home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Skunkware 5
/
Skunkware 5.iso
/
src
/
Games
/
net3d-0.08
/
extras.v
< prev
next >
Wrap
Text File
|
1995-06-22
|
14KB
|
649 lines
/* Vehicle file containing definitions of walls, bullets and trees
* used for creating vehicles during game play.
*/
/****************************************************************************
* Buildable things definitions
****************************************************************************/
vehicle wall1 { /* wall parallel to vehicle */
name "A Wall Section"
type static
hp 10
object {
points {
-5 -1 0 -5 1 0 5 1 0 5 -1 0
-5 -1 8 -5 1 8 5 1 8 5 -1 8
}
face 185 f { 0 1 5 4 }
face 186 f { 1 2 6 5 }
face 187 f { 2 3 7 6 }
face 188 f { 3 0 4 7 }
face 189 f { 4 5 6 7 }
}
}
vehicle wall2 { /* wall at 90 degrees to vehicle */
name "A Wall Section"
type static
hp 10
object {
points {
-1 -5 0 1 -5 0 1 5 0 -1 5 0
-1 -5 8 1 -5 8 1 5 8 -1 5 8
}
face 185 f { 0 4 5 1 }
face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 }
face 188 f { 3 7 4 0 }
face 189 f { 7 6 5 4 }
}
}
vehicle wall3 { /* L-shaped wall section */
name "A Wall section"
type static
hp 12
object {
points { 1 -1 0 1 5 0 -1 5 0 -1 1 0 1 -1 8 1 5 8 -1 5 8 -1 1 8 }
face 185 f { 0 4 5 1 } face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 } face 188 f { 7 6 5 4 }
rotate 180
}
object {
points { -5 -1 0 1 -1 0 -1 1 0 -5 1 0 -5 -1 8 1 -1 8 -1 1 8 -5 1 8 }
face 191 f { 0 4 5 1 } face 190 f { 2 6 7 3 }
face 189 f { 3 7 4 0 } face 188 f { 7 6 5 4 }
rotate 180
}
}
vehicle wall4 { /* L-shaped wall section */
name "A Wall section"
type static
hp 12
object {
points { 1 -1 0 1 5 0 -1 5 0 -1 1 0 1 -1 8 1 5 8 -1 5 8 -1 1 8 }
face 185 f { 0 4 5 1 } face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 } face 188 f { 7 6 5 4 }
rotate 270
}
object {
points { -5 -1 0 1 -1 0 -1 1 0 -5 1 0 -5 -1 8 1 -1 8 -1 1 8 -5 1 8 }
face 191 f { 0 4 5 1 } face 190 f { 2 6 7 3 }
face 189 f { 3 7 4 0 } face 188 f { 7 6 5 4 }
rotate 270
}
}
vehicle wall5 { /* L-shaped wall section */
name "A Wall section"
type static
hp 12
object {
points { 1 -1 0 1 5 0 -1 5 0 -1 1 0 1 -1 8 1 5 8 -1 5 8 -1 1 8 }
face 185 f { 0 4 5 1 } face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 } face 188 f { 7 6 5 4 }
}
object {
points { -5 -1 0 1 -1 0 -1 1 0 -5 1 0 -5 -1 8 1 -1 8 -1 1 8 -5 1 8 }
face 191 f { 0 4 5 1 } face 190 f { 2 6 7 3 }
face 189 f { 3 7 4 0 } face 188 f { 7 6 5 4 }
}
}
vehicle wall6 { /* L-shaped wall section */
name "A Wall section"
type static
hp 12
object {
points { 1 -1 0 1 5 0 -1 5 0 -1 1 0 1 -1 8 1 5 8 -1 5 8 -1 1 8 }
face 185 f { 0 4 5 1 } face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 } face 188 f { 7 6 5 4 }
