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Stunt Island Update for February 23, 1993
TABLE OF CONTENTS
-----------------
Chapter 1: About Stunt Island & Stunt Island Update
A Review by Steven Wartofsky from The Electronic Gamer Magazine
Chapter 2: Setting Up The Program
Chapter 3: Aircraft Checkout Procedures
Chapter 4: Stunt Pilot of the Year Contest
Chapter 5: Production - Set Creation and Filming
Chapter 6: Setting Up Special Events
Chapter 7: Tutorial - Creating Sets and Events
Tutorial #1: Radio Control Flying
Tutorial #2: Bombing a Ground Target
Tutorial 2A: Hit the C&W Bar
Tutorial 2B: Hit the Cathedral
Tutorial #3: Smoke Trails
Tutorial #4: Realism in Set Design
Tutorial #5: Intercepting And Colliding With Another Object
Tutorial #6: Making A Car Turn A Corner
Tutorial #7: Heat Seeking Missiles
Tutorial #8: Making Cameras Pan Around Objects
Chapter 8: Post Production - Editing and Special Effects
Chapter 9: Tutorial - Editing a Film
Appendices
Appendix A: Prop List
Appendix B: Locations and Altitudes List
Appendix C: Sound File Information
Appendix D: Files available for Stunt Island
Appendix E: Contacting Disney Software Customer Service
America On-Line
Compuserve
Delphi
GEnie
Prodigy
FIDONET
INTERNET
RIMENET
Appendix F: The Future of SIUPDATE
------------------------------------------------------------------------------
Chapter 1: About Stunt Island & Stunt Island Update
---------------------------------------------------
This is the document discussed in the manual on page 167 & 168. We will be
changing it as often as possible. The majority of our feedback on the program
is coming from information services like Compuserve, Prodigy and America
On-Line, GEnie and our Bulletin Board System. We felt that the easiest way
to get the maximum amount of information to our users would be via this text
file that can be downloaded from these services (Prodigy excluded). If you
have a problem with Stunt Island, or if there is something in the manual that
is not covered, we will try to cover it here. Keep those comments and
suggestions coming!
If you really like Stunt Island, we would really appreciate it if you would
write to your favorite games magazine and let them know. We have received
over 5000 comments ranging from "Wow!" to a detailed dissertation on the
"incredible intricacies of Stunt Island" (and comments about negative aspects
too!) here in our offices. Rather than toot our own horn to the magazines,
we would appreciate it if you, our users, would take a minute and write to
the editor of your favorite games magazine and tell them how you feel about
our program. Positive and negative comments are appreciated, since they help
us to learn what you like and don't like!
Get Into The Action
-------------------
We don't have to be the only ones contributing to SIUPDATE, if you want to
write a tutorial to demonstrate a technique that you have discovered, please
send it to us for inclusion in the next issue. A program is only as good as
it's users, so here's your chance to get in on the action!
Send all submissions to:
Disney Software
c/o Dave Arnspiger: SIUPDATE
500 South Buena Vista Street
Burbank, CA 91521-6385
All submissions become the property of Disney Software, and will be evaluated
for possible inclusion in future issues.
------------------------------------------------------------------------------
A Review by Steven Wartofsky from The Electronic Gamer Magazine
============================
=== THE ELECTRONIC GAMER ===
============================
STUNT ISLAND
One minor problem in the genre of flight simulation is that the whole
endeavour is sometimes too deadly serious. Too much time is spent on expert
assessment of performance, not enough on just having fun. What a delight,
then, to encounter Disney's STUNT ISLAND, in which the emphasis is definitely
on fun, served up with a delicious sense of humor. (This review is based on
the IBM version.)
Whereas most flight simulations these days focus on air combat details,
STUNT ISLAND (as the title makes clear) is oriented around the metaphor of
stunt flying. No battles, tactics, or strategy here; just a set of highly
challenging stunt opportunities that will test the skills of even the best
air combat sim player.
The game provides an option to fly any of the 48 or so aircraft available
without getting into the stunt flying shell. While this gives you a chance to
see the varieties of aircraft included in the design (from Space Shuttle to
Duck, with everything in between), it doesn't really do justice to the core
of the game. The flight models are in fact quite good, and unlike some other
recent releases (BIRDS OF PREY comes to mind), the distinctions in
performance between the different aircraft are very clear. The Hang Glider,
for instance, does turns like a hang glider; the F-16C flies like an F-16;
the DC-10 feels like a heavy. But these are in some ways the least important
features of STUNT ISLAND.
Where STUNT ISLAND really shines is in the Stunt Pilot of the Year Contest.
Included is a series of increasingly difficult stunts, which offer such
activities as taking off over a burning airplane to shoot down a Mitsubishi
Zero, landing on the Golden Gate bridge in a Cessna, picking up a convict on
Alcatraz in a Sopwith Camel, and parking at a hamburger stand in a Piper
Cherokee. Or, for something really different, try crashing into a hotel in a
meteor.
Many of these stunts are chock full of amusing details (for example, try
accidentally clipping the con with your wings), and the after-results should
you fail in a stunt are attractive as well (except for, maybe, the good
doctor).
The stunts are all cleverly designed to be a bit subtle; you'll have to do a
certain amount of experimentation and replay just to figure out the basic
parameters for doing a stunt right. For instance, in the Convict Pickup
scenario, those who've never lived in the San Francisco Bay Area might easily
be fooled into thinking they're flying over the right island with the convict
nowhere in sight. This is not a bug. He's out there.
The graphics in STUNT ISLAND are wonderfully balanced. Whereas some recent
designs have opted for high-density air and ground graphics (to the detriment
of frame rate and usability on lower-end machines), Disney has seen fit to
combine basic solid-fill polygons for mountain and ground scenery with
lovingly shaded and textured graphics for the aircraft. This provides the
optimum in smooth frame rate with detail where it's needed most -- an
effective compromise.
Sound in STUNT ISLAND is also quite carefully considered. The various engine
sounds are probably some of the best in flight simulatordom, and are specific
for jets, prop planes, and other aircraft (no quacks for the ducks,
unfortunately). Engines rev up and down with the throttle, and sputter when
they're cut (on the appropriate planes). The game is replete with various
sound effects, and includes extensive use of digitized voice for the pre-and
post-flight aspects of the design.
Good use is made of digitized voice and voice acting that really works to
give you the sense of participating in a real contest. For example, the
director, prior to the second, third, and fourth takes, has _just_ the right
combination of encouraging cheeriness and hysteria to be believable. Voices
throughout the game are equally convincing.
The feature of STUNT ISLAND most deserving of comment (and the one that's
likely to be least utilized by the majority of players) is the program's
incredibly comprehensive Set Creation, Filming, and Event engine. Going far
beyond anything provided in flight simulation, and rivaling systems included
in games such as Origin's OMEGA or Ezra Sidran's UNIVERSAL MILITARY SIMULATOR
II, STUNT ISLAND's editing, filming, and set construction utilities provide a
complete creation kit for producing almost any kind of stunt event
imaginable. With enough work, you can produce stunts as effective and as
subtle as the 32 included with the game.
The amount of involvement with set and event construction required to fully
design a scenario is significant. The system is easy to use, but as with any
game design engine, fine-tuning placement of objects, co-ordination of
aircraft, arrangement of scenery, setting up camera locations, and so on
takes lots of time and patience. Add to this a BASIC-like programming
language that is implemented to sequence and organize events (such as
rewarding the pilot with cheers should s/he pass within 100 feet of a boat),
and the task ahead of the eager event designer looks rather daunting. As
there are 32 events already in STUNT ISLAND, it seems logical for the manual
to get to the design system as the last part of its clear explanation;
scenario design is likely to become appealing only after much time is
invested in the other aspects of the program.
After managing to produce a set and event, you can then go even further, and
edit filmed takes of any of the events played, either from the original
32 included in the game, or from constructed sets and events. The editing
system is as comprehensive as the other production aspects of STUNT ISLAND,
and provides options to edit either on the fly or in frame-by-frame mode.
Footage can be deleted, visual and aural effects and music that weren't there
in the original performance can be incorporated, and even user-designed .VOC
sound files can be brought into an edited performance. The editing system
provides a source deck and a destination deck, so that the original is
preserved along with the edited copy.
STUNT ISLAND comes on seven 5.25" 1.2Mb high-density disks (3.5" disks are
also available), and requires 14 megabytes of hard disk space free for
installation. Only 12 megabytes or so are used after installation, but the
design features will need at least another megabyte or two of hard disk space
beyond that to save files. The game auto-detects and calibrates a wide range
of joysticks, from single digital joysticks to dual joysticks to
Thrustmaster's FCS. The program is compatible with QEMM 5.0 and 6.0,
EMM386.SYS and HIMEM.SYS, 386MAX and BlueMAX, and Helix Software's Netroom
memory management utilities. As much extended or expanded memory as you have
will be used automatically by the program to cache itself and speed up
operations (extended and/or expanded memory are not necessary to play the
game, however).
PC Speaker, Sound Blaster, Thunder Board, Tandy Sound, AdLib, Roland MT-
32/LAPC-I, PS/1 Audio Card, and The Sound Source are all supported for sound
effects (only those cards with DAC chips will do the digitized voices,
however). A mouse with a 100%-compatible Microsoft driver is supported as
well. VGA 256-color graphics card and monitor, PC or MS DOS 3.3, a high-
density floppy drive, 570K of 640K of base RAM, and a 386/16SX or faster is
required (386/33DX or faster highly recommended).
Suffice it to say that STUNT ISLAND's set construction, event set-up, and
filming and editing features make it a mini film-studio simulation more than
anything else. Nevertheless, a viable flight simulator is at its core.
Learning and mastering all the different aspects of the STUNT ISLAND design
system could give you a useful understanding of what's involved in the
successful creation and filming of a movie stunt -- a subject covered nowhere
else in computer gaming.
STUNT ISLAND is published and distributed by Disney Software.
This review is copyright (c) 1993 by FT Reviews. All rights reserved. Not to
be distributed without permission.
Reprinted here in it's entirety with the permission of the author.
------------------------------------------------------------------------------
Stunt Island Update
-------------------
One point we want to make before we proceed, you absolutely must read the
manual to understand the features of Stunt Island. We have received lots of
phone calls that start off with "Hi, I didn't read the manual, but I want to
know about....". Most of these callers could have saved themselves some time
and money by just reading the manual. Don't get me wrong, we love hearing
from you and we are always happy to help, but we would appreciate it if you
would try this before calling, as it allows us more time to research other
issues involving Stunt Island. We appreciate your assistance.
Q: How can I get a demo of this game?
A: Call the Disney Software Customer Service Department at 818-841-3326 and
ask for a copy of the Stunt Island Demo by mail, or you can download it
from any of the Online Information Services listed in Appendix E that have
download capabilities.
Q: Did Disney Software purposely leave stuff out of the handbook just to
sell us the 300 page book that is coming out soon?
A: ABSOLUTELY NOT!!! Any company that would stoop to such a ploy deserves
to lose their customers! Disney Software is committed to FULL support
of their products, and this SIUPDATE is a great example of that ideal.
We want you to have the most up-to-date information possible so that you
will enjoy Stunt Island completely. We would never purposely leave out
any information that is required to enjoy our programs.
Q: I have heard Stunt Island was released once before and pulled back due
to bugs, is this true?
A: ABSOLUTELY NOT!!!! There has only been one version of Stunt Island. This
is only an unfounded rumor.
Q: How does your plane algorithm work, i.e.: the same for every plane with
weights?
A: Each plane utilizes it's performance figures as given by Jane's "All The
World's Aircraft" and formulas found in "Aerodynamics For Naval Aviators".
Q: Any plans to come out with an object editor/creator?
A: No, not at this time.
Q: Any new aircraft to add? Maybe a C-130?
A: Add on disks are in the works, and a C-130 is planned. Other aircraft that
may be included are the B-52, B-1, Saab Fighters and some other great
aircraft. There will also be some helicopters!
Q: Do you have any bug fixes for Stunt Island?
A: The first "bug fix" (we prefer the more graceful "patch") is available
now, and fixes a minor problem with the INSTALL.EXE file. Some systems
were experiencing a system lockup after the hardware auto-detect was
run. Look for SI_UP1.EXE on any of the Online Information Services
listed in Appendix E that have download capabilities.
Patch #2 is also out now (12/09/92) and fixes the palette shift problem
that some systems have been experiencing. Look for SI_UP2.EXE on any of
the Online Information Services listed in Appendix E that have download
capabilities. Both of these patches can be obtained on disk by calling
our Customer Service department at (818) 841-3326.
Q: Why is the sea pink and red in Stunt Island?
A: This is a bug! We discovered that certain video cards displayed the
ocean and lakes in Stunt Island in red or pink. There is now a patch
for this problem available by calling our Customer Service department
at (818) 841-3326, or our BBS at (818) 567-4027. The file to download
is SI_UP2.EXE, and it can be found on from any of the Online Information
Services listed in Appendix E that have download capabilities.
Q: Are there any plans to allow for an easier to control flight model? The
current model is too realistic for me.
A: Yes, it will be part of the upcoming Patch #3 which will add Rudder
Pedal support, and the new EASY/HARD flight model.
Q: When will Stunt Island be released in Europe and England?
A: We are not sure at this time, but it will be handled by Infogrammes.
Q: What is planned for add-on disks?
A: Helicopters, planes, advanced editing tools, animation macros, and a few
other items. You will just have to be patient while we cook up a new
batch of goodies!
Q: How does the doctor know I have a bad haircut?
A: It's our new TOP SECRET Artificial Intelligence Software! <GRIN>
Chapter 2: Setting Up The Program
---------------------------------
Q: The INSTALL program locks up, what is wrong?
A: On some systems the install program locks up. We are trying to figure
out the problem and create a patch. If your experience this problem,
please contact our customer service department. Try to provide us with
a detailed description of the screen where the program locked up.
UPDATE: A patch for this problem is now available by calling our Customer
Service department at 818-841-3326 or downloading it from any of
the Online Information Services listed in Appendix E that have
download capabilities. The file name is SI_UP1.EXE and it contains
a new INSTALL.EXE file that replaces the current INSTALL.EXE file.
Q: I use STACKER on my hard drive. When I installed the program, it
reported that I had plenty of free disk space, however, the install
terminated before completion and I only had 84000 Bytes left. Is this a
Bug?
A: No. STACKER reports the estimated amount of disk space free, if the
files being copied to the hard disk can be compressed. Since our files
come compressed already, it messes up Stacker's estimate. To install
Stunt Island on a stacked drive, we don't recommend installing to a
drive that has less than 20MB free.
Q: I have a 386-16SX computer with 2 MB of RAM, how will Stunt Island run
on my system?
A: Your computer meets the minimum requirements for the program. While it
will run adequately on your system, the program performs best on a
386-33 or higher system.
Caching Data
------------
A few users have reported terrible frame rates and long drawn out pauses in
game play in Stunt Island. Almost all of these users were not caching any
program data into EMS or XMS memory, and therefore would suffer this problem.
Using a boot disk, use the following CONFIG.SYS file to allocate some XMS
memory for the program to use to cache it's data
FILES=40
BUFFERS=20
DOS=HIGH
DEVICE=C:\DOS\HIMEM.SYS < This driver manages your extended memory.
This should improve game play significantly.
Q: Does Stunt Island support rudder control systems like the Thrustmaster
rudder control system?
A: Not currently, but this is being added in the first update disk.
Q: I have an Ad-Lib card, and I can't get any digital Sound FX to play. How
come?
A: An Ad-Lib card does not have a DAC (Digital Audio Converter) to play
digital effects, therefore you will only hear synthesized musical
effects. You may wish to purchase a Disney Sound Source to add a digital
sound device to your system. (<---Shameless plug! <G>)
Q: I use QEMM to allocate EMS and XMS at the same time is there a way to
force Stunt Island to use extended instead of expanded memory.
A: Stunt Island will use whichever portion of memory it sees the most of.
Try allocating slightly more XMS than EMS, and it should default to
extended memory.
Q: Do I need Expanded memory for Stunt Island?
A: No, Stunt Island will also use Extended memory to cache it's data.
------------------------------------------------------------------------------
Sound Blaster and Expanded Memory
---------------------------------
On some 386 and 486 system using a driver to simulate expanded memory (EMS)
and a Sound Blaster (or 100% compatible sound card) that does not employ a
FIFO (First In/First Out) buffer, you may experience difficulties with
digital sound effects. This is due to the presence of the expanded memory
manager driver, which conflicts with Stunt Island's access to the Direct
Memory Access (DMA) channel. This portion of the hardware is simulated by
the expanded memory manager, rather than allowing direct access to it.
Systems with a physical expanded memory board will not experience this
problem since their hardware handles expanded memory allocation rather than
having a device driver in your CONFIG.SYS file to handle the expanded memory.
This problem will not occur on all systems, however, if it does occur there
is a quick solution. Stunt Island will cache it's program data to both
extended memory and expanded memory. If the expanded memory is causing the
digital sound effects to waver and sound unclear, changing from expanded to
extended memory should solve the problem. The following example is for
computers running DOS 5.0 and using it's built in memory management software,
users of QEMM 386 and other memory management programs should consult their
manuals for more information on switching to an extended memory only setup.
To change your system to an extended memory only setup, open your CONFIG.SYS
file with a text editor. You should see something similar to the following:
FILES=40
BUFFERS=20
DOS=HIGH
DEVICE=C:\DOS\HIMEM.SYS < This driver manages your extended memory.
