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[ClassName] WaterTower //////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////// LOGIC ////////////////////////////////////////////////// [SpeedBase] 0.8 //In cm/s [LumberingTime] 0 // Time to Lumber this one [HEALTH] 1200 [RANGE] 0.5 // Rayon d action en metre [DAMMAGE] 20 // Impact sur le feu [MAXAMMO] 300 [MANUALINFO] WaterTower //////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////// GRAPHIC LINK //////////////////////////////////// [Skeleton] Water_tower_base.flx [Skin] Water_tower_base.flx [TranslationStep] 1 [RotationStep] 10 //[vignette] vignette_maxi_vehicule_camion [DUMMIES] Vehicule_WaterTower //[DIRECTSOUND] click1 vehicule_selection_1.wav 1 0 0 0 90 //[DIRECTSOUND] click2 vehicule_selection_2.wav 1 0 0 0 90 //[DIRECTSOUND] click3 vehicule_selection_3.wav 1 0 0 0 90 [DIRECTSOUND] rouler veh_moteur_pomp_roule.wav 1 70 1 0 100 //[DIRECTSOUND] accelerer veh_moteur_pomp_accel.wav 1 70 0 0 90 //[DIRECTSOUND] freiner veh_moteur_pomp_frein.wav 1 70 0 0 90 [DIRECTSOUND] idle veh_moteur_pomp_idle.wav 1 70 1 0 90 //[DIRECTSOUND] arriere veh_moteur_pomp_arr.wav 1 70 1 0 90 [DIRECTSOUND] rotation mvmt_gdehl_rotat.wav 1 70 1 0 90 [DIRECTSOUND] inclinaison_haut mvmt_gdehl_mont.wav 1 70 1 0 90 [DIRECTSOUND] inclinaison_bas mvmt_gdehl_desc.wav 1 70 1 0 90 [DIRECTSOUND] longueur_plus mvmt_gdehl_allg.wav 1 70 1 0 90 [DIRECTSOUND] longueur_moins mvmt_gdehl_raccou.wav 1 70 1 0 90 [DIRECTSOUND] explosion_watertower explosion_pompier.wav 1 0 0 0 95 [DIRECTSOUND] jet_eau jet_tour_eau.wav 1 70 1 0 90 [HOTPOINT] HPType5_Feu_Vehicules_Pompiers.obp Dummy_fire0 // si il n'y a pas de dummy spΘcifique "feu", il faut mettre un nom bidon ... sera pris le pivot de l'objet [HOTPOINT] HPType5_Feu_Vehicules_Pompiers.obp Dummy_fire1 [HOTPOINT] HPType5_Feu_Vehicules_Pompiers.obp Dummy_fire2 [HOTPOINT] HPType5_Feu_Vehicules_Pompiers.obp Dummy_fire3 [HOTPOINT] HPType5_Feu_Vehicules_Pompiers.obp Dummy_fire4 [HOTPOINT] HPType5_Feu_Vehicules_Pompiers.obp Dummy_fire5 [INSERTINI] water_tower.ini [MIS_ANI] eAnimation_deploie Deploiement [MIS_ANI] eAnimation_attendre Attente [MIS_ANI] eAnimation_undeploie undeploiement [MIS_ANI] eAnimation_roule1 roule1 [MIS_ANI] eAnimation_roule2 roule2 [MIS_ANI] eAnimation_roule3 roule3 [MIS_ANI] eAnimation_roule1_inverse roule1_inverse [MIS_ANI] eAnimation_roule2_inverse roule2_inverse [MIS_ANI] eAnimation_roule3_inverse roule3_inverse [MIS_ANI] eAnimation_arrivee Arrivee [MIS] OBJECTOK watertower_base.flx [MIS] OBJECTDAMMAGE watertower_etat2.flx [MIS] OBJECTDESTROYED watertower_etat3.flx animation watertower_etat3.ini // Wall Fire Ladder Item NoVehicle Actor Grappin notused [COSTS] 100000 10000 100000 100000 100000 40000 100000 0