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PC Zone 96
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PC Zone #096.7z
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Dppcz1200.mdf
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Gunlok
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data1.cab
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Program_Executable_Files
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prison.gls
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2000-09-09
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15KB
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800 lines
/************/
/* INCLUDES */
/************/
// n.b. when multiple inclusion is prevented some of these will be automatically included by others as required
// default things to inherit our objects from
#include "defaults.gsh"
// good guys
#include "gunlok.gsh"
#include "maskelyn.gsh"
#include "elint.gsh"
// bad guys
#include "walking_mine.gsh"
#include "drone.gsh"
#include "destructor.gsh"
#include "pulsox.gsh"
#include "scythor.gsh"
#include "rampagor.gsh"
// neutral things
#include "deadbot.gsh"
#include "crate.gsh"
#include "blobarrelfrag.gsh"
#include "sneeker.gsh"
// lights and particle effects
#include "pipe_steam.gsh"
#include "molten_light.gsh"
#include "carfire.gsh"
#include "oilfire.gsh"
#include "yellowbulb.gsh"
#include "brightwhitebulb.gsh"
#include "yellowlight.gsh"
#include "redlightmini.gsh"
#include "sparks.gsh"
// fires
#include "carfire.gsh"
#include "oilfire.gsh"
#include "lavafire.gsh"
/*********/
/* NOTES */
/*********/
/**********/
/* SHAPES */
/**********/
// world objects
shape Shp_key
{
file "objects\ID MODULE.rif"
name "ID MODULE"
}
shape Shp_LiftA
{
file "levels\S3 Level.rif"
name "LIFT A"
}
shape Shp_LiftAB
{
file "levels\S3 Level.rif"
name "LIFT AB"
}
shape Shp_LiftAC
{
file "levels\S3 Level.rif"
name "LIFT AC"
}
shape Shp_LiftB
{
file "levels\S3 Level.rif"
name "LIFT B"
}
shape Shp_LiftBB
{
file "levels\S3 Level.rif"
name "LIFT BB"
}
shape Shp_LiftBC
{
file "levels\S3 Level.rif"
name "LIFT BC"
}
shape Shp_LiftswitchB
{
file "objects\LIFTSWITCH H.rif"
name "LIFTSWITCH H"
}
shape Shp_LiftswitchBB
{
file "objects\LIFTSWITCH G.rif"
name "LIFTSWITCH G"
}
shape Shp_LiftswitchBC
{
file "objects\LIFTSWITCH E.rif"
name "LIFTSWITCH E"
}
shape Shp_LiftswitchBD
{
file "objects\LIFTSWITCH E.rif"
name "LIFTSWITCH E"
}
shape Shp_LiftswitchBE
{
file "objects\LIFTSWITCH H.rif"
name "LIFTSWITCH H"
}
shape Shp_LiftswitchBF
{
file "objects\LIFTSWITCH H.rif"
name "LIFTSWITCH H"
}
shape Shp_LiftC
{
file "levels\S3 Level.rif"
name "LIFT C"
}
shape Shp_LiftCB
{
file "levels\S3 Level.rif"
name "LIFT CB"
}
shape Shp_LiftCC
{
file "levels\S3 Level.rif"
name "LIFT CC"
}
hierarchy Hcy_Corkscrew_A