rotate 90
}
object {
points { -5 -1 0 1 -1 0 -1 1 0 -5 1 0 -5 -1 8 1 -1 8 -1 1 8 -5 1 8 }
face 191 f { 0 4 5 1 } face 190 f { 2 6 7 3 }
face 189 f { 3 7 4 0 } face 188 f { 7 6 5 4 }
rotate 90
}
}
vehicle wall7 { /* T-shaped wall section */
name "A Wall section"
type static
hp 15
object {
points { -1 -5 0 1 -5 0 1 5 0 -1 5 0 -1 -5 8 1 -5 8 1 5 8 -1 5 8 }
face 185 f { 0 4 5 1 } face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 } face 188 f { 3 7 4 0 }
face 189 f { 7 6 5 4 }
rotate 270
}
object {
points { 1 -1 0 5 -1 0 5 1 0 1 1 0 1 -1 8 5 -1 8 5 1 8 1 1 8 }
face 186 f { 0 4 5 1 } face 187 f { 1 5 6 2 }
face 188 f { 2 6 7 3 } face 189 f { 7 6 5 4 }
rotate 270
}
}
vehicle wall8 { /* T-shaped wall section */
name "A Wall section"
type static
hp 15
object {
points { -1 -5 0 1 -5 0 1 5 0 -1 5 0 -1 -5 8 1 -5 8 1 5 8 -1 5 8 }
face 185 f { 0 4 5 1 } face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 } face 188 f { 3 7 4 0 }
face 189 f { 7 6 5 4 }
}
object {
points { 1 -1 0 5 -1 0 5 1 0 1 1 0 1 -1 8 5 -1 8 5 1 8 1 1 8 }
face 186 f { 0 4 5 1 } face 187 f { 1 5 6 2 }
face 188 f { 2 6 7 3 } face 189 f { 7 6 5 4 }
}
}
vehicle wall9 { /* T-shaped wall section */
name "A Wall section"
type static
hp 15
object {
points { -1 -5 0 1 -5 0 1 5 0 -1 5 0 -1 -5 8 1 -5 8 1 5 8 -1 5 8 }
face 185 f { 0 4 5 1 } face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 } face 188 f { 3 7 4 0 }
face 189 f { 7 6 5 4 }
rotate 90
}
object {
points { 1 -1 0 5 -1 0 5 1 0 1 1 0 1 -1 8 5 -1 8 5 1 8 1 1 8 }
face 186 f { 0 4 5 1 } face 187 f { 1 5 6 2 }
face 188 f { 2 6 7 3 } face 189 f { 7 6 5 4 }
rotate 90
}
}
vehicle wall10 { /* T-shaped wall section */
name "A Wall section"
type static
hp 15
object {
points { -1 -5 0 1 -5 0 1 5 0 -1 5 0 -1 -5 8 1 -5 8 1 5 8 -1 5 8 }
face 185 f { 0 4 5 1 } face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 } face 188 f { 3 7 4 0 }
face 189 f { 7 6 5 4 }
rotate 180
}
object {
points { 1 -1 0 5 -1 0 5 1 0 1 1 0 1 -1 8 5 -1 8 5 1 8 1 1 8 }
face 186 f { 0 4 5 1 } face 187 f { 1 5 6 2 }
face 188 f { 2 6 7 3 } face 189 f { 7 6 5 4 }
rotate 180
}
}
vehicle wall11 { /* Cross shaped wall section */
name "A Wall section"
type static
hp 17
object {
points { 0 0 0 1 1 0 1 5 0 -1 5 0 -1 1 0
0 0 8 1 1 8 1 5 8 -1 5 8 -1 1 8 }
face 185 f { 1 6 7 2 } face 186 f { 2 7 8 3 }
face 187 f { 3 8 9 4 } face 188 f { 9 8 7 6 5 }
}
object {
points { 0 0 0 1 1 0 1 5 0 -1 5 0 -1 1 0
0 0 8 1 1 8 1 5 8 -1 5 8 -1 1 8 }
face 185 f { 1 6 7 2 } face 186 f { 2 7 8 3 }
face 187 f { 3 8 9 4 } face 188 f { 9 8 7 6 5 }
rotate 90
}
object {
points { 0 0 0 1 1 0 1 5 0 -1 5 0 -1 1 0
0 0 8 1 1 8 1 5 8 -1 5 8 -1 1 8 }
face 185 f { 1 6 7 2 } face 186 f { 2 7 8 3 }
