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Text File  |  1998-07-22  |  17KB  |  572 lines

  1. VERSION 4
  2.  
  3. // Sub member: Master-crush data
  4. 1                           // Number of 'X mins' entries.
  5. 0.089000                    // X mins
  6. 1                           // Number of 'X maxs' entries.
  7. -0.087000                   // X maxs
  8. 1                           // Number of 'Y mins' entries.
  9. 0.144000                    // Y mins
  10. 1                           // Number of 'Y maxs' entries.
  11. 0.064000                    // Y maxs
  12. 1                           // Number of 'Z mins' entries.
  13. 0.258000                    // Z mins
  14. 1                           // Number of 'Z maxs' entries.
  15. -0.242000                   // Z maxs
  16. 1.000000                    // Bendability factor
  17. -0.186000                   // Bend point Z min
  18. 0.181000                    // Bend point Z max
  19. 1.000000                    // Snappability factor
  20. 0                           // Y split position
  21. 0.074000,0.171000,-0.039000 // Driver position
  22. 12                          // Number of 'Crush data' entries.
  23. // Crush data entry #1
  24. DIABLOCO.ACT                // Actor
  25. normal                      // Softness
  26. boring                      // Crush type
  27. 4                            // number of smashable parts
  28.  
  29. DISCRN    // 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. DIBAGL    // name of material
  87. SCRN    // pixelmap to use when intact
  88. 2                // Number of levels
  89. 0.0005            // trigger threshold (default if zero)
  90. 1                // flags
  91.  
  92.     // Connotations:
  93.     
  94.     1                // number of possible sounds
  95.     4530            // sound ID
  96.  
  97.     0                // Shrapnel count
  98.     
  99.     0                                        // Explosion size
  100.     none                                    // Slick material
  101.     0                // Number of non-cars activated
  102.     0                // Radius of side-effect smashes
  103.     0                // Extensions flags
  104.     0                // Room turn on code
  105.     none            // Award code
  106.     0                // No run-time variable changes
  107.  
  108. 1                // Number of pixelmaps
  109. SCRN2    // pixelmap to use when smashed level 1
  110. 0.002            // trigger threshold (default if zero)
  111. 0                // flags
  112.  
  113.     // Connotations:
  114.     
  115.     1                // number of possible sounds
  116.     4500            // sound ID
  117.  
  118.     1                // Shrapnel count
  119.     shards            // Shrapnel type
  120.     0,0                // Min,max speed towards car
  121.     1.0                // Impactee velocity factor
  122.     10.0            // Random velocity (max)
  123.     2.0                // Random up velocity (max)
  124.     0                // Random normal velocity (max)
  125.     100.0            // Random spin rate (max)
  126.     0.75,1.25        // Min time, Max time
  127.     0.005            // Min cut length
  128.     0                // flags
  129.     SCRN4        // name of shrapnel material
  130.     
  131.     0                                        // Explosion size
  132.     none                                    // Slick material
  133.     0                // Number of non-cars activated
  134.     0                // Radius of side-effect smashes
  135.     0                // Extensions flags
  136.     0                // Room turn on code
  137.     none            // Award code
  138.     0                // No run-time variable changes
  139.  
  140. 1                // Number of pixelmaps
  141. SCRN3            // pixelmap to use when smashed level 2
  142.  
  143. DIQUAR    // name of material
  144. SCRN    // pixelmap to use when intact
  145. 2                // Number of levels
  146. 0.0005            // trigger threshold (default if zero)
  147. 1                // flags
  148.  
  149.     // Connotations:
  150.     
  151.     1                // number of possible sounds
  152.     4530            // sound ID
  153.  
  154.     0                // Shrapnel count
  155.     
  156.     0                                        // Explosion size
  157.     none                                    // Slick material
  158.     0                // Number of non-cars activated
  159.     0                // Radius of side-effect smashes
  160.     0                // Extensions flags
  161.     0                // Room turn on code
  162.     none            // Award code
  163.     0                // No run-time variable changes
  164.  
  165. 1                // Number of pixelmaps
  166. SCRN2    // pixelmap to use when smashed level 1
  167. 0.002            // trigger threshold (default if zero)
  168. 0                // flags
  169.  
  170.     // Connotations:
  171.     
  172.     1                // number of possible sounds
  173.     4500            // sound ID
  174.  
  175.     1                // Shrapnel count
  176.     shards            // Shrapnel type
  177.     0,0                // Min,max speed towards car
  178.     1.0                // Impactee velocity factor
  179.     10.0            // Random velocity (max)
  180.     2.0                // Random up velocity (max)
  181.     0                // Random normal velocity (max)
  182.     100.0            // Random spin rate (max)
  183.     0.75,1.25        // Min time, Max time
  184.     0.005            // Min cut length
  185.     0                // flags
  186.     SCRN4        // name of shrapnel material
  187.     
