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PC Gamer 4.1 - Disc 2
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1998-07_-_Disc_4.1_No._2_Imperfect.iso
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mechcmdr
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data
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objects
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object2.pak
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Unnamed File 000052
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Text File
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1998-04-08
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3KB
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92 lines
FITini
//---------------------------------------------------------------------------
//
// MECH: Atlas
//
// BASE ID: 15
//
//---------------------------------------------------------------------------
// This is a sample MechBase Data File.
[ObjectClass]
l ObjectTypeNum = 2
[Header]
st FileType = "MechType"
[General]
ul ID = 15 // ID number for this mech type
uc Type = 0 // 0 = Inner Sphere, 1 = Clan
st Name = "Atlas" // mech type description
uc Chassis = 0 // Standard Chassis
f TonnageClass = 100.0 // 100 tons
uc EndoSteel = 0 // does not have EndoSteel IS
f InternalStructureTonnage = 10.0 // 10.0 tons
[InternalStructure]
//------------------------------------------------------------------------
// In theory, the following should be dictated by the MaxTonnage, correct?
uc Head = 3
uc CenterTorso = 31
uc LeftTorso = 21
uc RightTorso = 21
uc LeftArm = 17
uc RightArm = 17
uc LeftLeg = 21
uc RightLeg = 21
[Debris]
ul RightArmPiece = 0x0000009E
ul LeftArmPiece = 0x0000009D
ul DestroyedPiece = 0x0000003A
[HotSpots]
st HotSpotFileName = "at"
l FootprintType = 1
//------------------------------------------------------------
// These are a LIE for the AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!
ul Weapon0 = 3 // Which part is this weapon attached to. 3 = Right Arm
ul Weapon1 = 2 // Which part is this weapon attached to. 2 = Left Arm
ul Weapon2 = 1 // Which part is this weapon attached to. 1 = Torso
ul Weapon3 = 1 // Which part is this weapon attached to. 1 = Torso
ul Weapon4 = 1 // Which part is this weapon attached to. 1 = Torso
ul Weapon5 = 1 // Which part is this weapon attached to. 1 = Torso
ul Weapon6 = 1 // Which part is this weapon attached to. 1 = Torso
ul Weapon7 = 0 // Which part is this weapon attached to. 0 = Bottom
ul Weapon8 = 0 // Which part is this weapon attached to. 0 = Bottom
[ObjectType]
st Name = "Atlas" // Text string giving a descriptive name (only 8 chars long!!)
l Type = 51 // ID number for this mech type
l Appearance = 0x01000010
l Duration = -1 // Lasts forever = -1
l MaxDamage = 200 // Number of damage points before BOOM!
l ExplosionObject = 41 // Object Class Number of explosion for Mech
l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech
f ExtentRadius = 12 // Extent Radius in Meters
l IconNumber = 0
[Control]
ul Type = 2 //player = 1, ai = 2, net = 3
ul DataType = 1 //mech control data = 1
[Dynamics]
ul Type = 1 //Mech dynamics = 1
[MechDynamics]
l maxTorsoYawRate = 180 //Degrees per sec
l maxTorsoYaw = 120 //(+/-)Degrees
l maxArmYaw = 60 //(+/-)Degrees
l maxMechYawRate = 180 //Degrees per sec
l maxRightArmYawRate = 180 //Degrees per sec
l maxLeftArmYawRate = 180 //Degrees per sec
f maxAccel = 3.0 //Meters per sec per sec
f maxVelocity = 40.0 //Meters per sec
[AudioVisual]
st Anim = "animString"
uc[3] MoveAnimSpeed = 0,2,1
FITEnd