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Text File  |  1998-07-27  |  15KB  |  488 lines

  1. VERSION 4
  2.  
  3. // Sub member: Master-crush data
  4. 1                           // Number of 'X mins' entries.
  5. 0.104000                    // X mins
  6. 1                           // Number of 'X maxs' entries.
  7. -0.107000                   // X maxs
  8. 1                           // Number of 'Y mins' entries.
  9. 0.138000                    // Y mins
  10. 1                           // Number of 'Y maxs' entries.
  11. 0.062000                    // Y maxs
  12. 1                           // Number of 'Z mins' entries.
  13. 0.215000                    // Z mins
  14. 1                           // Number of 'Z maxs' entries.
  15. -0.227000                   // Z maxs
  16. 1.000000                    // Bendability factor
  17. -0.064000                   // Bend point Z min
  18. 0.152000                    // Bend point Z max
  19. 1.000000                    // Snappability factor
  20. 0                           // Y split position
  21. 0.056000,0.163000,0.053000  // Driver position
  22. 18                          // Number of 'Crush data' entries.
  23. // entry 0 (woof)
  24. EAGLENEW.ACT
  25. normal
  26. boring
  27. 1                // number of smashable parts
  28.  
  29. EAGLR.MAT    // name of material
  30. SCRN    // pixelmap to use when intact
  31. 2                // Number of levels
  32. 0.0005            // trigger threshold (default if zero)
  33. 1                // flags
  34.  
  35.     // Connotations:
  36.     
  37.     1                // number of possible sounds
  38.     4530            // sound ID
  39.  
  40.     0                // Shrapnel count
  41.     
  42.     0                                        // Explosion size
  43.     none                                    // Slick material
  44.     0                // Number of non-cars activated
  45.     0                // Radius of side-effect smashes
  46.     0                // Extensions flags
  47.     0                // Room turn on code
  48.     none            // Award code
  49.     0                // No run-time variable changes
  50.  
  51. 1                // Number of pixelmaps
  52. SCRN2    // pixelmap to use when smashed level 1
  53. 0.002            // trigger threshold (default if zero)
  54. 0                // flags
  55.  
  56.     // Connotations:
  57.     
  58.     1                // number of possible sounds
  59.     4500            // sound ID
  60.  
  61.     1                // Shrapnel count
  62.     shards            // Shrapnel type
  63.     0,0                // Min,max speed towards car
  64.     1.0                // Impactee velocity factor
  65.     10.0            // Random velocity (max)
  66.     2.0                // Random up velocity (max)
  67.     0                // Random normal velocity (max)
  68.     100.0            // Random spin rate (max)
  69.     0.75,1.25        // Min time, Max time
  70.     0.005            // Min cut length
  71.     0                // flags
  72.     SCRN4        // name of shrapnel material
  73.     
  74.     0                                        // Explosion size
  75.     none                                    // Slick material
  76.     0                // Number of non-cars activated
  77.     0                // Radius of side-effect smashes
  78.     0                // Extensions flags
  79.     0                // Room turn on code
  80.     none            // Award code
  81.     0                // No run-time variable changes
  82.  
  83. 1                // Number of pixelmaps
  84. SCRN3            // pixelmap to use when smashed level 2
  85.  
  86. // Crush data entry #1
  87. EIIINGIN.DAT                // Actor
  88. normal                      // Softness
  89. boring                      // Crush type
  90. 0                           // Number of 'Smash data' entries.
  91. // Crush data entry #2
  92. EIIIBOOT.DAT                // Actor
  93. normal                      // Softness
  94. //flap                        // Crush type
  95. //32                          // Hinge point 0
  96. //17                          // Hinge point 1
  97. //24                          // Hinge point 2
  98. //0                           // Kev-o-flap?
  99. //normal                      // Ease of flap
  100. boring
  101. 0                           // Number of 'Smash data' entries.
  102. // Crush data entry #3
  103. EIIIFBMP.DAT                // Actor
  104. normal                      // Softness
  105. detach                      // Crush type
  106. normal                      // Ease of detachment
  107. stubborn                    // Type
  108. box                            // shape
  109. 0                           // Number of 'Smash data' entries.
  110. // Crush data entry #4
  111. EIIIFLWG.DAT                // Actor
  112. normal                      // Softness
  113. detach                      // Crush type
  114. normal                      // Ease of detachment
  115. normal                      // Type
  116. box                            // shape
  117. 1                // number of smashable parts
  118. // smashable part #1
  119. EALITL            // name of material
  120. eheadlig        // pixelmap to use when intact
  121. 1                // Number of levels
  122. 0.002                // trigger threshold (default if zero)
  123. 0                // flags
  124.  
