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SlaveZeroEasy.ini
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INI File
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1999-10-11
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57KB
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2,386 lines
; ******************************************************************************
; ******************** ********************
; ******************** SLAVEZERO.INI ********************
; ******************** ********************
; ******************************************************************************
[Main Options]
; Debug Scripts is the master switch for Design Debugging
; If this is 0, none of the debug windows will open
Debug Scripts = 0
; zLevel chooses the next map via the following entries.
; Change the mapnames or re-order maps by altering these fields.
Mission_Startup = m00_intro
m00 = m00_startup
m01_a = M01_A
m01_b = M01_B
m02_a = M02_a
m02_b = M02_b
M02_c = M02_c
m03_a = M03_a
m03_b = M03_b
m03_c = M03_c
m04_a = M04_a
m04_b = M04_b
m05_a = M05_a
m05_b = M05_b
m05_c = m06_A
M07_A = M07_A
M07_B = M07_B
M07_C = M07_C
M08_A = M08_A
M08_B = M08_B
M08_C = M08_C
M09_A = M09_A
M09_B = M09_B
M09_C = M09_C
M11_A = M11_A
M11_B = M11_B
M11_C = M11_C
M12_A = M12_A
M12_B = M12_B
M12_C = M12_C
M13_A = M13_A
M13_B = M13_B
M13_C = M13_C
M14_a = M14_a
M14_B = M14_B
M14_C = M14_C
M15_a = M15_a
M15_B = M15_B
M15_C = M15_C
M15_D = credits
[Mission Chunk Names]
m01_A = Comm Tower A
m01_b = Comm Tower B
m02_a = Lower City A
m02_b = Lower City B
M02_c = Lower City C
m03_a = Lab Attack A
m03_b = Lab Attack B
m03_c = Lab Attack C
m04_a = Sewer War A
m04_b = Sewer War B
m05_a = Escort Run A
m05_b = Escort Run B
m06_a = Escort Run C
m07_a = Trainwreck A
m07_b = Trainwreck B
m07_c = Trainwreck C
m08_a = Embryos A
m08_b = Embryos B
m08_c = Embryos C
m09_a = High Climb A
m09_b = High Climb B
m09_c = High Climb C
m11_a = Dropships A
m11_b = Dropships B
m11_c = Dropships C
m12_a = Exo Rescue A
m12_b = Exo Rescue B
m12_c = Exo Rescue C
m13_a = Dmat Rifle A
m13_b = Dmat Rifle B
m13_c = Dmat Rifle C
m14_a = Upper City A
m14_b = Upper City B
m14_c = Upper City C
m15_a = Apocalypse A
m15_b = Apocalypse B
m15_c = Apocalypse C
; ******************************************************************************
; ******************** ********************
; ******************** MISC ********************
; ******************** ********************
; ******************************************************************************
[zWeather]
Thunder1 Sound = E_thunder_ambient_01
Thunder2 Sound = E_thunder_ambient_02
Rain Sound = E_rain_ambient_01
; ******************************************************************************
; ******************** ********************
; ******************** WEAPONS ********************
; ******************** ********************
; ******************************************************************************
; SLUGS
[zBullet]
Riccochet1Sound = e_ricochet_01
Riccochet1PitchMin = -4000
Riccochet1PitchMax = 2000
Riccochet2Sound = e_ricochet_02
Riccochet2PitchMin = -4000
Riccochet2PitchMax = 2000
Riccochet3Sound = e_ricochet_03
Riccochet3PitchMin = -4000
Riccochet3PitchMax = 2000
[zAvenger]
FireDelayL = 0.125
FireDelayS = 0.125
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
FireSoundLoop = w_avenger_gun_fire
FireSoundOutro = w_avenger_gun_fire
DrySound = w_avenger_gun_dry
ReadySound = w_weapon_readied
StowSound = w_weapon_stow
BulletDamage = 1.25
BulletSpeed = 10
[zIronRoar]
FireDelay = 0.10
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
FFeffect = Fire_Ironroar
FireSoundLoop = w_ironroar_gun_fire_loop
FireSoundOutro = w_ironroar_gun_fire_outro
DrySound = w_ironroar_gun_dry
ReadySound = w_ironroar_gun_reload
StowSound = w_weapon_stow
BulletDamage = 2.5
BulletSpeed = 100
[zCyclone]
FireDelay = 0.125
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
FireSoundLoop = w_cyclone_gun_fire_loop
FireSoundOutro = w_cyclone_gun_fire_outro
DrySound = w_cyclone_gun_dry
ReadySound = w_cyclone_gun_reload
StowSound = W_WEAPON_STOW
BulletDamage = 7.00
BulletSpeed = 100
[zSiegeCannon]
FireDelay = 2
FFeffect = Fire_SiegeCannon
FireSoundLoop = w_Seige_gun_fire
FireSoundOutro = w_Seige_gun_fire_outro
DrySound = w_cyclone_gun_dry
ReadySound = w_Seige_gun_load
StowSound = w_weapon_stow
HitSound = w_seige_bullet_hit
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
BulletDamage = 10.0
BulletSpeed = 12.0
BulletGravity = -0.02
Explosion Damage = 20.0
Explosion Radius = 80.0
Explosion Force = 20.0
AmmoUsed = 10
; ENERGY
[zDmatRifle]
FireDelay = 0.8
FFeffect = Fire_DmatRifle
FireSoundLoop = w_dmat_charge_loop
FireSoundOutro = w_dmat_fire
DrySound = w_cyclone_gun_dry
ReadySound = w_weapon_ready_2
StowSound = w_weapon_stow
HitSound = w_dmat_hit
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
BulletDamage = 15.0
BulletSpeed = 5.0
BulletGravity = 0.0
Ammo Used = 10
Explostion Damage = 15.0
Explostion Force = 5.0
Explostion Radius = 280.0
[zPlasmaBullet]
ExplosionSound = w_plasma200_bullet_hit
FlySound = w_plasma200_bullet_loop
FlyPitchMin = -2000
FlyPitchMax = 2000
[zPlasma200]
FireDelay = 0.4
Splatter Damage = 0.0
Splatter Radius = 0.0
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
FFeffect = Fire_Plasma200
FireSound = w_plasma200_gun_fire
FireSoundPitchMin = -1000
FireSoundPitchMax = 1000
DrySound = w_cyclone_gun_dry
ReadySound = w_plasma200_clip_load
StowSound = w_weapon_stow
ShotDamage = 10.0
ShotStartSpeed = 7.0
ShotMaxSpeed = 9.0
[zPlasmaBurst]
FireDelay = 1
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
FFeffect = Fire_Plasma200
FireSound = w_plasmaburst_gun_fire
FireSoundPitchMin = -1000
FireSoundPitchMax = 1000
DrySound = w_cyclone_gun_dry
ReadySound = w_plasmaburst_clip_load
StowSound = w_weapon_stow
ShotDamage = 8
Splatter Damage = 0.0
Splatter Radius = 0.0
ShotStartSpeed = 5.0
ShotMaxSpeed = 8.0
Spread Angle = -3.5
[zPlasmaRailCannon]
FireDelay = 2
BeamOnTime = 0.1
Damage = 60.0
FFeffect = Fire_plasmarail
FireSound = w_plasmarail_gun_fire
DrySound = w_cyclone_gun_dry
ReadySound = w_plasmarail_charge
StowSound = w_weapon_stow
HitSound = w_plasma200_bullet_hit
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
AmmoUsed = 4
[zPlasma400]
DamageDelay = 6.0 ; (DamageDelay/120fr. - ie: 6.0 = 1/6 of a second)
BeamDamage = 12.0
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
FFeffect = Fire_plasma400
FireSound = a_shiva_fire_loop
FireSoundOutro = w_p400_gun_fire_outro