{
file "objects\Corkscrew A.RIF"
name "Corkscrew A"
}
hierarchy Hcy_Corkscrew_C
{
file "objects\Corkscrew C.RIF"
name "Corkscrew C"
}
hierarchy Hcy_Corkscrew_D
{
file "objects\Corkscrew D.RIF"
name "Corkscrew D"
}
hierarchy Hcy_Corkscrew_E
{
file "objects\Corkscrew E.RIF"
name "Corkscrew E"
}
shape Shp_PatioDoorA
{
file "levels\S3 Level.rif"
name "PATIO DOOR A"
}
shape Shp_PatioDoorAB
{
file "levels\S3 Level.rif"
name "PATIO DOOR AB"
}
shape Shp_PatioDoorB
{
file "levels\S3 Level.rif"
name "PATIO DOOR B"
}
shape Shp_PatioDoorBB
{
file "levels\S3 Level.rif"
name "PATIO DOOR BB"
}
shape Shp_PatioDoorC
{
file "levels\S3 Level.rif"
name "PATIO DOOR C"
}
shape Shp_PatioDoorCB
{
file "levels\S3 Level.rif"
name "PATIO DOOR CB"
}
shape Shp_PatioDoorD
{
file "levels\S3 Level.rif"
name "PATIO DOOR D"
}
shape Shp_PatioDoorDB
{
file "levels\S3 Level.rif"
name "PATIO DOOR DB"
}
shape Shp_Lava_Flow_A
{
file "levels\S3 Level.rif"
name "ANIM TEXTURE A"
}
/********GARBAGE PICKUPS********GARBAGE PICKUPS********/
shape Shp_Garbage_A
{
file "objects\GARBAGE A.rif"
name "garbage A"
}
//shape Shp_Garbage_AB
//{
// file "objects\GARBAGE A.rif"
// name "garbage AB"
//}
//shape Shp_Garbage_BB
//{
// file "objects\GARBAGE A.rif"
// name "garbage BB"
//}
shape Shp_Garbage_B
{
file "objects\GARBAGE B.rif"
name "garbage B"
}
shape Shp_Garbage_C
{
file "objects\GARBAGE C.rif"
name "garbage C"
}
shape Shp_Garbage_D
{
file "objects\GARBAGE D.rif"
name "garbage D"
}
shape Shp_Garbage_E
{
file "objects\GARBAGE E.rif"
name "garbage E"
}
//shape Shp_Garbage_EB
//{
// file "objects\GARBAGE E.rif"
// name "garbage EB"
//}
shape Shp_Garbage_F
{
file "objects\GARBAGE F.rif"
name "garbage F"
}
shape Shp_Garbage_G
{
file "objects\GARBAGE G.rif"
name "garbage G"
}
shape Shp_Garbage_H
{
file "objects\GARBAGE H.rif"
name "garbage H"
}
shape Shp_Garbage_I
{
file "objects\GARBAGE I.rif"
name "garbage I"
}
shape Shp_Garbage_J
{
file "objects\GARBAGE J.rif"
name "garbage J"
}
shape Shp_Garbage_K
{
file "objects\GARBAGE K.rif"
name "garbage K"
}
shape Shp_Garbage_L
{
file "objects\GARBAGE L.rif"
name "garbage L"
}
/********JUNKPILES********JUNKPILES********/
shape Shp_Junkpile_C
{
file "objects\JUNKPILE C.rif"
name "JUNKPILE C"
}
shape Shp_Junkpile_D
{
file "objects\JUNKPILE D.rif"
name "JUNKPILE D"
}
/**********/
/* ROLES */
/**********/
// world objects
role Rol_key : Rol_DefaultPickup
{
shape Shp_key
character Chr_Other_Pickup
identifier "keycard"
moves on lifts yes
}
role Rol_LiftA : Rol_PlacedObject
{
shape Shp_LiftA
ai track object
destination selectable yes
}
role Rol_LiftAB : Rol_PlacedObject
{
shape Shp_LiftAB
ai track object
destination selectable yes
}
role Rol_LiftAC : Rol_PlacedObject
{
shape Shp_LiftAC
ai track object
destination selectable yes
}