DEVICE=C:\DOS\EMM386.EXE 1024 < This driver manages your expanded memory.
To change to extended memory only, simply place a REMark statement in front
of line four to disable it temporarily. If you wish to change it back again
later, all you have to do is delete the REM and the space at the beginning of
the line, save it and reboot to restore your expanded memory settings. To
REMark out the line, use a text editor and change line four to look like
this:
REM DEVICE=C:\DOS\EMM386.EXE 1024
When you save the CONFIG.SYS file and reboot your computer, your system will
have only extended memory allocated, and everything should sound normal.
------------------------------------------------------------------------------
Q: What graphics mode does Stunt Island use?
A: 320x200x256 color graphics.
Q: I only have a Disney Sound Source, what kind of sounds will I hear in
Stunt Island?
A: You will get crisp digital sound effects like voices, explosions, jet
sounds and music, but the synthesized music available on some advanced
sound cards will not be available. The digital sound effects are far
superior to synthesized effects for realism.
Q: I am using the PC Speaker for sound, what kind of sound effects will I
hear in Stunt Island?
A: Very limited effects. There are just some things the PC speaker can't do,
so a lot of sound effects are not available when using this sound option.
To experience the full range of sounds in Stunt Island, a Sound Source or
Sound Blaster card is required.
Q: Will Stunt Island work with my Pro Audio Spectrum 16 Sound Board?
A: Some users have had problems with this sound board. We were unable
to test with one during our testing period. We have now obtained a
PAS 16 and are looking into possible compatibility problems. As we
come up with more information we will post it here.
UPDATE: We have tested with a PAS 16, and found the following settings work
with Stunt Island.
Pro Audio Spectrum Side: Sound Blaster Side:
Port = None Port = 220
Interrupt = 3 Interrupt = 5
DMA Channel = 3 DMA Channel = 1 (Must be 1)
The PAS 16 consists of two sections, and the Sound Blaster section
should use the settings shown above. You may be able to use a
different IRQ, but the DMA channel must be 1.
ADDITIONAL INFO: We have found (just by reading the PAS 16 manual and
listening to users) that the majority of the problems with
the PAS 16 card are due to the two sides of the card sharing
a port, Interrupt or DMA Channel. The two sides of the
card must have different settings, or the card will cause
the system to lock up.
Q: Will Stunt Island work with my ATI Stereo/FX sound card?
A: Yes, we have obtained and tried an ATI sound board here, and it works
fine. The settings we used were as follows:
Audio Port Address : 220h
Audio IRQ Level : IRQ 5
Game Port : Slow
Audio Mix : Off
Audio Input Level : Mic
Buffered DMA Plan : Enabled
I know that others have gotten the cards to work with other settings.
The most common reason for the cards not working that we have found
is IRQ conflict. Having the IRQ set to an option that SI doesn't
support or sharing an IRQ with another card or device in your system.
Stunt Island makes heavy use of system interrupts (IRQs) and if two
devices are trying to share one, it can cause lockups and other
problems. Disney Software sound drivers do not support the use of
non-standard interrupts, we only support IRQs 3, 5 and 7. We can also
make use of IRQ 2 in systems where it is not used as a cascaded
interrupt.
Q: I am experiencing static in the sound for Stunt Island, can this be fixed?
A: This problem has been reported by several people, and in a few cases, it
has turned out to be an Interrupt (IRQ) conflct. This was discovered by
running the SB-TEST program included with Sound Blaster Pro several times
by a user who goes by the handle Major Mudd (Prodigy ID GRCM13A if you
want to write to him) and it locked up on the Digital Sound test at both
IRQ 5 and 7. Once he switched the sound board to IRQ 2, the sound cleared
up and the game ran fine. Other possibilities may be speaker volume,
connection or power level. Some folks have reported sound problems, and
they were running their sound card through a stereo and it's speakers,
once they switched to a pair of speakersconnected directly to the sound
card the sound cleared up. Also bear in mind that we recommend removing
expanded memory drivers, they may also conflict with the sound in the
program.
UPDATE: One other potential solution is to select Joystick rather than
Joystick w/Throttle, some users have reported sound problems when this
option is selected.
Q: My frame rate is very choppy, what can I do to improve it?
A: Using ALT-P, bring up the Preferences screen. Turn the detail level down
until the frame rate improves. The lower the detail, the faster the
frame rate.
Q: I have the video go out many times while I play, what is wrong?
A: Please see Appendix E for information on contacting our Customer
Service Department. Please have the information requested ready, and try
to be at your computer when you call. we will try to help you diagnose
the problem. (FYI: The person who reported this problem had a defective
video card! This was not a bug!)
Q: Can Stunt Island make use of a math co-processor?
A: No, all math in the program is integer based, a math co-processor would
not help.
Q: I couldn't get my Thrustmaster FCS to properly calibrate and the small
amount of drift I was getting caused flight control to be lousy.
A: Try using the dead zone adjustment in the joystick calibration screen
until you find a setting that works for you.
Q: I hate that film at the beginning of Stunt Island, is there any way to
get rid of it?
A: You can do one of two things, go into the VAULT subdirectory and delete
the file INTRO.FLM, and it will never come up again, or, rename one of
your own .FLM files to INTRO.FLM and personalize the Intro with your own
movie.
Q: Will Stunt Island work under OS/2?
A: We don't design for or support OS/2, but the game has been reported to
work quite well by several OS/2 fans. The following settings were
submitted to us by Bob Grady.
EMS_MEMORY_LIMIT 0
HW_TIMER ON
INT_DURING_IO ON
VIDEO_RETRACE_EMULATION OFF
Bob reports that the only real problem he gets is some choppiness in his
sound during memory swaps.
Chapter 3: Aircraft Checkout Procedures
---------------------------------------
The Inertia Problem
-------------------
There has been a lot of discussion about the effect of inertia on the aircraft
in Stunt Island. Many users have used terms like "Bleech!", "Flying A Brick"
and "Screwed Up" when referring to this problem.
We have looked into all of these complaints, and some potential solutions
have come up.
1. When you have trouble pulling out of a dive, drop your flaps and roll
slightly from side-to-side. Also cut back on the throttle. This helps
to lessen the effect of the inertia. A lot of the users I have talked
to try to fly at full speed throughout the stunts, and that is not always
the best method.
2. A few people have complained about out of control rolling as they bank
the aircraft they are flying. This has mainly been reported on slower
CPUs. I know it happens for some folks on fast machines too, but part of
the problem may be in the level of detail set for the program. On a
slower computer, setting the game for 100% detail will cause pauses, and
loss of some control in the aircraft due to the massive amount of
calculations the CPU has to make to try to keep up. By pressing ALT-P
and reducing the detail level, this problem will lessen somewhat.
3. Another possibility is the sensitivity level of your joystick. The
default "dead zone" for Stunt Island is 20%. That gives you a little
bit of play in the joystick before it actually moves the aircraft. Try
lowering it down to 7% to make your joystick a bit more responsive. You
can fiddle with it to find a setting that suits you, but this should also
help to lessen the effect of inertia.
One way that Disney Software is working to meet the demands of users is
to add a selectable flight model to the program. The current flight model
will continue on as the "HARD" option, and a new "EASY" flight model
with no inertia whatsoever will be part of the upcoming rudder pedal patch.
We hope this will put an end to this problem by allowing users the
freedom to choose how they want to fly. Keep those suggestions coming!
------------------------------------------------------------------------------
Q: There is a great deal of inertia to the planes in Stunt Island, I have a
hard time pulling out of a dive, is there a fix to this?
A: We are looking at making some improvements to the flight dynamics of some
planes. One possible solution to the problem may be that you are going
too fast however. Many users are going full speed in a dive or turn, and
just by dropping the speed a bit your controls become easier to handle.
Q: I selected the Pterodactyl at the Airfield to take a test spin around the
island. It just sits on the runway and spins around in a circle, why?
A: To fly the Pterodactyl from the airfield you need to do one of the
following steps to give it acceleration. Since the Pterodactyl is not an
aircraft in the same fashion as a Cessna, it flys a bit differently.
It has a free-form flight model that allows you to make really sharp
turns and to go as fast as you want to. We are looking into why it sits
and spins, but you can use the following steps to make it move.
Joystick Fliers:
Push forward on your joystick and press button #2 at the same time.
This will cause the Pterodactyl to accellerate and when you have hit the
speed you want, just let up on the button.
Mouse Fliers:
Press and hold the left button on your mouse to make the Pterodactyl
accellerate to the speed you want, then let up on the button.
Keyboard Fliers:
Press and hold the ENTER key to make the Pterodactyl accelerate. When
you reach the speed you want, let up on the ENTER key.
Q: I can't use the function keys to change my view when I am flying, why?
A: It is possible that one of your shift keys is stuck. If the shift key
is depressed or stuck down, the Function Keys to change your flight view
will not work properly.
Q: The elevator control is really sluggish in the propeller driven
aircraft, are there any plans to fix this?
A: Yes, we are looking at the flight model data to see if we can improve
the performance of these aircraft.
Q: What exactly is gouraud shading and why couldn't I tell the difference
(when viewing my plane) between having it on and having it dithered? Is
dithered the optimal setting for fast machines?
A: There are two types of gouraud shading, regular and dithered. Try
placing the Pitts Special at the airport, then press F6 to get the
spotter plane view and turn the shading on and off in preferences by
pressing ALT-P to bring up the preferences menu.
Q: The SR71's port wing is bent up at a 15 degree angle, is this a bug?
A: Yes, and we have no idea how that slipped through!!! We will fix it as
soon as possible.
Q: I can loop a 747, do you call that a realistic flight model?
A: No, but after all, this is about making movies, and Hollywood does live
by "suspension of disbelief"!
Q: Whenever I land on an object that is not on the ground, like on top of
tall buildings, the plane vibrates or bounces, why?
A: This is a math rounding error in large numbers. The top of one building
is 800 feet off of the ground and the calculation is imperfect, yielding
the bouncing effect.
Q: The hangars at the airport are open, but I crash as I try to fly through,
is it possible to fly through them?
A: Yes. Make sure that the plane you are flying is small enough to fit into
them. Try placing a plane inside the hangar in Set Design, and then fly
it out of the hangar.
Q: I selected a plane from the airfield, and I took off and pressed R to
record my flight. When I took the film into the editing room, the only
sounds I got were the explosions from when I crashed at the end. Why?
A: The solution is in the way you record your flight. Once you select the
aircraft, and you are sitting still on the runway ready to take off, press
R to record your flight. Then after you have done that, press 0 to make
the aircraft accelerate, this will record the start of the engine sounds
onto your film. If you start the engines first, the sound's starting
point will not be recorded onto the film, and won't be available in the
editing room.
Q: I can't get my plane to level out in time, is there something I can do to
get level faster?
A: Yes, press the A button to go into AUTOPILOT mode. Your plane will
immediately get flat and level at the press of the A key. The only
problem is that it doesn't always look realistic in a film.
Q: The Mig 25 is supposed to do Mach 2.8, in Stunt Island it tops out at
about 700 Mph, why?
A: While it is true that the Mig 25 was developed to chase the XB-70A
Valkyrie (Projected speed Mach 3+), according to Jane's All The World's
Aircraft, 1991-1992 Edition - Page 260, the maximum level speed for the
Foxbat A is Mach 0.85 (703.8 Mph). Obviously we are a little slower than
Janes, I am not sure if this will be adjusted. For all aircraft we use
the maximum level speed, not the Never Exceed Speed (Vne), because most
of the aircraft are not able to obtain those speeds in level flight.
Chapter 4: Stunt Pilot of the Year Contest
------------------------------------------
Stunt 19: Error in Stunt Description
------------------------------------
The description in the book says you cannot go above 50 feet in your plane,
the screen in the Stunt Coordinator's office says you cannot go above 40 feet.
The Stunt Coordinator is correct, the description for Stunt 19 on Page 53 of
the manual should say "You must keep your Piper Cherokee within 20 feet of
each truck and fly no higher than 40 feet", not "50 feet" as it says now.
Q: I am having trouble learning to fly the stunt, is there a way to
practice?
A: Yes, in the stunt descriptions starting on page 47 of the manual, each
stunt has a file name listed of the set used to create it. Load these
files in set design, and you can practice without it affecting your
contest standing. You can use this list to find the right files:
Stunt File
----- ----
Another way to practice without affecting you standings is to select
NO when you are asked if you want to be in the competition. Now when
you go to the Stunt Coordinater he will still offer you assignments,
but you can scan throught the entire list of assignments and do them
as many times as you want to without affecting your standings.
Q: When performing the Burger Stand stunt, I found that as I was turning
left off the main road, my plane would rise up off the ground to the
height of the buildings adjacent to me if my right wing happened to
collide with them. Is this a bug in the software, or a problem in the
burger set design?
A: Yes, this is a bug! The program is unable to define the exact ground
level, prior to colliding with the wall the program thinks that you
landed on top of that building, hence the lifting effect. This bug may
not be fixable, but we will look into it.
Chapter 5: Production - Set Creation and Filming
------------------------------------------------
TYPESET: The Unknown Utility
--------------------------------
If you have a problem with a set, and you want a quick way to lay it all out
in front of you, then you need to read this section. A lot of users have
been commenting lately on the undocumented utility included with Stunt Island
called TYPESET. Typeset will read the contents of a .SET file and print it
to the screen, printer or a text file. To simplify the use of TYPESET, we
also put in two small batch (.BAT) files called SETINFO.BAT and PRINTSET.BAT.
These are especially handy for evaluating your sets on paper and trying to
figure out little glitches in your SETs.
To print a SET to the screen, just type the following (you must run all of
these commands from the directory where Stunt Island is installed):
TYPESET SETS\ALCATRAZ.SET | MORE
The SETS\ALCATRAZ.SET portion of the command is the path to the SET file you
want to display. Most .SET files are stored in the SETS subdirectory of
Stunt Island, if yours are located elswhere, please substitute the complete
path after the TYPESET command.
The SETINFO.BAT file will use TYPESET.EXE to send the information about a
.SET file to a plain ASCII text (.TXT) file. The following shows the usage
for SETINFO.BAT:
Usage: SETINFO <path><setname>
Example: SETINFO SETS\ALCATRAZ
Don't include the .SET extension, the batch file does that for you.
SETINFO.BAT will take all of the information in ALCATRAZ.SET and store it in
an ASCII text file called ALCATRAZ.TXT in your \STUNTISL directory. This
file can now be edited with any text editor, or printed at a later date.
The PRINTSET.BAT file will use TYPESET.EXE to send the information about a
.SET file to your printer. The following shows the usage for PRINTSET.BAT:
Usage: PRINTSET <path><setname>
Example: PRINTSET SETS\ALCATRAZ
Don't include the .SET extension, the batch file does that for you.
SETINFO.BAT will take all of the information in ALCATRAZ.SET and send it to
your printer. This file can now be used to trouble shoot you set, or to
send to a friend to try.
------------------------------------------------------------------------------
Q: Why is it that the propellers on other aircraft will not turn unless my
engine is running?
A: This was one of those little programming issues that could not be
resolved before we shipped Stunt Island. We had to set it up so
that Rotors and Landing Gear on all aircraft are dependant upon
the position and speed of the primary object in prop slot #1.
Q: How did the helicopter in the demo end up flying like a helicopter since
it doesn't have a helicopter flight model? (See LOCATION.FLM)
A: It's magic! (Just kidding) Actually that was all done with the Event
Programming feature. I have included a sample .SET here to demonstrate
how to do this. Since the helicopters are props, and not part of the
aircraft included in the "Planes" section, they do not have flight models
of their own. They use a generic flight model.
File Name :SETS\HELICOPT.SET
Printed at :Mon Feb 22 22:14:05 1993
Stunt Title :User
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :Black Hawk Heli.#2
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :28947 E/W :110855
Altitude :1327
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :750
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Spot Method Object :9
Watch :On Watch Object :9
Zoom :1 Autozoom :Off
Distance :104 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :41 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #9
Prop Name :Black Hawk Heli.#2
Method :Free
Watch :Off Watch Object :1
N/S :28947 E/W :110855
Altitude :7
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :150 Yawing Anim :0
Speed :1 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
This event controls all of the helicopter's movements. Since the
helicopter is a prop, and not an aircraft with it's own flight model
in this release of Stunt Island, you would have to use this method
to make it appear to take off vertically.
Event#1 One Shot
If 3 seconds have elapsed
And nothing
And nothing
Then change Black Hawk Heli.#2(9)'s heading pitch to 50
And change Black Hawk Heli.#2(9)'s acceleration to 3
And wait 2 seconds
And change Black Hawk Heli.#2(9)'s pitch anim to -5
And wait 3 seconds
And change Black Hawk Heli.#2(9)'s pitch anim to 0
And change Black Hawk Heli.#2(9)'s heading yaw to 150
And change Black Hawk Heli.#2(9)'s heading pitch to 0
Q: Why can't I view an object I am trying to adjust from one of my camera
views?
A: Quite simply, because it wasn't designed into the program. This suggestion
has been passed on to our Product Development department for consideration.
Q: I want to fly through the city like I can in the Pterodactyl, but I want
to use another plane. Is there any way to give another plane the same
flight characteristics as the Pterodactyl?
A: Yes. Actually there are two ways to accomplish this trick, and I must
give the credit for this discovery to the users of Prodigy and Compuserve
for coming up with it!
