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Inside Mac Games Volume 4 #7
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IMG 38 July 1996.iso
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Demos
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Resource
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3DWORLD.RES
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1995-12-03
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101KB
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3,352 lines
Ç Ä ;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.705882, 0.670588, 0.984314,
2, 1, 1, 1,
3)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
contained (TRUE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 0.8)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 0.8)
light (2, DIRECTIONAL, 0.0, 0.0, -1.0, 0.5)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0,
0.8, 0.8, 0.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel00)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color,
; num_clump_layers, clump_layer, cycle_clump_layer, my_clump_layer,
; num_lights,
; clump0, clump1...)
world (TUNNEL, RACE, 75.0, 0.0, 0.0, 0.0, 2, 0, 0, 1, 3, NULL)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
contained (TRUE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 1.0, 0.0, 0.0, 0.7)
light (1, DIRECTIONAL, -1.0, 0.0, 0.0, 0.7)
light (2, DIRECTIONAL, 0.0, 0.0, 1.0, 0.7)
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel01)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.011765, 0.0, 0.419608,
2, 1, 1, 1,
2)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (150.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 1.0)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 1.0)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel02)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.45098, 0.054901, 0.082352,
2, 1, 1, 1,
2)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (150.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 1.0)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 1.0)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel03)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.058823, 0.698039, 0.552941,
2, 1, 1, 1,
2)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (150.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 1.0)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 1.0)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel04)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.01, 0.01, 0.01,
2, 1, 1, 1,
2)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
world_image (starsky1.ras)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 1.0)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 1.0)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0,
0.8, 0.8, 0.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel12)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.45098, 0.819607, 0.470588,
2, 1, 1, 1,
2)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
contained (TRUE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 0.75)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 0.75)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0,
0.8, 0.8, 0.8)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel13)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.992156, 0.180392, 0.545098,
2, 1, 1, 1,
2)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
contained (TRUE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 0.75)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 0.75)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0,
0.8, 0.8, 0.8)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel15)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.10196, 0.094117, 0.117647,
2, 1, 1, 1,
2, tunn21)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
world_image (starsky1.ras)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 1.0)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 1.0)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel21)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.45098, 0.819607, 0.470588,
2, 0, 0, 1,
2, tunn22)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 0.8)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 0.8)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel22)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.698039, 0.549019, 0.086274,
2, 1, 1, 1,
2)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
world_image (starsky1.ras)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 1.0, 0.0, 1.0)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 1.0)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel23)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color, num_clump_layers, clump_layer, clump,
; cycle_clump_layer, my_clump_layer, num_lights)
world (TUNNEL, RACE, 75.0, 0.0, 0.0, 0.0,
2, 1, 1, 1,
3)
;world_counts (teams, balls, goals, faceoffs, powersrcs)
world_counts (3, 0, 0, 0, 0)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (60.0)
;mapview (view dist, (max_tilt))
mapview (150.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.75, 0.661438, 0.0, 0.6)
light (1, DIRECTIONAL, 0.0, -1.0, 0.0, 0.6)
light (2, DIRECTIONAL, -0.75, 0.661438, 0.0, 0.6)
;headsup_colors (line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
;faceoff (index, depth, location(3), clump_layer, clump)
;ball (index, anim_script, clump_layer, clump)
;powersrc (index, clump_layer, clump)
;map
map (map_tunnel24)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color,
; num_clump_layers, clump_layer, cycle_clump_layer, my_clump_layer,
; num_lights,
; clump0, clump1...)
world (SPHERE, GAME, 481.0, 0.705882, 0.670588, 0.984314,
2, 0, 1, 1,
3,
world00)
;home_team (number)
home_team (0)
;world_counts (teams, balls, goals, faceoffs, powersrcs, number balls to eliminate)
world_counts (3, 2, 3, 1, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (300.0)
;mapview (view dist, (max_tilt))
mapview (850.0)
;contained (true or false)
contained (TRUE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, -6.24, 485.31, 0.8)
light (1, DIRECTIONAL, -420.41, -6.14, -242.45, 0.8)
light (2, DIRECTIONAL, 420.21, -6.71, -242.8, 0.8)
;headsup_colors(line(3), power(3), crosshair(3), magnet(3), ball(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0,
0.8, 0.8, 0.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height, power drain dist, power drain amount)
goal (0, 20.0, 100.0, 100.0, -420.41, -6.14, -242.45, 0, NULL, 1, score, 50.0, 30.0, 0.001)
goal (1, 20.0, 100.0, 100.0, 0.0, -6.24, 485.31, 0, NULL, 1, score, 50.0, 30.0, 0.001)
goal (2, 20.0, 100.0, 100.0, 420.21, -6.71, -242.8, 0, NULL, 1, score, 50.0, 30.0, 0.001)
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
;faceoff (index, depth, location(3), clump_layer, clump, power drain dist, power drain amount)
faceoff (0, 100.0, 0.0, -480.0, 0.0, 0, NULL, 50.0, 0.01)
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, scriptname)
powersrc (0,
0.0, 0.0, 0.0,
1, power00)
map (NULL)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color(3),
; num_clump_layers, clump_layer,
; cycle_clump_layer, my_clump_layer,
; num_lights, clump0, clump1...)
world (TORUS, GAME, 338.0,
0.509804, 0.509804, 0.990000,
3, 0, 1, 2,
3,
world010, world011)
;home_team (number)
home_team (2)
;world_counts (teams, balls, goals, faceoffs, powersrcs, num balls out)
world_counts (3, 2, 3, 3, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (300.0)
;mapview (view dist, (max_tilt))
mapview (900.0)
contained (FALSE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.866022, 0.0, -0.500006, 0.75)
light (1, DIRECTIONAL, -0.866027, 0.0, -0.499998, 0.75)
light (2, DIRECTIONAL, 0.0, 0.0, 1.0, 0.75)
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height, power drain dist, power drain amount)
goal (0, 20.0, 100.0, 100.0, 0.0, 0.0, 0.0, 1, NULL, 1, score, 50.0, 50.0, 0.01)
goal (1, 20.0, 100.0, 100.0, 0.0, 0.0, 0.0, 1, NULL, 1, score, 50.0, 50.0, 0.01)
goal (2, 20.0, 100.0, 100.0, 0.0, 0.0, 0.0, 1, NULL, 1, score, 50.0, 50.0, 0.01)
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
;faceoff (index, depth, location(3), clump_layer, clump, power drain dist, power drain amount)
faceoff (0, 100, 0.0, 460.0, 0.0, 1, NULL, 50.0, 0.01)
faceoff (1, 100, 0.0, 460.0, 0.0, 1, NULL, 50.0, 0.01)
faceoff (2, 100, 0.0, 460.0, 0.0, 1, NULL, 50.0, 0.01)
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, scriptname)
powersrc (0,
775.0, 0.0, 0.0,
1, power01)
;map
map (map_world01)
ENDSCRIPT
; To make a new plane world, copy this file, and
; change the following commands:
; world() -- color, model
; light() -- direction, intensity, whatever
; goal() -- location
; faceoff() -- location
; map() -- point to the right one
;Some basics:
;world (type, game type, size, color(3),
; num_clump_layers, clump_layer,
; cycle_clump_layer, my_clump_layer,