DrySound = w_cyclone_gun_dry
ReadySound = w_weapon_ready_2
StowSound = w_weapon_stow
AmmoUsed = 1
; ROCKETS
[zRocket]
FlyPitchMin = -2000
FlyPitchMax = 2000
ExplosionSound = W_SHRIEKER_BULLET_HIT
[zGuidedRocket]
Fly Pitch Min = -1500
Fly Pitch Max = 1000
Fly Sound = w_shrieker_bullet_loop
Explosion Sound = w_shrieker_bullet_hit
[zShrieker]
FireDelay = 1.0
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
FFeffect = Fire_Shrieker
DrySound = w_shrieker_gun_dry
FireSound = w_shrieker_gun_fire
ReadySound = w_shrieker_clip_load
StowSound = w_weapon_stow
FireSoundPitchMax = 2000
FireSoundPitchMin = -1000
MissileSpeed = 10.0
MissileDamage = 10.5
MissileSplatterDamage = 10.5
MissileSplatterRadius = 50.0
[zStoneDog]
FireDelay = 1.0
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
FFeffect = Stone_Dog
FireSound = W_SHRIEKER_GUN_FIRE
DrySound = W_SHRIEKER_GUN_DRY
ReadySound = w_stonedog_gun_reload
StowSound = W_WEAPON_STOW
missilespeed = 10.0
MissileDamageDumb = 9.5
MissileDamageGuided = 9.5
MissileYawClipAngle = 14.0
MissilePitchClipAngle = 14.0
MissileTurnTimeLimit = 8.0
MissileLifespan = 12.0
MissileSplatterDamage = 9.5
MissileSplatterRadius = 50.0
[zValhallaMissile]
ExplosionSound = e_explosion_big_04
FlySound = w_shrieker_bullet_loop
FlyPitchMin = -2000
FlyPitchMax = 2000
[zValhalla]
FireDelay = 2.5
FFeffect = Fire_Valhalla
FireSound = w_shrieker_gun_fire
FireSoundPitchMin = -1000
FireSoundPitchMax = 2000
DrySound = w_shrieker_gun_dry
ReadySound = w_Valhalla_gun_reload
StowSound = w_weapon_stow
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
MissileSpeed = 6.0
MissileDamage = 20.0
SubMissileDamage = 8.5
SubMissileGravity = -0.001
SplitDistance = 200.0
SplitExplosionRadius = 100.0
SplitExplosionDamage = 1.5
MissileLifeTimer = 10.0
[zZulu]
FireDelay = 0.3
FFeffect = Zulu
FireSound = w_shrieker_gun_fire
DrySound = w_shrieker_gun_dry
ReadySound = w_zulu_gun_reload
StowSound = w_weapon_stow
DropDebounceDelay = 4.0
FadeAwayDelay = 10.0
MissileSpeed = 10.0
MissileDamageGuided = 10.5
MissileClipYaw = 6.0
MissileClipPitch = 6.0
MissileTurnTimeLimit = 8.0
MissileLifespan = 12.0
MissileSplatterDamage = 10.5
MissileSplatterRadius = 50.0
; ******************************************************************************
; ******************** ********************
; ******************** SENTINELS ********************
; ******************** ********************
; ******************************************************************************
[zPiranha (Industrial)]
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_03
Step Sound = a_sentinel_step
Fire Sound Loop = w_ironroar_gun_fire_loop
Fire Sound Outro = w_ironroar_gun_fire_outro
Fire Pitch Min = -2000
Fire Pitch Max = 1000
Shot Damage = 0.75
Shot Speed = 5.0
Shot Gravity = 0.0
Death Radius = 30.0
Death Radius Damage = 2.0
Shot Delay Min = 1.0
Shot Delay Max = 3.0
Health = 12.0
Pickup Delay Min = 3.0
Pickup Delay Max = 5.0
Throw Delay Min = 1.0
Throw Delay Max = 3.0
Scent Turn Delay = 0.5
Scent Turn Rate = 5.0
; weapon typ
; 0 = avenger
; 1 = ironroar
Weapon Type = 0
[zPiranha (Police)]
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_03
Step Sound = a_sentinel_step
Fire Sound Loop = w_ironroar_gun_fire_loop
Fire Sound Outro = w_ironroar_gun_fire_outro
Fire Pitch Min = -2000
Fire Pitch Max = 1000
Shot Damage = 2.0
Shot Speed = 5.0
Shot Gravity = 0.0
Death Radius = 30.0
Death Radius Damage = 1.0
Shot Delay Min = 0.5
Shot Delay Max = 2.0
Health = 15.0
Pickup Delay Min = 3.0
Pickup Delay Max = 5.0
Throw Delay Min = 1.0
Throw Delay Max = 3.0
Scent Turn Delay = 0.5
Scent Turn Rate = 5.0
; weapon typ
; 0 = avenger
; 1 = ironroar
Weapon Type = 1
[zPiranha (Military)]
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_03
Step Sound = a_sentinel_step
Fire Sound Loop = w_ironroar_gun_fire_loop
Fire Sound Outro = w_ironroar_gun_fire_outro
Fire Pitch Min = -2000
Fire Pitch Max = 1000
Shot Damage = 1.5
Shot Speed = 5.0
Shot Gravity = 0.0
Death Radius = 30.0
Death Radius Damage = 2.0
Shot Delay Min = 0.25
Shot Delay Max = 1.0
Health = 15.0
Pickup Delay Min = 3.0
Pickup Delay Max = 5.0
Throw Delay Min = 1.0
Throw Delay Max = 3.0
Scent Turn Delay = 0.5
Scent Turn Rate = 5.0
; weapon typ
; 0 = avenger
; 1 = ironroar
Weapon Type = 1
[zSentinel1 (Industrial)]
Death Sound = a_regulator_death
Hit Sound = a_sentinel_hit_01
Step Sound = a_sentinel_step
Fire Sound = w_shrieker_gun_fire
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Hit Pitch Min = -2000
Hit Pitch Max = 2000
Missile Damage = 6.0
Missile Splatter Damage = 3.0
Missile Splatter Radius = 50.0
Missile Start Speed = 2.0
Missile Max Speed = 10.0
Missile Acceleration = .6
Shot Delay Min = 0.0
Shot Delay Max = 2.0
Shot Delay2 Min = 0.5
Shot Delay2 Max = 2.0
Num Shots Min = 1.0
Num Shots Max = 5.0
Death Radius = 30.0
Death Radius Damage = 2.0
Hand Attack Range = 50
Punch Damage = 2.0
Punch Force = 20.0
Death Sound = a_regulator_death
Hit Sound = a_titan_hit_03
Step Sound = a_titan_step
Big Hit Damage = 9
Health = 25.0
Ambient Modifier = 0.0
[zSentinel1 (Military)]
Death Sound = a_regulator_death
Hit Sound = a_sentinel_hit_01
Step Sound = a_sentinel_step
Fire Sound = w_shrieker_gun_fire
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Hit Pitch Min = -2000
Hit Pitch Max = 2000
Missile Damage = 8.0
Missile Splatter Damage = 4.0
Missile Splatter Radius = 60.0
Missile Start Speed = 2.0
Missile Max Speed = 4.5
Missile Acceleration = 0.6
Shot Delay Min = 3.0
Shot Delay Max = 5.0
Shot Delay2 Min = 0.1
Shot Delay2 Max = 1.0
Num Shots Min = 1.0
Num Shots Max = 1.0
Death Radius = 15.0
Death Radius Damage = 3.0
Big Hit Damage = 9
Health = 40.0
Ambient Modifier = 0.0
Hand Attack Range = 50
Punch Damage = 2.0
Punch Force = 20.0
[zJammer (Industrial)]
Death Sound = e_explosion_generic_01
Hit Sound = a_sentinel_hit_02
Step Sound = a_sentinel_step
Dry Sound = w_plasma_dry
Fire Sound = w_plasma200_gun_fire
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Explosion Sound = w_plasma200_bullet_hit
Land Sound = a_sentinel_land_heavy
Thrust Sound = a_jammer_fly_loop
Dodge Up Percent = 0.0
Shot Damage = 2.5
Shot Start Speed = 3.0
Shot Max Speed = 25.0
Shot Delay Min = 3.0
Shot Delay Max = 5.0
Num Shots Min = 1
Num Shots Max = 1
Plasma Splatter Damage = 1.0
Plasma Splatter Radius = 10.0
Health = 15.0
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
Max Fall Speed = 15.0
Fall Acceleration = 5.0
Max Death Fall Speed = 25.0
Fall Death Acceleration = 20.0
[zJammer (Military)]
