}
role Rol_LiftswitchAB : Rol_DefaultPickup
{
shape Shp_LiftswitchAB
}
role Rol_Setilift_B : Rol_PlacedObject
{
shape Shp_setilift_b
ai track object
destination selectable yes
}
role Rol_LiftswitchB : Rol_DefaultPickup
{
shape Shp_LiftswitchB
}
role Rol_LiftswitchBB : Rol_DefaultPickup
{
shape Shp_LiftswitchBB
}
role Rol_Tracklift_A : Rol_PlacedObject
{
shape Shp_tracklift_a
ai track object
destination selectable yes
}
role Rol_Tracklift_B : Rol_PlacedObject
{
shape Shp_tracklift_b
ai track object
destination selectable yes
}
role Rol_Tracklift_C : Rol_PlacedObject
{
shape Shp_tracklift_c
ai track object
destination selectable yes
}
role Rol_Tracklift_D : Rol_PlacedObject
{
shape Shp_tracklift_d
ai track object
destination selectable yes
}
role Rol_Tracklift_E : Rol_PlacedObject
{
shape Shp_tracklift_e
ai track object
destination selectable yes
}
role Rol_Tracklift_F : Rol_PlacedObject
{
shape Shp_tracklift_f
ai track object
destination selectable yes
}
role Rol_Tracklift_G : Rol_PlacedObject
{
shape Shp_tracklift_g
ai track object
destination selectable yes
}
role Rol_Tracklift_H : Rol_PlacedObject
{
shape Shp_tracklift_h
ai track object
destination selectable yes
}
role Rol_Tracklift_I : Rol_PlacedObject
{
shape Shp_tracklift_i
ai track object
destination selectable yes
}
role Rol_Tracklift_J : Rol_PlacedObject
{
shape Shp_tracklift_j
ai track object
destination selectable yes
}
role Rol_Tracklift_K : Rol_PlacedObject
{
shape Shp_tracklift_k
ai track object
destination selectable yes
}
role Rol_Tracklift_L : Rol_PlacedObject
{
shape Shp_tracklift_l
ai track object
destination selectable yes
}
role Rol_gen_switch_a : Rol_PlacedObject
{
shape Shp_gen_switch_a
destructibility Des_Explode
}
role Rol_gen_switch_b : Rol_PlacedObject
{
shape Shp_gen_switch_b
destructibility Des_Explode
}
role Rol_enemy_dish : Rol_PlacedObject
{
shape Hcy_enemy_dish
per vertex fogging yes
hit test ignore yes
}
role Rol_force_gen_a : Rol_PlacedObject
{
shape Shp_force_gen_a
}
role Rol_Junkpile_C : Rol_DefaultJunkpile
{
shape Shp_Junkpile_C
}
role Rol_Junkpile_D : Rol_DefaultJunkpile
{
shape Shp_Junkpile_D
}
role Rol_Junkpile_E : Rol_DefaultJunkpile
{
shape Shp_Junkpile_E
}
role Rol_Junkpile_F : Rol_DefaultJunkpile
{
shape Shp_Junkpile_F
}
role Rol_Junkpile_G : Rol_DefaultJunkpile
{
shape Shp_Junkpile_G
}
role Rol_Junkpile_H : Rol_DefaultJunkpile
{
shape Shp_Junkpile_H
}
role Rol_Garbage_A : Rol_DefaultGarbage
{
shape Shp_Garbage_A
}
role Rol_Garbage_B : Rol_DefaultGarbage
{
shape Shp_Garbage_B
}
role Rol_Garbage_C : Rol_DefaultGarbage
{
shape Shp_Garbage_C
}
role Rol_Garbage_D : Rol_DefaultGarbage
{
shape Shp_Garbage_D
}
role Rol_Garbage_E : Rol_DefaultGarbage
{
shape Shp_Garbage_E
}
role Rol_Garbage_F : Rol_DefaultGarbage
{
shape Shp_Garbage_F
}
role Rol_Garbage_G : Rol_DefaultGarbage
{
shape Shp_Garbage_G
}
role Rol_Garbage_H : Rol_DefaultGarbage
{
shape Shp_Garbage_H
}
role Rol_Garbage_I : Rol_DefaultGarbage
{
shape Shp_Garbage_I
}
role Rol_Garbage_J : Rol_DefaultGarbage
{
shape Shp_Garbage_J
}
map
{
file "levels\level05.rif"
name "Land"
bitmap "bitmaps\\LEVEL05.rim"
camera plane "camhund"
max camera focus height "max focus height"
min camera focus height "min focus height"
max camera distance 100
shadow object rif "levels\level05_shadow.rif"
shadow object name "Land_Shadow"
max vertices per section 2048
use Rol_GunLok in team 1 for
"Goodie B" as "gunlok"
use Rol_Elint in team 1 for
"Goodie C" as "elint"
use Rol_Hark in team 1 for