; num_lights, model)
world (PLANE, GAME, 690.0,
0.011765, 0.0, 0.419608,
2, 0, 1, 1,
3,
world02)
;home_team (number)
home_team (3)
;world_counts (teams, balls, goals, faceoffs, powersrcs, num balls out)
world_counts (3, 2, 3, 1, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (100.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (1050.0, 80.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
; light types can be DIRECTIONAL, POINT, OR CONICAL
; for directional, x, y, z is direction
; for point, x, y, z is location
; for conical, x, y, z is location and vector(3) is direction
light (0, DIRECTIONAL, -0.791148, -0.406726, -0.456792, 0.55)
light (1, DIRECTIONAL, 0.0, -0.406746, 0.913541, 0.55)
light (2, DIRECTIONAL, 0.791139, -0.406728, -0.456806, 0.55)
;headsup_colors(line(3), power(3), crosshair(3), magnet(3))
headsup_colors (1.0, 1.0, 1.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
; (only really need to change location)
;goal (index, size, target_size, depth,
; location(3),
; goal_clump_layers, goal_model (not used),
; score_clump_layer, score_model, score height, power drain dist, power drain amount)
goal (0, 20.0, 100.0, 100.0,
-542.47, 621.40, 0.66,
0, NULL,
1, score, 50.0, 50.0, 0.01)
goal (2, 20.0, 100.0, 100.0,
270.86.0, 621.74, -470.18,
0, NULL,
1, score, 50.0, 50.0, 0.01)
goal (1, 20.0, 100.0, 100.0,
271.86, 621.28, 469.37,
0, NULL,
1, score, 50.0, 50.0, 0.01)
; manipulate this for game play
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
; (only need to change location)
;faceoff (index, depth, location(3), clump_layer, model (not used), power drain dist, power drain amount)
faceoff (0, 100,
0.0, 0.0, 0.0,
0, NULL, 50.0, 0.01)
; this refers to another file, shouldn't need to change that
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, script)
powersrc (0,
0,0,0,
1, power02)
;map
map (map_world02)
ENDSCRIPT
; To make a new plane world, copy this file, and
; change the following commands:
; world() -- color, model
; light() -- direction, intensity, whatever
; goal() -- location
; faceoff() -- location
; map() -- point to the right one
;Some basics:
;world (type, game type, size, color(3),
; num_clump_layers, clump_layer,
; cycle_clump_layer, my_clump_layer,
; num_lights, model)
world (PLANE, GAME, 910.0,
0.529412, 0.52549, 0.537255,
3, 0, 1, 2,
3,
world030, world031)
;home_team (number)
home_team (6)
;world_counts (teams, balls, goals, faceoffs, powersrcs, num balls out)
world_counts (3, 2, 3, 1, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (100.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (850.0, 90.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
; light types can be DIRECTIONAL, POINT, OR CONICAL
; for directional, x, y, z is direction
; for point, x, y, z is location
; for conical, x, y, z is location and vector(3) is direction
light (0, DIRECTIONAL, -0.711690, -0.569584, -0.410530, 0.35)
light (1, DIRECTIONAL, 0.711690, -0.569584, -0.410530, 0.35)
light (2, DIRECTIONAL, 0.0, -0.642042, 0.766670, 0.35)
; don't worry about this yet
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
; (only really need to change location)
;goal (index, size, target_size, depth,
; location(3),
; goal_clump_layers, goal_model (not used),
; score_clump_layer, score_model, score height, power drain dist, power drain amount)
goal (1, 20.0, 100.0, 100.0,
-690.95, 90.59, -398.94,
0, NULL,
1, score, 50.0,
30.0, 0.001)
goal (2, 20.0, 100.0, 100.0,
690.95, 90.59, -398.94,
0, NULL,
1, score, 50.0,
30.0, 0.001)
goal (0, 20.0, 100.0, 100.0,
0.0, 90.59, 797.82,
0, NULL,
1, score, 50.0,
30.0, 0.001)
; manipulate this for game play
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
; (only need to change location)
;faceoff (index, depth, location(3), clump_layer, model (not used), power drain dist, power drain amount)
faceoff (0, 100,
0.0, 245.0, 0.0,
0, NULL, 50.0, 0.01)
; this refers to another file, shouldn't need to change that
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, script)
powersrc (0,
0.0, 0.0, 0.0,
1, power03)
;map
map (map_world03)
ENDSCRIPT
; To make a new plane world, copy this file, and
; change the following commands:
; world() -- color, model
; light() -- direction, intensity, whatever
; goal() -- location
; faceoff() -- location
; map() -- point to the right one
;Some basics:
;world (type, game type, size, color(3),
; num_clump_layers, clump_layer,
; cycle_clump_layer, my_clump_layer,
; num_lights, model)
world (PLANE, GAME, 1000.0,
0.470588, 0.698039, 0.611765,
2, 0, 0, 1,
1,
world04)
;home_team (number)
home_team (10)
;world_counts (teams, balls, goals, faceoffs, powersrcs, num balls out)
world_counts (3, 2, 3, 3, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (100.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (1250.0, 90.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
; light types can be DIRECTIONAL, POINT, OR CONICAL
; for directional, x, y, z is direction
; for point, x, y, z is location
; for conical, x, y, z is location and vector(3) is direction
light (0, DIRECTIONAL, 0.0, -1.0, 0.0, 0.75)
; don't worry about this yet
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
; (only really need to change location)
;goal (index, size, target_size, depth,
; location(3),
; goal_clump_layers, goal_model (not used),
; score_clump_layer, score_model, score height)
goal (0, 20.0, 100.0, 100.0,
-639.27, -125.0, 369.3,
0, NULL,
0, score, 50.0,
50.0, 0.01)
goal (1, 20.0, 100.0, 100.0,
639.37, -125.0, 369.13,
0, NULL,
0, score, 50.0,
50.0, 0.01)
goal (2, 20.0, 100.0, 100.0,
0.0, -125.0, -738.27,
0, NULL,
0, score, 50.0,
50.0, 0.01)
; manipulate this for game play
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
; (only need to change location)
;faceoff (index, depth, location(3), clump_layer, model (not used))
faceoff (0, 100,
-220.78, -125.0, -127.44,
0, NULL,
50.0, 0.01)
faceoff (1, 100,
220.75, -125.0, -127.79,
0, NULL,
50.0, 0.01)
faceoff (2, 100,
-0.08, -125.0, 255.18,
0, NULL,
50.0, 0.01)
; this refers to another file, shouldn't need to change that
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 0, ball)
ball (1, standard_ball, 0, ball)
;powersrc (index,
; loc(3),
; clump_layer, clump)
powersrc (0,
0.0, 0.0, 0.0,
0, power04)
;map
map (map_world04)
ENDSCRIPT
; To make a new plane world, copy this file, and
; change the following commands:
; world() -- color, model
; light() -- direction, intensity, whatever
; goal() -- location
; faceoff() -- location
; map() -- point to the right one
;Some basics:
;world (type, game type, size, color(3),
; num_clump_layers, clump_layer,
; cycle_clump_layer, my_clump_layer,
; num_lights, model)
world (PLANE, GAME, 1305.75,
0.01, 0.01, 0.01,
2, 0, 1, 1,
3,
world12)
;home_team (number)
home_team (9)
;world_counts (teams, balls, goals, faceoffs, powersrcs, num balls out)
world_counts (3, 2, 3, 1, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (100.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (1600.0, 80.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
; light types can be DIRECTIONAL, POINT, OR CONICAL
; for directional, x, y, z is direction
; for point, x, y, z is location
; for conical, x, y, z is location and vector(3) is direction
;light (0, CONICAL, 0.0, 1000.0, 0.0, 1.0, -0.47, -0.84, -0.27, 20)
;light (1, CONICAL, 0.0, 1000.0, 0.0, 1.0, 0.47, -0.84, -0.27, 20)
;light (2, CONICAL, 0.0, 1000.0, 0.0, 1.0, 0.0, -0.84, 0.54, 20)
light (0, DIRECTIONAL, 0.0, -0.889425, -0.457081, 0.35)
light (1, DIRECTIONAL, -0.396095, -0.889114, 0.229314, 0.35)
light (2, DIRECTIONAL, 0.396095, -0.889114, 0.229314, 0.35)
; don't worry about this yet
; (line color; power color; crosshair color; magnet color, ball(3))
headsup_colors (1.0, 1.0, 1.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0,
0.8, 0.8, 0.0)
;World objects:
; (only really need to change location)
;goal (index, size, target_size, depth,
; location(3),
; goal_clump_layers, goal_model (not used),
; score_clump_layer, score_model, score height, power drain dist, power drain amount)
goal (0, 20.0, 100.0, 100.0,
3.82, 269.2, -886.58,
0, NULL,
1, score, 50.0, 30.0, 0.001)
goal (1, 20.0, 100.0, 100.0,
-763.16, 267.33, 444.14,
0, NULL,
1, score, 50.0, 30.0, 0.001)
goal (2, 20.0, 100.0, 100.0,
764.88, 268.01, 445.33,
0, NULL,
1, score, 50.0, 30.0, 0.001)
; manipulate this for game play
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
; (only need to change location)
;faceoff (index, depth, location(3), clump_layer, model (not used), power drain dist, power drain amount)
faceoff (0, 100,
0.0, 0.0, 0.0,
0, NULL, 50.0, 0.01)
; this refers to another file, shouldn't need to change that
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, clump)
powersrc (0,
0, 0, 0,
1,power12)
;map
map (map_world12)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color,
; num_clump_layers, clump_layer, cycle_clump_layer, my_clump_layer,
; num_lights,
; clump0, clump1...)