Death Sound = e_explosion_generic_01
Hit Sound = a_sentinel_hit_02
Step Sound = a_sentinel_step
Dry Sound = w_plasma_dry
Fire Sound = w_plasma200_gun_fire
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Explosion Sound = w_plasma200_bullet_hit
Land Sound = a_sentinel_land_heavy
Thrust Sound = a_jammer_fly_loop
Dodge Up Percent = 50.0
Shot Damage = 3.0
Shot Start Speed = 3.0
Shot Max Speed = 30.0
Shot Delay Min = 1.0
Shot Delay Max = 4.0
Num Shots Min = 3
Num Shots Max = 3
Plasma Splatter Damage = 1.0
Plasma Splatter Radius = 10.0
Health = 15.0
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
Max Fall Speed = 15.0
Fall Acceleration = 5.0
Max Death Fall Speed = 25.0
Fall Death Acceleration = 20.0
[zArbiter (Police)]
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_02
Step Sound = a_sentinel_step
Dry Sound = w_plasma_dry
Fire Sound = w_plasmaburst_gun_fire
Shield Active Sound = w_plasma200_gun_fire
Shield Hit Sound = a_arbiter_shield_hit
Shield Destroyed Sound = e_explosion_small_02
Jets Sound = a_jammer_fly_loop
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Explosion Sound = w_plasma200_bullet_hit
Death Radius = 30.0
Death Radius Damage = 5.0
;Horizontal Inaccuracy = 15.0
;Horizontal Inaccuracy2 = 40.0
Vertical Inacuracy = 5.0
Vertical Inacuracy2 = 10.0
Shot Damage = 0.75
Shot Damage Radius = 20.0
Shot Speed = 3
Shot Spread Angle = -2.5
Shot Delay Min = 5.0
Shot Delay Max = 5.0
Shot Delay2 Min = 1
Shot Delay2 Max = 2
Health = 15.0
Shield Health = 40.0
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
Backward Max Speed = -2.0
Backward Acceleration = -2.0
Backward Decceleration = 2.0
Forward Max Speed = 3.0
Forward Acceleration = 2.0
Forward Decceleration = -4.0
Charge Max Speed = 6.0
Charge Acceleration = 4.0
Charge Decceleration = -2.0
Shield Charge Min Distance = 200.0
Shield Charge Percentage = 75.0
Shield Charge Lock Range = 200.0 ; Distance at which he will no longer turn
Shield Damage = 4.0
Shield Force = 50.0
Max Fall Speed = 20.0
Fall Acceleration = 10.0
[zArbiter (Military)]
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_02
Step Sound = a_sentinel_step
Dry Sound = w_plasma_dry
Fire Sound = w_plasmaburst_gun_fire
Shield Active Sound = w_plasma200_gun_fire
Shield Hit Sound = a_arbiter_shield_hit
Shield Destroyed Sound = e_explosion_small_02
Jets Sound = a_jammer_fly_loop
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Explosion Sound = w_plasma200_bullet_hit
Death Radius = 30.0
Death Radius Damage = 3.0
;Horizontal Inaccuracy = 15.0
;Horizontal Inaccuracy2 = 40.0
Vertical Inacuracy = 5.0
Vertical Inacuracy2 = 10.0
Shot Damage = 0.75
Shot Damage Radius = 20.0
Shot Speed = 5
Shot Spread Angle = -2.0
Shot Delay Min = 5.0
Shot Delay Max = 5.0
Shot Delay2 Min = 1
Shot Delay2 Max = 2
Health = 15.0
Shield Health = 40.0
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
Backward Max Speed = -2.0
Backward Acceleration = -2.0
Backward Decceleration = 2.0
Forward Max Speed = 3.0
Forward Acceleration = 2.0
Forward Decceleration = -4.0
Charge Max Speed = 6.0
Charge Acceleration = 4.0
Charge Decceleration = -2.0
Shield Charge Min Distance = 200.0
Shield Charge Percentage = 75.0
Shield Charge Lock Range = 200.0 ; Distance at which he will no longer turn
Shield Damage = 4.0
Shield Force = 50.0
Max Fall Speed = 30.0
Fall Acceleration = 20.0
[zRaider (Police)]
Health = 40.0
Acceleration = 0.5
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_03
Fire Sound = w_shrieker_gun_fire
Fly Sound = a_raider_fly_loop
Fire Pitch Min = 500
Fire Pitch Max = 1500
Death Explosion = e_explosion_core
Fire Guided Rockets = 0
Shot Delay Min = 1.0
Shot Delay Max = 1.0
Num Shots Min = 1
Num Shots Max = 1
Shot Damage = 1.5
Shot Splatter Damage = 2.0
Shot Splatter Radius = 60.0
Shot Start Speed = 1.0
Shot Max Speed = 4.0
Shot Acceleration = 0.75
; only for dumb fire rockets
Horizontal Shot Inaccuracy = 7.0
Vertical Shot Inaccuracy = 3.0
; only for guided rockets
Shot Yaw Clip Angle = 25.0
Shot Pitch Clip Angle = 23.0
Shot Turn Time Limit = 8.0
Shot Turn Delay = 0.2
Shot Lifespan = 12.0
Horizontal Shot Inaccuracy = 7.0
Vertical Shot Inaccuracy = 3.0
[zRaider (Military)]
Health = 35.0
Acceleration = 0.5
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_03
Fire Sound = w_shrieker_gun_fire
Fly Sound = a_raider_fly_loop
Fire Pitch Min = 500
Fire Pitch Max = 1500
Death Explosion = e_explosion_core
Fire Guided Rockets = 0
Shot Delay Min = 1.0
Shot Delay Max = 1.0
Num Shots Min = 1
Num Shots Max = 1
Shot Damage = 1.5
Shot Splatter Damage = 1.5
Shot Splatter Radius = 60.0
Shot Start Speed = 2.0
Shot Max Speed = 4.0
Shot Acceleration = 0.75
; only for dumb fire rockets
Horizontal Shot Inaccuracy = 7.0
Vertical Shot Inaccuracy = 3.0
; only for guided rockets
Shot Yaw Clip Angle = 25.0
Shot Pitch Clip Angle = 23.0
Shot Turn Time Limit = 8.0
Shot Turn Delay = 0.2
Shot Lifespan = 12.0
[zBlackWidow (Recluse)]
Death Sound = a_piranha_death
Hit1 Sound = a_sentinel_hit_01
Hit2 Sound = a_sentinel_hit_02
Fire Sound Loop = w_ironroar_gun_fire_loop
Fire Sound Outro = w_ironroar_gun_fire_outro
Step Sound = a_blackwidow_step
Rise Sound = a_blackwidow_rise
Lower Sound = a_blackwidow_lower
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Health = 15.0
Pursuit Speed Min = 80.0
Pursuit Speed Max = 80.0
Shot Damage = 0.75
Shot Speed = 5.0
Shot Gravity = 0.0
Num Shots Min = 5
Num Shots Max = 10
Shot Delay Min = 2.0
Shot Delay Max = 3.0
Shot Delay2 Min = 0.1
Shot Delay2 Max = 0.3
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
Fall Height = 5.0
Reactive Lag Delay = 2.5
Reactive Random Motion Delay = 1.0
Reactive Random Motion Duration = 1.5
[zBlackWidow (Industrial)]
Death Sound = a_piranha_death
Hit1 Sound = a_sentinel_hit_01
Hit2 Sound = a_sentinel_hit_02
Fire Sound Loop = w_ironroar_gun_fire_loop
Fire Sound Outro = w_ironroar_gun_fire_outro
Step Sound = a_blackwidow_step
Rise Sound = a_blackwidow_rise
Lower Sound = a_blackwidow_lower
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Health = 30.0
Pursuit Speed Min = 80.0
Pursuit Speed Max = 80.0
Shot Damage = 0.75
Shot Speed = 5.0
Shot Gravity = 0.0
Num Shots Min = 5
Num Shots Max = 10
Shot Delay Min = 1.0
Shot Delay Max = 3.0
Shot Delay2 Min = 0.1
Shot Delay2 Max = 0.3
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
Fall Height = 5.0
Reactive Lag Delay = 2.5
Reactive Random Motion Delay = 1.0
Reactive Random Motion Duration = 1.5
[zBlackWidow (Sovkhan)]
Death Sound = a_piranha_death
Hit1 Sound = a_sentinel_hit_01
Hit2 Sound = a_sentinel_hit_02