Method 1: (You can substitute other aicraft for the Mig if you like)
Place the Pterodactyl in prop slot #1 as the primary flying object. Turn
it's visibility OFF. Place the Mig 29 Fulcrum in prop slot #9, and change
it's method to ATTACH, attach it to prop #1 (the Pterodactyl). What this
does is show the Mig 29 as the primary aircraft while using the flight
characteristics of the Pterodactyl which is the actual primary aircraft.
You can now zig and zag through the sets just like you can with the
Pterodactyl, but your films will show you flying a Mig 29. Use this set
as an example.
File Name :SETS\MIG291.SET
Printed at :Fri Feb 05 14:19:59 1993
Stunt Title :User
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Up Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :Gun
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :Pterodactyl
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :100000 E/W :100000
Altitude :421
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :510
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #9
Prop Name :MiG 29 Fulcrum
Method :Attach Method Object :1
Watch :Off Watch Object :1
Distance :27 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Event#1 One Shot
If 0.5 seconds have elapsed
And nothing
And nothing
Then play 'Jet Idle' on chan 1, vol= 4, and loop.
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Method 2:
Place the Pterodactyl in prop slot #1, then set an event to change the
appearance of the Pterodactyl into another aircraft. This will achieve
the same effect as above without using an extra prop slot. Use this set
as an example.
File Name :SETS\MIG292.SET
Printed at :Fri Feb 05 14:20:13 1993
Stunt Title :User
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Up Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Spotter
Init Camera View :1
Initial Weapon :Gun
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :Pterodactyl
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :100000 E/W :100000
Altitude :421
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :510
Visible :On Collision :Off
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Event#1 One Shot
If 0.5 seconds have elapsed
And nothing
And nothing
Then play 'Jet Idle' on chan 1, vol= 4, and loop.
And change Pterodactyl(1)'s shape to MiG 29 Fulcrum
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Q: I can't fire any weapons! I just made a stunt and I have all of my
objects set, but I am not able to fire weapons, why?
A: Weapons (IE: Bullets, Bombs and Missiles) take up a prop slot. If you
placed 40 props (the maximum) there is no open prop slot to be used by
the weapon, therefore it won't fire. If you plan on using a certain
weapon, leave at least one prop slot open in your set.
Q: Is it possible to have an invisible camera?
A: Yes, go to the object you want to change to invisible in the Set Design
section of the program. Select ADJ from the menu of options on the
right of your screen. At the bottom of the ADJ menu you will see a
button marked VIS. That button should not be pressed down if you want
the object to be invisible. If it is pressed down, simply press it
again to change the object to invisible.
Q: I don't understand how to make an object explode, can someone show
me a simple way to do this?
A: There are several ways to make an object explode. The simplest is to
turn the COLL and EXPL features for the object ON in the ADJ menu of
Set Design. Then when you fly it into another object that has it's
collideability set to ON, it will explode. Try placing an A-10 in Prop
Slot #1, and a 00500x00500 Collision Window about 200 feet in front of
it. In the Adjust menu, set the A-10 to COLL-ON and EXPL-ON and the
Collision Window to COLL-ON. Then fly the stunt. When your A-10 hits
Collision Window, it will explode.
Another way is to use an Event. Go back into Set Design and use the same
set we just used. In the Adjust menu for the A-10, change EXPL to OFF.
Select EVENTS and program an event to read like this.....
IF COLLISION Object1 WITH Object3 THEN WAIT 5 Seconds AND EXPLODE Object1
Now select Fly Stunt again, and this time when you hit the Collision
Window you will keep flying for 5 seconds and then your A-10 will explode.
Q: Sometimes I can see background objects in front of foreground objects,
how come?
A: This is a sorting problem for the computer, and it is placing background
data in front of foreground data. We cannot fix this problem at this
time. You can minimize this effect by adjusting camera angles slightly
higher or lower or farther away than the objects.
Q: Where are the helicopters?
A: They are under military equipment. Only Blackhawk Helo #2 has rotors
that spin. We are planning to add helicopters in a later release of
Stunt Island with accurate helicopter flight models. Check the Prop
List in Appendix A for a complete listing of current props.
Q: Why can't I drive cars in Stunt Island?
A: Stunt Island: The Flying and Filming Simulation, the game's title should
be all the explanation needed. We realize that a driving simulator
would be great too, but we did not design driving features into Stunt
Island.
Q: Why is it when I try to drive a car up a ramp it passes right through
the ramp?
A: If you try driving a car, it will handle like a plane, since the program
expects a plane as the main prop rather than a car. Some of the ramps
and bridges do not have crash data, and you can pass right through them.
You can make cars appear to drive more realistically by using system
events and placing them in prop spots 9-40. For example, you could place
a collision window at the base of ramp to cause a car to change it's
angle to appear like it is driving up the ramp, and another collision
window at the top to level it out again.
Q: Designing a stunt is hard, is there any way to simplify programming a
stunt?
A: We will develop macros for animation in add on disks. Things like
TUMBLE, TURN, EXPLODE MULTIPLE and other features to make this aspect
easier for you.
Q: Can the planes be programmed to kill you?
A: Yes, you can create a set design that has planes seek and fire at you.
An example of this will soon be available on any of the Online Information
Services listed in Appendix E that have download capabilities.
Q: When going through the set design tutorial, I found that I couldn't use
GoTo to go to the spot plane position. Is this a function of the spot
plane, a result of the spot plane using the same coordinates as the
primary plane, or a bug?
A: This is a special case. The spotter plane is not an actual prop. It
cannot be deleted or changed with another prop, but you can adjust it's
viewpoint by going to Object 2 in Set Design, or press F6 while you are
flying.
Q: Is there any way to destroy the permanent scenery?
A: Well, aside from the damaging effect that would have on the delicate
ecosphere of Stunt Island, no, we haven't added that yet! <vbg>
Q: Can I change the time of day on Stunt Island?
A: Yes, use the global button in Set Design to set the time of day, or
press ALT-T while you are flying.
Q: I want fire in my stunt, is there an object for flames?
A: No, but maybe in a future release. For an idea on simulating flames,
take a look at the final section of Demo Film Number 3. When the tanks
are destroyed and the radar site blows up, Leonard D'Ambrosio did a nice
job of simulating burning wreckage.
Q: What's the difference between the Camera #1 and Camera #2 props? Do they
operate differently?
A: The only difference is in appearance, in case you want a camera visible
in one of your films.
Q: Is there an easy way to calculate the altitude for an object so that it's
resting on the ground? Having to calculate this altitude as half the
object's height is a little unreasonable.
A: This should happen automatically. If an object does not do this
automatically, please let us know which object it is so we can
investigate for bugs.
Every object in the program has a centerpoint. It is at the middle of
the object and gives the object a minimum altitude when you place it
in a set. EXAMPLE: A 3000x3000 foot collision window has a default
altitude of 1500 feet since it's center point is 1500 feet from each of
it's four sides. When you place it in a set and select ADJ, you will
see that it's altitude is listed as 1500 feet. This is true for all
objects.
Q: How can I get my aircraft to leave a smoke trail?
A: There is no feature for this in the program, but you can simulate it by
placing the Smoke Prop as an object, and attaching it to prop #1. Then
use Events to toggle it's visibility ON and OFF when you want smoke trails
to appear. See the tutorials section for an idea on how to accomplish
this.
TIP:
I discovered this handy technique while setting up a formation flying stunt
that will shortly become Tutorial 6 or 7. I placed my aircraft, an F-18, in
prop slot #1 and attatched three other F-18s to it, one 60 feet behind me and
two others right and left behind me in a diamond formation. As I completed
a few events, I realized I needed the planes METHOD to be FREE. So, I went
back into Set Design and switched them all, expecting to have to relocate
them to their original positions in the diamond. Lo and behold, switching
them to FREE objects left them right in those exact same coordinates, and I
didn't have to refigure their positions. The point of all this is as
follows, if your stunt relies heavily on the location of an aircraft in
relation to yours, use the ATTACH Method to place the plane, and then switch
it to FREE to achieve easier positioning.
Chapter 6: Setting Up Special Events
------------------------------------
Q: Does anybody know how the CHANGE METHOD line works? When I
use it to change and object that's moving and has a FACE method to a
FREE object (but still moving) it stopped and no command will make it
move again. What do I do?
A: WILO
Q: There is no weapon to trigger an event when I am flying the pterodactyl.
It would also be nice if other non-combat aircraft had a way of triggering
events the way the same way that combat aircraft do. What can you do
about this?
A: The solution to this problem is all in your imagination. We included the
collision windows and events to allow you the freedom to make any event
happen. Through creative placement of these props and using special
events, you can literally make anything happen within the confines of the
Stunt Island world. Any plane can have a weapon, simply turn that option
on in Set Design under the GLOBAL settings. If you want that weapon to
trigger an event, then you need to place collision windows or use an event
to do that. If you want a weapon to trigger an event, but don't want it to
appear on-screen, try the following set. It's all in your imagination!
File Name :SETS\INVPOWER.SET
Printed at :Thu Feb 18 16:39:56 1993
Stunt Title :The Invisible Power!
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :Black Hawk Heli.#2
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :102002 E/W :138349
Altitude :157
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :210 Yawing Anim :0
Speed :300
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Seek Method Object :4
Watch :On Watch Object :4
Zoom :1 Autozoom :Off
N/S :102152 E/W :138346
Altitude :131
Speed :0 Acceleration :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #4
Prop Name :Sidewinder
Method :Attach Method Object :13
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
Distance :21 Distance Anim :0
Offset Pitch :90 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #9
Prop Name :Hardware Store
Method :Free
Watch :Off Watch Object :1
N/S :102094 E/W :138302
Altitude :10
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Prop #10
Prop Name :Hotel
Method :Free
Watch :Off Watch Object :1
N/S :102031 E/W :138280
Altitude :29
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Prop #11
Prop Name :Laundromat
Method :Free
Watch :Off Watch Object :1
N/S :101974 E/W :138310
Altitude :7
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Prop #12
Prop Name :Bank
Method :Free
Watch :Off Watch Object :1
N/S :101896 E/W :138279
Altitude :30
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Prop #13
Prop Name :Black Hawk Heli.#2
Method :Free
Watch :Off Watch Object :1
N/S :102002 E/W :138349
Altitude :163
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :300 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #14
Prop Name :Backhoe
Method :Free
Watch :Off Watch Object :1
N/S :102095 E/W :138358
Altitude :7
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :330 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Prop #15
Prop Name :Bulldozer
Method :Free
Watch :Off Watch Object :1
N/S :102039 E/W :138333
Altitude :3
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :30 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Prop #16
Prop Name :Cement Truck
Method :Free
Watch :Off Watch Object :1
N/S :102001 E/W :138368
Altitude :5
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Prop #17
Prop Name :Crate Truck
Method :Free
Watch :Off Watch Object :1
N/S :101956 E/W :138339
Altitude :7
Pitch :0 Pitch Anim :0
Roll :90 Roll Anim :0
Yaw :300 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Prop #18
Prop Name :Gas Truck
Method :Free
Watch :Off Watch Object :1
N/S :101895 E/W :138349
Altitude :4
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
Event#1 One Shot
If 5 seconds have elapsed
And nothing
And nothing
Then change Sidewinder(4)'s speed to 10
And change Sidewinder(4)'s method to Seek
And change Sidewinder(4)'s method obj to 14
And change Sidewinder(4)'s watch obj to 14
And do nothing
And do nothing
And do nothing
And do nothing
Event#2 One Shot
If Sidewinder(4) hits Backhoe(14)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 15
And change Sidewinder(4)'s watch obj to 15
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#3 One Shot
If Sidewinder(4) hits Bulldozer(15)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 16
And change Sidewinder(4)'s watch obj to 16
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#4 One Shot
If Sidewinder(4) hits Cement Truck(16)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 17
And change Sidewinder(4)'s watch obj to 17
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#5 One Shot
If Sidewinder(4) hits Crate Truck(17)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 18
And change Sidewinder(4)'s watch obj to 18
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#6 One Shot
If Sidewinder(4) hits Gas Truck(18)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 12
And change Sidewinder(4)'s watch obj to 12
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#7 One Shot
If Sidewinder(4) hits Bank(12)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 11
And change Sidewinder(4)'s watch obj to 11
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#8 One Shot
If Sidewinder(4) hits Laundromat(11)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 10
And change Sidewinder(4)'s watch obj to 10
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#9 One Shot
If Sidewinder(4) hits Hotel(10)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 9
And change Sidewinder(4)'s watch obj to 9
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#10 One Shot
If Sidewinder(4) hits Hardware Store(9)
And nothing
And nothing
Then change Sidewinder(4)'s method obj to 13
And change Black Hawk Heli.#2(13)'s collideability to 1
And change Sidewinder(4)'s watch obj to 13
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#11 One Shot
If Sidewinder(4) hits Black Hawk Heli.#2(13)
And nothing
And nothing
Then wait 2 seconds
And explode Black Hawk Heli.#2(13)
And explode Sidewinder(4)
And wait 3 seconds
And finish - success
And do nothing
And do nothing
And do nothing
Q: How come when I use an event to change object 1 into another object, the
new object keeps the same flight characteristics as the object I started
with?
A: You are only changing the external shape (or appearance) of the object.
It will continue to use the flight data that was loaded for the original
object in Prop Slot #1. See Chapter 5 for more on this subject.
Q: Are the IF statements required in Events programming?
A: Yes, in order for an event to occur, an IF statement must be occur
in order for other statements in the event to occur.
Q: Do you have to pass through a collision window to trigger events
attached to it.
A: Yes, in order to trigger an event related to a collision windows, the
object specified in the IF COLLISION statement must pass through it.
Chapter 7: Tutorial - Creating Sets and Events
----------------------------------------------
Subject: Innacurate Tutorial in Chapter 7 of Stunt Island Handbook
This section is being included to assist users with some information not
provided in the Chapter 7 tutorial.
The lower section of the Adjust feature is where you can set the object
to be Collideable, Visible, Explodeable, and set it's Shadow. How these
variables are set can greatly affect the outcome of the stunt. In the
case of someone who is completely new to the program, this can cause very
confusing results.
There are two default settings in the Adjust menu. For ANY object in Prop
Slot Box #1 (The prop you will fly) the default settings are Visibility-ON
and Shadow-ON. Everything else is toggled OFF. For any object in Prop
Slot Boxes 3-40 the default setting is Visibility-ON, and everything else
is toggled OFF. Prop Slot Box #2 is reserved for the spotter camera, and
the default settings are all toggled OFF, you can change these, but erratic
results may occur when running the program.
The following changes should be incorporated if you are attempting to
re-create the Burger Set using the Tutorial example given in Chapter 7 of
the Stunt Island Handbook. Please be advised that the button is said to be
in the ON position when it appears to be pushed in on the menu screen.
1. Prop 1 Piper Cherokee (Page 104) Coll Button in Adjust Menu should be ON.
2. Prop 3 Camera #1 (Page 105) Vis Button in Adjust Menu should be OFF.
3. Prop 4 Camera #1 (Page 106) Vis Button in Adjust Menu should be OFF.
4. Prop 11 00010x00010 (Page 106) Vis Button in Adjust Menu should be OFF.
5. Prop 11 00010x00010 (Page 106) Coll Button in Adjust Menu should be ON.
6. Prop 12 Sphere 6r (Page 106) Vis Button in Adjust Menu should be OFF.
7. Prop 25 Police Wagon (Page 111) Coll Button in Adjust Menu should be ON.
8. Prop 31 00500x00500 (Page 112) Vis Button in Adjust Menu should be OFF.
9. Prop 31 00500x00500 (Page 112) Coll Button in Adjust Menu should be ON.
10. Prop 32 00500x00500 (Page 112) Vis Button in Adjust Menu should be OFF.
11. Prop 32 00500x00500 (Page 112) Coll Button in Adjust Menu should be ON.
12. Prop 33 00500x00500 (Page 112) Vis Button in Adjust Menu should be OFF.
13. Prop 33 00500x00500 (Page 112) Coll Button in Adjust Menu should be ON.
------------------------------------------------------------------------------
The Stunt Island Tutorials
--------------------------
Q: Is there a way to fly the planes in Stunt Island by Remote/Radio Control?
A: There is not a specific feature to do this, but yes, it can be done! The
following set data should give you an idea of how to build a set to allow
you to do this.
Stunt Island Tutorial #1: Radio Control Flying
----------------------------------------------
Someone was asking me about R/C flying, which I think I understand as
Remote or Radio Control flying. What these people wanted was a way to
watch their plane from a static ground location as they flew it, or at
least I think that's what they wanted.
The enclosed .SET and .FLM file demonstrate a way to do this. I set a
Camera in prop slot 3, and turned on it's watch attribute, and made it
watch prop 1 which is the plane I am flying. I also changed it's method
to SEEK Prop 1.
When I fly the stunt, all I have to do is press CTRL-F3 to see from the
view of the camera in prop slot 3, and I have my remote control view for
flying.
You can expand on this idea and place cameras in several locations for
multiple remote views of your flight. As you move out of range of one,
you can switch to the next, and never have to even use the pilot view.
I hope the following .SET helps some of you out. I will try to do more of
these in the future. This .SET and a short .FLM can be downloaded from
all the locations listed in Appendix E that have download capability in
the file REMOTE.ZIP.
