home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Computer Buyer 1998 December
/
dpcb1298.iso
/
Games
/
Carma
/
data.z
/
EAGLE3.WAM
< prev
next >
Wrap
Text File
|
1998-07-27
|
15KB
|
488 lines
VERSION 4
// Sub member: Master-crush data
1 // Number of 'X mins' entries.
0.104000 // X mins
1 // Number of 'X maxs' entries.
-0.107000 // X maxs
1 // Number of 'Y mins' entries.
0.138000 // Y mins
1 // Number of 'Y maxs' entries.
0.062000 // Y maxs
1 // Number of 'Z mins' entries.
0.215000 // Z mins
1 // Number of 'Z maxs' entries.
-0.227000 // Z maxs
1.000000 // Bendability factor
-0.064000 // Bend point Z min
0.152000 // Bend point Z max
1.000000 // Snappability factor
0 // Y split position
0.056000,0.163000,0.053000 // Driver position
18 // Number of 'Crush data' entries.
// entry 0 (woof)
EAGLENEW.ACT
normal
boring
1 // number of smashable parts
EAGLR.MAT // name of material
SCRN // pixelmap to use when intact
2 // Number of levels
0.0005 // trigger threshold (default if zero)
1 // flags
// Connotations:
1 // number of possible sounds
4530 // sound ID
0 // Shrapnel count
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
SCRN2 // pixelmap to use when smashed level 1
0.002 // trigger threshold (default if zero)
0 // flags
// Connotations:
1 // number of possible sounds
4500 // 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
0 // flags
SCRN4 // 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
SCRN3 // pixelmap to use when smashed level 2
// Crush data entry #1
EIIINGIN.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #2
EIIIBOOT.DAT // Actor
normal // Softness
//flap // Crush type
//32 // Hinge point 0
//17 // Hinge point 1
//24 // Hinge point 2
//0 // Kev-o-flap?
//normal // Ease of flap
boring
0 // Number of 'Smash data' entries.
// Crush data entry #3
EIIIFBMP.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
stubborn // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #4
EIIIFLWG.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
normal // Type
box // shape
1 // number of smashable parts
// smashable part #1
EALITL // name of material
eheadlig // 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
EHEADBRK // pixelmap to use when smashed
// Crush data entry #5
EIIIFRWG.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
normal // Type
box // shape
1 // number of smashable parts
// smashable part #2
EALITR // name of material
eheadlig // 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
EHEADBRK // pixelmap to use when smashed
// Crush data entry #6
EIIIHOOD.DAT // Actor
normal // Softness
flap // Crush type
4 // Hinge point 0
1 // Hinge point 1
6 // Hinge point 2
0 // Kev-o-flap?
hard // Ease of flap
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #7
EIIILDOR.DAT // Actor
normal // Softness
flap // Crush type
16 // Hinge point 0
23 // Hinge point 1
15 // Hinge point 2
1 // Kev-o-flap?
normal // Ease of flap
box // shape
1 // Number of 'Smash data' entries.
EADORGLL.MAT // name of material
SCRN // pixelmap to use when intact
2 // Number of levels
0.0005 // trigger threshold (default if zero)
1 // flags
// Connotations:
1 // number of possible sounds
4530 // sound ID
0 // Shrapnel count
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
SCRN2 // pixelmap to use when smashed level 1
0.002 // trigger threshold (default if zero)
0 // flags
// Connotations:
1 // number of possible sounds
4500 // 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
0 // flags
SCRN4 // 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
SCRN3 // pixelmap to use when smashed level 2
// Crush data entry #8
EIIILFIN.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #9
EIIIRBMP.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
stubborn // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #10
EIIIRDOR.DAT // Actor
normal // Softness
flap // Crush type
14 // Hinge point 0
11 // Hinge point 1
19 // Hinge point 2
1 // Kev-o-flap?
normal // Ease of flap
box // shape
1 // Number of 'Smash data' entries.
EADORGLR.MAT // name of material
SCRN // pixelmap to use when intact
2 // Number of levels
0.0005 // trigger threshold (default if zero)
1 // flags
// Connotations:
1 // number of possible sounds
4530 // sound ID
0 // Shrapnel count
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
SCRN2 // pixelmap to use when smashed level 1
0.002 // trigger threshold (default if zero)
0 // flags
// Connotations:
1 // number of possible sounds
4500 // 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
0 // flags
SCRN4 // 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
SCRN3 // pixelmap to use when smashed level 2
// Crush data entry #11
EIIIRFIN.DAT // Actor
normal // Softness
boring // Crush type
0 // Number of 'Smash data' entries.
// Crush data entry #12
EIIIRLWG.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
normal // Type
box // shape
1 // Number of 'Smash data' entries.
// smashable part #1
EARLITL // name of material
ebacklig // 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
EBACKBRK // pixelmap to use when smashed
// Crush data entry #13
EIIIRRWG.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
normal // Type
box // shape
1 // Number of 'Smash data' entries.
// smashable part #2
EARLITR // name of material
ebacklig // 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
EBACKBRK // pixelmap to use when smashed
// Crush data entry #14
EIIIFIN.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
fully_detach // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #15
EIIISPK1.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
fully_detach // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #16
EIIISPK2.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
fully_detach // Type
box // shape
0 // Number of 'Smash data' entries.
// Crush data entry #17
EIIISPK3.DAT // Actor
normal // Softness
detach // Crush type
normal // Ease of detachment
fully_detach // Type
box // shape
0 // Number of 'Smash data' entries.