  188.     0                                        // Explosion size
  189.     none                                    // Slick material
  190.     0                // Number of non-cars activated
  191.     0                // Radius of side-effect smashes
  192.     0                // Extensions flags
  193.     0                // Room turn on code
  194.     none            // Award code
  195.     0                // No run-time variable changes
  196.  
  197. 1                // Number of pixelmaps
  198. SCRN3            // pixelmap to use when smashed level 2
  199.  
  200. DIQUAL    // name of material
  201. SCRN    // pixelmap to use when intact
  202. 2                // Number of levels
  203. 0.0005            // trigger threshold (default if zero)
  204. 1                // flags
  205.  
  206.     // Connotations:
  207.     
  208.     1                // number of possible sounds
  209.     4530            // sound ID
  210.  
  211.     0                // Shrapnel count
  212.     
  213.     0                                        // Explosion size
  214.     none                                    // Slick material
  215.     0                // Number of non-cars activated
  216.     0                // Radius of side-effect smashes
  217.     0                // Extensions flags
  218.     0                // Room turn on code
  219.     none            // Award code
  220.     0                // No run-time variable changes
  221.  
  222. 1                // Number of pixelmaps
  223. SCRN2    // pixelmap to use when smashed level 1
  224. 0.002            // trigger threshold (default if zero)
  225. 0                // flags
  226.  
  227.     // Connotations:
  228.     
  229.     1                // number of possible sounds
  230.     4500            // sound ID
  231.  
  232.     1                // Shrapnel count
  233.     shards            // Shrapnel type
  234.     0,0                // Min,max speed towards car
  235.     1.0                // Impactee velocity factor
  236.     10.0            // Random velocity (max)
  237.     2.0                // Random up velocity (max)
  238.     0                // Random normal velocity (max)
  239.     100.0            // Random spin rate (max)
  240.     0.75,1.25        // Min time, Max time
  241.     0.005            // Min cut length
  242.     0                // flags
  243.     SCRN4        // name of shrapnel material
  244.     
  245.     0                                        // Explosion size
  246.     none                                    // Slick material
  247.     0                // Number of non-cars activated
  248.     0                // Radius of side-effect smashes
  249.     0                // Extensions flags
  250.     0                // Room turn on code
  251.     none            // Award code
  252.     0                // No run-time variable changes
  253.  
  254. 1                // Number of pixelmaps
  255. SCRN3            // pixelmap to use when smashed level 2
  256.  
  257. // Crush data entry #2
  258. DALDOOR.DAT                 // Actor
  259. normal                      // Softness
  260. flap                        // Crush type
  261. 14                          // Hinge point 0
  262. 26                          // Hinge point 1
  263. 28                          // Hinge point 2
  264. 2                           // Kev-o-flap?
  265. normal                      // Ease of flap
  266. box                            // shape
  267. 1                           // Number of 'Smash data' entries.
  268. DILGL    // name of material
  269. SCRN    // pixelmap to use when intact
  270. 2                // Number of levels
  271. 0.0005            // trigger threshold (default if zero)
  272. 1                // flags
  273.  
  274.     // Connotations:
  275.     
  276.     1                // number of possible sounds
  277.     4530            // sound ID
  278.  
  279.     0                // Shrapnel count
  280.     
  281.     0                                        // Explosion size
  282.     none                                    // Slick material
  283.     0                // Number of non-cars activated
  284.     0                // Radius of side-effect smashes
  285.     0                // Extensions flags
  286.     0                // Room turn on code
  287.     none            // Award code
  288.     0                // No run-time variable changes
  289.  
  290. 1                // Number of pixelmaps
  291. SCRN2    // pixelmap to use when smashed level 1
  292. 0.002            // trigger threshold (default if zero)
  293. 0                // flags
  294.  
  295.     // Connotations:
  296.     
  297.     1                // number of possible sounds
  298.     4500            // sound ID
  299.  
  300.     1                // Shrapnel count
  301.     shards            // Shrapnel type
  302.     0,0                // Min,max speed towards car
  303.     1.0                // Impactee velocity factor
  304.     10.0            // Random velocity (max)
  305.     2.0                // Random up velocity (max)
  306.     0                // Random normal velocity (max)
  307.     100.0            // Random spin rate (max)
  308.     0.75,1.25        // Min time, Max time
  309.     0.005            // Min cut length
  310.     0                // flags
  311.     SCRN4        // name of shrapnel material
  312.     