File Name :SETS\REMOTE\REMOTE.SET
Printed at :Mon Jan 18 08:40:22 1993
Stunt Title :User
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :Curtis Jenny
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :97771 E/W :129569
Altitude :300
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :60 Yawing Anim :0
Speed :120
Visible :On Collision :Off
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Seek Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
N/S :102359 E/W :135143
Altitude :2
Speed :0 Acceleration :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
------------------------------------------------------------------------------
Q: I seem to be having trouble bombing things. I activate the control to
switch to the bomb weapon, and I drop bombs, but nothing seems to happen.
I don't see any bombs from the cockpit of the bombsight view, and nothing
blows up beneath my plane, how come?
A: Take a look at how we did it here in this set!
Stunt Island Tutorial #2: Bombing A Ground Target
-------------------------------------------------
A .FLM and .SET files for these examples can be found at any of the locations
listed in Appendix E that have download cpabilities in the file BOMBING.ZIP.
Tutorial 2A: Bombing a C&W Bar!
File Name :\DISNEY\STUNTISL\SETS\BOMBING.SET
Printed at :Thu Jan 21 15:56:19 1993
Stunt Title :How to Bomb a C&W Bar!
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :08:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :Bomb
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :F4E Phantom
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :65807 E/W :144065
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0
Visible :On Collision :Off
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Spot Method Object :11
Watch :On Watch Object :11
Zoom :1 Autozoom :Off
Distance :156 Distance Anim :0
Offset Pitch :11 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #4
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
N/S :65807 E/W :159892
Altitude :2
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #5
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :11
Zoom :1 Autozoom :Off
N/S :65211 E/W :159875
Altitude :110
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #6
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
N/S :65211 E/W :159875
Altitude :10
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #11
Prop Name :C&W Bar
Method :Free
Watch :Off Watch Object :1
N/S :65807 E/W :160000
Altitude :35
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
I have left Prop #12 visible so that you can see what happens. In a
normal film, you can turn the visibility off, and the same effect will
occur. You just have to hit the Window.
Prop #12
Prop Name :hz 0120X0120
Method :Free
Watch :Off Watch Object :1
N/S :65807 E/W :160000
Altitude :10
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
This is the only event that I needed to accomplish a bombing run. I tell
the program that any weapon that hits the 120x120 Horizontal Collision
Window around the Country & Western Bar will blow up the bar!
Event#1 One Shot
If Any Weapon hits hz 0120X0120(12)
And nothing
And nothing
Then explode C&W Bar(11)
And play 'Explosion #06' on chan 2, vol= 4.
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Tutorial 2B: Hit The Cathedral
This is the second method that can be used for larger targets that are easier
to hit. All you have to do is make the large target EXPLODEABLE, and make
sure you hit it with a bomb! I placed a large cathedral where the C&W Bar
had been, and used the same setup to complete this second part of the
tutorial. Either of these methods should demonstrate how to bomb a ground
target.
File Name :SETS\BOMBING2.SET
Printed at :Tue Feb 09 12:45:46 1993
Stunt Title :How to Bomb a Cathedral!
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :08:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :Bomb
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :F4E Phantom
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :65807 E/W :144065
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0
Visible :On Collision :Off
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Spot Method Object :11
Watch :On Watch Object :11
Zoom :1 Autozoom :Off
Distance :639 Distance Anim :0
Offset Pitch :-17 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #4
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
N/S :65807 E/W :159592
Altitude :2
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #5
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :11
Zoom :1 Autozoom :Off
N/S :65211 E/W :159875
Altitude :609
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #6
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
N/S :65211 E/W :159875
Altitude :10
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #11
Prop Name :Cathedral
Method :Free
Watch :Off Watch Object :1
N/S :65807 E/W :160000
Altitude :97
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :30 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :Off
Locked :Off Placed :On
The only purpose for this event is to play an explosion sound at the exact
moment of impact, saving me from having to do it in the editing room!
Event#1 One Shot
If Any Weapon hits Cathedral(11)
And nothing
And nothing
Then play 'Explosion #06' on chan 2, vol= 4.
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
------------------------------------------------------------------------------
Q: I would like to know if it is possible to "trail" horizontal smoke and/or
fire on an aircraft?
A: Yes, it can be done. The following .SET information should show you how
to do it!
------------------------------------------------------------------------------
Stunt Island Tutorial #3: Smoke Trails Behind a Plane
-----------------------------------------------------
Some people have asked us if there is a way to have smoke trail behind an
aircraft that has been struck by a missile. We are hoping a smoke trail
feature will be added in the next version of Stunt Island, but in the
meantime, try this set for one idea on how to do it.
Created by: Leonard D'Ambrosio and Dave Arnspiger
File Name :SETS\SMOKE.SET
Printed at :Tue Jan 26 14:41:24 1993
Stunt Title :Making a smoke trail.
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Up Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :A6E Intruder
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :92092 E/W :97346
Altitude :2000
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :330
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :132 Distance Anim :0
Offset Pitch :-23 Offset Pitch Anim :0
Offset Yaw :54 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :11
Zoom :1 Autozoom :On
N/S :91486 E/W :110364
Altitude :120
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #4
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
N/S :91962 E/W :110619
Altitude :76
Speed :0 Acceleration :0
Heading Pitch :-1 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #10
Prop Name :Frigate
Method :Free
Watch :Off Watch Object :1
N/S :91486 E/W :110130
Altitude :23
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This is a missile I will have chase down the plane and hit it, causing it to
smoke.
Prop #11
Prop Name :Ground/Air Missile
Method :Free
Watch :Off Watch Object :1
N/S :91486 E/W :110130
Altitude :58
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
This collision window will trigger the launch of the missile. I purposely
made it huge so the A6 would not miss it.
Prop #12
Prop Name :06000X06000
Method :Free
Watch :Off Watch Object :1
N/S :91451 E/W :110134
Altitude :3000
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
This is the smoke trail I will have appear when the plane gets hit.
It starts the stunt in an invisible state, notice it is spotting a
sphere, not to the plane in slot 1.
Prop #13
Prop Name :Smoke
Method :Spot Method Object :14
Watch :Off Watch Object :1
Pitch :90 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Distance :0 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This is a small sphere I attatched to object 1 and moved to just behind
the tail of the plane. The smoke in prop slot 13 is spotting this object
in order to turn the smoke to the angle we needed it at, and to have it
appear just behind the plane instead of directly under it.
Prop #14
Prop Name :Sphere 00001r
Method :Attach Method Object :1
Watch :Off Watch Object :1
Distance :38 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This collision window follows the A6 in Prop Slot 1 and triggers
Camera 3 to zoom in on the missile strike.
Prop #15
Prop Name :01000X01000
Method :Follow Method Object :1
Watch :Off Watch Object :1
Distance :400 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
This is the event to tell the missile to take off and achieve a maximum
speed of 700 Mph.
Event#1 One Shot
If A6E Intruder(1) hits 06000X06000(12)
And nothing
And nothing
Then change Ground/Air Missile(11)'s method to Seek
And change Ground/Air Missile(11)'s method obj to 1
And change Ground/Air Missile(11)'s acceleration to 100
And play 'Missile Fire' on chan 2, vol= 4.
And wait 7 seconds
And change Ground/Air Missile(11)'s acceleration to 0
And change Ground/Air Missile(11)'s speed to 700
And do nothing
This is the event to tell Camera 3 to zoom in on the missile striking the A6
Intruder.
Event#2 One Shot
If Ground/Air Missile(11) hits 01000X01000(15)
And nothing
And nothing
Then change Camera#1(3)'s zoom to 0.5
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
This event turns the visibility of the smoke trail on after the missile hits
it. The plane flys on for 8 seconds while the pilot tries to discover
where he went wrong, and then KABLOOEY!
Event#3 One Shot
If Ground/Air Missile(11) hits A6E Intruder(1)
And nothing
And nothing
Then explode Ground/Air Missile(11)
And change Smoke(13)'s visibility to 1
And play 'Missile Explosion' on chan 2, vol= 4.
And play 'Wait a minute...' on chan 1, vol= 4.
And wait 8 seconds
And explode A6E Intruder(1)
And play 'Explosion #06' on chan 2, vol= 4.
And kill Smoke(13)
We hope this helps, you may need to play with the smoke trail even further in
events to get it to twirl around behind an out of control aircraft. Our
method here is only good if the plane doesn't change direction too much.
Good luck fellow Stunt Islanders!
Len & Dave
------------------------------------------------------------------------------
Stunt Island Lesson #4: Realism in Set Design
---------------------------------------------
Some people have been telling me there is no realism to Stunt Island. That
couldn't be further from the truth. The realism is all in your imagination.
If you visualize a scene in your head, and then sit down and logically plan
it out in Set Design, you can create it. All I wanted to accomplish here was
to get a Lockheed TR-1 to roll out of a hangar and onto the runway. I
succeeded in doing that after about two hours of fiddling to get it just
right. Then I spent another hour or two playing with other props, and
animating several vehicles in my film. I think the results will demonstrate
my point really well. It IS possible to achieve realism in Stunt Island sets.
A short .FLM, .ALL and .SET files can be found in the file REALISM.ZIP on any
of the Online Information Services listed in Appendix E that have download
capabilities.
Created by David Arnspiger, 1/29/93
File Name :SETS\REALISM.SET
Printed at :Sat Jan 30 01:42:06 1993
Stunt Title :A TR-1 rolls out to runway.
Initial Recorder :On
First Take :220
Crash Penalty :180
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :18:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :90
Prop #1
Prop Name :Lockheed U2
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :168878 E/W :50426
Altitude :4
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :156 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
N/S :168542 E/W :50711
Altitude :392
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #4
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
N/S :168878 E/W :50846
Altitude :57
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #5
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :1
Zoom :1 Autozoom :On
N/S :169299 E/W :46516
Altitude :92
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :180 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #6
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :1
Zoom :1 Autozoom :On
N/S :168598 E/W :48799
Altitude :32
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #7
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
N/S :168878 E/W :50426
Altitude :9
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #8
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :11
Zoom :1.58 Autozoom :On
N/S :168485 E/W :48297
Altitude :119
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #10
Prop Name :Lockheed Tr1
Method :Free
Watch :Off Watch Object :1
N/S :168540 E/W :50876
Altitude :4
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :270 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #11
Prop Name :F4E Phantom
Method :Free
Watch :Off Watch Object :1
N/S :169193 E/W :44292
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #12
Prop Name :E3 AWACS
Method :Free
Watch :Off Watch Object :1
N/S :168563 E/W :47768
Altitude :12
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #13
Prop Name :E3 AWACS
Method :Free
Watch :Off Watch Object :1
N/S :168558 E/W :48026
Altitude :12
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #14
Prop Name :Gas Truck
Method :Free
Watch :Off Watch Object :1
N/S :168579 E/W :47803
Altitude :4
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :330 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :330 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #15
Prop Name :Pickup Truck
Method :Free
Watch :Off Watch Object :1
N/S :168631 E/W :47631
Altitude :3
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #16
Prop Name :F4E Phantom
Method :Free
Watch :Off Watch Object :1
N/S :168600 E/W :48276
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #17
Prop Name :F4E Phantom
Method :Free
Watch :Off Watch Object :1
N/S :168600 E/W :48366
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #18
Prop Name :F4E Phantom
Method :Free
Watch :Off Watch Object :1
N/S :168600 E/W :48456
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #19
Prop Name :F4E Phantom
Method :Free
Watch :Off Watch Object :1
N/S :168600 E/W :48546
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #20
Prop Name :F86 Sabre
Method :Free
Watch :Off Watch Object :1
N/S :168600 E/W :48696
Altitude :5
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #21
Prop Name :F86 Sabre
Method :Free
Watch :Off Watch Object :1
N/S :168600 E/W :48756
Altitude :5
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #22
Prop Name :F86 Sabre
Method :Free
Watch :Off Watch Object :1
N/S :168600 E/W :48816
Altitude :5
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #23
Prop Name :F86 Sabre
Method :Free
Watch :Off Watch Object :1
N/S :168600 E/W :48876
Altitude :5
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #24
Prop Name :F4E Phantom
Method :Free
Watch :Off Watch Object :1
N/S :168683 E/W :47464
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :30 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #25
Prop Name :00120X00120
Method :Free
Watch :Off Watch Object :1
N/S :168678 E/W :50264
Altitude :0
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #26
Prop Name :00120X00120
Method :Free
Watch :Off Watch Object :1
N/S :168880 E/W :49285
Altitude :60
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #27
Prop Name :Humvee
Method :Free
Watch :Off Watch Object :1
N/S :168377 E/W :49001
Altitude :5
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #28
Prop Name :00120X00120
Method :Free
Watch :Off Watch Object :1
N/S :168640 E/W :49001
Altitude :0
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #29
Prop Name :F4E Phantom
Method :Free
Watch :Off Watch Object :1
N/S :168753 E/W :44111
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #30
Prop Name :F4E Phantom
Method :Free
Watch :Off Watch Object :1
N/S :168409 E/W :44095
Altitude :11
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :30 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #31
Prop Name :Jeep
Method :Free
Watch :Off Watch Object :1
N/S :168491 E/W :44071
Altitude :4
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :30 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :30 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #32
Prop Name :Tank #2
Method :Free
Watch :Off Watch Object :1
N/S :168727 E/W :43996
Altitude :4
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :30 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #33
Prop Name :US Rocket Launch.
Method :Free
Watch :Off Watch Object :1
N/S :168752 E/W :43973
Altitude :3
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :330 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #34
Prop Name :Medic Truck
Method :Free
Watch :Off Watch Object :1
N/S :168610 E/W :44236
Altitude :3
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :180 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #35
Prop Name :M.A.S.H Tent
Method :Free
Watch :Off Watch Object :1
N/S :168564 E/W :44254
Altitude :13
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #36
Prop Name :Bunker
Method :Free
Watch :Off Watch Object :1
N/S :169054 E/W :44219
Altitude :4
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :270 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #37
Prop Name :00120X00120
Method :Free
Watch :Off Watch Object :1
N/S :169193 E/W :47180
Altitude :60
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #38
Prop Name :Union Station
Method :Free
Watch :Off Watch Object :1
N/S :169460 E/W :46384
Altitude :49
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :180 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :180 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #39
Prop Name :Drive-In Theater
Method :Free
Watch :Off Watch Object :1
N/S :169485 E/W :46763
Altitude :74
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #40
Prop Name :Fire House
Method :Free
Watch :Off Watch Object :1
N/S :169399 E/W :46973
Altitude :25
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :180 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :180 Heading Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This first event starts the TR-1 moving out of it's hangar. Rather than
using collision windows to test when I was at a certain point, I decided
to use time statements and flags to demonstrate how to turn an object in a
realistic manner. See the lesson on driving a car for other ideas.
Event#1 One Shot
If 3 seconds have elapsed
And nothing
And nothing
Then change Lockheed Tr1(10)'s speed to 5
And wait 11 seconds
And change Lockheed Tr1(10)'s yaw anim to 7
And change Lockheed Tr1(10)'s heading yaw anim to 7
And wait 14 seconds
And change Lockheed Tr1(10)'s yaw anim to 0
And change Lockheed Tr1(10)'s heading yaw anim to 0
And set flag #1 to 1
This event is my second turn onto the access road next to the runway.
Event#2 One Shot
If 1 seconds have elapsed
And flag #1 = 1
And nothing
Then wait 5 seconds
And change Lockheed Tr1(10)'s yaw anim to -8
And change Lockheed Tr1(10)'s heading yaw anim to -8
And wait 10 seconds
And change Lockheed Tr1(10)'s yaw anim to 0
And change Lockheed Tr1(10)'s heading yaw anim to 0
And set flag #1 to 2
And do nothing
This is my third turn onto the runway from the access road.
Event#3 One Shot
If 1 seconds have elapsed
And flag #1 = 2
And nothing
Then wait 6 seconds
And change Lockheed Tr1(10)'s yaw anim to 8
And change Lockheed Tr1(10)'s heading yaw anim to 8
And wait 10 seconds
And change Lockheed Tr1(10)'s yaw anim to 0
And change Lockheed Tr1(10)'s heading yaw anim to 0
And set flag #1 to 3
And do nothing
This is my final turn in behind the U2 waiting on the runway. I started
the U2 down the runway for takeoff just as the TR-1 started this last
turn by pressing 0 to accelerate.
Event#4 One Shot
If 1 seconds have elapsed
And flag #1 = 3
And nothing
Then wait 9 seconds
And change Lockheed Tr1(10)'s yaw anim to -8
And change Lockheed Tr1(10)'s heading yaw anim to -8
And wait 11 seconds
And change Lockheed Tr1(10)'s yaw anim to 0
And change Lockheed Tr1(10)'s heading yaw anim to 0
And wait 8 seconds
And change Lockheed Tr1(10)'s speed to 0
This event slows and stops the f4 Phantom I have driving down the access road
towards the TR-1 as it taxis out to the runway.
Event#5 One Shot
If F4E Phantom(24) hits 00120X00120(25)
And nothing
And nothing
Then wait 2 seconds
And change F4E Phantom(24)'s acceleration to -5
And wait 6 seconds
And change F4E Phantom(24)'s acceleration to 0
And change F4E Phantom(24)'s speed to 0
And do nothing
And do nothing
And do nothing
This was just to achieve some beauty shots of the U2.
Event#6 One Shot
If Lockheed U2(1) hits 00120X00120(26)
And nothing
And nothing
Then change Camera#1(6)'s acceleration to 1
And wait 1 seconds
And change Camera#1(6)'s zoom to 2.5
And wait 1 seconds
And change Camera#1(6)'s zoom to -3.5
And wait 1 seconds
And change Camera#1(6)'s zoom to -1.5
And do nothing
This event animates a Humvee I have placed between two buildings. It will
drive out to the access road. See next event.