face 187 f { 3 8 9 4 } face 188 f { 9 8 7 6 5 }
rotate 180
}
object {
points { 0 0 0 1 1 0 1 5 0 -1 5 0 -1 1 0
0 0 8 1 1 8 1 5 8 -1 5 8 -1 1 8 }
face 185 f { 1 6 7 2 } face 186 f { 2 7 8 3 }
face 187 f { 3 8 9 4 } face 188 f { 9 8 7 6 5 }
rotate 270
}
}
vehicle wall12 { /* mine */
name "Mine"
type mine
weapon none
hp 10
object {
points {
-3 -3 2 3 -3 2 3 3 2 -3 3 2
-4 -3 0 -3 -4 0 3 -4 0 4 -3 0
4 3 0 3 4 0 -3 4 0 -4 3 0
}
face 35 f { 3 2 1 0 }
face 36 f { 4 0 5 }
face 37 f { 6 1 7 }
face 38 f { 8 2 9 }
face 39 f { 10 3 11 }
face 40 f { 0 1 6 5 }
face 41 f { 1 2 8 7 }
face 42 f { 2 3 10 9 }
face 43 f { 3 0 4 11 }
}
}
vehicle wall13 { /* autogun emplacement */
name "Autocannon"
type gunsite
weapon tracer
ammo 50
angle 90
hp 15
object { /* gun barrel */
points {
4 6 8 3.5 6 7 4.5 6 7
4 12 8 3.5 12 7 4.5 12 7
}
offset -4 -4 0
centre 0 4 8
face 55 f { 0 3 5 2 }
face 56 f { 1 4 3 0 }
face 57 f { 1 2 5 4 }
face 30 f { 3 4 5 }
}
object { /* gun base */
points {
0 0 0 8 0 0 8 8 0 0 8 0
2 2 8 6 2 8 6 6 8 2 6 8
}
offset -4 -4 0
face 40 f { 0 4 5 1 }
face 41 f { 1 5 6 2 }
face 42 f { 2 6 7 3 }
face 43 f { 3 7 4 0 }
face 44 f { 7 6 5 4 }
}
/* brain algorithm - rotate around looking for threats.
* When one is found, open fire!!
* If out of ammo, self destruct
*/
brain {
state 0 {
action left
link 1 { threatfar }
link 2 { ammolow }
}
state 1 {
action shoot
link 0 { !threatfar }
link 2 { ammolow }
}
state 2 {
action detonate
}
}
}
/****************************************************************************
* Projectile / Bullet definitions
****************************************************************************/
vehicle tracer {
name "a high velocity tracer round"
type bullet
flying
hp 3
object {
points { 0 0 0 5 0 0 }
face 63 l { 0 1 }
}
}
vehicle shell {
name "a high explosive tank shell"
type bullet
flying
hp 10
object {
points { 3 0 0 0 0 1 0 1 0 0 0 -1 0 -1 0 }
face 40 f { 4 3 2 1 }
face 41 f { 1 2 0 }
face 42 f { 2 3 0 }
face 43 f { 3 4 0 }
face 44 f { 4 1 0 }
}
}
vehicle bomb {
name "a free-falling bomb"
type bullet
hp 10
object {
points { 0 0 0 0 0 2 }
face 32 c { 0 1 }
}
}
vehicle bullet {
name "a light 9mm bullet"
type bullet
flying
hp 1
object {
points { 0 0 0 }
face 63 d { 0 }
}
}
vehicle flame {
name "a cloud of flame"
type bullet
flying
hp 7
object {
points {
4 0 0 4 0 2
-4 0 0 -4 0 2
0 4 0 0 4 2
0 -4 0 0 -4 2
0 0 4 0 0 6
0 0 -4 0 0 -2
}
face 25 c { 0 1 }
face 26 c { 2 3 }
face 27 c { 4 5 }
face 28 c { 6 7 }
face 29 c { 8 9 }
face 30 c { 10 11 }
}
spin random 20 20 20
}
vehicle missile {
name "an air-to-air missile"
type missile
flying
hp 15
object {
points { 6 0 0 0 0 0 0 0 1 0 1 0 0 0 -1 0 -1 0 }
face 150 p { 0 1 2 }
face 151 p { 0 1 3 }
face 151 p { 0 1 4 }