Fire Sound Loop = w_ironroar_gun_fire_loop
Fire Sound Outro = w_ironroar_gun_fire_outro
Step Sound = a_blackwidow_step
Rise Sound = a_blackwidow_rise
Lower Sound = a_blackwidow_lower
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Health = 30.0
Pursuit Speed Min = 80.0
Pursuit Speed Max = 80.0
Shot Damage = 0.75
Shot Speed = 5.0
Shot Gravity = 0.0
Num Shots Min = 5
Num Shots Max = 10
Shot Delay Min = 2.0
Shot Delay Max = 6.0
Shot Delay2 Min = 0.25
Shot Delay2 Max = 0.5
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
Fall Height = 5.0
Reactive Lag Delay = 2.5
Reactive Random Motion Delay = 1.0
Reactive Random Motion Duration = 1.5
[zGhostSpider (Industrial)]
Step Land Sound = a_ghost_step_land_loop
Step Water Sound = a_ghost_step_water_loop
Warning Sound = a_ghost_beep
Explosion Sound = a_ghost_attack
Explosion Damage = 8.0
Explosion Radius = 20.0
Explosion Force = 5.0
Explosion Template = e_explosion_core
Attack Speed = 120.0
Attack Delay Min = 2.0
Attack Delay Max = 5.0
Attach Time = 5.0
Pursuit Speed Min = 90.0
Pursuit Speed Max = 120.0
Scatter Speed = 90.0
Health = 8.0
Gravity = -0.05
Scent Delay Min = 0.05
Scent Delay Max = 0.05
Scent Turn Rate = 3.0
[zGhostSpider (Sovkhan)]
Step Land Sound = a_ghost_step_land_loop
Step Water Sound = a_ghost_step_water_loop
Warning Sound = a_ghost_beep
Explosion Sound = a_ghost_attack
Explosion Damage = 8.0
Explosion Radius = 20.0
Explosion Force = 5.0
Explosion Template = e_explosion_core
Attack Speed = 120.0
Attack Delay Min = 2.0
Attack Delay Max = 5.0
Attach Time = 5.0
Pursuit Speed Min = 90.0
Pursuit Speed Max = 120.0
Scatter Speed = 90.0
Health = 8.0
Gravity = -0.05
Scent Delay Min = 0.05
Scent Delay Max = 0.05
Scent Turn Rate = 3.0
[zShiva (Military)]
P400 Damage = 2.0
P400 Duration Min = 2.0
P400 Duration Max = 5.0
P200 Damage = 3.5
P200 Splatter Damage = 3.5
P200 Splatter Radius = 20.0
P200 Start Speed = 13.0
P200 Max Speed = 30.0
Rocket Damage = 3.5
Rocket Splatter Damage = 3.5
Rocket Splatter Radius = 60.0
Rocket Speed = 3.5
Rocket Turn Time Limit = 8.0
Rocket Turn Delay = 0.2
Rocket Lifespan = 5.0
Hand Attack Range = 100.0
Punch Damage = 1.5
Punch Force = 50.0
Health = 256.0
Mini Boss Health = 512.0
Shot Delay Min = 1.0
Shot Delay Max = 3.0
Death Explosion = e_explosion_core
Death Radius = 60.0
Death Radius Damage = 5.0
Explode Hierarchy = -25.0
Fall Height = 5.0
Big Hit Damage = 15.0
Death Sound = a_regulator_death
Hit Sound = a_slave0_hit_02
Step Sound = a_titan_step
Rocket Fire Sound = a_titan_gun_missile_fire
P400 Charge Sound = a_titan_gun_arm_charge
P400 Fire Sound = a_shiva_fire_loop
P400 Hit Sound = w_p400_sizzle_loop
P200 Fire Sound = w_plasma200_gun_fire
Rocket Fire Pitch Min = -2000
Rocket Fire Pitch Max = 3000
Step Pitch Min = -3000
Step Pitch Max = 2000
Hit Pitch Min = -3000
Hit Pitch Max = 2000
P200 Explosion Sound = w_plasma200_bullet_hit
Debug Script = 0
[zShiva (Sovkhan)]
P400 Damage = 2.5
P400 Duration Min = 2.0
P400 Duration Max = 5.0
P200 Damage = 3.5
P200 Splatter Damage = 3.0
P200 Splatter Radius = 20.0
P200 Start Speed = 13.0
P200 Max Speed = 30.0
Rocket Damage = 3.0
Rocket Splatter Damage = 3.0
Rocket Splatter Radius = 60.0
Rocket Speed = 3.5
Rocket Turn Time Limit = 8.0
Rocket Turn Delay = 0.2
Rocket Lifespan = 5.0
Hand Attack Range = 100.0
Punch Damage = 1.0
Punch Force = 50.0
Health = 400.0
Mini Boss Health = 510.0
Shot Delay Min = 1.0
Shot Delay Max = 3.0
Death Explosion = e_explosion_core
Death Radius = 60.0
Death Radius Damage = 6.0
Explode Hierarchy = -5.0
Fall Height = 5.0
Big Hit Damage = 15.0
Death Sound = a_regulator_death
Hit Sound = a_slave0_hit_02
Step Sound = a_titan_step
Rocket Fire Sound = a_titan_gun_missile_fire
P400 Charge Sound = a_titan_gun_arm_charge
P400 Fire Sound = a_shiva_fire_loop
P400 Hit Sound = w_p400_sizzle_loop
P200 Fire Sound = w_plasma200_gun_fire
Rocket Fire Pitch Min = -2000
Rocket Fire Pitch Max = 3000
Step Pitch Min = -3000
Step Pitch Max = 2000
Hit Pitch Min = -3000
Hit Pitch Max = 2000
P200 Explosion Sound = w_plasma200_bullet_hit
Debug Script = 0
[zUmberKnight (Military)]
Shot Damage = 6.0
Shot Speed = 5.0
Shot Gravity = -0.01
Shot Delay Min = 2.0
Shot Delay Max = 4.0
Shot Hit Sound = w_seige_bullet_hit
Health = 120.0
Death Radius = 30.0
Death Radius Damage = 2.0
Turn Rate = 1.5
Retreat Speed = -80.0
Punch Damage = 1.0
Punch Force = 50.0
Punch Range = 100.0
Lance Charge Percentage = 25.0
Lance Charge Lock Range = 200.0
Lance Damage = 1.5
Lance Force = 50.0
Big Hit Damage = 15.0
Fall Height = 5.0
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_02
Step Sound = a_sentinel_step
Fire Sound = w_seige_gun_fire
Shield Activated Sound = a_umberknight_shield_plant
Shield Hit Sound = a_titan_hit_03
Fire Pitch Min = -2000
Fire Pitch Max = 2000
Hit Pitch Min = -2000
Hit Pitch Max = 2000
Shield Time Min = 1.0
Shield Time Max = 2.0
Shield Delay Min = 3.0
Shield Delay Max = 5.0
[zUmberKnight (Sovkhan)]
Shot Damage = 8.0
Shot Speed = 5.0
Shot Gravity = -0.01
Shot Delay Min = 2.0
Shot Delay Max = 4.0
Shot Hit Sound = w_seige_bullet_hit
Health = 120.0
Death Radius = 30.0
Death Radius Damage = 2.0
Turn Rate = 1.5
Retreat Speed = -80.0
Punch Damage = 1.0
Punch Force = 25.0
Punch Range = 100.0
Lance Charge Percentage = 10.0
Lance Charge Lock Range = 200.0
Lance Damage = 1.0
Lance Force = 50.0
Big Hit Damage = 15.0
Fall Height = 5.0
Death Sound = a_piranha_death
Hit Sound = a_sentinel_hit_02
Step Sound = a_sentinel_step
Fire Sound = w_seige_gun_fire
Shield Activated Sound = a_umberknight_shield_plant
Shield Hit Sound = a_titan_hit_03
Fire Pitch Min = -3000
Fire Pitch Max = 1000
Hit Pitch Min = -3000
Hit Pitch Max = 1000
Shield Time Min = 1.0
Shield Time Max = 2.0
Shield Delay Min = 3.0
Shield Delay Max = 5.0
[zTitan (Police)]
Death Sound = a_regulator_death
Hit Sound = a_slave0_hit_01
Step Sound = a_titan_step
Rocket Fire Sound = W_SHRIEKER_GUN_FIRE
Rail Charge Sound = a_titan_gun_arm_charge
Rail Fire Sound = a_titan_gun_arm_fire
Hand Attack Sound = a_titan_arm_swipe
Land Sound = a_sentinel_land_heavy
Rocket Fire Pitch Min = 0
Rocket Fire Pitch Max = 0
Step Pitch Min = -2000
Step Pitch Max = 2000
Hit Pitch Min = -2000
Hit Pitch Max = 2000
Health = 80.0
Mini Boss Health = 160.0
Hand Damage = 8.0
Rail Damage = 8.0
Rail Shot Delay Min = 2.0
Rail Shot Delay Max = 5.0
Rail Shot Delay2 Min = 0.0
Rail Shot Delay2 Max = 0.5
Num Rail Shots Min = 1
Num Rail Shots Max = 1
Cluster Damage = 9.0
Cluster Explostion Damage = 9.0
Cluster Explostion Force = 5.0
Cluster Explostion Radius = 40.0