  313.     0                                        // Explosion size
  314.     none                                    // Slick material
  315.     0                // Number of non-cars activated
  316.     0                // Radius of side-effect smashes
  317.     0                // Extensions flags
  318.     0                // Room turn on code
  319.     none            // Award code
  320.     0                // No run-time variable changes
  321.  
  322. 1                // Number of pixelmaps
  323. SCRN3            // pixelmap to use when smashed level 2
  324. // Crush data entry #3
  325. DARDOOR.DAT                 // Actor
  326. normal                      // Softness
  327. flap                        // Crush type
  328. 26                          // Hinge point 0
  329. 15                          // Hinge point 1
  330. 22                          // Hinge point 2
  331. 2                           // Kev-o-flap?
  332. normal                      // Ease of flap
  333. box                            // shape
  334. 1                           // Number of 'Smash data' entries.
  335. DIRGL    // name of material
  336. SCRN    // pixelmap to use when intact
  337. 2                // Number of levels
  338. 0.0005            // trigger threshold (default if zero)
  339. 1                // flags
  340.  
  341.     // Connotations:
  342.     
  343.     1                // number of possible sounds
  344.     4530            // sound ID
  345.  
  346.     0                // Shrapnel count
  347.     
  348.     0                                        // Explosion size
  349.     none                                    // Slick material
  350.     0                // Number of non-cars activated
  351.     0                // Radius of side-effect smashes
  352.     0                // Extensions flags
  353.     0                // Room turn on code
  354.     none            // Award code
  355.     0                // No run-time variable changes
  356.  
  357. 1                // Number of pixelmaps
  358. SCRN2    // pixelmap to use when smashed level 1
  359. 0.002            // trigger threshold (default if zero)
  360. 0                // flags
  361.  
  362.     // Connotations:
  363.     
  364.     1                // number of possible sounds
  365.     4500            // sound ID
  366.  
  367.     1                // Shrapnel count
  368.     shards            // Shrapnel type
  369.     0,0                // Min,max speed towards car
  370.     1.0                // Impactee velocity factor
  371.     10.0            // Random velocity (max)
  372.     2.0                // Random up velocity (max)
  373.     0                // Random normal velocity (max)
  374.     100.0            // Random spin rate (max)
  375.     0.75,1.25        // Min time, Max time
  376.     0.005            // Min cut length
  377.     0                // flags
  378.     SCRN4        // name of shrapnel material
  379.     
  380.     0                                        // Explosion size
  381.     none                                    // Slick material
  382.     0                // Number of non-cars activated
  383.     0                // Radius of side-effect smashes
  384.     0                // Extensions flags
  385.     0                // Room turn on code
  386.     none            // Award code
  387.     0                // No run-time variable changes
  388.  
  389. 1                // Number of pixelmaps
  390. SCRN3            // pixelmap to use when smashed level 2
  391. // Crush data entry #4
  392. DIRRWNG.DAT                 // Actor
  393. normal                      // Softness
  394. detach                      // Crush type
  395. normal                      // Ease of detachment
  396. normal                      // Type
  397. box                            // shape
  398. 1                           // Number of 'Smash data' entries.
  399. // smashable part #2
  400. DILITR            // name of material
  401. backligh        // pixelmap to use when intact
  402. 1                // Number of levels
  403. 0.002                // trigger threshold (default if zero)
  404. 0                // flags
  405.  
  406.     // Connotations:
  407.     
  408.     1                // number of possible sounds
  409.     4520            // sound ID
  410.  
  411.     1                // Shrapnel count
  412.     shards            // Shrapnel type
  413.     0,0                // Min,max speed towards car
  414.     1.0                // Impactee velocity factor
  415.     10.0            // Random velocity (max)
  416.     2.0                // Random up velocity (max)
  417.     0                // Random normal velocity (max)
  418.     100.0            // Random spin rate (max)
  419.     0.75,1.25        // Min time, Max time
  420.     0.005            // Min cut length
  421.     0x01            // flags
  422.     RLFRAG.MAT        // name of shrapnel material
  423.     
  424.     0                                        // Explosion size
  425.     none                                    // Slick material
  426.     0                // Number of non-cars activated
  427.     0                // Radius of side-effect smashes
  428.     0                // Extensions flags
  429.     0                // Room turn on code
  430.     none            // Award code
  431.     0                // No run-time variable changes
  432.  
  433. 1                // Number of pixelmaps
  434. DILITBRK    // pixelmap to use when smashed
  435.  
  436. // Crush data entry #5
  437. DIRLWNG.DAT                 // Actor
  438. normal                      // Softness
  439. detach                      // Crush type
  440. normal                      // Ease of detachment
  441. normal                      // Type
  442. box                            // shape
  443. 1                           // Number of 'Smash data' entries.
