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Text File  |  1998-07-21  |  6KB  |  208 lines

  1. VERSION 4
  2.  
  3. // Sub member: Master-crush data 
  4. 2                           // Number of 'X mins' entries.
  5. 0.151
  6. 0.047
  7. 2                           // Number of 'X maxs' entries.
  8. -0.151
  9. -0.047
  10. 1                           // Number of 'Y mins' entries.
  11. 0.108
  12. 1                           // Number of 'Y maxs' entries.
  13. 0.036
  14. 1                           // Number of 'Z mins' entries.
  15. 0.174
  16. 1                           // Number of 'Z maxs' entries.
  17. -0.262
  18. 1.000000                    // Bendability factor
  19. -0.200000                   // Bend point Z min
  20. 0.200000                    // Bend point Z max
  21. 1.000000                    // Snappability factor
  22. 100.0                          // Y split position
  23. 0,0,0                        // Driver position
  24. 17                          // Number of 'Crush data' entries.
  25. // Crush data entry #1
  26. BUZZ.ACT                    // Actor
  27. normal                      // Softness
  28. boring                      // Crush type
  29. 0                           // Number of 'Smash data' entries.
  30. // Crush data entry #2
  31. BUWING.DAT                  // Actor
  32. normal                      // Softness
  33. detach
  34. normal
  35. normal
  36. box                            // shape
  37. 0                           // Number of 'Smash data' entries.
  38. // Crush data entry #3
  39. BUSEAT.DAT                  // Actor
  40. normal                      // Softness
  41. boring                      // Crush type
  42. 0                           // Number of 'Smash data' entries.
  43. // Crush data entry #4
  44. BURRWNG.DAT                 // Actor
  45. normal                      // Softness
  46. detach
  47. normal
  48. normal
  49. box                            // shape
  50. 1                           // Number of 'Smash data' entries.
  51. BULITR            // name of material
  52. BUREARLIT        // pixelmap to use when intact
  53. 1                // Number of levels
  54. 0.002                // trigger threshold (default if zero)
  55. 0                // flags
  56.  
  57.     // Connotations:
  58.     
  59.     1                // number of possible sounds
  60.     4520            // sound ID
  61.  
  62.     1                // Shrapnel count
  63.     shards            // Shrapnel type
  64.     0,0                // Min,max speed towards car
  65.     1.0                // Impactee velocity factor
  66.     10.0            // Random velocity (max)
  67.     2.0                // Random up velocity (max)
  68.     0                // Random normal velocity (max)
  69.     100.0            // Random spin rate (max)
  70.     0.75,1.25        // Min time, Max time
  71.     0.005            // Min cut length
  72.     0x01            // flags
  73.     RLFRAG.MAT        // name of shrapnel material
  74.     
  75.     0                                        // Explosion size
  76.     none                                    // Slick material
  77.     0                // Number of non-cars activated
  78.     0                // Radius of side-effect smashes
  79.     0                // Extensions flags
  80.     0                // Room turn on code
  81.     none            // Award code
  82.     0                // No run-time variable changes
  83.  
  84. 1                // Number of pixelmaps
  85. BULITBRK    // pixelmap to use when smashed
  86.  
  87. // Crush data entry #6
  88. BURLSUS.DAT                 // Actor
  89. normal                      // Softness
  90. boring                      // Crush type
  91. 0                           // Number of 'Smash data' entries.
  92. // Crush data entry #7
  93. BURBOX.DAT                  // Actor
  94. normal                      // Softness
  95. boring                      // Crush type
  96. 0                           // Number of 'Smash data' entries.
  97. // Crush data entry #8
  98. BUNOSE.DAT                  // Actor
  99. normal                      // Softness
  100. detach
  101. normal
  102. normal
  103. box                            // shape
  104. 0                           // Number of 'Smash data' entries.
  105. // Crush data entry #10
  106. BURRSUS.DAT                 // Actor
  107. normal                      // Softness
  108. boring                      // Crush type
  109. 0                           // Number of 'Smash data' entries.
  110. // Crush data entry #11
  111. BULRWNG.DAT                 // Actor
  112. normal                      // Softness
  113. detach
  114. normal
  115. normal
  116. box                            // shape
  117. 1                           // Number of 'Smash data' entries.
  118. BULITL            // name of material
  119. BUREARLIT        // pixelmap to use when intact
  120. 1                // Number of levels
  121. 0.002                // trigger threshold (default if zero)
  122. 0                // flags
  123.  
  124.     // Connotations:
  125.     
  126.     1                // number of possible sounds
  127.     4520            // sound ID
  128.  
  129.     1                // Shrapnel count
  130.     shards            // Shrapnel type
  131.     0,0                // Min,max speed towards car
  132.     1.0                // Impactee velocity factor
  133.     10.0            // Random velocity (max)
  134.     2.0                // Random up velocity (max)
  135.     0                // Random normal velocity (max)
  136.     100.0            // Random spin rate (max)
  137.     0.75,1.25        // Min time, Max time
  138.     0.005            // Min cut length
  139.     0x01            // flags
  140.     RLFRAG.MAT        // name of shrapnel material
  141.     
  142.     0                                        // Explosion size
  143.     none                                    // Slick material
  144.     0                // Number of non-cars activated
  145.     0                // Radius of side-effect smashes
  146.     0                // Extensions flags
  147.     0                // Room turn on code
  148.     none            // Award code
  149.     0                // No run-time variable changes
  150.  
  151. 1                // Number of pixelmaps
  152. BULITBRK    // pixelmap to use when smashed
  153. // Crush data entry #12
  154. BUFRWNG.DAT                 // Actor
  155. normal                      // Softness
  156. detach
  157. normal
  158. normal
  159. box                            // shape
  160. 0                           // Number of 'Smash data' entries.
  161. // Crush data entry #14
  162. BUFRSUS.DAT                 // Actor
  163. normal                      // Softness
  164. boring                      // Crush type
  165. 0                           // Number of 'Smash data' entries.
  166. // Crush data entry #15
  167. BUFLWNG.DAT                 // Actor
  168. normal                      // Softness
  169. detach
  170. normal
  171. normal
  172. box                            // shape
  173. 0                           // Number of 'Smash data' entries.
  174. // Crush data entry #17
  175. BUFLSUS.DAT                 // Actor
  176. normal                      // Softness
  177. boring                      // Crush type
  178. 0                           // Number of 'Smash data' entries.
  179. // Crush data entry #18
  180. BUFBOX.DAT                  // Actor
  181. normal                      // Softness
  182. detach
  183. normal
  184. normal
  185. box                            // shape
  186. 0                           // Number of 'Smash data' entries.
  187. // Crush data entry #19
  188. BUEXOSK.DAT                 // Actor
  189. normal                      // Softness
  190. boring
  191. 0                           // Number of 'Smash data' entries.
  192. // Crush data entry #20
  193. BUENGIN.DAT                 // Actor
  194. normal                      // Softness
  195. boring                      // Crush type
  196. 0                           // Number of 'Smash data' entries.
  197. // Crush data entry #21
  198. BUBOOT.DAT                  // Actor
  199. normal                      // Softness
  200. flap
  201. 18
  202. 8
  203. 29
  204. 0
  205. normal
  206. box
  207. 0                           // Number of 'Smash data' entries.
  208.