Cluster Shot Delay = 2.0
Fall Height = 5.0
Max Fall Speed = 30.0
Fall Acceleration = 20.0
Death Radius = 60.0
Death Radius Damage = 5.0
Max Rail Yaw = 55.0
Max Rail Pitch = 55.0
Debug Script = 0
[zTitan (Military)]
Death Sound = a_regulator_death
Hit Sound = a_slave0_hit_01
Step Sound = a_titan_step
Rocket Fire Sound = W_SHRIEKER_GUN_FIRE
Rail Charge Sound = a_titan_gun_arm_charge
Rail Fire Sound = a_titan_gun_arm_fire
Hand Attack Sound = a_titan_arm_swipe
Land Sound = a_sentinel_land_heavy
Rocket Fire Pitch Min = 0
Rocket Fire Pitch Max = 0
Step Pitch Min = 0
Step Pitch Max = 0
Hit Pitch Min = 0
Hit Pitch Max = 0
Health = 100
Mini Boss Health = 160.0
Hand Damage = 8.0
Rail Damage = 8.0
Rail Shot Delay Min = 1.0
Rail Shot Delay Max = 3.0
Rail Shot Delay2 Min = 0.0
Rail Shot Delay2 Max = 0.5
Num Rail Shots Min = 1
Num Rail Shots Max = 1
Cluster Damage = 12.0
Cluster Explostion Damage = 8.0
Cluster Explostion Force = 5.0
Cluster Explostion Radius = 40.0
Cluster Shot Delay = 2.0
Fall Height = 5.0
Max Fall Speed = 80.0
Fall Acceleration = 40.0
Death Radius = 60.0
Death Radius Damage = 6.0
Max Rail Yaw = 55.0
Max Rail Pitch = 55.0
Debug Script = 0
[zTitanCluster]
ExplosionSound = e_explosion_big_01
Height = 150.0
[zWolfSpider (Industrial)]
Death Sound = a_regulator_death
Hit1 Sound = a_sentinel_hit_02
Hit2 Sound = a_sentinel_hit_03
Fire Sound = w_shrieker_gun_fire
Step Sound = a_wolf_step
Ghost Spawn Sound = a_wolf_fire
Health = 60.0
Run Speed Min = 30.6
Run Speed Max = 61.2
Shot Delay Min = 1.0
Shot Delay Max = 3.0
; see ghost spider for shot damage
; ShotDamage = 8.0
Max Ghosts Spiders = 4
[zWolfSpider (Sovkhan)]
Death Sound = a_regulator_death
Hit1 Sound = a_sentinel_hit_02
Hit2 Sound = a_sentinel_hit_03
Fire Sound = w_shrieker_gun_fire
Step Sound = a_wolf_step
Ghost Spawn Sound = a_wolf_fire
Health = 60.0
Run Speed Min = 30.6
Run Speed Max = 61.2
Shot Delay Min = 1.0
Shot Delay Max = 3.0
; see ghost spider for shot damage
; ShotDamage = 8.0
Max Ghosts Spiders = 8
[zSlave1]
Death Sound = a_piranha_death
Hit Sound = a_slave0_hit_03
Step Sound = a_sentinel_step
Hand Attack Range = 100.0
Punch Damage = 3.0
Punch Force = 50.0
Iron Roar Shot Damage = 1.5
Iron Roar Shot Speed = 5.0
Iron Roar Shot Gravity = 0.0
Iron Roar Shot Delay Min = 2.0
Iron Roar Shot Delay Max = 7.0
Iron Roar Shot Delay2 Min = 0.25
Iron Roar Shot Delay2 Max = 0.5
Iron Roar Num Shots Min = 4
Iron Roar Num Shots Max = 8
Iron Roar Horizontal Inaccuracy = 7.0
Iron Roar Vertical Inaccuracy = 5.0
Iron Roar Switch Timer = 10.0
Ironroar Loop Sound = w_ironroar_gun_fire_loop
Ironroar Outro Sound = w_ironroar_gun_fire_outro
Iron Roar Fire Pitch Min = 0
Iron Roar Fire Pitch Max = 0
Plasma 200 Shot Damage = 1.5
Plasma 200 Shot Speed = 5.0
Plasma 200 Shot Gravity = 0.0
Plasma 200 Shot Delay Min = 2.0
Plasma 200 Shot Delay Max = 7.0
Plasma 200 Shot Delay2 Min = 0.25
Plasma 200 Shot Delay2 Max = 0.5
Plasma 200 Num Shots Min = 4
Plasma 200 Num Shots Max = 8
Plasma 200 Horizontal Inaccuracy = 7.0
Plasma 200 Vertical Inaccuracy = 5.0
Plasma 200 Splatter Damage = 0.0
Plasma 200 Splatter Radius = 0.0
Plasma 200 Switch Timer = 10.0
Plasma 200 Fire Sound = w_plasma200_gun_fire
Plasma 200 Fire Pitch Min = 0
Plasma 200 Fire Pitch Max = 0
Plasma Burst Shot Damage = 1.5
Plasma Burst Shot Speed = 5.0
Plasma Burst Shot Gravity = 0.0
Plasma Burst Shot Delay Min = 2.0
Plasma Burst Shot Delay Max = 7.0
Plasma Burst Num Shots Min = 4
Plasma Burst Num Shots Max = 4
Plasma Burst Horizontal Inaccuracy = 7.0
Plasma Burst Vertical Inaccuracy = 5.0
Plasma Burst Splatter Damage = 0.0
Plasma Burst Splatter Radius = 0.0
Plasma Burst Switch Timer = 10.0
Plasma Burst Fire Sound = w_plasma200_gun_fire
Plasma Burst Fire Pitch Min = 0
Plasma Burst Fire Pitch Max = 0
Plasma Rail Shot Delay Min = 5.0
Plasma Rail Shot Delay Max = 5.0
Plasma Rail Shot Delay2 Min = 5.5
Plasma Rail Shot Delay2 Max = 5.5
Plasma Rail Num Shots Min = 1
Plasma Rail Num Shots Max = 1
Plasma Rail Shot Damage = 4.0
Plasma Rail Push Force = 50.0
Plasma Rail Patch = w_plasma200_patch
Plasma Rail Switch Timer = 10.0
Plasma Rail Fire Sound = w_plasma200_gun_fire
Plasma Rail Fire Pitch Min = 0
Plasma Rail Fire Pitch Max = 0
Shrieker Shot Delay Min = 3.0
Shrieker Shot Delay Max = 7.0
Shrieker Shot Delay2 Min = 1
Shrieker Shot Delay2 Max = 3
Shrieker Num Shots Min = 4
Shrieker Num Shots Max = 8
Shrieker Shot Damage = 6.0
Shrieker Shot Speed = 4.0
Shrieker Horizontal Inaccuracy = 7.0
Shrieker Vertical Inaccuracy = 5.0
Shrieker Splatter Damage = 6.0
Shrieker Splatter Radius = 60.0
Shrieker Fire Sound = w_shrieker_gun_fire
Shrieker Fire Pitch Min = 0
Shrieker Fire Pitch Max = 0
Stone Dog Shot Delay Min = 3.0
Stone Dog Shot Delay Max = 7.0
Stone Dog Shot Delay2 Min = 1
Stone Dog Shot Delay2 Max = 2
Stone Dog Num Shots Min = 4
Stone Dog Num Shots Max = 8
Stone Dog Shot Damage = 6.0
Stone Dog Shot Speed = 4.0
Stone Dog Horizontal Inaccuracy = 7.0
Stone Dog Vertical Inaccuracy = 5.0
Stone Dog Yaw Clip Angle = 12.0
Stone Dog Pitch Clip Angle = 12.0
Stone Dog Turn Time Limit = 8.0
Stone Dog Life Span = 12.0
Stone Dog Splatter Damage = 6.0
Stone Dog Splatter Radius = 60.0
Stone Dog Fire Sound = w_shrieker_gun_fire
Stone Dog Fire Pitch Min = 0
Stone Dog Fire Pitch Max = 0
Slave1 Health = 80.0
Slave2 Health = 90.0
Death Radius = 50.0
Death Radius Damage = 10.0
Fall Height = 20.0
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
; DROPSHIP
[zDropShip]
Health = 1600.0
Splatter Damage = 10.0
Splatter Radius = 300.0
Explosion Template = e_explosion_core
Ambient Value = 0.1
[zExplosion]
ExplosionSoundPitchMax = 2000
ExplosionSoundPitchMin = -3000
; Cruiser
[zCruiser]
; parts of the cruiser
Base = a_nemesis
Door1 = nemesis_door_01
Door2 = nemesis_door_02
Door3 = nemesis_door_03
Gun1 = nemesis_gun_01
Gun2 = nemesis_gun_02
Gun3 = nemesis_gun_03
; the jammers
Jammer1 = h_jammer_01
Jammer1 ID = 1900
Jammer1 Path 1 = h_path_jammer_01
Jammer1 Path 2 = h_path_jammer_01
Jammer1 Path 3 = h_path_jammer_01
Jammer2 = h_jammer_02
Jammer2 ID = 1901
Jammer2 Path 1 = h_path_jammer_04
Jammer2 Path 2 = h_path_jammer_04
Jammer2 Path 3 = h_path_jammer_04
Jammer3 = h_jammer_03
Jammer3 ID = 1902
Jammer3 Path 1 = h_path_jammer_07
Jammer3 Path 2 = h_path_jammer_07
Jammer3 Path 3 = h_path_jammer_07
; cruiser path
Path = h_nemesis_path
Path Trigger = 10000
; death information received
Death Trigger = 90211
; audio
DeathSound = v_nemesis_die
MoveSound = v_nemesis_move_loop
IdleSound = v_nemesis_move_idle
Debug Script = 0
; BOSS RELATED