  444. // smashable part #2
  445. DILITL            // name of material
  446. backligh        // pixelmap to use when intact
  447. 1                // Number of levels
  448. 0.002                // trigger threshold (default if zero)
  449. 0                // flags
  450.  
  451.     // Connotations:
  452.     
  453.     1                // number of possible sounds
  454.     4520            // sound ID
  455.  
  456.     1                // Shrapnel count
  457.     shards            // Shrapnel type
  458.     0,0                // Min,max speed towards car
  459.     1.0                // Impactee velocity factor
  460.     10.0            // Random velocity (max)
  461.     2.0                // Random up velocity (max)
  462.     0                // Random normal velocity (max)
  463.     100.0            // Random spin rate (max)
  464.     0.75,1.25        // Min time, Max time
  465.     0.005            // Min cut length
  466.     0x01            // flags
  467.     RLFRAG.MAT        // name of shrapnel material
  468.     
  469.     0                                        // Explosion size
  470.     none                                    // Slick material
  471.     0                // Number of non-cars activated
  472.     0                // Radius of side-effect smashes
  473.     0                // Extensions flags
  474.     0                // Room turn on code
  475.     none            // Award code
  476.     0                // No run-time variable changes
  477.  
  478. 1                // Number of pixelmaps
  479. DILITBRK    // pixelmap to use when smashed
  480. // Crush data entry #6
  481. DIFRWNG.DAT                 // Actor
  482. normal                      // Softness
  483. detach                      // Crush type
  484. normal                      // Ease of detachment
  485. normal                      // Type
  486. box                            // shape
  487. 0                           // Number of 'Smash data' entries.
  488. // Crush data entry #7
  489. DIFLWNG.DAT                 // Actor
  490. normal                      // Softness
  491. detach                      // Crush type
  492. normal                      // Ease of detachment
  493. normal                      // Type
  494. box                            // shape
  495. 0                           // Number of 'Smash data' entries.
  496. // Crush data entry #8
  497. DASTRUT2.DAT                // Actor
  498. normal                      // Softness
  499. detach                      // Crush type
  500. normal                      // Ease of detachment
  501. normal                      // Type
  502. box                            // shape
  503. 0                           // Number of 'Smash data' entries.
  504. // Crush data entry #9
  505. DASTRUT1.DAT                // Actor
  506. normal                      // Softness
  507. detach                      // Crush type
  508. normal                      // Ease of detachment
  509. normal                      // Type
  510. box                            // shape
  511. 0                           // Number of 'Smash data' entries.
  512. // Crush data entry #10
  513. DANOSE.DAT                  // Actor
  514. normal                      // Softness
  515. detach                      // Crush type
  516. hard                        // Ease of detachment
  517. stubborn                    // Type
  518. box                            // shape
  519. 0                           // Number of 'Smash data' entries.
  520. // Crush data entry #11
  521. DIRBUMP.DAT                 // Actor
  522. normal                      // Softness
  523. detach                      // Crush type
  524. normal                      // Ease of detachment
  525. stubborn                    // Type
  526. box                            // shape
  527. 0                           // Number of 'Smash data' entries.
  528. // Crush data entry #12
  529. DAWING.DAT                  // Actor
  530. normal                      // Softness
  531. detach                      // Crush type
  532. normal                      // Ease of detachment
  533. normal                      // Type
  534. box                            // shape
  535. 1                           // Number of 'Smash data' entries.
  536. // smashable part #2
  537. dspoligh            // name of material
  538. dspoligh        // pixelmap to use when intact
  539. 1                // Number of levels
  540. 0.002                // trigger threshold (default if zero)
  541. 0                // flags
  542.  
  543.     // Connotations:
  544.     
  545.     1                // number of possible sounds
  546.     4520            // sound ID
  547.  
  548.     1                // Shrapnel count
  549.     shards            // Shrapnel type
  550.     0,0                // Min,max speed towards car
  551.     1.0                // Impactee velocity factor
  552.     10.0            // Random velocity (max)
  553.     2.0                // Random up velocity (max)
  554.     0                // Random normal velocity (max)
  555.     100.0            // Random spin rate (max)
  556.     0.75,1.25        // Min time, Max time
  557.     0.005            // Min cut length
  558.     0x01            // flags
  559.     RLFRAG.MAT        // name of shrapnel material
  560.     
  561.     0                                        // Explosion size
  562.     none                                    // Slick material
  563.     0                // Number of non-cars activated
  564.     0                // Radius of side-effect smashes
  565.     0                // Extensions flags
  566.     0                // Room turn on code
  567.     none            // Award code
  568.     0                // No run-time variable changes
  569.  
  570. 1                // Number of pixelmaps
  571. DIHIBRK    // pixelmap to use when smashed
  572.