world (SPHERE, GAME, 480.0, 0.45098, 0.819607, 0.470588,
2, 0, 1, 1,
3,
world13)
;home_team (number)
home_team (1)
;world_counts (teams, balls, goals, faceoffs, powersrcs, number balls to eliminate)
world_counts (3, 2, 3, 1, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (100.0)
;mapview (view dist, (max_tilt))
mapview (900.0)
contained (TRUE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
; light types can be DIRECTIONAL, POINT, OR CONICAL
; for directional, x,y,z is direction
; for point, x,y,z is location
; for conical, x,y,z is location and vector(3) is direction
;light (0, CONICAL, 0.0, 900.0, 0.0, 1.0, 0.0, 1.0, 0.0, 180.0)
;light (1, CONICAL, 0.0, 1100.0, 0.0, 1.0, 0.0, -1.0, 0.0, 180.0)
light (0, DIRECTIONAL, 0.0, 0.0, -1.0, 0.6)
light (1, DIRECTIONAL, -0.75, 0.0, 0.661438, 0.6)
light (2, DIRECTIONAL, 0.75, 0.0, 0.661438, 0.6)
;headsup_colors(line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0,
0.8, 0.8, 0.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
goal (0, 20.0, 100.0, 100.0, 0.0, 1910.37, -494.35, 0, NULL, 1, score, 50.0, 30.0, 0.001)
goal (1, 20.0, 100.0, 100.0, -428.0, 1910.37, 246.0, 0, NULL, 1, score, 50.0, 30.0, 0.001)
goal (2, 20.0, 100.0, 100.0, 428.0, 1910.37, 246.0, 0, NULL, 1, score, 50.0, 30.0, 0.001)
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
;faceoff (index, depth, location(3), clump_layer, clump)
faceoff (0, 100.0, 0.0, -480.0, 0.0, 0, NULL, 30.0, 0.001)
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, clump)
powersrc (0,
0.0, 400.0, 0.0,
1, power13)
map (map_world13)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color,
; num_clump_layers, clump_layer, cycle_clump_layer, my_clump_layer,
; num_lights,
; clump0, clump1...)
world (SPHERE, GAME, 480.0, 0.278431, 0.419608, 0.384314,
3, 0, 1, 2,
3,
world150, world151)
;home_team (number)
home_team (4)
;world_counts (teams, balls, goals, faceoffs, powersrcs, number balls to eliminate)
world_counts (3, 2, 3, 3, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (100.0)
;mapview (view dist, (max_tilt))
mapview (900.0)
contained (TRUE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
; light types can be DIRECTIONAL, POINT, OR CONICAL
; for directional, x,y,z is direction
; for point, x,y,z is location
; for conical, x,y,z is location and vector(3) is direction
;light (0, CONICAL, 0.0, 900.0, 0.0, 1.0, 0.0, 1.0, 0.0, 180.0)
;light (1, CONICAL, 0.0, 1100.0, 0.0, 1.0, 0.0, -1.0, 0.0, 180.0)
light (0, DIRECTIONAL, 0.0, 0.0, -1.0, 0.6)
light (1, DIRECTIONAL, -0.75, 0.0, 0.661438, 0.6)
light (2, DIRECTIONAL, 0.75, 0.0, 0.661438, 0.6)
;headsup_colors(line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
goal (0, 20.0, 100.0, 100.0, 0.0, -373.62, -321.42, 1, NULL, 1, score, 50.0, 30.0, 0.001)
goal (1, 20.0, 100.0, 100.0, -276.07, -371.32, 160.59, 1, NULL, 1, score, 50.0, 30.0, 0.001)
goal (2, 20.0, 100.0, 100.0, 278.37, -371.16, 160.58, 1, NULL, 1, score, 50.0, 30.0, 0.001)
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
;faceoff (index, depth, location(3), clump_layer, clump)
faceoff (0, 100.0, 0.06, 2981.19, -250.04, 1, NULL, 30.0, 0.001)
faceoff (1, 100.0, -215.86, 2981.19, 124.93, 1, NULL, 30.0, 0.001)
faceoff (2, 100.0, 216.63, 2981.19, 125.09, 1, NULL, 30.0, 0.001)
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, clump)
powersrc (0,
0.0, 0.0, 0.0,
1, power15)
map (map_world15)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color(3),
; num_clump_layers, clump_layer,
; cycle_clump_layer, my_clump_layer,
; num_lights, clump0, clump1...)
world (TORUS, GAME, 220.0,
0.10196, 0.094117, 0.117647,
3, 0, 1, 2,
3,
world210, world211)
;home_team (number)
home_team (8)
;world_counts (teams, balls, goals, faceoffs, powersrcs, num balls out)
world_counts (3, 2, 3, 2, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (180.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (900.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, -0.354296, -0.935133, 0.35)
light (1, DIRECTIONAL, 0.809848, -0.354301, 0.467565, 0.35)
light (2, DIRECTIONAL, -0.809848, -0.354301, 0.467565, 0.35)
headsup_colors (1.0, 1.0, 1.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height, power drain dist, power drain amount)
goal (0, 20.0, 100.0, 100.0, -554.21, -83.67, -320.04, 1, NULL, 1, score, 50.0, 50.0, 0.01)
goal (1, 20.0, 100.0, 100.0, 554.21, -83.67, -320.04, 1, NULL, 1, score, 50.0, 50.0, 0.01)
goal (2, 20.0, 100.0, 100.0, 0.0, -83.67, 640.03, 1, NULL, 1, score, 50.0, 50.0, 0.01)
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
;faceoff (index, depth, location(3), clump_layer, clump, power drain dist, power drain amount)
faceoff (0, 100, 949.31, -108.12, 547.97, 1, NULL, 50.0, 0.01)
faceoff (1, 100, -949.31, -108.12, 547.97, 1, NULL, 50.0, 0.01)
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, scriptname)
powersrc (0,
-750.0, 0.0, 0.0,
1, power21)
;map
map (map_world21)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color(3),
; num_clump_layers, clump_layer,
; cycle_clump_layer, my_clump_layer,
; num_lights, clump0, clump1...)
world (TORUS, GAME, 160.0,
0.854902, 0.568627, 0.423529,
2, 0, 0, 1,
3,
world22)
;home_team (number)
home_team (11)
;world_counts (teams, balls, goals, faceoffs, powersrcs, num balls out)
world_counts (3, 2, 3, 3, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (200.0)
;mapview (view dist, (max_tilt))
mapview (900.0)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 0.0, -1.0, 0.7)
light (1, DIRECTIONAL, -0.75, 0.0, 0.661438, 0.7)
light (2, DIRECTIONAL, 0.75, 0.0, 0.661438, 0.7)
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height, power drain dist, power drain amount)
goal (1, 20.0, 100.0, 100.0, -0.32, 0.3, -204.01, 0, NULL, 0, score, 50.0, 50.0, 0.01)
goal (0, 20.0, 100.0, 100.0, -1092.14, 0.3, 1688.0, 0, NULL, 0, score, 50.0, 50.0, 0.01)
goal (2, 20.0, 100.0, 100.0, 1092.16, 0.3, 1688.0, 0, NULL, 0, score, 50.0, 50.0, 0.01)
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
;faceoff (index, depth, location(3), clump_layer, clump, power drain dist, power drain amount)
faceoff (0, 100, -2.27, -20.03, 1374.04, 0, NULL, 50.0, 0.01)
faceoff (1, 100, -275.84, -20.03, 896.5, 0, NULL, 50.0, 0.01)
faceoff (2, 100, 278.45, -20.03, 894.51, 0, NULL, 50.0, 0.01)
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 0, ball)
ball (1, standard_ball, 0, ball)
;powersrc (index,
; loc(3),
; clump_layer, scriptname)
powersrc (0,
0.0, 0.0, 1050.0,
0, power22)
;map
map (map_world22)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color,
; num_clump_layers, clump_layer, cycle_clump_layer, my_clump_layer,
; num_lights,
; clump0, clump1...)
world (SPHERE, GAME, 970.0, 0.698039, 0.549019, 0.086274,
3, 0, 1, 2,
3,
world23)
;home_team (number)
home_team (7)
;world_counts (teams, balls, goals, faceoffs, powersrcs, number balls to eliminate)
world_counts (3, 2, 3, 1, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (100.0)
;mapview (view dist, (max_tilt))
mapview (900.0)
world_image (starsky1.ras)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
; light types can be DIRECTIONAL, POINT, OR CONICAL
; for directional, x,y,z is direction
; for point, x,y,z is location
; for conical, x,y,z is location and vector(3) is direction
;light (0, CONICAL, 0.0, 900.0, 0.0, 1.0, 0.0, 1.0, 0.0, 180.0)
;light (1, CONICAL, 0.0, 1100.0, 0.0, 1.0, 0.0, -1.0, 0.0, 180.0)
light (0, DIRECTIONAL, 0.0, 0.0, -1.0, 0.6)
light (1, DIRECTIONAL, -0.75, 0.0, 0.661438, 0.6)
light (2, DIRECTIONAL, 0.75, 0.0, 0.661438, 0.6)
;headsup_colors(line(3), power(3), crosshair(3), magnet(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height)
goal (0, 20.0, 100.0, 100.0, 0.0, 1910.37, -494.35, 1, NULL, 1, score, 50.0, 30.0, 0.001)
goal (1, 20.0, 100.0, 100.0, -428.0, 1910.37, 246.0, 1, NULL, 1, score, 50.0, 30.0, 0.001)
goal (2, 20.0, 100.0, 100.0, 428.0, 1910.37, 246.0, 1, NULL, 1, score, 50.0, 30.0, 0.001)
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
;faceoff (index, depth, location(3), clump_layer, clump)
faceoff (0, 100.0, 0.0, -480.0, 0.0, 1, NULL, 30.0, 0.001)
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, clump)
powersrc (0,
0.0, 0.0, 0.0,
1, power23)
map (map_world23)
ENDSCRIPT
;Some basics:
;world (type, game type, size, color,
; num_clump_layers, clump_layer, cycle_clump_layer, my_clump_layer,
; num_lights,
; clump0, clump1...)