[zBoss1]
; general stuff
Trigger Received = 9101 ; 666
Time Delay = 0.0
Health = 640.0
Enraged Health = 320.0
Enraged Trigger = 9102 ; 667
Max Turn Rate = 90.0
Turn Acceleration = 40.0
Turn Decceleration = 60.0
Hand Attack Range = 120.0
Hand Damage = 24.0
Push Force = 100.0
Beam Trigger = 9103 ; 1
Beam Duration Min = 4.25
Beam Duration Max = 4.25
Beam Damage = 3.0
Plasma Trigger = 9104 ; 2
Plasma Damage = 16.0
Plasma Splatter Damage = 8.0
Plasma Splatter Radius = 20.0
Plasma Start Speed = 2.0
Plasma Max Speed = 10.0
Plasma Num Bullets = 5
Wave Force = 100.0
Wave Damage = 8.0
Wave Radius = 600.0
Wave Sound = b_boss1_butt_attack
Red Ambient Value = 0.3
Green Ambient Value = 0.65
Blue Ambient Value = 0.3
Head Armor = 52.0
Body Armor = 240.0
Leg Armor = 160.0
Death Trigger = 9105 ; 9999
Health Meter Start Trigger = 9101
Health Meter End Trigger = 9999
Health Meter Screen Percentage = 90.0
; audio stuff
Intro Rise Sound = b_boss1_intro_raise
Intro Chains Sound = b_boss1_intro_chain_break
Intro Roar Sound = b_boss1_intro_roar
Fire1 Intro Sound = b_boss1_fire1_intro
Fire2 Intro Sound = b_boss1_fire2_intro
Fire1 Loop Sound = b_boss1_fire1_loop
Fire1 Outro Sound = b_boss1_fire1_outro
Fire1 Sizzle Sound = b_boss1_fire1_sizzle_loop
Fire Plasma Sound = b_boss1_fire3
Turn Sound = b_boss1_turn_loop
Aggravated Roar Sound = b_boss1_phase2_roar
Death Sound = b_boss1_die
Meat Hit Sound = b_boss1_hit_meat
Armor Hit Sound = b_boss1_hit_armor
[zBoss2]
; general stuff
Height Distance = 50.0
Height End Distance = 10.0
Heavy Hit = 20.0
Health = 3200.0
Red Ambient Value = 0.3
Green Ambient Value = 0.65
Blue Ambient Value = 0.3
Health Meter Start Trigger = 19020
Health Meter End Trigger = 42
Health Meter Screen Percentage = 90.0
Debug Script = 0
; audio
JetsSound = b_boss2_jets_loop
FM1FireSound = b_boss2_plasma_fire
FM2FireSound = b_boss2_missile_fire
Fm2OpenSound = b_boss2_missile_hatch
MegaChargeSound = b_boss2_beam_charge_loop
MegaFireSound = b_boss2_beam_fire
BOOWSound = b_boss2_water_out
BIW = b_boss2_water_in
Hit1Sound = b_boss2_hit_01
Hit2Sound = b_boss2_hit_02
Hit3Sound = b_boss2_hit_03
DeathSound = b_boss2_die
; phase one stuff
Phase One Start Trigger = 997
Phase One Timer = 4.0
Phase One Path = h_path_phase01
Phase One Shot Start Trigger = 1000
Phase One Shot End Trigger = 1001
; phase two stuff
Phase Two Damage = 192.0
Phase Two Timer = 1.0
Phase Two Path = h_path_phase02
Phase Two Trigger = 1002
Phase Two Shot Start Trigger = 1100
Phase Two Shot End Trigger = 1101
; phase three stuff
Phase Three Damage = 240.0
Phase Three Timer = 0.5
Phase Three Path = h_path_phase03
Phase Three Start Trigger = 1203
Phase Three Trigger = 1204
Phase Three Shot Start Trigger= 1200
Phase Three Shot End Trigger = 1201
; fire mode one stuff
FM1 Shot Trigger = 1
FM1 Num Shots Min = 2
FM1 Num Shots Max = 8
FM1 Shot Delay Min = 0.30
FM1 Shot Delay Max = 0.40
FM1 Shot Damage = 0.80
FM1 Horizontal Inaccuracy = 8.0
FM1 Verticle Inaccuracy = 8.0
FM1 Explosion Sound = w_plasma200_bullet_hit
FM1 Splatter Damage = 0.8
FM1 Splatter Radius = 10.0
FM1 Start Speed = 1.0
FM1 Max Speed = 5.0
; fire mode two stuff
FM2 Shot Trigger = 2
FM2 Shot Damage = 3.0
FM2 MissileSpeed = 2.0
FM2 MissileYawClipValue = 6.0
FM2 MissilePitchClipValue = 4.0
FM2 MissileTurnTimeLimit = 8.0
FM2 MissileLifespan = 12.0
; fire mode three stuff
FM3 Shot Trigger = 3
; fire mode four stuff
FM4 Shot Trigger = 4
FM4 Target1 Name = 1st_pipe_chunk
FM4 Target1 = 10
FM4 Target1 Destroyed = 11
; mega weapon stuff
Megashot Timer = 4.0
Megashot Charge Time = 2.0
Megashot Fire Time = 4.0
Megashot Damage = 8.0
Megashot Interrupt Damage = 24.0
Megashot Turn Rate Max = 360.0
Megashot Acceleration = 300.0
Megashot Decceleration = 360.0
[zBoss3]
; audio
Merge Sound = b_boss3_merge
Bomb Fire Sound = a_slave0_land
Plasma Fire Sound = b_boss3_plasma_fire
Plasma Hit Sound = b_boss3_plasma_hit
plasma storm = b_boss3_plasma_storm
Phase2 Health = 1120.0
Phase2 Final Merge Health = 100.0
Merge Damage Multiplyer = 0.5
Shot Delay2 Min = 0.25
Shot Delay2 Max = 0.5
Shot Delay3 Min = 3.0
Shot Delay3 Max = 5.0
Num Shots Min = 5
Num Shots Max = 7
Plasma Shot Damage = 3.0
Plasma Shot Speed = 5.0
Plasma Splatter Damage = 0.0
Plasma Splatter Radius = 0.0
Plasma Horizontal Inaccuracy = 8.0
Plasma Vertical Inaccuracy = 2.0
Plasma Patch = w_plasma200_patch
Movement Speed = 240
Alpha Plasma Activation Trigger = 8104
Beta Plasma Activation Trigger = 8108
Death Trigger Sent = 43
Alpha Bomb Activation Trigger = 8105
Beta Bomb Activation Trigger = 8109
;Dark Matter Storm Trigger Sent = 8106
Dark Matter Storm 1 Trigger Sent = 8201
Dark Matter Storm 2 Trigger Sent = 8202
Dark Matter Storm 3 Trigger Sent = 8203
Dark Matter Storm 4 Trigger Sent = 8204
Attack Target 1 Health = 840
Attack Target 2 Health = 560
Attack Target 3 Health = 280
Attack Target 4 Health = 80
Target 1 Name = h_bossb_01_live
Target 2 Name = h_bossb_02_live
Target 3 Name = h_bossb_03_live
Target 4 Name = h_bossb_04_live
Building 1 Trigger Received = 9301
Building 2 Trigger Received = 9302
Building 3 Trigger Received = 9303
Building 4 Trigger Received = 9304
sp groupa pt1 = h_bb1_01
sp groupa pt2 = h_bb4_03
sp groupa pt3 = h_bb1_03
sp groupa pt4 = h_bb2_04
sp groupb pt1 = h_bb1_01
sp groupb pt2 = h_bb2_02
sp groupb pt3 = h_bb3_03
sp groupb pt4 = h_bb2_04
sp groupc pt1 = h_bb2_01
sp groupc pt2 = h_bb3_02
sp groupc pt3 = h_bb4_01
sp groupc pt4 = h_bb3_04
sp groupd pt1 = h_bb1_04
sp groupd pt2 = h_bb4_02
sp groupd pt3 = h_bb3_03
sp groupd pt4 = h_bb4_04
Merged Trigger Sent = 8111
Unmerged Trigger Sent = 8112
Dark Matter Storm Time Min = 3.0
Dark Matter Storm Time Max = 3.0
Final Dark Matter Storm Time = 15.0
Dark Matter Storm Delay Min = 1.5
Dark Matter Storm Delay Max = 1.5
Final Dark Matter Storm Delay = 10.0
Merge Interrupt Damage = 10000
Unmerge Damage = 15000
Alpha Merge Point = alpha_emitter
Beta Merge Point = beta_emitter
Alpha Red Ambient Value = 0.3
Alpha Green Ambient Value = 0.65
Alpha Blue Ambient Value = 0.3
Beta Red Ambient Value = 0.3
Beta Green Ambient Value = 0.65
Beta Blue Ambient Value = 0.3
Delta Red Ambient Value = 0.3
Delta Green Ambient Value = 0.65
Delta Blue Ambient Value = 0.3
Alpha Health Meter Start Trigger = 0
Alpha Health Meter End Trigger = 0
Alpha Health Meter Screen Percentage = 95.0
Beta Health Meter Start Trigger = 0
Beta Health Meter End Trigger = 0
Beta Health Meter Screen Percentage = 95.0
Delta Health Meter Start Trigger = 8003
Delta Health Meter End Trigger = 43
Delta Health Meter Screen Percentage = 95.0