"Goodie D" as "hark"
use Rol_Frend in team 1 for
"Goodie E" as "frend"
use Rol_fragboulder in team 0 for
"fragwall narrow A" and
"fragwall narrow AB" and
"fragwall narrow AC" and
"fragwall narrow AD" and
"fragwall narrow AE" and
"fragwall narrow AF" and
"fragwall narrow AG" and
"fragwall narrow AH" and
"fragwall narrow AI" and
"fragwall narrow AJ" and
"fragwall narrow AK" and
"fragwall narrow AL" and
"fragwall narrow AM" and
"fragwall narrow AN" and
"fragwall narrow AO" and
"fragwall narrow AP" and
"fragwall narrow AQ" and
"fragwall narrow AR" and
"fragwall narrow AS" and
"fragwall narrow AT" and
"fragwall narrow AU" and
"fragwall narrow AV" and
"fragwall narrow AW" and
"fragwall narrow AX" and
"fragwall narrow AY" and
"fragwall narrow AZ" and
"fragwall narrow AZA" and
"fragwall narrow AZB" and
"fragwall narrow AZC" and
"fragwall narrow AZD" and
"fragwall narrow AZE" and
"fragwall narrow AZF" and
"fragwall narrow AZG" and
"fragwall narrow AZH"
use Rol_DishLift_A in team 0 for
"DISHLIFT A" as "DishLift_A"
use Rol_DishLift_B in team 0 for
"DISHLIFT B" as "DishLift_B"
use Rol_DishLift_C in team 0 for
"DISHLIFT C" as "DishLift_C"
use Rol_DishLift_D in team 0 for
"DISHLIFT D" as "DishLift_D"
use Rol_DishLift_E in team 0 for
"DISHLIFT E" as "DishLift_E"
use Rol_Setilift_A in team 0 for
"SETILIFT A" as "Setilift_A"
use Rol_LiftswitchA in team 0 for
"LIFTSWITCH A" as "liftswitch_a"
use Rol_LiftswitchAB in team 0 for
"LIFTSWITCH AB" as "liftswitch_ab"
use Rol_Setilift_B in team 0 for
"SETILIFT B" as "Setilift_B"
use Rol_LiftswitchB in team 0 for
"LIFTSWITCH B" as "liftswitch_b"
use Rol_LiftswitchBB in team 0 for
"LIFTSWITCH BB" as "liftswitch_bb"
use Rol_Tracklift_A in team 0 for
"TRACKLIFT A" as "Tracklift_A"
use Rol_Tracklift_B in team 0 for
"TRACKLIFT B" as "Tracklift_B"
use Rol_Tracklift_C in team 0 for
"TRACKLIFT C" as "Tracklift_C"
use Rol_Tracklift_D in team 0 for
"TRACKLIFT D" as "Tracklift_D"
use Rol_Tracklift_E in team 0 for
"TRACKLIFT E" as "Tracklift_E"
use Rol_Tracklift_F in team 0 for
"TRACKLIFT F" as "Tracklift_F"
use Rol_Tracklift_G in team 0 for
"TRACKLIFT G" as "Tracklift_G"
use Rol_Tracklift_H in team 0 for
"TRACKLIFT H" as "Tracklift_H"
use Rol_Tracklift_I in team 0 for
"TRACKLIFT I" as "Tracklift_I"
use Rol_Tracklift_J in team 0 for
"TRACKLIFT J" as "Tracklift_J"
use Rol_Tracklift_K in team 0 for
"TRACKLIFT K" as "Tracklift_K"
use Rol_Tracklift_L in team 0 for
"TRACKLIFT L" as "Tracklift_L"
use Rol_Smartbot in team 2 for
"MINEBOT A" and
"MINEBOT AB" and
"MINEBOT AC" and
"MINEBOT AD" and
"MINEBOT AE" and
"MINEBOT AF" and
"MINEBOT AG" and
"MINEBOT AH" and
"MINEBOT AI" and
"MINEBOT AJ" and
"MINEBOT AK" and
"MINEBOT AL" and
"MINEBOT AM" and
"MINEBOT AN" and
"MINEBOT AP" and
"MINEBOT AQ" and
"MINEBOT AR" and
"MINEBOT AS" and
"MINEBOT AT" and
"MINEBOT AU" and
"MINEBOT AV" and
"MINEBOT AW" and
"MINEBOT AX" and
"MINEBOT AY" and
"MINEBOT AZ"
use Rol_blobarrel in team 2 for
"blobarrelA" and
"blobarrelB" and
"blobarrelC" and
"blobarrelD" and
"blobarrelE" and
"blobarrelF" and
"blobarrelG" and
"blobarrelH" and
"blobarrelI" and
"blobarrelJ" and
"blobarrelK" and
"blobarrelL" and
"blobarrelM" and
"blobarrelN" and
"blobarrelO" and
"blobarrelP" and
"blobarrelQ" and
"blobarrelR" and
"blobarrelS" and
"blobarrelT" and
"blobarrelU" and
"blobarrelV"
use Rol_enemy_dish in team 0 for
"ANTENNA BOX A" as "DISH"
use Rol_SatWall in team 0 for
"SAT FRAGWALL B"
use Rol_gen_switch_a in team 2 for
"GEN SWITCH A" as "gen_switch_a"