Event#7 One Shot
If 30 seconds have elapsed
And nothing
And nothing
Then change Humvee(27)'s acceleration to 1
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
This event tells the Humvee to turn, and head out onto the grass next to the
runway. The driver probably wants to see a U2 take off up close.
Event#8 One Shot
If Humvee(27) hits 00120X00120(28)
And nothing
And nothing
Then change Humvee(27)'s yaw anim to -45
And change Humvee(27)'s heading yaw anim to -45
And wait 1.5 seconds
And change Humvee(27)'s yaw anim to 0
And change Humvee(27)'s heading yaw anim to 0
And wait 10 seconds
And change Humvee(27)'s acceleration to 0
And change Humvee(27)'s speed to 0
This event causes a second Phantom on another runway to start accelerating
for takeoff. Notice that this event relys on a totally unrelated object
raching it's destination. I didn't want this jet to leave until the jet
driving down the access road came to a complete stop at the other end.
See next event.
Event#9 One Shot
If F4E Phantom(24) hits 00120X00120(25)
And nothing
And nothing
Then change F4E Phantom(11)'s acceleration to 30
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
This last event changes the animation of the Phantom from the previous
event to make it appear to take off.
Event#10 One Shot
If F4E Phantom(11) hits 00120X00120(37)
And nothing
And nothing
Then change F4E Phantom(11)'s pitch anim to 1
And change F4E Phantom(11)'s heading pitch anim to 1
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
------------------------------------------------------------------------------
Stunt Island Tutorial #5: Intercepting And Colliding With Another Object
------------------------------------------------------------------------
Carlos Ribas of Prodigy asked about having another aircraft hunt you down
and ram into you. He was doing a set where the chasing aircraft had no
weapons and had to ram the other aircraft. There are two ways to do this.
The first method has you flying the lead aircraft, and you use events to
have the chasing plane catch up to you and ram into you. As you will see,
this does not achieve a realistic effect. When an aircraft SEEKs another, it
proceeds in a straight line without any pitch or yaw. If you fly in a
straight line without any twists or turns, you can achieve a fairly realistic
scene, but who wants an action sequence without any twists and turns! <G>
Created by Dave Arnspiger, 2/9/93.
File Name :SETS\FIND&HIT.SET
Printed at :Tue Feb 09 10:14:10 1993
Stunt Title :Have an object ram you.
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :Curtis Jenny
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :100947 E/W :88178
Altitude :63
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :90
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :91 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :359 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This is the chase aircraft, and to make sure it does as much animating
towards your aircraft, turn it's Watch ON, and make sure it's watch object
is your aircraft. This will ensure that it point towards your aircraft as
it is ramming into it! It starts off in the FOLLOW method, and through
the use of a collision window and events programming, I changed it to hunt
down the aircraft in prop slot 1.
Prop #9
Prop Name :Curtis Jenny
Method :Follow Method Object :1
Watch :On Watch Object :1
Distance :639 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #10
Prop Name :18000X18000
Method :Free
Watch :Off Watch Object :1
N/S :100947 E/W :88928
Altitude :0
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
This event tells the chase aircraft to switch it's method to FREE, and
start accelerating towards the other aircraft. After I get it's speed
and acceleration set, I change it's METHOD to SEEK and it's METHOD OBJECT
to the aircraft in Prop Slot 1. The reason for setting the speed is that
the aircraft was initially set to FOLLOW, and was using the SPEED of the
aircraft in prop slot 1. When it is switched to FREE, it has no SPEED, so
one must be set immediately in order for the plane to keep flying.
Event#1 One Shot
If Curtis Jenny(1) hits 18000X18000(10)
And nothing
And nothing
Then change Curtis Jenny(9)'s method to Free
And change Curtis Jenny(9)'s speed to 90
And change Curtis Jenny(9)'s acceleration to 2
And change Curtis Jenny(9)'s method to Seek
And change Curtis Jenny(9)'s method obj to 1
And do nothing
And do nothing
And do nothing
I think the point of this next event is obvious. Since I used a collision
window, I couldn't just set the planes to COLLIDEABLE and EXPLODEABLE.
Event#2 One Shot
If Curtis Jenny(9) hits Curtis Jenny(1)
And nothing
And nothing
Then explode Curtis Jenny(1)
And explode Curtis Jenny(9)
And play 'Explosion#7' on chan 1, vol= 4.
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
In this version of the set, you are now flying the chase plane. It is up
to you to hit the other plane. I didn't provide a lot of twists and turns
in this one either since I am flying with a mouse temporarily, and it is
hard to do a smooth bank with a mouse on my PC. You could use events to
program the pursued aircraft to bank and turn and pitch up or down to look
like it's trying to get away from you. That would add some realism to the
stunt. It's up to you how you want that to look, just experiment a little
with events and collision windows.
File Name :SETS\FIND&HT2.SET
Printed at :Tue Feb 09 10:15:14 1993
Stunt Title :Have an object ram you. #2
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
In this set, there are no collision windows, so you can set EXPLODEABILTY
ON for both aircraft so that they explode on impact.
Prop #1
Prop Name :Fokker DR.1
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :100947 E/W :88178
Altitude :64
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :90
Visible :On Collision :On
Explosion :On Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :25 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Spot Method Object :9
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :41 Distance Anim :0
Offset Pitch :11 Offset Pitch Anim :0
Offset Yaw :9 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #9
Prop Name :Curtis Jenny
Method :Free
Watch :Off Watch Object :1
N/S :100947 E/W :88817
Altitude :63
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :80 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :On Shadow :On
Locked :Off Placed :On
I just threw in one event to make the lead Jenny pitch up a little as you
pursue it. You could take this example a lot farther and really make the
Jenny twist and turn to get away.
Event#1 One Shot
If 1 seconds have elapsed
And nothing
And nothing
Then change Curtis Jenny(9)'s heading pitch to 2
And change Curtis Jenny(9)'s heading pitch anim to 2
And wait 3 seconds
And change Curtis Jenny(9)'s heading pitch to 0
And change Curtis Jenny(9)'s heading pitch anim to 0
And do nothing
And do nothing
And do nothing
Event#2 One Shot
If Curtis Jenny(9) hits Fokker DR.1(1)
And nothing
And nothing
Then play 'Explosion#7' on chan 1, vol= 4.
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
------------------------------------------------------------------------------
Stunt Island Tutorial #6: Making A Car Turn A Corner
----------------------------------------------------
In response to the multiple requests we get about making a car turn a corner,
I have prepared this tutorial. The portion you are concerned with is really
only the first part, the rest was added to create a short .FLM to go with it!
I hope this helps those of you doing driving stunts!
For the complete .SET file and a short film made from this set, please
download DRIVING.ZIP from any of the information services listed in
Appendix E that provide download capabilities.
File Name :SETS\DRIVING.SET
Printed at :Mon Feb 22 20:20:21 1993
Stunt Title :How to make a car turn!
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Down Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
The Learjet is waiting at the terminal at LAX for the limo (Prop 10) to
arrive at the terminal.
Prop #1
Prop Name :Learjet 60
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :57812 E/W :34639
Altitude :5
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0
Visible :On Collision :Off
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This camera is a view from directly behind the limo as it drives.
Prop #3
Prop Name :Camera#1
Method :Attach Method Object :10
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
Distance :30 Distance Anim :0
Offset Pitch :-8 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This camera provides an overhead view of the first turn.
Prop #4
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
N/S :57165 E/W :36758
Altitude :92
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This camera provides an overhead view of the second turn.
Prop #5
Prop Name :Camera#1
Method :Free
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
N/S :57462 E/W :36780
Altitude :92
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This camera is just for my film.
Prop #6
Prop Name :Camera#1
Method :Spot Method Object :10
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
Distance :15 Distance Anim :0
Offset Pitch :-24 Offset Pitch Anim :0
Offset Yaw :281 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This is the limo that will drive from about a mile outside the airport,
make two turns and pull up to a terminal at LAX.
Prop #10
Prop Name :Limousine #2
Method :Free
Watch :Off Watch Object :1
N/S :57152 E/W :38782
Altitude :3
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :60 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :270 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
All of the following collision windows are necessary to facilitate the turns
along the highway into LAX. You will see how I used them in Events later on
in this tutorial.
Prop #11
Prop Name :00060X00060
Method :Free
Watch :Off Watch Object :1
N/S :57160 E/W :36827
Altitude :30
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :90 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #12
Prop Name :00060X00060
Method :Free
Watch :Off Watch Object :1
N/S :57227 E/W :36770
Altitude :30
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #13
Prop Name :00060X00060
Method :Free
Watch :Off Watch Object :1
N/S :57462 E/W :36780
Altitude :30
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #14
Prop Name :00060X00060
Method :Free
Watch :Off Watch Object :1
N/S :57526 E/W :36738
Altitude :0
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :135 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #15
Prop Name :00060X00060
Method :Free
Watch :Off Watch Object :1
N/S :57582 E/W :36683
Altitude :30
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :299 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #16
Prop Name :00060X00060
Method :Free
Watch :Off Watch Object :1
N/S :57579 E/W :34976
Altitude :0
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :90 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
The following props are just for my movie....but you never know if they might
be interesting to someone!
Prop #17
Prop Name :Bad Guy
Method :Free
Watch :Off Watch Object :1
N/S :57598 E/W :34723
Altitude :3
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :270 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #18
Prop Name :00030X00030
Method :Free
Watch :Off Watch Object :1
N/S :57680 E/W :34735
Altitude :15
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
As the limo performs each of the following events, it will appear to turn
along the road to LAX.
This first event tells the limo to make a 90 degree turn to the right.
Event#1 One Shot
If Limousine #2(10) hits 00060X00060(11)
And nothing
And nothing
Then change Limousine #2(10)'s yaw anim to 90
And change Limousine #2(10)'s heading yaw anim to 90
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
This event was kind of a pain, since I had to adjust the position of Prop
#12 until the car made the full turn. You could actually have better results
if you used a time statement to wait long enough for the car to have turned 90
degrees, and then perform everything in the THEN stement.
I had a slight problem getting the car straight after the turn, so since it
was heading north anyway, I just changed it's HEADING YAW and YAW to 0 which
is due north in Stunt Island. That made the car appear to drive straight.
Event#2 One Shot
If Limousine #2(10) hits 00060X00060(12)
And nothing
And nothing
Then change Limousine #2(10)'s yaw anim to 0
And change Limousine #2(10)'s heading yaw anim to 0
And change Limousine #2(10)'s heading yaw to 0
And change Limousine #2(10)'s yaw to 0
And do nothing
And do nothing
And do nothing
And do nothing
These next three events cause the limo to make the slightly more complex turn
towards the terminal. Since this turn is a radius, rather than a corner, I
placed collision windows at point along the curve and made the limo turn
as smoothly as I could. I think it looks pretty good.
Again, in Event 5 I had trouble getting the car straight, so I simply changed
the Heading Yaw and Yaw to 270, which was the new direction for the limo.
Event#3 One Shot
If Limousine #2(10) hits 00060X00060(13)
And nothing
And nothing
Then change Limousine #2(10)'s yaw anim to -50
And change Limousine #2(10)'s heading yaw anim to -50
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#4 One Shot
If Limousine #2(10) hits 00060X00060(14)
And nothing
And nothing
Then change Limousine #2(10)'s yaw anim to 0
And change Limousine #2(10)'s heading yaw anim to 0
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Event#5 One Shot
If Limousine #2(10) hits 00060X00060(15)
And nothing
And nothing
Then change Limousine #2(10)'s yaw anim to -80
And change Limousine #2(10)'s heading yaw anim to -80
And wait 0.6 seconds
And change Limousine #2(10)'s heading yaw to 270
And change Limousine #2(10)'s heading yaw anim to 0
And change Limousine #2(10)'s yaw anim to 0
And change Limousine #2(10)'s yaw to 270
And do nothing
This event was for my movie, but demonstrates a neat principal. I needed the
limo to slow down and stop in front of the terminal. The car is travelling
at 60 Mph throughout the stunt. So, I used this event to tell the limo that
when it hits the collision window in Prop Slot 16, to start slowing down by
10 miles per second. Then, after six seconds, I simply change SPEED and
ACCELERATION to 0 and I get a nice smooth slowdown and stop right in front of
the terminal. I figured the placement of the collision window by trail and
error.
Event#6 One Shot
If Limousine #2(10) hits 00060X00060(16)
And nothing
And nothing
Then change Limousine #2(10)'s acceleration to -10
And wait 6 seconds
And change Limousine #2(10)'s acceleration to 0
And change Limousine #2(10)'s speed to 0
And set flag #1 to 1
And do nothing
And do nothing
And do nothing
These events were just for my film.
Event#7 One Shot
If 1 seconds have elapsed
And flag #1 = 1
And nothing
Then change Bad Guy(17)'s visibility to 1
And change Bad Guy(17)'s yaw anim to 1
And wait 3 seconds
And change Bad Guy(17)'s yaw to 0
And change Bad Guy(17)'s speed to 3
And change Camera#1(6)'s watch obj to 17
And do nothing
And do nothing
Event#8 One Shot
If Bad Guy(17) hits 00030X00030(18)
And nothing
And nothing
Then change Bad Guy(17)'s heading yaw to 359
And change Bad Guy(17)'s heading yaw anim to -1
And wait 3 seconds
And kill Bad Guy(17)
And change Camera#1(6)'s watch obj to 1
And do nothing
And do nothing
And do nothing
This should give you some ideas on how to make a vehicle turn. It all has to
do with two features, Heading Yaw Animation and Yaw Animation. By figuring
the types of angles you are turning at, aand the speed you are going to turn
at you can make any object appear to turn smoothly and realistically! I hope
this has helped! Good luck!
------------------------------------------------------------------------------
Tutorial #7: Heat Seeking Missiles
This is a pretty simple tutorial. However it is also one of the most
requested items from our users. I hope this brief tutorial will help some
of you to solve your difficulties with this type of set. For a short .FLM
and the .SET file, download HEATSEEK.ZIP from any of the online services in
Appendix E that have download capability.
File Name :SETS\HEATSEEK.SET
Printed at :Tue Feb 23 11:13:13 1993
Stunt Title :User
Initial Recorder :On
First Take :600
Crash Penalty :1260
Equipment Status :Gear Up Flaps Up Brakes Off
Time of Day :15:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :Gun
Maximum Takes :99
Take Penalty :600
Prop #1
Prop Name :A10 Thunderbolt
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :53136 E/W :105638
Altitude :1205
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :300
Visible :On Collision :Off
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :52 Distance Anim :0
Offset Pitch :23 Offset Pitch Anim :0
Offset Yaw :297 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This camera sits just behind and right of my sidewinder missile.
This allows a neat camera view of the missile in flight to it's
target.
Prop #3
Prop Name :Camera#1
Method :Follow Method Object :10
Watch :On Watch Object :9
Zoom :1 Autozoom :Off
Distance :9 Distance Anim :0
Offset Pitch :3 Offset Pitch Anim :0
Offset Yaw :347 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #4
Prop Name :Camera#1
Method :Spot Method Object :9
Watch :On Watch Object :10
Zoom :1 Autozoom :Off
Distance :43 Distance Anim :0
Offset Pitch :-10 Offset Pitch Anim :0
Offset Yaw :9 Offset Yaw Anim :0
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #9
Prop Name :Hawk
Method :Free
Watch :Off Watch Object :1
N/S :69303 E/W :105638
Altitude :1205
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :0 Yawing Anim :0
Speed :240 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
I have the missile attatched to the A-10 just below it's left wing.
You need to use an Event to change the missile to SEEK the
Hawk in prop slot 9.
Prop #10
Prop Name :Sidewinder
Method :Attach Method Object :1
Watch :Off Watch Object :1
Distance :9 Distance Anim :0
Offset Pitch :15 Offset Pitch Anim :0
Offset Yaw :61 Offset Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Here is my event to control the flight of the missile. After I have fired
40 shots from my guns, the missile is fired. I change it's METHOD to
SEEK, and it's METHOD OBJECT to 9, the Hawk. In order to get a
fairly realistic looking launch, I had to increase the missile's speed
to 1000, and have it accelerate by 200 miles per second. I let it do
this for 3 seconds to reach 1600 Mph, and then I stop the accelleration.
Event#1 One Shot
If weapon count = 40
And nothing
And nothing
Then change Sidewinder(10)'s method to Seek
And change Sidewinder(10)'s method obj to 9
And change Sidewinder(10)'s speed to 1000
And change Sidewinder(10)'s acceleration to 200
And play 'Missile Fire' on chan 1, vol= 4.
And wait 3 seconds
And change Sidewinder(10)'s acceleration to 0
And change Sidewinder(10)'s speed to 1600
This one makes it all go BOOM!
Event#2 One Shot
If Sidewinder(10) hits Hawk(9)
And nothing
And nothing
Then explode Hawk(9)
And explode Sidewinder(10)
And play 'Explosion#7' on chan 1, vol= 4.
And do nothing
And do nothing
And do nothing
And do nothing
And do nothing
Good luck! I hope this helps!
------------------------------------------------------------------------------
Tutorial #8: Making Cameras Pan Around Objects
Some users on GENIE were wondering about how to get a camera to pan around
another object while it's moving. Here is their solution, I took some
liberties in order to demonstrate the idea here, but the credit goes to
Tod Hagan (T.HAGAN) of GEnie.