role Rol_LiftB : Rol_PlacedObject
{
shape Shp_LiftB
ai track object
destination selectable yes
}
role Rol_LiftBB : Rol_PlacedObject
{
shape Shp_LiftBB
ai track object
destination selectable yes
}
role Rol_LiftBC : Rol_PlacedObject
{
shape Shp_LiftBC
ai track object
destination selectable yes
}
role Rol_LiftswitchB : Rol_DefaultPickup
{
shape Shp_LiftswitchB
per vertex fogging yes
}
role Rol_LiftswitchBB : Rol_DefaultPickup
{
shape Shp_LiftswitchBB
per vertex fogging yes
}
role Rol_LiftswitchBC : Rol_DefaultPickup
{
shape Shp_LiftswitchBC
per vertex fogging yes
}
role Rol_LiftswitchBD : Rol_DefaultPickup
{
shape Shp_LiftswitchBD
per vertex fogging yes
}
role Rol_LiftswitchBE : Rol_DefaultPickup
{
shape Shp_LiftswitchBE
per vertex fogging yes
}
role Rol_LiftswitchBF : Rol_DefaultPickup
{
shape Shp_LiftswitchBF
per vertex fogging yes
}
role Rol_LiftC : Rol_PlacedObject
{
shape Shp_LiftC
ai track object
destination selectable yes
}
role Rol_LiftCB : Rol_PlacedObject
{
shape Shp_LiftCB
ai track object
destination selectable yes
}
role Rol_LiftCC : Rol_PlacedObject
{
shape Shp_LiftCC
ai track object
destination selectable yes
}
role Rol_Corkscrew_A : Rol_PlacedObject
{
shape Hcy_Corkscrew_A
identifier "Corkscrew_A"
ai reserved
armour 100
per vertex fogging no
alpha fogging no
}
role Rol_Corkscrew_C : Rol_PlacedObject
{
shape Hcy_Corkscrew_C
identifier "Corkscrew_C"
ai reserved
armour 100
per vertex fogging yes
alpha fogging yes
}
role Rol_Corkscrew_D : Rol_PlacedObject
{
shape Hcy_Corkscrew_D
identifier "Corkscrew_D"
ai reserved
armour 100
per vertex fogging yes
alpha fogging yes
}
role Rol_Corkscrew_E : Rol_PlacedObject
{
shape Hcy_Corkscrew_E
identifier "Corkscrew_E"
ai reserved
armour 100
per vertex fogging yes
alpha fogging yes
}
role Rol_PatioDoorA : Rol_PlacedObject
{
shape Shp_PatioDoorA
}
role Rol_PatioDoorAB : Rol_PlacedObject
{
shape Shp_PatioDoorAB
}
role Rol_PatioDoorB : Rol_PlacedObject
{
shape Shp_PatioDoorB
}
role Rol_PatioDoorBB : Rol_PlacedObject
{
shape Shp_PatioDoorBB
}
role Rol_PatioDoorC : Rol_PlacedObject
{
shape Shp_PatioDoorC
}
role Rol_PatioDoorCB : Rol_PlacedObject
{
shape Shp_PatioDoorCB
}
role Rol_PatioDoorD : Rol_PlacedObject
{
shape Shp_PatioDoorD
}
role Rol_PatioDoorDB : Rol_PlacedObject
{
shape Shp_PatioDoorDB
}
role Rol_Lava_Flow_A : Rol_PlacedObject
{
shape Shp_Lava_Flow_A
}
/********GARBAGE PICKUPS********GARBAGE PICKUPS********/
role Rol_Garbage_A : Rol_DefaultGarbage
{
shape Shp_Garbage_A
}
//role Rol_Garbage_AB : Rol_DefaultGarbage
//{
// shape Shp_Garbage_AB
//}
//role Rol_Garbage_BB : Rol_DefaultGarbage
//{
// shape Shp_Garbage_BB
//}
role Rol_Garbage_B : Rol_DefaultGarbage
{
shape Shp_Garbage_B
}
role Rol_Garbage_C : Rol_DefaultGarbage
{
shape Shp_Garbage_C
}
role Rol_Garbage_D : Rol_DefaultGarbage