world (SPHERE, GAME, 670.0, 0.415686, 0.521569, 0.631373,
2, 0, 1, 1,
3,
world24)
;home_team (number)
home_team (5)
;world_counts (teams, balls, goals, faceoffs, powersrcs, number balls to eliminate)
world_counts (3, 2, 3, 1, 1, 3)
;world_physics (friction, gravity)
world_physics (0.05, 9.0)
;world_vertical (jump_height, (flipping stuff?))
world_vertical (350.0)
;world_image (filename)
world_image (starsky1.ras)
;mapview (view dist, (max_tilt))
mapview (1150.0)
;contained (true or false)
contained (FALSE)
;light (index, type, x, y, z, intensity,
; (only for conical lights) vector(3), angle)
light (0, DIRECTIONAL, 0.0, 0.0, -1.0, 0.6)
light (1, DIRECTIONAL, -0.75, 0.0, 0.661438, 0.6)
light (2, DIRECTIONAL, 0.75, 0.0, 0.661438, 0.6)
;headsup_colors(line(3), power(3), crosshair(3), magnet(3), ball(3))
headsup_colors (0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
1.0, 1.0, 1.0,
0.8, 0.8, 0.0)
;World objects:
;goal (index, size, target_size, depth, location(3), goal_clump_layer, goal_clump,
; score_clump_layer, score_clump, score height, power drain dist, power drain amount)
goal (2, 20.0, 100.0, 100.0, -0.08, -275.46, -629.54, 0, NULL, 1, score, 50.0, 30.0, 0.001)
goal (1, 20.0, 100.0, 100.0, -545.16, -275.46, 314.83, 0, NULL, 1, score, 50.0, 30.0, 0.001)
goal (0, 20.0, 100.0, 100.0, 545.24, -275.46, 314.7, 0, NULL, 1, score, 50.0, 30.0, 0.001)
;goal_magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
goal_magnet (0.05, 0.10, 0.005, 0.650, 60.0, 50.0, 20)
;faceoff (index, depth, location(3), clump_layer, clump, power drain dist, power drain amount)
faceoff (0, 100.0, 1.94, -697.06, 1.51, 0, NULL, 50.0, 0.01)
;ball (index, anim_script, clump_layer, clump)
ball (0, standard_ball, 1, ball)
ball (1, standard_ball, 1, ball)
;powersrc (index,
; loc(3),
; clump_layer, scriptname)
powersrc (0,
0.0, 0.0, 0.0,
1, power24)
map (map_world24)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn000,
-1448.95, 1760.45, 1083.21,
-1.0, 1.0, 0.0,
0.0, 0.0, 1.0,
536.51, 45.0)
section (1, tunn001,
-1649.0, 2243.48, 1083.21,
0.0, 1.0, 0.0,
1.0, 0.0, 0.0,
536.51, 90.0)
section (2, tunn002,
-1649.0, 2585.02, 741.67,
0.0, 0.0, -1.0,
1.0, 0.0, 0.0,
536.51, 90.0)
section (3, tunn003,
-1649.03, 2243.52, 400.12,
0.0, -1.0, 0.0,
0.0, 0.0, 1.0,
536.51, 0.0)
section (4, tunn004,
-1649.03, 1707.01, 400.12,
0.0, -1.0, 0.0,
0.0, 0.0, -1.0,
536.51, 90.0)
section (5, tunn005,
-1307.53, 1365.5, 400.12,
1.0, 0.0, 0.0,
0.0, -1.0, 0.0,
536.51, 45.0)
section (6, tunn006,
-824.53, 1365.5, 200.07,
1.0, 0.0, -1.0,
0.0, 1.0, 0.0,
536.51, 45.0)
section (7, tunn007,
-341.5, 1365.5, 0.0,
1.0, 0.0, 0.0,
0.0, 0.0, 1.0,
536.51, 90.0)
section (8, tunn008,
0.0, 1023.92, 0.0,
0.0, -1.0, 0.0,
0.0, 0.0, 1.0,
536.51, 0.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn010,
1523.12, -2086.36, -1474.72,
0.0, 0.0, 1.0,
0.0, 1.0, 0.0,
500.0, 90.0)
section (1, tunn011,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
500.0, 45.0)
section (2, tunn012,
0,0,0,
0,0,0,
0.0, 1.0, 0.0,
500.0, 45.0)
section (3, tunn013,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
500.0, 90.0)
section (4, tunn014,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
500.0, 90.0)
section (5, tunn015,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
500.0, 90.0)
section (6, tunn016,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
500.0, 90.0)
section (7, tunn017,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
500.0, 45.0)
section (8, tunn018,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
500.0, 90.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn020,
2515.26, -1058.935, 1909.725,
-1.0, 0.0, 0.0,
0.0, 0.0, 1.0,
500., 90.0)
section (1, tunn021,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
500, 90.0)
section (2, tunn022,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
500, 90.0)
section (3, tunn023,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
500, 90.0)
section (4, tunn024,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
500, 90.0)
section (5, tunn025,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
500, 90.0)
section (6, tunn026,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
500, 90.0)
section (7, tunn027,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
500, 90.0)
section (8, tunn028,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
500, 90.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn030,
339.33, -1748.02, 52.09,
0.0, 1.0, 0.0,
1.0, 0.0, 0.0,
533., 45.0)
section (1, tunn031,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
533, 45.0)
section (2, tunn032,
0,0,0,
0,0,0,
0.0, 1.0, 0.0,
533, 90.0)
section (3, tunn033,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
533, 90.0)
section (4, tunn034,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
533, 90.0)
section (5, tunn035,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
533, 45.0)
section (6, tunn036,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
533, 45.0)
section (7, tunn037,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
533, 90.0)
section (8, tunn038,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
533, 35.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn040,
318.31, -2178.89, -1164.01,
-1.0, 0.0, 0.0,
0.0, -1.0, 0.0,
500, 90.0)
section (1, tunn041,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
500, 45.0)
section (2, tunn042,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
500, 45.0)
section (3, tunn043,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
500, 90.0)
section (4, tunn044,
0,0,0,
0,0,0,
0.0, 0.0, -1.0,
500, 90.0)
section (5, tunn045,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
500, 45.0)
section (6, tunn046,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
500, 45.0)
section (7, tunn047,
0,0,0,
0,0,0,
0.0, 0.0, -1.0,
500, 90.0)
section (8, tunn048,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
500, 90.0)
ENDSCRIPT
;map (num_sections, (max rot))
map (9, 85.0)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn120,
-4692.45, -174.34, -2200.22,
0.707107, -0.707107, 0.0,
0.0, 0.0, -1.0,
479.974, 45.0)
section (1, tunn121,
-3902.01, -499.34, -1994.6,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
530, 90.0)
section (2, tunn122,
-3562.59, -499.34, -1654.61,
0.0, 0.0, 1.0,
0.0, -1.0, 0.0,
530, 90.0)
section (3, tunn123,
-3222.43, -499.34, -1315.96,
1.0, 0.0, 0.0,
0.0, 0.0, -1.0,
530, 90.0)
section (4, tunn124,
-2950.62, -227.53, -1315.96,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
530, 90.0)