face 151 p { 0 1 5 }
}
}
vehicle chicken {
name "an armour-peircing chicken"
flying
type bullet
hp 6
object { /* beak */
centre 0 4.5 0
counter
points { 0 5 0 -0.5 4 0 0 4 0.5 0.5 4 0 0 4 -0.5 }
rotate -90
face 191 f { 1 2 0 }
face 190 f { 2 3 0 }
face 188 f { 4 1 0 }
face 189 f { 3 4 0 }
}
object { /* head */
centre 0 2.5 0
counter
points {
/* front */ -0.5 4 0.5 0.5 4 0.5 0.5 4 -0.5 -0.5 4 -0.5
/* antefront */ -1 3.5 0.5 -0.5 3.5 1 0.5 3.5 1 1 3.5 0.5
1 3.5 -0.5 0.5 3.5 -1 -0.5 3.5 -1 -1 3.5 -0.5
/* anteback */ -1 2.5 0.5 -0.5 2.5 1 0.5 2.5 1 1 2.5 0.5
1 2.5 -0.5 0.5 2.5 -1 -0.5 2.5 -1 -1 2.5 -0.5
/* back */ -0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 -0.5 -0.5 0.5 -0.5
}
rotate -90
face 60 f { 0 1 2 3 }
face 63 f { 0 4 5 }
face 62 f { 0 5 6 1 }
face 61 f { 1 6 7 }
face 60 f { 1 7 8 2 }
face 59 f { 2 8 9 }
face 60 f { 2 9 10 3 }
face 61 f { 3 10 11 }
face 62 f { 3 11 4 0 }
face 62 f { 5 4 12 13 }
face 61 f { 6 5 13 14 }
face 60 f { 7 6 14 15 }
face 59 f { 8 7 15 16 }
face 58 f { 9 8 16 17 }
face 59 f { 10 9 17 18 }
face 60 f { 11 10 18 19 }
face 61 f { 4 11 19 12 }
face 61 f { 13 12 20 }
face 60 f { 14 13 20 21 }
face 59 f { 15 14 21 }
face 58 f { 16 15 21 22 }
face 57 f { 17 16 22 }
face 58 f { 18 17 22 23 }
face 59 f { 19 18 23 }
face 60 f { 12 19 23 20 }
}
object { /* body */
centre 0 -3 0
counter
points {
-0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 -0.5 -0.5 0.5 -0.5
-1.5 0 0.5 -1 0 1 1 0 1 1.5 0 0.5
1.5 0 -0.5 0.5 0 -1.5 -0.5 0 -1.5 -1.5 0 -0.5
-1.5 -6 0.5 -1 -5.5 1 1 -5.5 1 1.5 -6 0.5
1.5 -5 -0.5 0.5 -4.5 -1.5 -0.5 -4.5 -1.5 -1.5 -5 -0.5
}
rotate -90
face 60 f { 2 1 7 8 }
face 59 f { 2 8 9 }
face 60 f { 3 2 9 10 }
face 61 f { 3 10 11 }
face 62 f { 0 3 11 4 }
face 63 f { 0 4 5 }
face 62 f { 1 0 5 6 }
face 61 f { 1 6 7 }
face 62 f { 5 4 12 13 }
face 61 f { 6 5 13 14 }
face 60 f { 7 6 14 15 }
face 59 f { 8 7 15 16 }
face 58 f { 9 8 16 17 }
face 59 f { 10 9 17 18 }
face 60 f { 11 10 18 19 }
face 61 f { 4 11 19 12 }
face 60 f { 15 14 13 12 }
face 58 f { 12 19 16 15 }
face 57 f { 19 18 17 16 }
}
object { /* tail */
centre 0 -3 1.25
counter
points {
/* foremost */ 0 -4 1
-1 -5.5 1 0 -6.5 2 1 -5.5 1
}
rotate -90
face 63 f { 1 2 0 }
face 61 f { 2 3 0 }
face 59 f { 3 2 1 }
}
object { /* coxcomb */
centre 0 3 2.25
counter
points {
0 3.5 1
-0.5 2.5 1
0 2.5 1.25
0.5 2.5 1
}
rotate -90
face 152 f { 0 1 2 }
face 151 f { 2 3 0 }
face 151 f { 3 2 1 }
}
}
vehicle torpedo {
type missile
name "A lethal ship to ship guided missile"
flying
hp 25
object {
points { 0 0 1 0 1 0 0 0 -1 0 -1 0
5 0 1 5 1 0 5 0 -1 5 -1 0
10 0 0 }
face 110 f { 0 1 5 4 }
face 111 f { 1 2 6 5 }
face 112 f { 2 3 7 6 }
face 113 f { 3 0 4 7 }
face 114 f { 4 5 8 }