File Name :SETS\SPINPAN.SET
Printed at :Tue Feb 23 12:20:33 1993
Stunt Title :User
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Up Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :Junkers 87D Stuka
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :145368 E/W :109783
Altitude :96
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :180 Yawing Anim :0
Speed :300
Visible :On Collision :Off
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :84 Distance Anim :0
Offset Pitch :71 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
This is the camera that will pan around the Stuka as it flies. The key to
doing this is to set your camera to SPOT the STUKA (or whatever object you
want filmed). Once you have it positioned for the proper view, then
press the ANIM button and adjust the OFFSET YAW ANIM setting to make the
camera yaw around the aircraft at the distance you set it from the aircraft.
This provides a nice effect for a film.
Prop #3
Prop Name :Camera#1
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :60 Distance Anim :0
Offset Pitch :-29 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :-9
Visible :On Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
------------------------------------------------------------------------------
Keith Heitmann's Tutorial #1
----------------------------
A Simple Stunt Island Tutorial:
If you are like me and new to Stunt Island, you are more than likely a bit
bewildered with the complexity of the program and are itching to create your
own sets. However, you are probably having a few difficulties understanding
exactly how to make props behave the way you would like them to.
For me, it was a problem of making a prop that was in motion turn a 90 degree
corner smoothly. Unfortunately, the manual isn't much help on actual "how
to's" beyond the one example they show and it didn't have any moving props
except for the Bonanza you flew. Even animating the one police car answered
this simple question.
After some experimentation and multiple tries, I've finally accomplished this
simple task and will endevour to pass this information along to you all with
informaton that I learned in the process. I will explain, to the best of my
ability, how the settings I use work and why they work that way in layman's
terms.
For this tutorial, I will be making on A-10 taxi a short distance, turn slowly
90 degrees to the left, taxi further and then turn another 90 degrees to the
left, wait three seconds, begin to roll down the runway, accelerating, and
then at a set point I will have the plane take off and continue to climb at
a steady speed. The plane you as the "user" will be in will actually be plane
number 2 behind this computer controlled prop so you can observe the action.
There will be seven cameras used for this simple set. Also several collision
windows will be set and sound effects will be used throughout.
The setup:
Global setting left untouched and all set for defaults.
Prop #1: A-10 Thunderbolt No Anim or Watch settings.
N/S setting: 55799
E/W setting: 28725
Method: Face
Altitude: 5
Pitch: 0
Roll: 0
Yaw: 270
Speed: 0
Visible on
Collision off
Shadow on
Prop #2: Spotter Plane
Method: Spot Method Object: 1
Watch: On Watch Object: 1
Zoom: 1 Autozoom: off
Distance: 160 No Anim settings
Offset Pitch: -14 Collision off
Offset Yaw: 180 Shadow off
Visible, Explosion, Locked off.
Prop #3: Camera#1
Method: Follow Method Object: 12
Watch: Off No Anim or Watch settings
Zoom: 1 Collision, Shadow off
Distance: 88
Offset Pitch: -11
Offset Yaw: 0
Visible, Explosion, Locked off
Prop #4: Camera#1
Method: Free Watch object: 12
Watch: On Autozoom: On
Zoom: 1 Acceleration: 0
N/S setting: 55410 No Anim settings
E/W setting: 28300 Collision, Shadow off
Altitude: 31
Speed: 0
Heading pitch & yaw: 0
Visible, Explosion, Locked off
Prop #5: Camera#1
Method: Free Watch Object: 12
Watch: On Autozoom: On
Zoom: 1 Acceleration: 0
N/S setting: 55896 No Anim settings
E/W setting: 28354 Collison, Shadow off
Altitude: 98
Speed: 0
Heading pitch & yaw: 0
Visible, Explosion, Locked off
Prop #6: Camera#1
Method: Free Watch Object: 12
Watch: On Autozoom: On
Zoom: 1.5 Acceleration: 0
N/S setting: 55107 No Anim settings
E/W setting: 32136 Collision, Shadow off
Altitude: 10
Speed: 0
Heading pitch & yaw: 0
Visible, Explosion, Locked off
Prop #7: Camera#1
Method: Spot Method Object: 1
Watch: On Watch Object: 1
Zoom: 2 Autozoom: On
Distance: 161 No Anim settings
Offset Pitch: -3 Collision, Shadow off
Offset Yaw: 359
Visible, Explosion, Locked off
Prop #11: 120x120 (collision window)
Method: Free
Watch: Off No Anim or Watch settings
N/S setting: 55809 Collision ON
E/W setting: 28360
Altitude: 0
Pitch: 0
Roll: 0
Yaw: 270
Speed: 0
Heading pitch and yaw: 0
Visible off
Prop #12: A-10 Thunderbolt
Mehod: Face No Anim or Watch settings
Watch: Off Collision ON
N/S setting: 55802 Shadow ON
E/W setting: 28544
Altitude: 5
Pitch: 0
Roll: 0
Yaw: 270
Speed: 10
Visible on
Explosion, Locked off
Prop #13: Sphere 00006r
Method: Attach Method Object: 12
Watch: Off No Anim or Watch settings
Distance: 22 Collision ON
Offset pitch: 0 Shadow off
Offset yaw: 180
Visible, Explosion, Locked off
Prop #14: 120x120 (collision window)
Method: Free No Anim or Watch settings
Watch: Off Collision ON
N/S setting: 55438 Shadow off
E/W setting: 28367
Altitude: 0
Pitch: 0
Roll: 0
Yaw: 180
Speed: 0
Heading pitch & yaw: 0
Visible, Explosion, Locked off
Prop #15: 500x500 (collision window)
Method: Free No Anim or Watch settings
Watch: Off Collision ON
N/S setting: 55443 Shadow off
E/W setting: 28610
Altitude: 0
Pitch: 0
Roll: 0
Yaw: 270
Speed: 0
Heading pitch & yaw: 0
Visible, Explosion, Locked off
Prop #16: 500x500 (collision window)
Method: Free No Anim or Watch settings
Watch: Off Collision ON
N/S setting: 55439 Shadow off
E/W setting: 32142
Altitude: 0
Pitch: 0
Roll: 0
Yaw: 270
Speed: 0
Heading pitch & yaw: 0
Visible, Explosion, Locked off
That is it for the props. Now before I go any further, I'll describe the
general setup given in the prop settings.
The set takes place at the western end of the island at the large airport.
Props #12 and #1, the A-10s, will be at the western end of runway 9 Left
facing 270 degrees West, with prop #12 ahead of prop #1 by a short distance.
A sphere has been attached to the nose of the lead A-10, prop #12. The Offset
yaw of 180 degrees turns the direction 180 degrees in the opposite direction
when you start adding to the DISTANCE setting. This moves the sphere to the
left (270) instead of the right which would put the sphere at the tail
instead of the nose. The sphere doesn't actually have to be touching the
plane to work. However for finer control of the planes movement it should
touch the nose of the plane and setting the distance to 22 feet is a good
point to place the sphere on the nose of the lead A-10 (prop #12).
Since prop #1 (A-10) is controlled by you, no sphere is needed, but one could
be placed to trigger automatic events and sound effects. For this example and
tutorial I choose to leave it out for simplicity sake.
The sphere on attached to the nose of prop #12 will trigger some automatic
events that the computer will control such as turning, sound effects, and
the actual liftoff from the runway. The sphere has its collision setting ON.
If it did not it would be incapable of triggering the automatic events when
it collides with a collision window.
Prop #11 is the 120x120 collision window and is placed at mid-point of the
taxi way that runs north and south at the end of the two major runways. The
window is placed directly ahead of the two A-10s. It is set so that the
window faces the A-10s, a setting of 270 is used but 90 will work the same.
The window won't move, and is set to be invisible during the actual shooting
of the set. It will remain visible during the entire setup of the set we are
building. The window has its collsions setting ON. This is required for
making automatic events and sounds occur by means of one of the events in
the event program when it is contacted by a selected prop that is also has
its collisions setting turned on. So remember to set the collision window's
and the prop that is going to contact that window collision settings to ON.
Prop #12 will begin to move forward at a heading of 270 degrees the direction
it is facing as soon as the take is begun. Since this prop is set for a
setting of FACE it will continue to move straight ahead in whatever direction
the prop is pointing. In this case the nose of the plane is consider the FACE
so it will move ahead at a heading of 270 degrees. It will not stop unless you
have it set to stop, explode, collides, or be killed off by its prop settings
and the events program. It will also react to a collision with a collision
window to carry out some other action that is set in the events program. Our
event program will have the aircraft turn to the left when it contacts the
collision window via the sphere that is attached to the nose of the A-10
(prop #12). The use of a sphere just ensures that a large enough object is
available to contact the collision window. One could more than likely just
set the A-10 itself for the collision and react with contact with the
collision window for this simple tutorial, but it is better to get used to
using spheres for such things so you have the experience of setting them up
for use in more detailed event programs.
Prop #14 is a 120x120 collision window that is place on the taxiway at the
west end of runway 9 right. It is set so that it is directly in the path any
aircraft that is on a heading of 180 (south) from the taxiway to the the
north of its position. The window is turned so that it has a yaw of 180, but
a yaw of 360 could be used. This window is place at a point that intersects
the middle of runway 9 right, so when the plane collides with this window,
the A-10 (prop #12) will make a left turn again and line itself up on the
center stripe of runway 9 right.
Prop #15 is a 500x500 collision window. This prop is a bit oversized, but it
makes it easy for a plane that is slightly off the mark to still collide with
it. It is placed just short of the white dots on the west end of runway 9
right. When prop #12 hits this window, it will come to a halt, wait a few
seconds, as if doing a last second check and getting takeoff clearance, then
it will accelerate down the runway with the appropriate sound effects.
Prop #16 is another 500x500 collision window. This prop is placed about 1/2
way down the runway giving prop #12 a good takeoff run down the runway before
the next action is to take place. When prop #12 hits this window it will
change it pitch and lift off the runway and trigger other things in the event
program.
You in prop #1 can taxi along behind #12. You will start the take withou any
power and a speed of zero. You should wait until the lead A-10 makes its turn
at the end of your runway and is heading south before you start engines. To
maintain a safe distance, tap the plus key '+' three times. This should give
you a speed of 12 mph for a nice slow but easily controlled taxi. Make your
turns and get positioned behind the lead A-10. Hit your brakes and wait. When
the lead A-10 goes, hit zero '0' and release the brakes.
That is the general action that will take place during this set/take. All the
actions of the lead A-10 will be completely controlled by the functions of
the collision windows, the sphere, and the events program.
We'll get into the events program a bit later on, but first I'll discuss the
cameras just a bit. Prop #1, while it is not actually a "camera" it does have
recording capability. It will be #1 on the camera deck in the editing room.
This view is the pilots view of the second A-10 in this tutorial.
Prop #2 is the spotter plane view and #2 on the camera deck in the editing
room. Normally this starts out behind the user's vehicle, prop #1. You can
change the angle of the view by changing the altitude, yaw, and pitch. This
angle can also be changed manually durin flight, but pressing F6 and then
moving the mouse or joystick around to a new viewing angle. This new angle
will be recorded as it is being moved so be gentle!
Prop #3 is a camera this tutorial is setup to ride above and behind prop #12
the lead A-10 like a spotter plane for that prop. It will follow along
directly behind that prop and remain in position as the prop moves along the
ground and in the air. It is camera three in the editing room.
Prop #4 is another camera, that is set in a fixed position at an altitude of
31 feet above the ground at the west end of runway 9 right, the runway to the
south of the one you and prop #12 start on. This camera is setup to WATCH
prop #12. It will focus on the lead A-10 as the take starts and follow it
through the first turn and its second and all the way down the runway and
into the air. This prop will not move. It is camera fourin the editing room.
Prop #5 is a camera setup at the west end of runway 9 left. However, it is
set in a position to the north of the end of that runway instead of directly
at the end of 9 left. It is set to WATCH prop #12 and will follow the plane
through its first turn at a closer angle and then watch it through the rest
of the take from that fixed position. This will be camera number five on the
deck in the editing room.
Prop #6 is a camera place halfway down runway 9 right, the takeoff runway,
near prop #16 the last collision window. It will be too far away to actually
see prop #12 at the start of the take, but it will follow its progress as the
plane goes through its paces. It's main purpose is to catch the lead A-10,
prop #12, as it takes off so you can see how the collison window works at
this point. It too is fixed and will not move except to pan along as prop
#12 streaks past it on the runway and into the air. It will be camera number
six on the deck in the editing room.
Prop #7 is set to WATCH prop #1, your plane. It is set at a point out ahead
and looking back at your plane. This camera will move with your plane as it
taxis, rolls down the runway, and finally takes off. It will be camera number
seven on the deck in the editing room.
Now that we have all the props and cameras placed and I've given you an idea
of what is going to happen in general terms, we are ready to make it come to
life via the event programmer.
This will not be a very complex program, so don't worry. I'm not that
advanced in this program myself just yet. No doubt there will be other ways
of accomplishing the same things I explain in my event program for this set.
I don't claim this is the only way to do it, but it is the way that I did it
to make it work for me.
The trickiest part of this whole set for me was getting the lead A-10 to make
its turns at the proper point and end up where I wanted it to be. I was having
problems with getting the plane to make its 90 degree turn. I kept playing
around with yaw, yaw anim, heading yaw, heading anim yaw settings without
much luck. So I went back to the drawing board, and changed the lead A-10s
method to FACE instead of FREE. At least with a setting of FACE the plane
would head in the direction it was pointed instead of sliding off sideways
to the North as I was experiencing previously. The next trick was finding a
way to make it turn the required angle and head down the taxiway at the west
end of the two runways. I tried using several methods and only two worked. I
have incorporated both methods in this tutorial so you can see for yourself
how they work and what they look like. One method looks much nicer than the
other.
I originally used one method for both turns but they were rather "choppy" in
appearance. I played with the anim yaw setting, but ended up with a plane
that spun around in place in a flat spin without heading south on the taxi
way. I had to figure out how to get the plane to turn then stop turning and
then head south. I'll get get into that in moment.
The first method, was simply a matter of having prop #12 run into the
collision window with its attached sphere and then simply turn 90 degrees
and head south. This worked, but the plane didn't look natural, because it
spun so quickly in place.
I used a line in my event program that orginally looked like this:
IF 00120x00120(11) hits Sphere 00006r(13)
THEN change A10 Thunderbolt(12)'s yaw to 180
I used a similar line to make the plane turn left again on to runway 9 right
when it hit the second collision window. Not very natural or asthetically
pleasing. So I tried a different method. Instead of having the plane turn all
90 degrees at once, I broke it into two segments of 45 degrees.
To make the plane turn in two segments I changed the event to read:
IF 00120x00120(11) hits Sphere 00006r(13)
THEN change A10 Thunderbolt(12)'s yaw to 220
AND WAIT 1 seconds
AND change A10 Thunderbolt(12)'s yaw to 180
Better but still too choppy and too fast and it didn't look natural at all.
So if two was better then I reasoned three should be best. I changed the
event to:
IF 00120x00120(11) hits Sphere 00006r(13)
THEN change A10 Thunderbolt(12)'s yaw to 230
AND WAIT 1 seconds
AND change A10 Thunderbolt(12)'s yaw to 200
AND WAIT 1 seconds
AND change A10 Thunderbolt(12)'s yaw to 180
Again, it was better but not smooth like one would expect. And the turns were
still pretty abrupt.
I tried playing with the heading anim yaw and others, but ran into the
spinning plane problem. But then I finally figured it out, or at least a
method that I found to work for me and I thought looked good.
I changed the event to read:
IF 00120x00120(11) hits Sphere 00006r(13)
THEN wait 1 seconds
THEN change A10 Thunderbolt(12)'s yaw anim to -45
AND WAIT 1.4 seconds
AND change A10 Thunderbolt(12)'s yaw anim to 0
AND WAIT 1 seconds
AND change A10 Thunderbolt(12)'s yaw anim to -45
AND WAIT 0.5 seconds
AND change A10 Thunderbolt(12)'s yaw anim to 0
This is EVENT #1 in your event program. This event waits for the collision
window directly ahead of the lead A-10 to contact the sphere attached to its
nose. This triggers the event timer to wait 1 second, then turn prop #12,
the A-10, to turn to the left (indicated by the minus sign) 45 degrees. It
waits one point four tenths seconds and makes the yaw anim 0 degrees. This
stops the spin. Then it waits one second and turns the plane to the left
another 45 degrees for one half second to complete the turn. The number of
seconds was adusted to make the plane end up centered in the taxiway heading
directly south. It took a few attempts of trial and error to get the correct
value to use for the delays. The placement of the collision window itself
will play a major roll in determining how much delay to include with the
WAIT command. These are the values that I found to work the best for me in
this tutorial.
Now that we have event one programmed for a nice smooth turn, we'll use the
older cruder method for the turn at the second collision window so you can
see for yourself how it looks in comparison.
Event #2:
IF 00120x00120(14) hits Sphere 00006r(13)
THEN change A10 Thundebolt(12)'s yaw to 155
AND WAIT 1 seconds
AND change A10 Thundebolt(12)'s yaw to 120
AND WAIT 1 seconds
AND change A10 Thundebolt(12)'s yaw to 90
This even will turn the aircraft in the lead position from the its heading
south on the taxiway at the west end of runway 9 right onto the runway at a
position that should line it up on the center line of the runway itself. It
will roll forward until it hits the next collision window at a point just
beyond the multiple stripes and runway number and just before the small white
hold position spots on the west end of runway 9 right. This collision window
is prop #15.