section (5, tunn125,
-2543.8, 179.29, -1315.96,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
530, 30.0)
section (6, tunn126,
-2034.82, 179.29, -1179.47,
0.75, 0.0, -0.661438,
0.5, 0.0, -0.866,
530, 0.0)
section (7, tunn127,
-1573.36, 179.29, -913.54,
0.75, 0.0, -0.661438,
0.5, 0.0, -0.866,
530, 45.0)
section (8, tunn128,
-1117.60, 359.09, -647.75,
0.0, 0.0, 0.0,
-0.5, 0.0, 0.866,
530, 45.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn130,
-972.34, 4053.23, -58.98,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
540, 45.0)
section (1, tunn131,
-486.17, 4053.23, 142.40,
1.0, 0.0, 1.0,
0.0, -1.0, 0.0,
540, 45.0)
section (2, tunn132,
0.0, 4053.23, 343.78,
1.0, 0.0, 0.0,
0.0, -1.0, 0.0,
540, 45.0)
section (3, tunn133,
486.17, 4053.23, 142.40,
1.0, 0.0, -1.0,
0.0, -1.0, 0.0,
540, 45.0)
section (4, tunn134,
687.55, 4053.23, -343.77,
0.0, 0.0, -1.0,
1.0, 0.0, 0.0,
540, 90.0)
section (5, tunn135,
687.55, 3709.46, -687.54,
0.0, -1.0, 0.0,
1.0, 0.0, 0.0,
540, 90.0)
section (6, tunn136,
687.55, 3365.68, -343.77,
0.0, 0.0, 1.0,
0.0, 1.0, 0.0,
540, 90.0)
section (7, tunn137,
343.77, 3365.68, 0.0,
-1.0, 0.0, 0.0,
0.0, 0.0, -1.0,
540, 90.0)
section (8, tunn138,
0.0, 3021.91, 0.0,
0.0, -1.0, 0.0,
0.0, 0.0, -1.0,
540, 0.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn150,
2273.24, 3677.29, -636.62,
0.0, 1.0, 0.0,
-1.0, 0.0, 0.0,
500, 90.0)
section (1, tunn151,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0,
500, 90.0)
section (2, tunn152,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0,
500, 0.0)
section (3, tunn153,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0,
500, 90.0)
section (4, tunn154,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
500, 90.0)
section (5, tunn155,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
500, 90.0)
section (6, tunn156,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0,
500, 90.0)
section (7, tunn157,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0,
500, 0.0)
section (8, tunn158,
0.0, 0.0, 0.0,
0.0, 0.0, 0.0,
0.0, 0.0, -1.0,
500, 90.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, NULL,
-957.77, -728.78, -1312.77,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
533, 90.0)
section (1, NULL,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
533, 90.0)
section (2, NULL,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
533, 45.0)
section (3, NULL,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
533, 45.0)
section (4, NULL,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
533, 90.0)
section (5, NULL,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
533, 90.0)
section (6, NULL,
0,0,0,
0,0,0,
0.0, 0.0, -1.0,
533, 45.0)
section (7, NULL,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
533, 45.0)
section (8, tunn218,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
444.17, 75.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, NULL,
530.0, 337.41, 2087.925,
-1.0, 0.0, 0.0,
0.0, -1.0, 0.0,
530., 90.0)
section (1, NULL,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
530, 90.0)
section (2, NULL,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
530, 45.0)
section (3, NULL,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
530, 45.0)
section (4, NULL,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
530, 90.0)
section (5, NULL,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
530, 90.0)
section (6, NULL,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
530, 0.0)
section (7, NULL,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
530, 90.0)
section (8, tunn228,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
530, 90.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn230,
1818.53, -2054.11, 1348.29,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
530., 45.0)
section (1, tunn231,
0,0,0,
0,0,0,
0.0, 0.0, -1.0,
530, 45.0)
section (2, tunn232,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
530, 90.0)
section (3, tunn233,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
530, 90.0)
section (4, tunn234,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
530, 90.0)
section (5, tunn235,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
530, 90.0)
section (6, tunn236,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
530, 45.0)
section (7, tunn237,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
530, 45.0)
section (8, tunn238,
0,0,0,
0,0,0,
0.0, 0.0, -1.0,
530, 90.0)
ENDSCRIPT
;map (num_sections)
map (9)
;section (index, clumpname,
; start(3),
; start_direction(3),
; bend_axis(3),
; length, bend)
section (0, tunn240,
2304.15, -1433.56, 1868.96,
0.0, 0.0, -1.0,
-1.0, 0.0, 0.0,
530, 45.0)
section (1, tunn241,
0,0,0,
0,0,0,
-1.0, 0.0, 0.0,
530, 45.0)
section (2, tunn242,
0,0,0,
0,0,0,
1.0, 0.0, 0.0,
530, 90.0)
section (3, tunn243,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
530, 90.0)
section (4, tunn244,
0,0,0,
0,0,0,
0.0, 0.0, 1.0,
530, 90.0)
section (5, tunn245,
0,0,0,
0,0,0,
0.0, 0.0, -1.0,
530, 90.0)
section (6, tunn246,
0,0,0,
0,0,0,
0.0, -1.0, 0.0,
530, 45.0)
section (7, tunn247,
0,0,0,
0,0,0,
0.0, 1.0, 0.0,
530, 45.0)
section (8, tunn248,
0,0,0,
0,0,0,
0.0, 1.0, 0.0,
530, 90.0)
ENDSCRIPT
;map (num_sections, start(3), start_direction(3), bend_axis(3))
map (4,
0.0, 0.0, 750.0,
-1.0, 0.0, 0.0,
0.0, 1.0, 0.0)
;section (index, clumpname, length, twist, pre_twisted, bend)
section (0, NULL, 1178.1, 0.0, TRUE, 90.0)
section (1, NULL, 1178.1, 0.0, TRUE, 90.0)
section (2, NULL, 1178.1, 0.0, TRUE, 90.0)
section (3, NULL, 1178.1, 0.0, TRUE, 90.0)
;maploc (object, index, section, traveled, rot, angle_facing)
map_loc (FACEOFF, 2, 0, 785.0, 0.0, 0.0)
map_loc (FACEOFF, 1, 2, 0.0, 0.0, 0.0)
map_loc (FACEOFF, 0, 3, 392.67, 0.0, 0.0)
map_loc (GOAL, 1, 0, 0.0, 0.0, 0.0)
map_loc (GOAL, 0, 1, 392.67, 0.0, 0.0)
map_loc (GOAL, 2, 2, 785.0, 0.0, 0.0)
map_loc (TUNNEL, 0, 2, 0.0, -35.0, 0.0)
map_loc (GADGET, 0, 0, 392.67.0, 0.0, 180.0)
map_loc (GADGET, 1, 1, 0.0, 0.0, 0.0)
map_loc (GADGET, 2, 1, 785.0, 0.0, 180.0)
map_loc (GADGET, 3, 2, 392.67, 0.0, 0.0)
map_loc (GADGET, 4, 3, 0.0, 0.0, 180.0)
map_loc (GADGET, 5, 3, 785.0, 0.0, 0.0)
ENDSCRIPT
;map (travel_height)
map (20.0)
;function (reverse polish notation)
function (.002, X, SQR, MULT)
deriv (.004, X, MULT)
ENDSCRIPT
;map (travel_height, shaky!)
map (30.0, TRUE)
;function (reverse polish notation)
function (.36, X, MULT, COS, 250, MULT)
deriv (.36, X, MULT, SIN, -1.5708, MULT)
gadget_loc (0, 950.0, 250.0, 0.0, 0.0)
ENDSCRIPT
;map (travel_height, shaky!)