[zBoss4]
; audio
Mouth Loop Sound = b_boss4_mouth_loop
Mouth Outro Sound = b_boss4_mouth_outro
DMAT Fire Sound = w_dmat_fire
Step Sound = b_boss4_step
Phase Sound = b_boss4_phase
Hit Sound = a_sentinel_hit_02
Health = 2000.0
Ambient Modifier = 0.5
Start Trigger = 9100
Death Trigger = 9101
Health Meter Start Trigger = 998
Health Meter End Trigger = 999
Health Meter Screen Percentage = 95.0
Movement Delay = 1.0
Approach Distance = 200.0
Approach Lag Distance = 0.0
Movement Radius = 425.0
Movement Speed = 80.0
Turn Rate = 135.0
Phase Distance = 180.0
Phase Distance Tolerance = 200.0
Phase Delay Min = 1.0
Phase Delay Max = 5.0
Phase Point 1 Name = h_phase1
Phase Point 2 Name = h_phase2
Phase Point 3 Name = h_phase3
Phase Point 4 Name = h_phase4
Phase Health = 2000.0
Recluse Name = h_recluse_01
Max Spawned Recluse = 3
Recluse Trigger Received = 9120
Shot Delay Min = 5.0
Shot Delay Max = 7.0
Attack Range = 800.0
DMAT Health = 1000.0
DMAT Num Shots Min = 1
DMAT Num Shots Max = 1
DMAT Damage = 6.0
DMAT Speed = 8.0
DMAT Gravity = -0.02
DMAT Horizontal Inaccuracy = 10.0
DMAT Vertical Inaccuracy = 5.0
Beam Turn Rate Max = 235.0
Beam Acceleration = 40.0
Beam Decceleration = 60.0
Beam Damage = 2.5
Beam Duration Min = 5.0
Beam Duration Max = 7.0
[zBoss5]
; audio
Step Sound = b_boss5_step
Hit Sound = e_explosion_big_04
FM1 Sound = b_boss5_mgun_fire ; slug attack
FM3 Sound = w_shrieker_gun_fire ; rocket attack
FM4 Loop Sound = b_boss4_mouth_loop ; mouth beam attack
FM4 Outro Sound = b_boss4_mouth_outro ; mouth beam attack
FM4 Hit Sound = b_boss1_fire1_sizzle_loop ; mouth beam attack
; general stuff
Health = 4800.0
Ambient Modifier = 0.2
Walking Tolerance = 45.0
Weapon Destroyed Trigger Sent = 666
Start Trigger = 9200
Death Trigger = 46
Health Meter Start Trigger = 9200
Health Meter End Trigger = 0
Health Meter Screen Percentage = 90.0
In Podium Trigger Received = 5625
Out Podium Trigger Received = 5627
; phase one stuff
Phase One Damage = 978.0
Phase One Speed Multiplyer = 1.0
Phase One End Trigger Sent = 667
; phase two stuff
Phase Two Damage = 2400.0
Phase Two Speed Multiplyer = 2.0
Phase Two End Trigger Sent = 668
; phase three stuff
Phase Three Speed Multiplyer = 3.0
; generic firing stuff
Shot Delay Min = 5.0
Shot Delay Min = 10.0
Attack Mode 1 Min Health = 75.0
Attack Mode 2 Min Health = 50.0
Attack Mode 3 Min Health = 25.0
; fire mode one stuff - Giant Iron Roar
FM1 Shot Trigger = 9100
FM1 Shot Delay Min = 0.05
FM1 Shot Delay Max = 0.1
FM1 Num Shots Min = 20
FM1 Num Shots Max = 70
FM1 Bullet Damage = 5.0
FM1 Horizontal Inaccuracy = 9.0
FM1 Verticle Inaccuracy = 9.0
FM1 Patch = w_boss5_slug_patch
FM1 Explosion = w_boss5_slug_hit
FM1 Shot Speed = 8.0
FM1 Shot Gravity = -0.02
FM1 Health = 100.0
; fire mode three stuff - Homing Rockets
FM3 Shot Trigger = 9102
FM3 Missle Damage = 6.0
FM3 Missle Splatter Damage = 3.0
FM3 Missle Splatter Radius = 100.0
FM3 Missile Speed = 3.0
FM3 Health = 80.0
FM3 Explosion Sound = e_explosion_big_01
FM3 Num Shots Min = 4.0
FM3 Num Shots Max = 4.0
FM3 Shot Delay Min = 1.0
FM3 Shot Delay Max = 1.0
FM3 MissileYawClipValue = 6.0
FM3 MissilePitchClipValue = 4.0
FM3 MissileTurnTimeLimit = 8.0
FM3 MissileLifespan = 12.0
; fire mode four stuff - Mouth Beam
FM4 Shot Trigger = 9103
FM4 Max Turn Rate = 40.0
FM4 Turn Acceleration = 20.0
FM4 Turn Decceleration = 500
FM4 Beam Duration Min = 4.0
FM4 Beam Duration Max = 10.0
FM4 Beam Damage = 5.0
; fire mode six stuff - Fist Slam
FM6 Shot Trigger = 9105
FM6 Force = 100.0
FM6 Damage = 12.0
FM6 Radius = 600.0
FM6 Wave Sound = b_boss5_fist_slam
FM6 Max Attack Distance = 500.0
; fire mode seven stuff - Dark Matter Summoning
FM7 Trigger Sent = 9106
FM7 Duration Min = 5.0
FM7 Duration Max = 10.0
FM7 Fire Health 1 = 60.0
FM7 Fire Health 2 = 18.0
; LITTLE AI GUYS
[zZeppelin]
Advertisement Time = 190.0;
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zAPC]
Engine Sound = v_m99_engine_loop
Fire Sound = w_firestreak_gun_fire
Doors Open Sound = v_apc_doors_open
Doors Close Sound = v_apc_doors_close
Deploy Sound = v_apc_unload
Health = 8.0
Shot Damage = 0.8
Ambient Modifier = 0.6
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zBloodKnight]
Fire Sound = w_penetrator_gun_fire
Shot Damage = 0.8
Shot Speed = 2.5
Shot Gravity = 0.0
Shot Delay Min = 1
Shot Delay Max = 4
Horizontal Inaccuracy = 7.0
Vertical Inaccuracy = 10.0
Shot Explosion Damage = 10.0
Shot Explosion Radius = 20.0
Shot Explosion Force = 0.0
Scent Time = .05
Scent Turn Rate = 0.5
Retreat Speed = 100.0
Pursuit Speed Min = 100
Pursuit Speed Max = 160
Jump Gravity = -0.15
Jump Attack Range = 300.0
Jump Attack Speed = 220.0
Jump Delay Min = 1.0
Jump Delay Max = 5.0
Weld Damage = 1.5
Weld Delay = 0.5
Weld Timeout = 5.0
Health = 8.0
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
Death Sound = a_piranha_death
Hit1 Sound = a_sentinel_hit_01
Hit2 Sound = a_sentinel_hit_02
Fire Sound Loop = w_penetrator_gun_fire
Fire Sound Outro = w_ironroar_gun_fire_outro
Step Sound = a_blackwidow_step
Fire Pitch Min = 0
Fire Pitch Max = 0
[zCommando]
Squish Sound = a_ped_squish
Fire Sound = w_commando_gun_fire
Shot Damage = 0.15
Shot Speed = 4.0
Shot Gravity = 0.0
Ambient Value = 0.9
[zConvoy]
Death Sound = v_boat_death
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
Debug Script = 0
[zFirestreak]
startspeed = 1.333
maxspeed = 1.333
acceltime = 0.0
[zFireFly]
Health = 1.0
Shot Delay Min = 2.0
Shot Delay Max = 7.0
Shot Delay2 Min = 0.25
Shot Delay2 Max = 0.5
Shot Damage = 0.4
Shot Speed = 6.0
Shot Gravity = 0.0
Death Radius = 50.0
Death Radius Damage = 1.0
Num Shots Min = 2
Num Shots Max = 5
Pursuit Speed Min = 90.0
Pursuit Speed Max = 120.0
Scent Delay Min = 0.75
Scent Delay Max = 1.5
Scent Turn Rate = 2.0
Ambient Modifier = 0.3
Death Sound = v_m99_death
Fly Sound = v_helicopter_fly
Fire Sound = w_helicopter_fire
Fire Pitch Min = -1000
Fire Pitch Max = 200
Explosion Sound Type = 0
[zHover]
DopplerSound = v_hovercar_A_doppler
ExplosionSound = e_explosion_small_01
[zHyena]
Shot Delay Min = 0.5
Shot Delay Max = 2.0
Num Fire Streaks = 3
Fire Streak Fire Sound = w_firestreak_gun_fire
Torpedo Fire Sound = w_firestreak_gun_fire
Engine Sound = v_hyena_engine_loop
Engine Pitch Min = 0
Engine Pitch Max = 0
Bomb Damage = 18.0
Bomb Speed = 2.0
Bomb Gravity = -0.04
Bomb Fire Sound = w_firestreak_gun_fire
Bomb Explosion Sound = e_explosion_generic_01
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zTurret]
; plasma turret information
Plasma Fire Sound = w_shrieker_gun_fire