{
shape Shp_Garbage_D
}
role Rol_Garbage_E : Rol_DefaultGarbage
{
shape Shp_Garbage_E
}
//role Rol_Garbage_EB : Rol_DefaultGarbage
//{
// shape Shp_Garbage_EB
//}
role Rol_Garbage_F : Rol_DefaultGarbage
{
shape Shp_Garbage_F
}
role Rol_Garbage_G : Rol_DefaultGarbage
{
shape Shp_Garbage_G
}
role Rol_Garbage_H : Rol_DefaultGarbage
{
shape Shp_Garbage_H
}
role Rol_Garbage_I : Rol_DefaultGarbage
{
shape Shp_Garbage_I
}
role Rol_Garbage_J : Rol_DefaultGarbage
{
shape Shp_Garbage_J
}
role Rol_Garbage_K : Rol_DefaultGarbage
{
shape Shp_Garbage_K
}
role Rol_Garbage_L : Rol_DefaultGarbage
{
shape Shp_Garbage_L
}
/********JUNKPILES********JUNKPILES********/
role Rol_Junkpile_C : Rol_DefaultJunkpile
{
shape Shp_Junkpile_C
}
role Rol_Junkpile_D : Rol_DefaultJunkpile
{
shape Shp_Junkpile_D
}
/***********/
/* THE MAP */
/***********/
map /* _THE_ map - doesnt need a label */
{
file "levels\S3 Level.rif"
name "Land"
bitmap "bitmaps\\S3 LEVEL.rim"
camera plane "camhund"
max camera distance 100 // TBD exactly
// max camera focus height "max focus height"
// min camera focus height "min focus height"
shadow object rif "levels\S3 Level_shadow.rif"
shadow object name "Land"
max vertices per section 2048
// PLAYERS TROOPS
// TEAM 1
use Rol_GunLok in team 1 for
"Goodie A" as "gunlok"
use Rol_Elint in team 1 for
"Goodie B" as "elint"
// AI'S TROOPS
// NEUTRAL OBJECTS
use Rol_blobarrel in team 2 for
"blobarrela" and
"blobarrelab" and
"blobarrelac" and
"blobarrelad" and
"blobarrelae" and
"blobarrelaf" and
"blobarrelag" and
"blobarrelah" and
"blobarrelai" and
"blobarrelaj" and
"blobarrelak" and
"blobarrelal" and
"blobarrelam" and
"blobarrelan" and
"blobarrelao" and
"blobarrelap" and
"blobarrelaq"
use Rol_Corkscrew_A in team 0 for
"Corkscrew A"
use Rol_Corkscrew_C in team 0 for
"Corkscrew C" and
"Corkscrew CB" and
"Corkscrew CC"
use Rol_Corkscrew_D in team 0 for
"Corkscrew D"
use Rol_Corkscrew_E in team 0 for
"Corkscrew E"
use Rol_LiftA in team 0 for
"LIFT A" as "Lift_A"
use Rol_LiftAB in team 0 for
"LIFT AB" as "Lift_AB"
use Rol_LiftAC in team 0 for
"LIFT AC" as "Lift_AC"
use Rol_LiftB in team 0 for
"LIFT B" as "Lift_B"
use Rol_LiftBB in team 0 for
"LIFT BB" as "Lift_BB"
use Rol_LiftBC in team 0 for
"LIFT BC" as "Lift_BC"
use Rol_LiftswitchB in team 0 for
"LIFTSWITCH B" as "liftswitch_b"
use Rol_LiftswitchBB in team 0 for
"LIFTSWITCH BB" as "liftswitch_bb"
/* use Rol_LiftswitchB in team 0 for
"LIFTSWITCH BC" as "liftswitch_bc"
use Rol_LiftswitchB in team 0 for
"LIFTSWITCH BD" as "liftswitch_bd"
use Rol_LiftswitchB in team 0 for
"LIFTSWITCH BE" as "liftswitch_be"
use Rol_LiftswitchB in team 0 for
"LIFTSWITCH BF" as "liftswitch_bf"*/
use Rol_LiftC in team 0 for
"LIFT C" as "Lift_C"
use Rol_LiftCB in team 0 for
"LIFT CB" as "Lift_CB"
use Rol_LiftCC in team 0 for