Event #3:
IF 00120x00120(15) hits Sphere 00006r(13)
THEN change A10 Thundebolt(12)'s speed to 0
AND WAIT 3 seconds
AND change A10 Thundebolt(12)'s acceleration to 5
AND play 'Taxiing Jet #2' on chan 1, vol=3.
AND WAIT 5 seconds
AND play 'Jet Idle' on chan 1, vol=3, and loop.
This event stops the prop #12, the lead A-10, at a point just at the hold
spots on the runway for 3 seconds to simulate a last second check before
takeoff. The plane's acceration code is set to 5, which will increase the
speed of the plane at 5 mph per second as it rolls down the runway. At the
same time, the sound effect is played to simulate the jet engines spooling up
to full power for takeoff on channel 1, but at volume 3, because the sound
should be muted a bit because you are observing it from inside your cockpit.
After letting the sound effect of the jet engine screaming to life runs for 5
seconds, the sound effect is switch to one that I prefer to use for all jets
running down the runway or in flight, since it is a steady sound without fade-
ins or fade-outs. Again it is muted by using volume level 3 and set to LOOP
for a continous sound. You will also note that all prop #12 sounds are fed
through channel 1, your aircraft sounds is simulated by another event on
channel 2. This gives you overlapping sound effects.
Now that prop #12 is on its way down the runway, we just have to make it
liftoff the runway.
To get the plane off the runway once it reaches the right spot, we have to
program event #4.
Event #4:
IF 00500x00500(16) hits Sphere 00006r(13)
THEN play 'Jet Takeoff #2' on chan 1, vol= 2.
AND change A10 Thunderbolt(12)'s speed to 230
AND change A10 Thunderbolt(12)'s pitch anim to 5
AND change A10 Thunderbolt(12)'s heading pitch to 5
AND play 'Jet Idle' on chan 1, vol= 2, and loop.
AND wait 3 seconds
AND change A10 Thunderbolt(12)'s pitch anim to 0
AND change A10 Thunderbolt(12)'s heading pitch to 0
This event waits for the leadig A-10 to hit the collision window halfway down
the runway. When it does, the takeoff sound effect is played on channel 1 at
a low volume, since this plane is at a distance from you now. The planes
speed is set to 230 mph at this point. The planes graphics are set to change
direction in +5 degree climb and its path in the direction of its travel is
also increased by +5 degrees to get the plane off the runway and climing into
the air.
This pitch slowly increases by +5 degrees, to stop this from becoming a loop
at the far end of the runway, you must wait a short period of time (3 seconds
here) then change the two settings to zero '0'. This will keep the plane in
a steeper climbout than it took off at but it will prevent the plane from
going into a complete loop. The plane will continue to climb out towards the
east and clear the mountain peak at the east end of runway 9 right with a
margin to spare.
Now all we need to do is give your plane and the prop #12 some sound when the
take starts to simulate taxiing planes. This is handled in event #5.
Event #5:
IF 0.2 seconds have elapsed
THEN play 'Taxiing Jet #1' on chan 1, vol= 3, and loop.
AND play 'Jet Idle' on chan 2, vol= 1, and loop.
The first sound supplies the jet engine sounds for the lead A10 while it
taxiis to the takeoff window, where a new sound will be played by event #3.
The sound on channel two will be muted because you are listening to your own
engine through your cockpit and sounds behind you tend to be a bit softer
anyway.
That's it folks all done! I hope this explains how some of the things work in
the set designer. If I make any more discoveries I may do another tutorial in
the future. You should be able to duplicate this entire set and get identical
results. I hope this helps someone.
-------------------------------------------------------------------------------
Keith Heitmann's Tutorial #2
----------------------------
Stunt Island Tutorial #2 - Making a guided weapon:
In this simple tutorial I'll explain how to make a guided
weapon, in this case a missile fired by your plane. The
fired missile will lock on and track the target aircraft,
which is a Tupolev Tu-95 "Bear". There is one limitation
added to this tutorial and that is that you must be beyond
a certain fixed point roughly halfway between the two
starting points before you can fire your weapon.
I'll try to explain all these following steps in layman's
terms so they are easy to follow and understand. I'll also
point out a couple of options that you can incorporate
yourself to automate things just a bit and a couple of
options you have for determining the firing range.
The setup:
File Name :SETS\TEMP.SET
Printed at :Tue Dec 08 06:40:24 1992
Stunt Title :User
Initial Recorder :On
First Take :0
Crash Penalty :0
Equipment Status :Gear Up Flaps Up Brakes Off
Time of Day :12:00
Init Play View :Pilot w/Cockpit
Init Camera View :1
Initial Weapon :None
Maximum Takes :99
Take Penalty :0
Prop #1
Prop Name :F16C Falcon
Method :Face
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
N/S :31607 E/W :227
Altitude :9000
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :60 Yawing Anim :0
Speed :600
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #2
Prop Name :Spotter Plane
Method :Spot Method Object :1
Watch :On Watch Object :1
Zoom :1 Autozoom :Off
Distance :160 Distance Anim :0
Offset Pitch :-14 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #3
Prop Name :Camera#1
Method :Follow Method Object :12
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
Distance :217 Distance Anim :0
Offset Pitch :-15 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #4
Prop Name :Camera#1
Method :Spot Method Object :12
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
Pitch :4 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :331 Yawing Anim :0
Distance :128 Distance Anim :0
Offset Pitch :-6 Offset Pitch Anim :0
Offset Yaw :91 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #5
Prop Name :Camera#1
Method :Follow Method Object :20
Watch :Off Watch Object :1
Zoom :1 Autozoom :Off
Distance :17 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :22 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #6
Prop Name :Camera#1
Method :Spot Method Object :12
Watch :Off Watch Object :12
Zoom :1 Autozoom :Off
Pitch :4 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :130 Yawing Anim :0
Distance :314 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :255 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #11
Prop Name :00060X00020
Method :Follow Method Object :1
Watch :Off Watch Object :1
Distance :1 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :180 Offset Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #12
Prop Name :Tupolev 142 Bear
Method :Free
Watch :Off Watch Object :1
N/S :41005 E/W :8483
Altitude :9000
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :60 Yawing Anim :0
Speed :300 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :On Collision :On
Explosion :Off Shadow :On
Locked :Off Placed :On
Prop #13
Prop Name :18000X18000
Method :Free
Watch :Off Watch Object :1
N/S :38127 E/W :5368
Altitude :0
Pitch :0 Pitch Anim :0
Roll :0 Roll Anim :0
Yaw :41 Yawing Anim :0
Speed :0 Acceleration :0
Heading Pitch :0 Heading Pitch Anim :0
Heading Yaw :0 Heading Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #16
Prop Name :Sphere 00075r
Method :Attach Method Object :12
Watch :Off Watch Object :1
Distance :0 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :0 Offset Yaw Anim :0
Visible :Off Collision :On
Explosion :Off Shadow :Off
Locked :Off Placed :On
Prop #20
Prop Name :AIM-7 Sparrow
Method :Attach Method Object :1
Watch :Off Watch Object :1
Distance :0 Distance Anim :0
Offset Pitch :0 Offset Pitch Anim :0
Offset Yaw :46 Offset Yaw Anim :0
Visible :Off Collision :Off
Explosion :Off Shadow :On
Locked :Off Placed :On
Both aircraft start offshore of the large airport near
the west part of the island. Since these are the major
props these are visible, and collision is turned on
for both of these props. The sphere is attached to the
Tu-95 (prop#12) and will serve to trigger the event
program when the missile (prop#20) strikes it at any
point. The sphere's visibility is turned off so it is not
seen or filmed. However, it remains visible in the set
designer at all times. All cameras have their visibility
turned off as do the two collision windows, since these
are merely production tools and not something you want
to actually see in the finished process.
You may have noticed that the missile (prop#20) has most
its settings at the bottom turned "off", i.e., visibility,
collision, explode. All except the shadow. This is so the
missile remains invisible until fired. It also prevents it
from exploding from having contact with your fighter. An
explosion won't hurt your plane, since it is not set to
explode in the event program nor in its own settings, but
having the missile explode as the take starts removes it
from use and spoils the cameral shots of your fighter.
The shadow is left on, so that when fired it will have a
shadow, but since the missile is pretty well hidden by
your plane its shadow is hidden by the shadow of your own
plane before it is fired.
The next thing you will note is that there is a collision
window (prop#11) actually attached to your aircraft! The
reason for this is to intercept those "stupid" missiles
fired by your plane when the weapons selector is set to
fire missiles. Although I didn't try it, it may even do
the same thing for the guns. This effectively makes them
harmless. Placing this collision window where I did, keeps
the "stupid" missiles from assuming a normal flight path
ahead of your plane. All you will see is a flash when they
are fired. This is due to the fact that they are detonating
on the attached collision window. As specified by one of
the events in the event program. This flash can also be
used to enhance the illusion of your "smart" missile being
fired.
Prop #13 is the second collison window, 18000x18000 in size.
This window determines if the F-16 has approached within
the specified distance you want the user to be at before
he can successfully launch his missile. This collision
between this window and the F-16 is checked for in the
event program. Any attempt to fire the weapons before you
contact this window results in a failure.
The second collision window (prop#13) is stationary.
For a more sophisticated method you can attach a huge
sphere to either plane, and when the sphere contacts
the opposite plane in the tutorial it allows you to
fire weapons succussfully. Spheres do to their nature
are not a good choice for realism however. Since a
sphere is round it allows you to make contact at
any angle. You could actually be above the target plane
and be allowed to fire a weapon successfully. A better
and more reailist prop to use would be a huge
collision window attached to your plane, much like prop
#11 is attach to your plane, but in this case this
window would be placed at a distance from your plane,
say at maximum distance allowed 999 feet. This window
would be set to collide, but not be visible and no
shadow. It would be place ahead of your plane, so that
you would actually would have to be facing the target
plane before you could fire. 999 feet is a bit close
though, so a second prop could be used. As described above
a huge sphere could be placed around the target plane.
The radius of the sphere if it is big enough and the
distance the collision window is from your plane would
give you a more realistic distance to fire from. The
use of the sphere would allow the fixed collision window
to make contact with it from any angle, while the window
itself would limit you to facing the target. An event
would have to be programmed that checked for a collision
between the window and the sphere and allow the firing
of the missile, either by setting a flag or modifying one.
As stated, I kept the actual setup simple and did not
use these methods. I also kept the event program simple
by not having the program check to see if the plane was
facing the target when the missile if fired. With this
tutorial, the event program only checks to make sure that
you contacted the fixed window at least one time. If you
have then you can fire your missile even if you are not
heading for the target. However, the missile, prop#20,
will only "seek" in the direction it is facing when
launched, so in a sense you do have to face the target
aircraft in order to destroy it. Props set to "seek" will
head in the direction they are facing and then when
arriving at the sought prop it will circle it endlessly.
So you have to "kill" the missile after you set it to
explode on the target, and the target will have to be
set to "kill" after being struck. I tried using just
"explode" and the Tu-95 still remained in view after the
explosion.
Event program:
Event#1 One Shot
If AIM-7 Sparrow(20) hits Sphere 00075r(16)
And nothing
And nothing
Then explode Tupolev 142 Bear(12)
And change Sphere 00075r(16)'s method to Free
And play 'Explosion#7' on chan 2, vol= 4.
And kill AIM-7 Sparrow(20)
And wait 5 seconds
And fade to 0%
And finish - success
This event checks to see if the sphere attached to the
target and the missile (prop#20) have collided. It then
explodes the target prope, plays an explosion, and kills
the graphic of the missile. It then waits 5 seconds, fades
to black and exits to a success message.
Event#2 One Shot
If weapon count = 1
And nothing
And nothing
Then change AIM-7 Sparrow(20)'s visibility to 1
And change AIM-7 Sparrow(20)'s speed to 1500
And play 'Missile Fire' on chan 2, vol= 4.
And wait 2 seconds
And change AIM-7 Sparrow(20)'s method to Seek
And change AIM-7 Sparrow(20)'s method obj to 12
And change AIM-7 Sparrow(20)'s collideability to 1
This even checks the weapon count to see if a weapon
has been fired. If it has it changes the weapon's
visibility to ON, changes the speed of the weapon to
1500 mph, plays the weapon firing sound, waits two
seconds to change it from an "attach" to a "seek" prop
to enable it to find the target aircraft on its own,
which is set in the following line with the method obj
line, and then it finally sets its collideability to "on"
so it can actually collide with the sphere around the
target plane. This event is what makes the missile
"smart".
Event#3 One Shot
If Any Weapon hits 00060X00020(11)
And nothing
And nothing
Then kill 1st Object
This event's only purpose is to check for any weapon hitting
that attached collision window to your aircraft. This is what
kills the "stupid" missiles as they are fired and gives you
the "flash" effect as they explode.
Event#4 One Shot
If 18000X18000(13) hits F16C Falcon(1)
And nothing
And nothing
Then set flag #1 to 1
This event's purpose is to check to see if the Falcon has
hit the large collision window and sets a flag to 1 if it
has. Flag 1 doesn't actually do anything, but something
was needed in the THEN spot.
Event#5 One Shot
If weapon count = 1
And event #4 hasnt happened
And nothing
Then set flag #0 to 0
And finish - too early
This is the event that cuts to a failure message when you
fire a weapon before you reach the large collision window
in event 4.
This simple tutorial did not take into account the use of
guns instead of missile, but I suspect that it will
function in the same manner as the event program makes no
distinction between missiles and guns. I'm not even sure
that the missile (prop#20) won't fire when you select
guns. More event programming will have to be incorporated
should you desire that the guns not be used, but it is
nothing that I'm going to go into here and now.
Well, that's it for this little tutorial. I kept it pretty
simple, and it may have a number of holes like I explained
but my main purpose was to show you how to get a weapon to
seek out a specified target. Camera angles can also be
triggered by the collision windows as long as you don't
choose "NO" when asked if you want use autoedit when you
start Stunt Island. I hope this helps someone out.
------------------------------------------------------------------------------
Chapter 8: Post Production - Editing and Special Effects
--------------------------------------------------------
CORRECTION TO PAGE 135; PARAGRAPH 4
When you use the Audio option to put audio on a segment of footage,
it actually places a single mark at the start of the marked footage,
rather than marking the entire footage with audio. That's why you
can't start the mark for Audio at 00:00.00. The program needs to
encounter the mark as the film runs, so that mark must occur no
sooner than 00:02.00 for it to be recognized.
------------------------------------------------------------------------------
.ALL Files
----------
Let's take a look at .ALL files. Most of the users of Stunt Island do not
seem to understand their function or importance. If you import your own
VOC files into the program for sound effects, you need to use .ALL files.
If you want to share your films with other users, you need to use .ALL files.
Some users have taken to including their USERSND*.SMP files with their films
when they upload them so that other users can place these files in their
\STUNTISL\RES subdirectory to get the same sounds. The problem with this
method is that potential viewers who don't own the program can't use the film
due to the lack of an .ALL file. The second part of the problem is that users
will have to temporarily replace their own USERSND*.SMP files with yours every
time they want to see your film.
The purpose of the .ALL file is to hold all of the relevant sound effects and
resources related to your film. It is mostly sound effects. By creating an
.ALL file, you allow any user with the full program or just the player utility
to enjoy the film you worked so hard to put together in the way that you
intended it to be viewed. There have been complaints from people who don't
want to buy the program, but would like to view your films. They feel left
out. The point of the film making aspect of the game is for you to be able
to share your films with other people who would like to see them, not to limit
it to those who already have the program. Cmon, you owe it to your public,
make the .ALL file!
One suggestion if you are uploading to the Disney BBS. If you have only used
default sounds included originally with the program, just upload the film and
tell me, and I will make the .ALL file. That will save on some upload time!
------------------------------------------------------------------------------
Q: Can I add my own .VOC files and use them as sound effects in Stunt Island?
A: Yes. Any .VOC file of less than 120K (122,880 bytes) can be imported into
Stunt Island and used as a sound effect in your films via the ADDSOUND
utility that was included with the program.
Q: I get a "Block Unreadable" message when I try to edit anything. Is this
a bug?
A: First, make sure you have the section you are editing correctly marked.
It must have a beginning and an end. If the problem persists, please
see the Customer Service section for information on what we need to know
about your computer to research a bug, and then call us.
Q: I downloaded a .FLM from the Disney BBS, and when I run it in the program
I get sound effects from my USER Sound file that are not supposed to be in
the film.
A: A lot of people are missing the point here. We give you the ability to
import your own sound effects into Stunt Island so you are not limited
to the hundreds of sounds we supplied. You can use your sound effects
in your films, but if you want others to hear them you need to create an
.ALL file to go with your film. To do this, you must run your .FLM file
through the MAKEONE utility. This procedure will slowly run the entire
film through the process of creating the .ALL file. The film will appear
to run very slowly, and sounds will seem off their marks, don't worry,
this is normal! The program must do this in order to record your digital
sound effects into the .ALL file, so others can hear them. We realize
that the .ALL files are quite large, but if you want others to hear your
sounds, you must use them. Once you have the .ALL file and the .FLM file
you can upload them to any BBS that you want, and others can download them
and play them in PLAYONE, which is the player utility we included with
the program. If you were to play a film that has sound effects from a
USER Sound file in the theatre of Stunt Island, you would hear sound
effects from your own USER sound files.