map (20.0, TRUE)
;function (reverse polish notation)
function (.72, X, MULT, COS, 125, MULT)
deriv (.72, X, MULT, SIN, -1.5707963, MULT)
ENDSCRIPT
;map (travel_height)
map (20.0)
;function (reverse polish notation)
function (2, X, MULT, 3, DIV, SQR, 284444.444, ADD, SQRT, 533.333, SUB)
deriv (4, X, MULT, 2, X, MULT, 3, DIV, SQR, 284444.444, ADD, SQRT, 9, MULT, DIV)
gadget_loc (0, 1250.0, 0.0, 0.0, 0.0)
ENDSCRIPT
;map (split? (whether a sphere or a split sphere), sphere radius,
; (if not split) phi val for split, tube length)
map (TRUE, 480.0, 0.0, 2000.0)
;map_loc (object (GOAL or FACEOFF), index, section (SPH0, TUBE, OR SPH1),
; (if SPH) lambda, phi)
; (if TUBE) dist, rot)
map_loc (GOAL, 0, TUBE, 1910.37, 30.0)
map_loc (GOAL, 1, TUBE, 1910.37, 150.0)
map_loc (GOAL, 2, TUBE, 1910.37, 270.0)
map_loc (FACEOFF, 0, SPH0, 0.0, -90.0)
map_loc (GADGET, 0, SPH0, 30.0, 0.0)
map_loc (GADGET, 1, SPH0, 150.0, 0.0)
map_loc (GADGET, 2, SPH0, 270.0, 0.0)
map_loc (TUNNEL, 0, SPH1, 0.0, 90.0)
ENDSCRIPT
;map (split? (whether a sphere or a split sphere), sphere radius,
; (if not split) phi val for split, tube length)
map (TRUE, 500.0, 67.48, 1636.4)
;map_loc (object (GOAL or FACEOFF), index, section (SPH0, TUBE, OR SPH1),
; (if SPH) lambda, phi)
; (if TUBE) dist, rot)
map_loc (GOAL, 1, SPH0, 90.0, -32.0)
map_loc (GOAL, 0, SPH0, 210.0, -32.0)
map_loc (GOAL, 2, SPH0, 330.0, -32.0)
map_loc (FACEOFF, 0, SPH1, 90.0, 58.0)
map_loc (FACEOFF, 1, SPH1, 210.0, 58.0)
map_loc (FACEOFF, 2, SPH1, 330.0, 58.0)
map_loc (GADGET, 0, TUBE, 800.37, 30.0)
map_loc (GADGET, 1, TUBE, 800.37, 150.0)
map_loc (GADGET, 2, TUBE, 800.37, 270.0)
map_loc (TUNNEL, 0, SPH1, 0.0, 90.0)
ENDSCRIPT
;map (num_sections, start(3), start_direction(3), bend_axis(3)
; (min_rot, max_rot))
map (4,
0.0, 0.0, 875.0,
-1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
-170.0, -10.0)
;section (index, clumpname, length, twist, pre_twisted, bend)
section (0, NULL, 1374.447, 0.0, TRUE, 90.0)
section (1, NULL, 1374.447, 0.0, TRUE, 90.0)
section (2, NULL, 1374.447, 0.0, TRUE, 90.0)
section (3, NULL, 1374.447, 0.0, TRUE, 90.0)
;maploc (object, index, section, traveled, rot, angle_facing)
map_loc (FACEOFF, 0, 0, 916.298, -20.0, 0.0)
map_loc (FACEOFF, 1, 3, 458.149, -20.0, 0.0)
map_loc (GOAL, 2, 0, 0.0, -160.8, 0.0)
map_loc (GOAL, 1, 1, 458.149, -160.8, 0.0)
map_loc (GOAL, 0, 2, 916.298, -160.8, 0.0)
map_loc (TUNNEL, 0, 2, 0.0, -20.0, 0.0)
map_loc (GADGET, 0, 2, 0.0, 0.0, 0.0)
map_loc (GADGET, 1, 3, 458.149, 0.0, 0.0)
map_loc (GADGET, 2, 0, 916.298, 0.0, 0.0)
ENDSCRIPT
;map (num_sections, start(3), start_direction(3), bend_axis(3))
map (12,
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, 1.0, 0.0)
;section (index, clumpname, length, twist, pre_twisted, bend)
section (0, NULL, 500.0, 0.0, TRUE, 90.0)
section (1, NULL, 500.0, 0.0, TRUE, -30.0)
section (2, NULL, 500.0, 0.0, TRUE, -30.0)
section (3, NULL, 500.0, 0.0, TRUE, 90.0)
section (4, NULL, 500.0, 0.0, TRUE, 90.0)
section (5, NULL, 500.0, 0.0, TRUE, -30.0)
section (6, NULL, 500.0, 0.0, TRUE, -30.0)
section (7, NULL, 500.0, 0.0, TRUE, 90.0)
section (8, NULL, 500.0, 0.0, TRUE, 90.0)
section (9, NULL, 500.0, 0.0, TRUE, -30.0)
section (10, NULL, 500.0, 0.0, TRUE, -30.0)
section (11, NULL, 500.0, 0.0, TRUE, 90.0)
;maploc (object, index, section, traveled, rot, angle_facing)
map_loc (FACEOFF, 0, 2, 0.0, 180.0, 0.0)
map_loc (FACEOFF, 1, 6, 0.0, 180.0, 0.0)
map_loc (FACEOFF, 2, 10, 0.0, 180.0, 0.0)
map_loc (GOAL, 2, 0, 0.0, 0.0, 0.0)
map_loc (GOAL, 1, 4, 0.0, 0.0, 0.0)
map_loc (GOAL, 0, 8, 0.0, 0.0, 0.0)
map_loc (GADGET, 0, 0, 0.0, 180.0, 0.0)
map_loc (GADGET, 1, 4, 0.0, 180.0, 0.0)
map_loc (GADGET, 2, 8, 0.0, 180.0, 0.0)
map_loc (TUNNEL, 0, 6, 0.0, 0.0, 0.0)
ENDSCRIPT
;map (split? (whether a sphere or a split sphere), sphere radius,
; (if not split) phi val for split, tube length)
map (TRUE, 1000.0, -30.0, 150.0)
;map_loc (object (GOAL or FACEOFF), index, section (SPH0, TUBE, OR SPH1),
; (if SPH) lambda, phi)
; (if TUBE) dist, rot)
map_loc (GOAL, 2, SPH0, -22.5.0, -51.0)
map_loc (GOAL, 1, SPH0, 97.5, -51.0)
map_loc (GOAL, 0, SPH0, 217.5, -51.0)
map_loc (FACEOFF, 0, SPH1, 0.0, 90.0)
map_loc (GADGET, 0, SPH0, 0.0, -90.0)
map_loc (TUNNEL, 0, TUBE, 75.0, 0.0)
ENDSCRIPT
;map (split? (whether a sphere or a split sphere), sphere radius,
; (if not split) phi val for split, tube length)
; (if split you may put) sheared?, phi val above which is sheared
map (FALSE, 670.0, TRUE, 35.288133)
map_loc (TUNNEL, 0, SPH0, 90.0, 19.89953)
map_loc (GADGET, 0, SPH0, 30.0, -22.5)
map_loc (GADGET, 1, SPH0, 150.0, -22.5)
map_loc (GADGET, 2, SPH0, 270.0, -22.5)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (GDA, 0.509804, 0.0, 0.698039,
0.509804, 0.0, 0.698039, 0.7, 0.2, 0.05)
;player (index, scrname)
player (cycle00)
;aiscript
aiscript (gda, gda0, gda1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Knights of the Apocalypse, 0.0, 0.341176, 0.196078,
0.0, 0.266667, 0.156862, 0.25, 0.2, 0.05)
;player (index, scrname)
player (cycle01)
;aiscript
aiscript (knight, knight0, knight1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Ceramix, 0.0, 0.258824, 1.0,
0.0, 0.258824, 1.0, 0.7, 0.2, 0.05)
;player (index, scrname)
player (cycle02)
;aiscript
aiscript (ceramix, ceramix0, ceramix1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Keltoi, 0.003921, 0.956863, 0.337255,
0.003921, 0.956863, 0.337255, 0.7, 0.2, 0.05)
;player (index, scrname)
player (cycle03)
;aiscript
aiscript (keltoi, keltoi0, keltoi1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Speed Tribe, 0.992156, 0.180392, 0.545098,
0.992156, 0.180392, 0.545098, 0.7, 0.2, 0.05)
;player (index, scrname)
player (cycle04)
;aiscript
aiscript (tribe, tribe0, tribe1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Spine Teasers, 0.992156, 0.992156, 0.384313,
0.992156, 0.992156, 0.384313, 0.7, 0.2, 0.05)
;player (index, scrname)
player (cycle05)
;aiscript
aiscript (teaser, teaser0, teaser1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Shadows, 0.564706, 0.066667, 0.101961,
0.564706, 0.066667, 0.101961, 0.5, 0.2, 0.05)
;player (index, scrname)
player (cycle06)
;aiscript
aiscript (shadow, shadow0, shadow1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Harriers, 0.513725, 0.278431, 0.0,
0.513725, 0.278431, 0.0, 0.25, 0.2, 0.05)
;player (index, scrname)
player (cycle07)
;aiscript
aiscript (harrier, harrier0, harrier1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Metal Kickers, 0.705882, 0.525490, 0.8,
0.705882, 0.525490, 0.8, 0.7, 0.2, 0.05)
;player (index, scrname)
player (cycle08)
;aiscript
aiscript (kicker, kicker0, kicker1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Watchers, 0.462745, 0.027451, 0.294118,
0.231372, 0.015686, 0.149019, 0.25, 0.2, 0.05)
;player (scrname)
player (cycle09)
;aiscript
aiscript (watcher, watcher0, watcher1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop.)