  125.     // Connotations:
  126.     
  127.     1                // number of possible sounds
  128.     4520            // sound ID
  129.  
  130.     1                // Shrapnel count
  131.     shards            // Shrapnel type
  132.     0,0                // Min,max speed towards car
  133.     1.0                // Impactee velocity factor
  134.     10.0            // Random velocity (max)
  135.     2.0                // Random up velocity (max)
  136.     0                // Random normal velocity (max)
  137.     100.0            // Random spin rate (max)
  138.     0.75,1.25        // Min time, Max time
  139.     0.005            // Min cut length
  140.     0x01            // flags
  141.     RLFRAG.MAT        // name of shrapnel material
  142.     
  143.     0                                        // Explosion size
  144.     none                                    // Slick material
  145.     0                // Number of non-cars activated
  146.     0                // Radius of side-effect smashes
  147.     0                // Extensions flags
  148.     0                // Room turn on code
  149.     none            // Award code
  150.     0                // No run-time variable changes
  151.  
  152. 1                // Number of pixelmaps
  153. EHEADBRK    // pixelmap to use when smashed
  154.  
  155.  
  156. // Crush data entry #5
  157. EIIIFRWG.DAT                // Actor
  158. normal                      // Softness
  159. detach                      // Crush type
  160. normal                      // Ease of detachment
  161. normal                      // Type
  162. box                            // shape
  163. 1                // number of smashable parts
  164. // smashable part #2
  165. EALITR            // name of material
  166. eheadlig        // pixelmap to use when intact
  167. 1                // Number of levels
  168. 0.002                // trigger threshold (default if zero)
  169. 0                // flags
  170.  
  171.     // Connotations:
  172.     
  173.     1                // number of possible sounds
  174.     4520            // sound ID
  175.  
  176.     1                // Shrapnel count
  177.     shards            // Shrapnel type
  178.     0,0                // Min,max speed towards car
  179.     1.0                // Impactee velocity factor
  180.     10.0            // Random velocity (max)
  181.     2.0                // Random up velocity (max)
  182.     0                // Random normal velocity (max)
  183.     100.0            // Random spin rate (max)
  184.     0.75,1.25        // Min time, Max time
  185.     0.005            // Min cut length
  186.     0x01            // flags
  187.     RLFRAG.MAT        // name of shrapnel material
  188.     
  189.     0                                        // Explosion size
  190.     none                                    // Slick material
  191.     0                // Number of non-cars activated
  192.     0                // Radius of side-effect smashes
  193.     0                // Extensions flags
  194.     0                // Room turn on code
  195.     none            // Award code
  196.     0                // No run-time variable changes
  197.  
  198. 1                // Number of pixelmaps
  199. EHEADBRK    // pixelmap to use when smashed
  200.  
  201. // Crush data entry #6
  202. EIIIHOOD.DAT                // Actor
  203. normal                      // Softness
  204. flap                        // Crush type
  205. 4                          // Hinge point 0
  206. 1                          // Hinge point 1
  207. 6                          // Hinge point 2
  208. 0                           // Kev-o-flap?
  209. hard                      // Ease of flap
  210. box                            // shape
  211. 0                           // Number of 'Smash data' entries.
  212. // Crush data entry #7
  213. EIIILDOR.DAT                // Actor
  214. normal                      // Softness
  215. flap                        // Crush type
  216. 16                          // Hinge point 0
  217. 23                          // Hinge point 1
  218. 15                          // Hinge point 2
  219. 1                           // Kev-o-flap?
  220. normal                      // Ease of flap
  221. box                            // shape
  222. 1                           // Number of 'Smash data' entries.
  223. EADORGLL.MAT    // name of material
  224. SCRN    // pixelmap to use when intact
  225. 2                // Number of levels
  226. 0.0005            // trigger threshold (default if zero)
  227. 1                // flags
  228.  
  229.     // Connotations:
  230.     
  231.     1                // number of possible sounds
  232.     4530            // sound ID
  233.  
  234.     0                // Shrapnel count
  235.     
  236.     0                                        // Explosion size
  237.     none                                    // Slick material
  238.     0                // Number of non-cars activated
  239.     0                // Radius of side-effect smashes
  240.     0                // Extensions flags
  241.     0                // Room turn on code
  242.     none            // Award code
  243.     0                // No run-time variable changes
  244.  