use Rol_gen_switch_b in team 2 for
"GEN SWITCH B" as "gen_switch_b"
use Rol_Junkpile_C in team 0 for
"JUNKPILE C" and
"JUNKPILE CB"
use Rol_Junkpile_D in team 0 for
"junkpile D" and
"junkpile DB"
use Rol_Junkpile_E in team 0 for
"junkpile E" and
"junkpile EB"
use Rol_Junkpile_F in team 0 for
"junkpile F" and
"junkpile FB"
use Rol_Junkpile_G in team 0 for
"junkpile G" and
"junkpile GB and" "JUNKPILE GC"
use Rol_Junkpile_H in team 0 for
"junkpile H" and
"junkpile HB"
use Rol_Garbage_A in team 0 for
"garbage A" as "garbage_a"
use Rol_Garbage_A in team 0 for
"garbage AB" as "garbage_ab"
use Rol_Garbage_A in team 0 for
"garbage AC" as "garbage_ac"
use Rol_Garbage_A in team 0 for
"garbage AD" as "garbage_ad"
use Rol_Garbage_A in team 0 for
"garbage AE" as "garbage_ae"
use Rol_Garbage_A in team 0 for
"garbage AF" as "garbage_af"
use Rol_Garbage_B in team 0 for
"garbage B" as "garbage_b"
use Rol_Garbage_B in team 0 for
"garbage BB" as "garbage_bb"
use Rol_Garbage_B in team 0 for
"garbage BC" as "garbage_bc"
use Rol_Garbage_B in team 0 for
"garbage BD" as "garbage_bd"
use Rol_Garbage_C in team 0 for
"garbage C" as "garbage_c"
use Rol_Garbage_C in team 0 for
"garbage CB" as "garbage_cb"
use Rol_Garbage_C in team 0 for
"garbage CC" as "garbage_cc"
use Rol_Garbage_C in team 0 for
"garbage CD" as "garbage_cd"
use Rol_Garbage_D in team 0 for
"garbage D" as "garbage_d"
use Rol_Garbage_D in team 0 for
"garbage DB" as "garbage_db"
use Rol_Garbage_D in team 0 for
"garbage DC" as "garbage_dc"
use Rol_Garbage_D in team 0 for
"garbage DD" as "garbage_dd"
use Rol_Garbage_D in team 0 for
"garbage DE" as "garbage_de"
use Rol_Garbage_E in team 0 for
"garbage E" as "garbage_e"
use Rol_Garbage_E in team 0 for
"garbage EB" as "garbage_eb"
use Rol_Garbage_F in team 0 for
"garbage F" as "garbage_f"
use Rol_Garbage_F in team 0 for
"garbage FB" as "garbage_fb"
use Rol_Garbage_G in team 0 for
"garbage G" as "garbage_g"
use Rol_Garbage_G in team 0 for
"garbage GB" as "garbage_gb"
use Rol_Garbage_G in team 0 for
"garbage GC" as "garbage_gc"
use Rol_Garbage_G in team 0 for
"garbage GD" as "garbage_gd"
use Rol_Garbage_H in team 0 for
"garbage H" as "garbage_h"
use Rol_Garbage_H in team 0 for
"garbage HB" as "garbage_hb"
use Rol_Garbage_H in team 0 for
"garbage HC" as "garbage_hc"
use Rol_Garbage_H in team 0 for
"garbage HD" as "garbage_hd"
use Rol_Garbage_H in team 0 for
"garbage HE" as "garbage_he"
use Rol_Garbage_H in team 0 for
"garbage HF" as "garbage_hf"
use Rol_Garbage_I in team 0 for
"garbage I" as "garbage_i"
use Rol_Garbage_I in team 0 for
"garbage IB" as "garbage_ib"
use Rol_Garbage_J in team 0 for
"garbage J" as "garbage_j"
use Rol_Garbage_J in team 0 for
"garbage JB" as "garbage_jb"
use Rol_Greenlight_mini in team 0 for
"Light A" and
"Light B"
use Rol_Greenlightsatpark in team 0 for
"Light C"
use Rol_Bluelightmini in team 0 for
"bluelight a" and
"bluelight ab" and
"bluelight ac" and
"bluelight ad" and
"bluelight ae" and
"bluelight af" and
"bluelight ag"
use Rol_Whitelightmini in team 0 for
"whitelight ab" and
"whitelight ac" and
"whitelight ad" and
"whitelight ae" and
"whitelight af" and
"whitelight ag" and
"whitelight ah" and
"whitelight ai" and
"whitelight aj" and
"whitelight ak" and
"whitelight al" and
"whitelight am" and
"whitelight an"
use Rol_Purplelightmini in team 0 for
"purplelightD" and
"purplelightE"
}
camera track
{
file "levels\level05.rif"
name "satellite start"
}
camera track
{
file "levels\level05.rif"
name "end sequence"
}
# line 0 ""