team (Tridents, 0.0, 0.768627, 0.776471,
0.0, 0.768627, 0.776471, 0.7, 0.2, 0.05)
;player (index, scrname)
player (cycle10)
;aiscript
aiscript (trident, trident0, trident1, aiscript)
ENDSCRIPT
;team (name, headsup color(3), world_color(3), surface prop)
team (Heavy Elements, 0.996078, 0.372549, 0.156862,
0.996078, 0.372549, 0.156862, 0.7, 0.2, 0.05)
;player (index, scrname)
player (cycle11)
;aiscript
aiscript (element, element0, element1, aiscript)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle00)
;dimensions (length, width, height, radius)
dimensions (78.14, 37.23, 18.26, 78.14)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height,
; r_weapon_loc(3), l_weapon_loc(3))
locs (37.09, 6.67, 8.31, 12.64,
-4.10, 13.65, 6.31,
4.10, 13.65, 6.31)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.22, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (1.0, 0.002)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;sound (engine_sound )
sound (CYCLE_BUZZ)
;weapon (weapon)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.002, 1.0, 170.0, 100.0, 25.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle01)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (35.93, 8.29, 15.28, 19.04,
-4.1, 20.04, 13.28,
4.1, 20.04, 13.28)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.21, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (2.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.0025, 1.0, 170.0, 95.0, 24.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle02)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (31.72, 18.0, 21.56, 18.97,
-4.1, 19.97, 19.56,
4.1, 19.97, 19.56)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.20, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (3.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.003, 1.0, 170.0, 90.0, 23.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle03)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (35.48, 8.64, 13.33, 15.03,
-4.1, 16.03, 11.33,
4.1, 16.03, 11.33)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.18, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (4.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.0035, 1.0, 170.0, 85.0, 22.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle04)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn snapback, braking rate)
dynamics (45.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (34.64, 10.7, 19.58, 15.45,
-4.1, 16.45, 17.58,
4.1, 16.45, 17.58)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.17, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (5.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.004, 1.0, 170.0, 80.0, 21.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle05)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (40.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (32.93, 11.09, 17.47, 12.46,
-4.1, 13.46, 15.47,
4.1, 13.46, 15.47)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.16, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (6.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.0045, 1.0, 170.0, 75.0, 20.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle06)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (29.96, 9.0, 13.11, 16.38,
-4.1, 14.04, 11.07,
4.1, 14.04, 11.07)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.15, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (7.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.005, 1.0, 170.0, 70.0, 20.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle07)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (36.38, 13.83, 13.43, 21.5,
-4.1, 22.5, 11.43,
4.1, 22.5, 11.43)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.14, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (8.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.0055, 1.0, 170.0, 65.0, 20.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle08)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (38.13, 13.94, 15.97, 19.54,
-4.1, 20.54, 13.97,
4.1, 20.54, 13.97)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.13, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (9.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.006, 1.0, 170.0, 60.0, 20.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle09)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (39.26, 12.27, 16.21, 24.51,
-4.1, 25.51, 12.21,
4.1, 25.51, 12.21)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.12, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (10.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.0065, 1.0, 170.0, 55.0, 20.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle10)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turning snap, braking)
dynamics (35.0, -10.0, 10.0, -10.0, 10.0, 2.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (29.17, 6.76, 13.01, 12.97,
-4.1, 13.97, 11.01,
4.1, 13.97, 11.01)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.11, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (11.0, 0.002)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.007, 1.0, 170.0, 50.0, 20.0)
ENDSCRIPT
;ANIM PARAMS
;graphics (clump)
graphics (cycle11)
;dimensions (length, width, height, radius)
dimensions (60.75, 25.40, 16.77, 60.75)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, turn_snapback, braking_rate)
dynamics (35.0, -10.0, 10.0, -10.0, 8.0, 4.0, 2.0, 1.0, 8.0)
;physics (mass, elasticity)
physics (1.0, 0.4)
; hit_effects(drop_ball_force, drop_gadget_force, hit_power_loss)
hit_effects (1.0, 0.8, 0.005)
;CYCLE PARAMS
;locs (ball_length, ball_height, head_length, head_height, r_weapon_loc(3), l_weapon_loc(3))
locs (32.88, 8.09, 19.59, 12.65,
-4.1, 13.65, 17.59,
4.1, 13.65, 17.59)
;power (battery, drain_rate, recharge_rate, max_power)
power (0.1, 0.0005, 0.01, 1.0)
;jump (vert_accel, power drain_rate)
jump (10.0, 0.002)
;sound (engine_sound)
sound (CYCLE_BUZZ)
;weapon (weapon script)
weapon (weapon00)
;magnet (recharge rate, recharge cost, drain rate, maximum power,
; force distance, pickup distance, release velocity)
magnet (0.05, 0.10, 0.0075, 1.0, 170.0, 45.0, 20.0)
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 1000, ANY, FREE, NEAR, 360 );
ShootGoal ( 250, 150, 50, 500, OPPONENT, RANDOM, 800 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 15 );
PowerCycle ( 150, 50, 0 );
RandomMove ( 150, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 1000, ANY, FREE, FAR, 360 );
ShootGoal ( 250, 150, 50, 500, OPPONENT, RANDOM, 800 );
AttackCycle ( 150, 50, 0, 2000, OPPONENT, HELD, NEAR, 200, 15 );
PowerCycle ( 150, 50, 0 );
RandomMove ( 150, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 1000, ANY, FREE, NEAR, 360 );
ShootGoal ( 250, 150, 50, 500, OPPONENT, RANDOM, 960 );
;AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 15 );
PowerCycle ( 150, 50, 0 );
RandomMove ( 150, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 1000, ANY, FREE, FAR, 360 );
ShootGoal ( 250, 150, 50, 500, OPPONENT, RANDOM, 960 );
;AttackCycle ( 150, 50, 0, 2000, OPPONENT, HELD, NEAR, 200, 15 );
PowerCycle ( 150, 50, 0 );
RandomMove ( 150, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 2000, ANY, FREE, NEAR, 330 );
ShootGoal ( 250, 150, 50, 1000, OPPONENT, RANDOM, 720 );
;AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 14 );
PowerCycle ( 150, 50, 0 );
RandomMove ( 140, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 2000, ANY, FREE, FAR, 330 );
ShootGoal ( 250, 150, 50, 1000, OPPONENT, RANDOM, 720 );
;AttackCycle ( 150, 50, 0, 2000, OPPONENT, HELD, NEAR, 200, 14 );
PowerCycle ( 150, 50, 0 );
RandomMove ( 140, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 3000, ANY, ANY, RANDOM, 300 );
ShootGoal ( 250, 150, 50, 1500, OPPONENT, RANDOM, 600 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 13 );
PowerCycle ( 150, 50, 0 );
RandomMove ( 130, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 3000, ANY, ANY, RANDOM, 300 );
ShootGoal ( 250, 150, 50, 1500, OPPONENT, RANDOM, 600 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 13 );
PowerCycle ( 150, 50, 0 );
RandomMove ( 130, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 4000, ANY, ANY, RANDOM, 270 );
ShootGoal ( 250, 150, 50, 2000, OPPONENT, RANDOM, 540 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 12 );
PowerCycle ( 200, 50, 0 );
RandomMove ( 120, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 4000, ANY, ANY, RANDOM, 270 );
ShootGoal ( 250, 150, 50, 2000, OPPONENT, RANDOM, 540 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 12 );
PowerCycle ( 200, 50, 0 );
RandomMove ( 120, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 5000, ANY, ANY, RANDOM, 240 );
ShootGoal ( 250, 150, 50, 2500, OPPONENT, RANDOM, 480 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 11 );
PowerCycle ( 250, 50, 0 );
RandomMove ( 110, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 5000, ANY, ANY, RANDOM, 240 );
ShootGoal ( 250, 150, 50, 2500, OPPONENT, RANDOM, 480 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 11 );
PowerCycle ( 250, 50, 0 );
RandomMove ( 110, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 6000, ANY, ANY, RANDOM, 210 );
ShootGoal ( 250, 150, 50, 3000, OPPONENT, RANDOM, 420 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 10 );
PowerCycle ( 300, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 6000, ANY, ANY, RANDOM, 210 );
ShootGoal ( 250, 150, 50, 3000, OPPONENT, RANDOM, 420 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 10 );
PowerCycle ( 300, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 7000, ANY, ANY, RANDOM, 180 );
ShootGoal ( 250, 150, 50, 3500, OPPONENT, RANDOM, 360 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 9 );
PowerCycle ( 350, 50, 0 );
RandomMove ( 90, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 7000, ANY, ANY, RANDOM, 180 );
ShootGoal ( 250, 150, 50, 3500, OPPONENT, RANDOM, 360 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 9 );
PowerCycle ( 350, 50, 0 );
RandomMove ( 90, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 8000, ANY, ANY, RANDOM, 150 );
ShootGoal ( 250, 150, 50, 4000, OPPONENT, RANDOM, 300 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 8 );
PowerCycle ( 400, 50, 0 );
RandomMove ( 80, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 8000, ANY, ANY, RANDOM, 150 );
ShootGoal ( 250, 150, 50, 4000, OPPONENT, RANDOM, 300 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 8 );
PowerCycle ( 400, 50, 0 );
RandomMove ( 80, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 9000, ANY, ANY, RANDOM, 120 );
ShootGoal ( 250, 150, 50, 4500, OPPONENT, RANDOM, 240 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 7 );
PowerCycle ( 450, 50, 0 );
RandomMove ( 70, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 9000, ANY, ANY, RANDOM, 120 );
ShootGoal ( 250, 150, 50, 4500, OPPONENT, RANDOM, 240 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 7 );
PowerCycle ( 450, 50, 0 );
RandomMove ( 70, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 10000, ANY, ANY, RANDOM, 90 );
ShootGoal ( 250, 150, 50, 5000, OPPONENT, RANDOM, 180 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 6 );
PowerCycle ( 500, 50, 0 );
RandomMove ( 60, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 10000, ANY, ANY, RANDOM, 90 );
ShootGoal ( 250, 150, 50, 5000, OPPONENT, RANDOM, 180 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 6 );
PowerCycle ( 500, 50, 0 );
RandomMove ( 60, 0 );
ENDSCRIPT
GetBall ( 250, 50, 50, 7500, OPPONENT, ANY, RANDOM );
ShootGoal ( 250, 50, 50, 2500, OPPONENT, RANDOM );
AttackCycle ( 200, 50, 0, 2000, OPPONENT, ANY, NEAR );
PowerCycle ( 500, 50, 0 );
RandomMove ( 100, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 10000, ANY, ANY, RANDOM, 60 );
ShootGoal ( 250, 150, 50, 5000, OPPONENT, RANDOM, 120 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 5 );
PowerCycle ( 500, 50, 0 );
ENDSCRIPT
GetBall ( 250, 150, 50, 10000, ANY, ANY, RANDOM, 60 );
ShootGoal ( 250, 150, 50, 5000, OPPONENT, RANDOM, 120 );
AttackCycle ( 150, 50, 0, 1000, OPPONENT, HELD, NEAR, 200, 5 );
PowerCycle ( 500, 50, 0 );
ENDSCRIPT
;weapon (type, max_bullets, autofire (bool), bullets per sec)
weapon (PROJECTILE, 10, TRUE, 9)
;weapon_func (activate, deactivate, onfunc, offfunc, create, destroy)
weapon_func (fire_projectile, deactivate_standard, rapid_fire, NULL,
create_standard, destroy_standard)
;sound (ambient, fire, off)
sound (NULL, PROJECTILE1, NULL)
;bullet (index, resname)
bullet (0, bullet00)
bullet (1, bullet00)
bullet (2, bullet00)
bullet (3, bullet00)
bullet (4, bullet00)
bullet (5, bullet00)
bullet (6, bullet00)
bullet (7, bullet00)
bullet (8, bullet00)
bullet (9, bullet00)
ENDSCRIPT
;Anim params..