  245. 1                // Number of pixelmaps
  246. SCRN2    // pixelmap to use when smashed level 1
  247. 0.002            // trigger threshold (default if zero)
  248. 0                // flags
  249.  
  250.     // Connotations:
  251.     
  252.     1                // number of possible sounds
  253.     4500            // sound ID
  254.  
  255.     1                // Shrapnel count
  256.     shards            // Shrapnel type
  257.     0,0                // Min,max speed towards car
  258.     1.0                // Impactee velocity factor
  259.     10.0            // Random velocity (max)
  260.     2.0                // Random up velocity (max)
  261.     0                // Random normal velocity (max)
  262.     100.0            // Random spin rate (max)
  263.     0.75,1.25        // Min time, Max time
  264.     0.005            // Min cut length
  265.     0                // flags
  266.     SCRN4        // name of shrapnel material
  267.     
  268.     0                                        // Explosion size
  269.     none                                    // Slick material
  270.     0                // Number of non-cars activated
  271.     0                // Radius of side-effect smashes
  272.     0                // Extensions flags
  273.     0                // Room turn on code
  274.     none            // Award code
  275.     0                // No run-time variable changes
  276.  
  277. 1                // Number of pixelmaps
  278. SCRN3            // pixelmap to use when smashed level 2
  279.  
  280. // Crush data entry #8
  281. EIIILFIN.DAT                // Actor
  282. normal                      // Softness
  283. boring                      // Crush type
  284. 0                           // Number of 'Smash data' entries.
  285. // Crush data entry #9
  286. EIIIRBMP.DAT                // Actor
  287. normal                      // Softness
  288. detach                      // Crush type
  289. normal                      // Ease of detachment
  290. stubborn                      // Type
  291. box                            // shape
  292. 0                           // Number of 'Smash data' entries.
  293. // Crush data entry #10
  294. EIIIRDOR.DAT                // Actor
  295. normal                      // Softness
  296. flap                        // Crush type
  297. 14                          // Hinge point 0
  298. 11                          // Hinge point 1
  299. 19                          // Hinge point 2
  300. 1                           // Kev-o-flap?
  301. normal                      // Ease of flap
  302. box                            // shape
  303. 1                           // Number of 'Smash data' entries.
  304. EADORGLR.MAT    // name of material
  305. SCRN    // pixelmap to use when intact
  306. 2                // Number of levels
  307. 0.0005            // trigger threshold (default if zero)
  308. 1                // flags
  309.  
  310.     // Connotations:
  311.     
  312.     1                // number of possible sounds
  313.     4530            // sound ID
  314.  
  315.     0                // Shrapnel count
  316.     
  317.     0                                        // Explosion size
  318.     none                                    // Slick material
  319.     0                // Number of non-cars activated
  320.     0                // Radius of side-effect smashes
  321.     0                // Extensions flags
  322.     0                // Room turn on code
  323.     none            // Award code
  324.     0                // No run-time variable changes
  325.  
  326. 1                // Number of pixelmaps
  327. SCRN2    // pixelmap to use when smashed level 1
  328. 0.002            // trigger threshold (default if zero)
  329. 0                // flags
  330.  
  331.     // Connotations:
  332.     
  333.     1                // number of possible sounds
  334.     4500            // sound ID
  335.  
  336.     1                // Shrapnel count
  337.     shards            // Shrapnel type
  338.     0,0                // Min,max speed towards car
  339.     1.0                // Impactee velocity factor
  340.     10.0            // Random velocity (max)
  341.     2.0                // Random up velocity (max)
  342.     0                // Random normal velocity (max)
  343.     100.0            // Random spin rate (max)
  344.     0.75,1.25        // Min time, Max time
  345.     0.005            // Min cut length
  346.     0                // flags
  347.     SCRN4        // name of shrapnel material
  348.     
  349.     0                                        // Explosion size
  350.     none                                    // Slick material
  351.     0                // Number of non-cars activated
  352.     0                // Radius of side-effect smashes
  353.     0                // Extensions flags
  354.     0                // Room turn on code
  355.     none            // Award code
  356.     0                // No run-time variable changes
  357.  
  358. 1                // Number of pixelmaps
  359. SCRN3            // pixelmap to use when smashed level 2
  360.  
  361. // Crush data entry #11
  362. EIIIRFIN.DAT                // Actor
  363. normal                      // Softness
  364. boring                      // Crush type
  365. 0                           // Number of 'Smash data' entries.