face 115 f { 5 6 8 }
face 116 f { 6 7 8 }
face 117 f { 7 4 8 }
face 29 f { 3 2 1 0 }
}
}
vehicle plasmaballs {
type bullet
name "A chain of plasma balls"
flying
hp 10
object { points { 0 0 0 0 0 .5 } face 63 c { 0 1 } }
object { points { 1 0 0 1 0 .5 } face 127 c { 0 1 } }
object { points { 2 0 0 2 0 .5 } face 63 c { 0 1 } }
object { points { 3 0 0 3 0 .5 } face 127 c { 0 1 } }
object { points { 4 0 0 4 0 .5 } face 63 c { 0 1 } }
}
/*****************************************************************************
* Fireballs
*****************************************************************************/
/* note - several of these are selected randomly for use when a mechanized
* vehicle explodes.
*/
vehicle fireball25 {
type shrapnel
name "a flaming ball of plasma"
hp 1
object { points { 0 0 0 0 0 3 } face 25 c { 0 1 } }
}
vehicle fireball26 {
type shrapnel
name "a flaming ball of plasma"
hp 1
object { points { 0 0 0 0 0 3 } face 26 c { 0 1 } }
}
vehicle fireball27 {
type shrapnel
name "a flaming ball of plasma"
hp 1
object { points { 0 0 0 0 0 3 } face 27 c { 0 1 } }
}
vehicle fireball28 {
type shrapnel
name "a flaming ball of plasma"
hp 1
object { points { 0 0 0 0 0 3 } face 28 c { 0 1 } }
}
vehicle fireball29 {
type shrapnel
name "a flaming ball of plasma"
hp 1
object { points { 0 0 0 0 0 3 } face 29 c { 0 1 } }
}
vehicle fireball30 {
type shrapnel
name "a flaming ball of plasma"
hp 1
object { points { 0 0 0 0 0 3 } face 30 c { 0 1 } }
}
vehicle fireball31 {
type shrapnel
name "a flaming ball of plasma"
hp 1
object { points { 0 0 0 0 0 3 } face 31 c { 0 1 } }
}
/*****************************************************************************
* Other, assorted definitions
*****************************************************************************/
vehicle player {
name "A player without a vehicle"
type fish
weapon bullet
hp 3
ammo 30
object { /* body */
centre 3 0 0
points { 0 0 0 3 1 0 3 0 1 3 -1 0 3 0 -1 6 0 0 }
offset 0 0 2
rotate 180
face 150 f { 0 1 2 }
face 151 f { 0 2 3 }
face 152 f { 0 3 4 }
face 153 f { 0 4 1 }
face 154 f { 1 5 2 }
face 155 f { 2 5 3 }
face 156 f { 3 5 4 }
face 157 f { 4 5 1 }
}
object { /* tail */
centre 7 0 0
points { 6 0 0 8 0 2 8 0 -2 }
offset 0 0 2
rotate 180
face 158 p { 0 1 2 }
}
}
vehicle tree {
name "A useful tree"
type tree
hp 0
max treeheight 40
object { /* Tree trunk */
at 0 0 0
points {
0 0 0 1 0 0 1 1 0 0 1 0
0 0 10 1 0 10 1 1 10 0 1 10
}
face 185 f { 0 4 5 1 }
face 186 f { 1 5 6 2 }
face 187 f { 2 6 7 3 }
face 188 f { 3 7 4 0 }
}
object { /* Top section */
at 0 0 0
points {
-3 -3 10 4 -3 10 4 4 10 -3 4 10 .5 .5 22
}
face 90 f { 0 4 1 }
face 91 f { 1 4 2 }
face 92 f { 2 4 3 }
face 93 f { 3 4 0 }
face 80 f { 0 1 2 3 }
}
}