;graphics (clumpname)
graphics (bullet)
;dimensions (length, width, height, radius)
dimensions (30.0, 30.0, 30.0, 30.0)
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel,
; turning_accel, max_power)
dynamics (100.0, 0.0, 0.0, 0.0, 8.0, 0.0, 0.0, 1.0)
;physics (mass, elasticity)
physics (100.0, 0.0)
;Bullet params..
;bullet_params (lifespan)
bullet_params (1.0)
;bullet_func (activate, deactivate, move, test_hit, hit, hit_effect,
; active_func)
bullet_func (NULL, NULL, move_straight, projectile_test_hit,
NULL, NULL, NULL)
;sound (on_sound, hit_sound, hitting_sound)
sound (NULL, PROJECTILE_HIT1, NULL)
ENDSCRIPT
;dynamics (max_vel, min_vel, max_pan, min_pan, accel, deaccel, turning_accel)
dynamics (400.0, -60.0, 0.0, 0.0, 0.0, 0.0, 0.0)
;dimensions (length, width, height, radius)
dimensions (4.0, 4.0, 4.0, 2.0)
;physics (mass, elasticity)
physics (10.0, 0.7)
ENDSCRIPT
;power (max number beams(up to 5),
; (between 1.0 & 100.0) new beam chance, remove beam chance,
; recharge rate (for cycles, 0.0 - 1.0), number of movements, beam_length,
; color(3), model)
power (3, 3.0, 1.0, 0.2, 2, 408.0,
0.96, 0.15, 0.0, power00)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 1.0, 0.0, 0.0, -2.0)
movement (1, ROTATE, PRECONCAT, 0.0, 0.0, 1.0, 1.0)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (3, 3.0, 1.0, 0.2, 2, 350.0,
0.96, 0.15, 0.0, power01)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, TRANSLATE, PRECONCAT, 0.0, 0.0, 0.0, 10.0, -1.0)
movement (1, ROTATE, POSTCONCAT, 0.0, 0.0, 1.0, -2.0)
;movement (1, ROTATE, POSTCONCAT, 0.0, 1.0, 0.0, 0.5)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (1, 5.0, 2.0, 0.2, 1, 400.0,
0.96, 0.15, 0.0, power02)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -3.5)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (3, 3.0, 1.0, 0.2, 1, 275.0,
0.96, 0.15, 0.0, power03)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -3.5)
;movement (1, ROTATE, POSTCONCAT, 0.0, 1.0, 0.0, 0.5)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (1, 2.0, 2.0, 0.2, 1, 435.0,
0.96, 0.15, 0.0, power04)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -2.0)
;movement (1, ROTATE, POSTCONCAT, 0.0, 1.0, 0.0, 0.5)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (3, 3.0, 1.0, 0.2, 1, 491.0,
0.96, 0.15, 0.0, power12)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -3.5)
;movement (1, ROTATE, POSTCONCAT, 0.0, 1.0, 0.0, 0.5)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color, clump)
power (3, 3.0, 1.0, 0.2, 1, 480.0,
0.96, 0.15, 0.0, power13)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -1.5)
;movement (1, ROTATE, POSTCONCAT, 0.0, 1.0, 0.0, 0.5)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (1, 5.0, 1.0, 0.2, 2, 200.0,
0.96, 0.15, 0.0, power15)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -2.0)
movement (1, TRANSLATE, POSTCONCAT, 0.0, 1.0, 0.0, 2.0, 750)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (3, 3.0, 1.0, 0.2, 1, 275.0,
0.96, 0.15, 0.0, power21)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, TRANSLATE, PRECONCAT, 0.0, 0.0, 0.0, 10.0, -1.0)
;movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -0.3)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (1, 1.0, 0.0, 0.2, 2, 200.0,
0.96, 0.15, 0.0, power22)
;movement (index, type (TRANSLATE or ROTATE or POSITION),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), (if not position) stepsize, (if translate) max move)
movement (0, TRANSLATE, PRECONCAT, 0.0, 1.0, 0.0, 10.0, -1.0)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -2.0)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (3, 3.0, 1.0, 0.2, 1, 650.0,
0.96, 0.15, 0.0, power23)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -2.0)
ENDSCRIPT
;power (max number beams, new beam chance, remove beam chance,
; recharge rate (for cycles), number of movements, beam_length,
; color(3), clump)
power (3, 3.0, 1.0, 0.2, 1, 450.0,
0.96, 0.15, 0.0, power24)
;movement (index, type (TRANSLATE or ROTATE),
; combination operator (PRECONCAT or POSTCONCAT),
; axis(3), stepsize, (if translate) max move)
movement (0, ROTATE, PRECONCAT, 0.0, 1.0, 0.0, -2.0)
ENDSCRIPT
; gadget (name, duration, force_dist)
gadget (MAGTRACK, -1.0, 150.0)
graphics (gadget08)
sound (NULL, GET_GADGET)
color (0.925490, 1.0, 0.109804)
ENDSCRIPT
; gadget (name, duration, force_dist)
gadget (TWIST, -1.0, 40.0)
graphics (gadget03)
sound (NULL, GET_GADGET)
color (0.823529, 0.000000, 0.819608)
ENDSCRIPT
; gadget (name, duration, force_dist)
gadget (HOG, 2.0, 150.0)
graphics (gadget13)
sound (NULL, GET_GADGET)
color (0.000000, 0.000000, 0.823529)
dimensions (5.0, 5.0, 5.0, 5.0)
ENDSCRIPT
; gadget (name, duration)
gadget (SPEED, 5.0)
graphics (gadget01)
dimensions (5.0, 5.0, 5.0, 5.0)
sound (NULL, GET_GADGET)
color (0.000000, 0.823529, 0.000000)
ENDSCRIPT
; gadget (name, duration, force_dist)
gadget (GHOST, 15.0, 150.0)
graphics (gadget11)
sound (NULL, GET_GADGET)
color (0.823529, 0.000000, 0.000000)
dimensions (5.0, 5.0, 5.0, 5.0)
ENDSCRIPT
; gadget (name, duration, force_dist)
gadget (VBLAST, 2.0, 150.0)
graphics (gadget06)
sound (NULL, GET_GADGET)
color (0.823529, 0.0, 0.819608)
dimensions (5.0, 5.0, 5.0, 5.0)
ENDSCRIPT
; gadget (name, duration, force_dist)
gadget (MAGNET, -1.0, 150.0)
graphics (gadget07)
sound (NULL, GET_GADGET)
color (0.000000, 0.823529, 0.000000)
ENDSCRIPT