  366. // Crush data entry #12
  367. EIIIRLWG.DAT                // Actor
  368. normal                      // Softness
  369. detach                      // Crush type
  370. normal                      // Ease of detachment
  371. normal                      // Type
  372. box                            // shape
  373. 1                           // Number of 'Smash data' entries.
  374. // smashable part #1
  375. EARLITL            // name of material
  376. ebacklig        // pixelmap to use when intact
  377. 1                // Number of levels
  378. 0.002                // trigger threshold (default if zero)
  379. 0                // flags
  380.  
  381.     // Connotations:
  382.     
  383.     1                // number of possible sounds
  384.     4520            // sound ID
  385.  
  386.     1                // Shrapnel count
  387.     shards            // Shrapnel type
  388.     0,0                // Min,max speed towards car
  389.     1.0                // Impactee velocity factor
  390.     10.0            // Random velocity (max)
  391.     2.0                // Random up velocity (max)
  392.     0                // Random normal velocity (max)
  393.     100.0            // Random spin rate (max)
  394.     0.75,1.25        // Min time, Max time
  395.     0.005            // Min cut length
  396.     0x01            // flags
  397.     RLFRAG.MAT        // name of shrapnel material
  398.     
  399.     0                                        // Explosion size
  400.     none                                    // Slick material
  401.     0                // Number of non-cars activated
  402.     0                // Radius of side-effect smashes
  403.     0                // Extensions flags
  404.     0                // Room turn on code
  405.     none            // Award code
  406.     0                // No run-time variable changes
  407.  
  408. 1                // Number of pixelmaps
  409. EBACKBRK    // pixelmap to use when smashed
  410.  
  411. // Crush data entry #13
  412. EIIIRRWG.DAT                // Actor
  413. normal                      // Softness
  414. detach                      // Crush type
  415. normal                      // Ease of detachment
  416. normal                      // Type
  417. box                            // shape
  418. 1                           // Number of 'Smash data' entries.
  419. // smashable part #2
  420. EARLITR            // name of material
  421. ebacklig        // pixelmap to use when intact
  422. 1                // Number of levels
  423. 0.002                // trigger threshold (default if zero)
  424. 0                // flags
  425.  
  426.     // Connotations:
  427.     
  428.     1                // number of possible sounds
  429.     4520            // sound ID
  430.  
  431.     1                // Shrapnel count
  432.     shards            // Shrapnel type
  433.     0,0                // Min,max speed towards car
  434.     1.0                // Impactee velocity factor
  435.     10.0            // Random velocity (max)
  436.     2.0                // Random up velocity (max)
  437.     0                // Random normal velocity (max)
  438.     100.0            // Random spin rate (max)
  439.     0.75,1.25        // Min time, Max time
  440.     0.005            // Min cut length
  441.     0x01            // flags
  442.     RLFRAG.MAT        // name of shrapnel material
  443.     
  444.     0                                        // Explosion size
  445.     none                                    // Slick material
  446.     0                // Number of non-cars activated
  447.     0                // Radius of side-effect smashes
  448.     0                // Extensions flags
  449.     0                // Room turn on code
  450.     none            // Award code
  451.     0                // No run-time variable changes
  452.  
  453. 1                // Number of pixelmaps
  454. EBACKBRK    // pixelmap to use when smashed
  455.  
  456. // Crush data entry #14
  457. EIIIFIN.DAT                 // Actor
  458. normal                      // Softness
  459. detach                      // Crush type
  460. normal                      // Ease of detachment
  461. fully_detach                // Type
  462. box                            // shape
  463. 0                           // Number of 'Smash data' entries.
  464. // Crush data entry #15
  465. EIIISPK1.DAT                // Actor
  466. normal                      // Softness
  467. detach                      // Crush type
  468. normal                      // Ease of detachment
  469. fully_detach                // Type
  470. box                            // shape
  471. 0                           // Number of 'Smash data' entries.
  472. // Crush data entry #16
  473. EIIISPK2.DAT                // Actor
  474. normal                      // Softness
  475. detach                      // Crush type
  476. normal                      // Ease of detachment
  477. fully_detach                // Type
  478. box                            // shape
  479. 0                           // Number of 'Smash data' entries.
  480. // Crush data entry #17
  481. EIIISPK3.DAT                // Actor
  482. normal                      // Softness
  483. detach                      // Crush type
  484. normal                      // Ease of detachment
  485. fully_detach                // Type
  486. box                            // shape
  487. 0                           // Number of 'Smash data' entries.
  488.