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Computer Buyer 1998 December
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dpcb1298.iso
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Carma
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data.z
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BUZZ.WAM
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Text File
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1998-07-21
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6KB
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208 lines
VERSION 4
// Sub member: Master-crush data
2 // Number of 'X mins' entries.
0.151
0.047
2 // Number of 'X maxs' entries.
-0.151
-0.047
1 // Number of 'Y mins' entries.
0.108
1 // Number of 'Y maxs' entries.
0.036
1 // Number of 'Z mins' entries.
0.174
1 // Number of 'Z maxs' entries.
-0.262
1.000000 // Bendability factor
-0.200000 // Bend point Z min
0.200000 // Bend point Z max
1.000000 // Snappability factor
100.0 // Y split position
0,0,0 // Driver position
17 // Number of 'Crush data' entries.
// Crush data entry #1
BUZZ.ACT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #2
BUWING.DAT // Actor
normal // Softness
detach
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #3
BUSEAT.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #4
BURRWNG.DAT // Actor
normal // Softness
detach
normal
normal
box // shape
1 // Number of 'Smash data' entries.
BULITR // name of material
BUREARLIT // pixelmap to use when intact
1 // Number of levels
0.002 // trigger threshold (default if zero)
0 // flags
// Connotations:
1 // number of possible sounds
4520 // sound ID
1 // Shrapnel count
shards // Shrapnel type
0,0 // Min,max speed towards car
1.0 // Impactee velocity factor
10.0 // Random velocity (max)
2.0 // Random up velocity (max)
0 // Random normal velocity (max)
100.0 // Random spin rate (max)
0.75,1.25 // Min time, Max time
0.005 // Min cut length
0x01 // flags
RLFRAG.MAT // name of shrapnel material
0 // Explosion size
none // Slick material
0 // Number of non-cars activated
0 // Radius of side-effect smashes
0 // Extensions flags
0 // Room turn on code
none // Award code
0 // No run-time variable changes
1 // Number of pixelmaps
BULITBRK // pixelmap to use when smashed
// Crush data entry #6
BURLSUS.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #7
BURBOX.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #8
BUNOSE.DAT // Actor
normal // Softness
detach
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #10
BURRSUS.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #11
BULRWNG.DAT // Actor
normal // Softness
detach
normal
normal
box // shape
1 // Number of 'Smash data' entries.
BULITL // name of material
BUREARLIT // pixelmap to use when intact
1 // Number of levels
0.002 // trigger threshold (default if zero)
0 // flags
// Connotations:
1 // number of possible sounds
4520 // sound ID
1 // Shrapnel count
shards // Shrapnel type
0,0 // Min,max speed towards car
1.0 // Impactee velocity factor
10.0 // Random velocity (max)
2.0 // Random up velocity (max)
0 // Random normal velocity (max)
100.0 // Random spin rate (max)
0.75,1.25 // Min time, Max time
0.005 // Min cut length
0x01 // flags
RLFRAG.MAT // name of shrapnel material
0 // Explosion size
none // Slick material
0 // Number of non-cars activated
0 // Radius of side-effect smashes
0 // Extensions flags
0 // Room turn on code
none // Award code
0 // No run-time variable changes
1 // Number of pixelmaps
BULITBRK // pixelmap to use when smashed
// Crush data entry #12
BUFRWNG.DAT // Actor
normal // Softness
detach
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #14
BUFRSUS.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #15
BUFLWNG.DAT // Actor
normal // Softness
detach
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #17
BUFLSUS.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #18
BUFBOX.DAT // Actor
normal // Softness
detach
normal
normal
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #19
BUEXOSK.DAT // Actor
normal // Softness
boring
0 // Number of 'Smash data' entries.
// Crush data entry #20
BUENGIN.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #21
BUBOOT.DAT // Actor
normal // Softness
flap
18
8
29
0
normal
box
0 // Number of 'Smash data' entries.