Plasma Rotate Sound = a_turret_plasma200_turn
Plasma Shot Damage = 3.0
Plasma Shot Delay = 1.5
Plasma Shot Delay2 = 1.0
Plasma Num Shots = 2
Plasma Splatter Damage = 3.0
Plasma Splatter Radius = 20.0
Plasma Turret Health = 30.0
; flak gun information
Flak Fire Sound = w_flakgun_fire
Flak Rotate Sound = a_turret_plasma200_turn
Flak Shot Damage = 0.5
Flak Shot Delay = 2.0
Flak Shot Delay2 = 0.05
Flak Num Shots = 5
Flak Shot Gravity = -0.05
Flak Shot Speed = 2.0
Flak Target Offset = 88.0
Flak Turret Health = 1.0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zWalker]
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zDoor]
JawOpenIntroSound = e_swr_door_jaw_open_intro
JawOpenLoopSound = e_swr_door_jaw_open_loop
JawOpenOutroSound = e_swr_door_jaw_open_outro
JawOpenStuckSound = e_swr_door_jaw_open_stuck
JawCloseIntroSound = e_swr_door_jaw_close_intro
JawCloseLoopSound = e_swr_door_jaw_close_loop
JawCloseOutroSound = e_swr_door_jaw_close_outro
ApertureOpenSound = e_swr_door_aperture_open
ApertureCloseSound = e_swr_door_aperture_close
Red Ambient Value = 0.2
Blue Ambient Value = 0.2
Green Ambient Value = 0.2
Debug Script = 0
[zDriver]
SquishSound = a_ped_squish
Scream1Sound = a_ped_scream_female_generic
Scream2Sound = a_ped_scream_female_help
Scream3Sound = a_ped_scream_female_no_01
Scream4Sound = a_ped_scream_female_no_02
Scream5Sound = a_ped_scream_female_ohgod
Scream6Sound = a_ped_scream_male_generic
Scream7Sound = a_ped_scream_male_help
Scream8Sound = a_ped_scream_male_no_01
Scream9Sound = a_ped_scream_male_no_02
Scream10Sound = a_ped_scream_male_ohgod
[zManta (Sovkhan)]
Fire Streak Fire Sound = w_firestreak_gun_fire
Torpedo Fire Sound = w_firestreak_gun_fire
Engine Sound = v_hyena_engine_loop
Engine Pitch Min = 0
Engine Pitch Max = 0
Health = 400.0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 2
; splatter damage is only done if manta is
; "Not Carrying" cargo (setable in MAX)
Radius Damage = 80.0
Radius = 50.0
[zManta (Rebel)]
Fire Streak Fire Sound = w_firestreak_gun_fire
Torpedo Fire Sound = w_firestreak_gun_fire
Engine Sound = v_hyena_engine_loop
Engine Pitch Min = 0
Engine Pitch Max = 0
Health = 150.0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 2
; splatter damage is only done if manta is
; "Not Carrying" cargo (setable in MAX)
Radius Damage = 80.0
Radius = 50.0
[zMine]
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 2
[zMortar]
ExplosionSound = e_explosion_generic_04
[zPed]
SquishSound = a_ped_squish
Scream1Sound = a_ped_scream_female_generic
Scream2Sound = a_ped_scream_female_help
Scream3Sound = a_ped_scream_female_no_01
Scream4Sound = a_ped_scream_female_no_02
Scream5Sound = a_ped_scream_female_ohgod
Scream6Sound = a_ped_scream_male_generic
Scream7Sound = a_ped_scream_male_help
Scream8Sound = a_ped_scream_male_no_01
Scream9Sound = a_ped_scream_male_no_02
Scream10Sound = a_ped_scream_male_ohgod
[zPickup]
IdleSound = P_HEALTH_IDLE_LOOP
PickupHealthSound = A_SLAVE0_COLLECT_HEALTH
PickupSound = A_SLAVE0_COLLECT_ITEM
[wHud]
Reticule Track Sound = i_hud_reticule_track
Reticule Lock Sound = i_hud_reticule_lock
Show Message Sound = i_hud_display
; value at which the text number goes red
Slug Red Threshold = 20
Slug Energy Threshold = 20
Slug Missile Threshold = 5
Health Red Threshold = 20
; screen icons location, relative to a 640x480 screen. It will scale correctly for other sizes
Health X = 534
Health Y = 438
Slug Ammo X = 10
Slug Ammo Y = 366
Energy Ammo X = 10
Energy Ammo Y = 402
Missile Ammo X = 10
Missile Ammo Y = 438
Chat X = 1
Chat Y = 350
Score X = 100
Score Y = 100
[zPlayer]
Num Slug Pickup = 80
Num Energy Pickup = 70
Num Missile Pickup = 20
Max Slug Ammo = 300
Max Energy Ammo = 100
Max Missile Ammo = 50
Gib Health = -20.0
Stomp Radius = 60.0
Stomp Damage = 10.0
Stomp Look Angle = 10.0
Punch Hand Damage = 12.0
Punch Hand Range = 40.0
Punch Girder Damage = 15.5
Punch Girder Range = 60.0
Punch 1 Whiff = w_slave0_punch_whiff
Punch 2 Whiff = w_slave0_punch_whiff
Punch 3 Whiff = w_slave0_punch_whiff
Punch 4 Whiff = w_slave0_punch_whiff
Girder Whiff = w_slave0_pipe_whoosh
Punch 1 Hit = w_slave0_punch_hit
Punch 2 Hit = w_slave0_punch_hit
Punch 3 Hit = w_slave0_punch_hit
Punch 4 Hit = w_slave0_punch_hit
Girder Hit = w_slave0_pipe_hit
PunchPitchMin = -3000
PunchPitchMax = 1000
Ouch Sound 1 = a_slave0_hit_01
Ouch Sound 2 = a_slave0_hit_02
Ouch Sound 3 = a_slave0_hit_03
Ouch Sound 4 = a_slave0_hit_04
OuchPitchMin = -3000
OuchPitchMax = 1000
WaterStepSoundRight = a_slave0_step_water_right
StepSoundRight = a_slave0_step_right
StepSoundRightPitchMax = 3000
StepSoundRightPitchMin = -4000
WaterStepSoundLeft = a_slave0_step_water_left
StepSoundLeft = a_slave0_step_left
StepSoundLeftPitchMax = 3000
StepSoundLeftPitchMin = -4000
LandSound = a_slave0_land
RoarSound = a_slave0_roar
DeathSound = a_slave0_death_03
StrafeIntroSound = a_slave0_strafe_intro
StrafeLoopSound = a_slave0_strafe_loop
StrafeOutroSound = a_slave0_strafe_outro
ReticuleChangeSound = i_hud_reticule_switch
ZuluTargetTimer = 10.0
[zSDS]
Move Loop Sound = e_sdl_alarm_loop
Move Outro Sound = e_sdl_move_outro
Warning Sound = e_sdl_alarm_loop
Death Sound = e_sdl_destruct
Ambient Value = 0.3
Explosion Template = e_explosion_sds
Smoke Template = e_sds_fire
Splatter Damage = 0.0
Splatter Radius = 0.0
Debug Script = 0
[zSpotLight]
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 1
[zTank]
Engine Sound = v_m99_engine_loop
Fire Sound = w_laser_tank_fire
Explosion Sound = v_m99_death
Shot Damage = 1.5
Shot Speed = 3.0
Shot Gravity = -0.1
Shot Delay Min = 1
Shot Delay Max = 2
Scent Time = .05
Scent Turn Rate = 0.5
Retreat Speed = 100.0
Pursuit Speed Min = 40
Pursuit Speed Max = 60
Health = 15.0
Ambient Modifier = 0.6
[zTorpedo]
ExplosionSound = e_explosion_generic_01
[zThrowable]
Splat Sound = a_ped_splat
Explosion Sound = v_m99_death
Car Damage = 5.0
Hand Weapon Damage = 8.0
Ped Damage = 1.0
[zTraffic]
Horn Sound1 = v_car_a_honk
Horn Sound2 = v_car_b_honk
Doppler Sound1 = v_car_a_loop
Doppler Sound2 = v_car_b_loop
Doppler Pitch Min = 0
Doppler Pitch Max = 0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zTrain]
Ambient Value = 0.3
Impact Damage = 8.0
Impact Force = 50.0
Splatter Damage = 8.0
Splatter Radius = 100.0
Explosion Template = e_explosion_core
Engine Sound = v_train_engine_loop
Engine Pitch Min = 0
Engine Pitch Max = 0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 2
[zBuilding]
Screen Shake Amplitude = 20.0
Screen Shake Frequency = 0.5
Screen Shake Duration = 1.0
Screen Shake Max Range = 500.0