"LIFT CC" as "Lift_CC"
use Rol_PatioDoorA in team 0 for
"PATIO DOOR A"
use Rol_PatioDoorAB in team 0 for
"PATIO DOOR AB"
use Rol_PatioDoorB in team 0 for
"PATIO DOOR B"
use Rol_PatioDoorBB in team 0 for
"PATIO DOOR BB"
use Rol_PatioDoorC in team 0 for
"PATIO DOOR C"
use Rol_PatioDoorCB in team 0 for
"PATIO DOOR CB"
use Rol_PatioDoorD in team 0 for
"PATIO DOOR D"
use Rol_PatioDoorDB in team 0 for
"PATIO DOOR DB"
use Rol_Lava_Flow_A in team 0 for
"ANIM TEXTURE A" as "LAVA_A"
/********GARBAGE PICKUPS********GARBAGE PICKUPS********/
use Rol_Garbage_A in team 0 for
"GARBAGE A" as "garbage_a"
use Rol_Garbage_B in team 0 for
"GARBAGE B" as "garbage_b"
use Rol_Garbage_C in team 0 for
"GARBAGE C" as "garbage_c"
use Rol_Garbage_D in team 0 for
"GARBAGE D" as "garbage_d"
use Rol_Garbage_D in team 0 for
"GARBAGE DB" as "garbage_db"
use Rol_Garbage_E in team 0 for
"GARBAGE E" as "garbage_e"
use Rol_Garbage_E in team 0 for
"GARBAGE EB" as "garbage_eb"
use Rol_Garbage_E in team 0 for
"GARBAGE EC" as "garbage_ec"
use Rol_Garbage_F in team 0 for
"GARBAGE F" as "garbage_f"
use Rol_Garbage_G in team 0 for
"GARBAGE G" as "garbage_g"
use Rol_Garbage_G in team 0 for
"GARBAGE GA" as "garbage_ga"
use Rol_Garbage_G in team 0 for
"GARBAGE GB" as "garbage_gb"
use Rol_Garbage_H in team 0 for
"GARBAGE H" as "garbage_h"
use Rol_Garbage_I in team 0 for
"GARBAGE_I" as "garbage_i"
use Rol_Garbage_J in team 0 for
"GARBAGE J" as "garbage_j"
use Rol_Garbage_J in team 0 for
"GARBAGE JB" as "garbage_jb"
use Rol_Garbage_K in team 0 for
"GARBAGE K" as "garbage_k"
use Rol_Garbage_L in team 0 for
"GARBAGE L" as "garbage_l"
use Rol_Garbage_A in team 0 for
"GARBAGE AB" as "garbage_ab"
use Rol_Garbage_A in team 0 for
"GARBAGE AC" as "garbage_ac"
use Rol_Garbage_B in team 0 for
"GARBAGE BB" as "garbage_bb"
use Rol_LavaFire in team 0 for
"LAVAFIRE A" and
"LAVAFIRE AB" and
"LAVAFIRE AC" and
"LAVAFIRE AD" and
"LAVAFIRE AE" and
"LAVAFIRE AF" and
"LAVAFIRE AG" and
"LAVAFIRE AH" and
"LAVAFIRE AI" and
"LAVAFIRE AJ" and
"LAVAFIRE AK" and
"LAVAFIRE AL" and
"LAVAFIRE AM" and
"LAVAFIRE AN" and
"LAVAFIRE AO" and
"LAVAFIRE AP" and
"LAVAFIRE AQ" and
"LAVAFIRE AR" and
"LAVAFIRE AS" and
"LAVAFIRE AT" and
"LAVAFIRE AU" and
"LAVAFIRE AV"
/********JUNKPILES********JUNKPILES********/
/* use Rol_Junkpile_C in team 0 for
"JUNKPILE CC" and
"JUNKPILE CD"*/
use Rol_Junkpile_D in team 0 for
"JUNKPILE D" and
"JUNKPILE DB" and
"JUNKPILE DC"
//DYNAMIC LIGHTS
use Rol_yellow in team 0 for
"light a" and
"light ab" and
"light ac" and
"light ad" and
"light ae" and
"light af" and
"light ag" and
"light ah" and
"light ai" and
"light aj" and
"light ak"
use Rol_Redlightmini in team 0 for
"redlight a" and
"redlight ab"/* and
"redlight ac" and
"redlight ad"*/
use Rol_Sparks in team 0 for
"sparks a"
}