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