Q: When I play my films in the MAKEONE utility, the timing of all my sound
effects and music is off, how come?
A: The MAKEONE utility is used to create the <filmname>.ALL files that hold
all of the resources for your finished films. This utility does not alter
your edited film in any way, it merely stores necessary system resources
like your sounds and music in the .ALL file so that you don't have to
distribute the huge sound libraries with your finished films. Once you
have completed the MAKEONE step, view your film with PLAYONE, and you will
see it as you originally created it in the Editing room.
Q: I have finished editing my film, but I don't know how to save it to a .FLM
file. What do I do?
A: In the editing room, at the bottom of Deck #2, you will see a button called
PRINT. Click on this button to bring up the save file requester, and you
can now save your film to a finished .FLM file.
------------------------------------------------------------------------------
Chapter 9: Tutorial - Editing a Film
------------------------------------
There is currently nothing in this section.
------------------------------------------------------------------------------
Appendices
Appendix A: Prop List
---------------------
Here it is, just like you asked. The complete prop list for Stunt Island.
I have Alphabetized the list, so some props may no appear in the same order
as they do in the program. This list is only to give a general idea of
where to find the props you need.
Mammals and Plants
------------------
Ash #1 Ash #2 Ash #3
Bad Guy Birch #1 Birch #2
Birch #3 Boom Mike Cactus #1
Cactus #2 Camera Man #1 Camera Man #2
Camera Man #3 Clipboard Guy #1 Clipboard Guy #2
Clipboard Guy #3 Cornstalk Cow #1
Cow #2 Desert Flower Desert Plant
Duck Elm #1 Elm #2
Elm #3 Fir #1 Fir #2
Fir #3 Fir #4 Fir #5
Hanging Guy Hook Man #1 Hook Man #1 180
Hook Man #2 Hook Man #2 180 Horse #1
Horse #2 Horse #3 Larch #1
Larch #2 Larch #3 Lime #1
Lime #2 Lime #3 Maple #1
Maple #2 Maple #3 Palm Tree
Person #1 Person #2 Pig #1
Pig #2 Pine Tree Poplar #1
Poplar #2 Poplar #3 Radio Person #1
Radio Person #2 Record Man #1 Record Man #2
Running Person Slate Person Willow #1
Willow #2 Willow #3 Wing Walker #1
Wing Walker #2
Letters and Numbers
-------------------
, ! #
$ % &
( ) *
+ - .
/ : <
= > ?
@ \ _
{ } 0
1 2 2-D ,
2-D ! 2-D # 2-D $
2-D % 2-D & 2-D (
2-D ) 2-D * 2-D +
2-D - 2-D . 2-D /
2-D : 2-D ; 2-D <
2-D = 2-D > 2-D ?
2-D @ 2-D \ 2-D _
2-D { 2-D } 2-D 0
2-D 1 2-D 2 2-D 3
2-D 4 2-D 5 2-D 6
2-D 7 2-D 8 2-D 9
2-D A 2-D a 2-D B
2-D b 2-D C 2-D c
2-D D 2-D d 2-D Down Arrow
2-D E 2-D e 2-D F
2-D f 2-D G 2-D g
2-D H 2-D h 2-D I
2-D i 2-D J 2-D j
2-D K 2-D k 2-D L
2-D l 2-D Left Arrow 2-D M
2-D m 2-D N 2-D n
2-D O 2-D o 2-D P
2-D p 2-D Q 2-D q
2-D R 2-D r 2-D Right Arrow
2-D S 2-D s 2-D T
2-D t 2-D U 2-D u
2-D Up Arrow 2-D V 2-D v
2-D W 2-D w 2-D X
2-D x 2-D Y 2-D y
2-D Z 2-D z 3
4 5 6
7 8 9
A a B
b C c
D d Down Arrow
E e F
f G g
H h I
i J j
K k L
l Left Arrow M
m N n
O o P
p Q q
R r Right Arrow
S s T
t U u
Up Arrow V v
W w X
x Y y
Z z
Markers and Signs
-----------------
Australia Flag Austria Flag Bahamas Flag
Bahrain Flag Bar Sign Barbados Flag
Belgium Flag Billboard #1 Billboard #2
Billboard Broken Billboard Piece Border Sign
Brazilia Flag Bull's Eye Bus Stop Sign
Canada Flag Caution Sign Chile Flag
Coaster Billboard Columbia Flag Curve Sign
Czech. Flag Denmark Flag Do Not Enter
Drugstore Sign Estonia Flag Finland Flag
Flag #1 Flag #2 Flag #3
Flag #4 France Flag Fwy 210 Sign
Fwy 405 Sign Fwy 5 Sign Fwy 605 Sign
Fwy 710 Sign Fwy 91 Sign Gabon Flag
German Flag Greece Flag Hungary Flag
Hwy 101 Sign Hwy 134 Sign Hwy 55 Sign
Ireland Flag Israel Flag Italy Flag
Ivory Coast Flag Jail Sign Japan Flag
Kuwait Flag Latvia Flag Left Finger
Left Finger Big Lithuania Flag Luxembourg Flag
Mali Flag Merge Sign Mexico Flag
Monaco Flag Motel Sign Neon Eat Sign
Neon Gas Sign Neon Hotel Sign Netherlands Flag
New Zealand Flag Nigeria Flag No U Turn Sign
Norway Flag Philippines Flag Pylon #1
Pylon #2 Pylon #3 Qatar Flag
Right Finger Right Finger Big Right Turn Only
Route 66 Sign South Korea Flag Spain Flag
Stop Sign Street Sign Sudan Flag
Sweden Flag Target Thumb's Up
Totem Pole #1 Totem Pole #2 Totem Pole #3
Totem Pole #4 Toxic Sign Turn Sign
U.K. Flag U.S. Flag United Arab Flag
Yemen Flag
Military Equipment
------------------
Abrams Tank AIM-7 Sparrow Aircraft Carr. #1
Aircraft Carr. #2 Aircraft Gun Amphibious Hover Craft
Anti Sat. Sat. Armored P. Carr. Battleship
Black Hawk Heli.#1 Black Hawk Heli.#2 BMP 2 Soviet
Bomb #1 Bomb #2 Bomb #3
Bomb #4 Bradely Fighting Veh. Cannon
Catapult Catapult Arm Control Center
Destroyer #1 Destroyer #2 Destroyer #3
Exper. Missile Flat Sub Frigate
Ground/Air Missile Helicopter Humvee
ICBM #1 ICBM #2 ICBM #3
ICBM #4 Jeep Landing Craft
Large Radio Trans. Launcher M.A.S.H Tent
Machine Gunner Medic Truck Military Truck
Mine Mine Sweeper Missile Launcher
Missile Submarine Mobile SAM Launcher Mobile SAM Radar
Mortar Patriot Lnch. Down Patriot Lnch. Up
Periscope PT Boat Rus. Battle Tank
Rus. Tank Body Rus. Tank Turret SCUD Launcher
SCUD Missile Self Prop. Artillery Sidewinder
Sov. 152mm Howitzer Sov. Destroyer Sov. Missile #1
Sov. Missile #2 Sov. Mobile ICBM Sov. Rocket Launch
Sov. Self Propelled Sov. X-Gun SS 25 Missle
Strike Missile Submarine #1 Submarine #2
Tank #1 Tank #2 Tank #3
Tank Body Tank Hauler Tank Turret
Tarawa Amph. Ship Troop Transport Truck US Cruise Missile
US M60 Tank US Missile #1 US Missile #2
US Person. Trans. US Rocket Launch.
Miscellaneous
-------------
Beach Towel #1 Beach Towel #2 Beach Towel #3
Beach Towel #4 Beach Towel #5 Boom Box
Border Stop Sign Boulder #1 Boulder #2
Boulder #3 Bus Stop Bench Call Box
Camouflage Tent Cloud #1 Cloud #2
Cloud #3 Cloud #4 Cloud #5
Coffin Corner Hedge Crop Circle #1
Crop Circle #2 Crop Circle #3 Dumpster
Fairway #1 Fairway #2 Fairway #3
Fairway #4 Fairway #5 Fairway #6
Fairway #7 Fresnel Lamp Gold Schlusher
Graveyard Green Hand Pump
Haybail Haystack Hedge
Hitching Post I-Beams (2) I-Beams (4)
Ice Chest Landing Strip Mailbox
Maze Hedge Mechanical Bull Open Grave
Park Bench Phone Booth Phone Pole #1
Phone Pole #2 Picnic Table Portable Toilet
Radar Relay Satellite Sand Box
Scoreboard Searchlight Signal #1
Signal #2 Signal #3 Slide
Stadium Lights Street Lamp #1 Street Lamp #2
Street Lamp #3 Supply Cover Swing Set
Tombstone #1 Tombstone #2 Tombstone #3
Tombstone #4 Tombstone #5 Toxic Drum
Trash Box Trashcan Trough
Volley Ball Court Water Fountain Waterslide
Wheat Field
Planes (Aircraft)
-----------------
A10 Thunderbolt A6E Intruder B2 Stealth Bomber
Boeing 727 Boeing 737 Boeing 747
Bristol Bulldog Cessna 172 Curtis Jenny
Curtis June Bug Douglas DC10 Duck
E3 AWACS F/A18 Hornet F117A Stealth
F15C Eagle F16C Falcon F4E Phantom
F4U Corsair F86 Sabre Fokker DR.1
Hang Glider Hawk Jenny 1
Jenny 2 Jenny 3 Junkers 87D Stuka
Junkers JU88A Learjet 60 Lockheed Tr1
Lockheed U2 Messer. BF109G Messer. BF110
MiG 15 Midget MiG 25 Foxbat MiG 29 Fulcrum
Military P51 Mirage 2000 Mitsubishi Zero
P38 Lightning P51D Mustang Paraglider
Piper Cherokee Pitts Special Pterodactyl
Red Hawk Shuttle on 747 Silver Falcon
Sopwith Camel Sopwith Triplane Space Shuttle
Spitfire SR71 Blackbird Tupolev 142 Bear
V-35 Bonanza
Production Tools
----------------
00010X00002 00010X00003 00010X00005
00010X00010 00030X00007 00030X00010
00030X00015 00030X00030 00060X00015
00060X00020 00060X00030 00060X00060
00120X00030 00120X00040 00120X00060
00120X00120 00250X00062 00250X00083
00250X00125 00250X00250 00500X00125
00500X00167 00500X00250 00500X00500
01000X00250 01000X00333 01000X00500
01000X01000 03000X00750 03000X01000
03000X01500 03000X03000 06000X01500
06000X02000 06000X03000 06000X06000
12000X12000 18000X18000 24000X24000
30000X30000 36000X36000 Camera#1
Camera#2 hz 0010X0002 hz 0010X0003
hz 0010X0005 hz 0010X0010 hz 0030X0007
hz 0030X0010 hz 0030X0015 hz 0030X0030
hz 0060X0015 hz 0060X0020 hz 0060X0030
hz 0060X0060 hz 0120X0030 hz 0120X0040
hz 0120X0060 hz 0120X0120 hz 0250X0062
hz 0250X0083 hz 0250X0125 hz 0250X0250
hz 0500X0125 hz 0500X0167 hz 0500X0250
hz 0500X0500 hz 1000X0250 hz 1000X0333
hz 1000X0500 hz 1000X1000 hz 3000X0750
hz 3000X1000 hz 3000X1500 hz 3000X3000
hz 6000X1500 hz 6000X2000 hz 6000X3000
hz 6000X6000 Smoke Sphere 00001r
Sphere 00002r Sphere 00003r Sphere 00005r
Sphere 00006r Sphere 00007r Sphere 00008r
Sphere 00009r Sphere 00010r Sphere 00012r
Sphere 00015r Sphere 00017r Sphere 00020r
Sphere 00025r Sphere 00050r Sphere 00075r
Sphere 00100r Sphere 00200r Sphere 00250r
Sphere 00300r Sphere 00400r Sphere 00500r
Sphere 00600r Sphere 00700r Sphere 00800r
Sphere 00900r Sphere 01000r Sphere 01250r
Sphere 01500r Sphere 01750r Sphere 02000r
Sphere 02250r Sphere 02500r Sphere 02750r
Sphere 03000r Sphere 03250r Sphere 03500r
Sphere 03750r Sphere 04000r Sphere 04250r
Sphere 04500r Sphere 04750r Sphere 05000r
Sphere 07500r Sphere 10000r Sphere 12500r
Sphere 15000r vt 0010X0002 vt 0010X0003
vt 0010X0005 vt 0010X0010 vt 0030X0007
vt 0030X0010 vt 0030X0015 vt 0030X0030
vt 0060X0015 vt 0060X0020 vt 0060X0030
vt 0060X0060 vt 0120X0030 vt 0120X0040
vt 0120X0060 vt 0120X0120 vt 0250X0062
vt 0250X0083 vt 0250X0125 vt 0250X0250
vt 0500X0125 vt 0500X0167 vt 0500X0250
vt 0500X0500 vt 1000X0250 vt 1000X0333
vt 1000X0500 vt 1000X1000 vt 3000X0750
vt 3000X1000 vt 3000X1500 vt 3000X3000
vt 6000X1500 vt 6000X2000 vt 6000X3000
vt 6000X6000
Structures
----------
Alcatraz Island Arch Bank
Bank of Stunt Isl. Baseball Field #1 Baseball Field #2
Baseball Stadium Beach Toilet Beauty Salon
Big Ben Bijou Theater Border Gate
Buddhist Temple Bulldog Cafe Bunker
C&W Bar Cabana #1 Cabana #2
Cabana #3 Carwash Castle #1
Castle #2 Cathedral Chinese Rest.
Chrysler Building Church Circus Booth
Circus Cage Circus Tent City Hall
Cocktail Bar Coit Tower #1 Coit Tower #2
Cvrd Bridge #1 Cvrd Bridge #2 Derby
Devil's Tower Dog Donut
Draw Bridge Drive-In Theater Drugstore
Easter Isl. Statue Eiffel Tower Empire State Bldg.
English Pub Farm Warehouse Fence
Ferris Wheel Fire House Frwy. Barrier
Frwy. Overpass #1 Frwy. Overpass #2 Gallows
Gas Station Greenhouse Guard Tower
Hanger Hanger Door #1 Hanger Door #2
Hardware Store Horsetrack Hospital
Hotel House Jail
Jungle Hut L.A. Coliseum Laundromat
Lifeguard Tower Lighthouse Luggage Cart
Mansion Mausoleum Mayan Pyramid
Mill House Mini-Mart News Stand
Observatory #1 Observatory #2 Oil Derrick
Oil Platform Old West Church Old West Facade
Outdoor Cafe Outhouse Pan Pacific Bldg.
Parking Deck #1 Parking Deck #2 Parking Lot #1
Parking Lot #2 Parking Lot Booth Parthenon
Pentagon Police Station Pool #1
Pool #2 Pool #3 Prison #1
Prison #2 Pyramid #1 Pyramid #2
Pyramid #3 Quanset Hut #1 Quanset Hut #2
Resort Hotel Restaurant Rope Bridge
Ruins #1 Ruins #2 Ruins #3
Ruins #4 Ruins #5 Ruins #6
Ruins #7 Saloon Shack
Silo Smoke Stack Soundstage #1
Soundstage #2 Sphinx St. Louis Arch
Stadium #1 Stadium #2 Statue of Liberty
Stonehenge #1 Stonehenge #2 Stonehenge #3
Studio Tower Suspens. Bridge Sydney Landmark
Taj Mahal Tent Tepee
TNT Shed Tower Tower Bridge
Train Station Train Tunnel Transamer. Bldg.
TV/Radio Tower Twin Towers Union Station
Warehouse #1 Warehouse #2 Water Tower
White House Windmill #1 Windmill #2
Windmill #3 Zeppelin Tower
Vehicles
--------
Amtrak Car Amtrak Head Armored Truck
Backhoe Balloon Big Crane
Box Car #1 Box Car #2 Box Car #3
Box Car #4 Box Car #5 Box Car #6
Box Car #7 Bulldozer Caboose #1
Caboose #2 Caboose #3 Catering Truck #1
Catering Truck #2 Cement Truck Clipper #1
Clipper #2 Clipper #3 Clipper #4
Combine Covered Wagon Crate Truck
Delivery Truck Delivery Van Diesel Train
Dragster #1 Dragster #2 Dragster #3
Dragster #4 Dump Truck Earth Mover
Flat Bed Car #1 Flat Bed Car #2 Formula 1 Car #1
Formula 1 Car #2 Garbage Truck Gas Car
Gas Truck Hay Truck Hay Wagon
Hot Air Balloon #1 Hot Air Balloon #2 Hot Air Balloon #3
Hot Air Balloon #4 Hot Rod Car Junk Boat
Limousine #1 Limousine #2 Log Car
Mail Truck Military Train Car Military Train Head
Milk Truck Monster Truck #1 Monster Truck #2
Motorcyclist Nuke Train Oceanliner
Oil Tanker Old Steam Locomotive Ore Car
Paddleboat Paddy Wagon Pickup Truck
Pirate Ship Police Car Police Wagon
Porsche Racecar #1 Range Rover
Rd. Maint. Truck#1 Rd. Maint. Truck#2 Rescue Vehicle
Rig #1 Rig #2 Rowboat
Sailboat #1 Sailboat #2 Schoolbus
Shot Truck Shuttle Van #1 Shuttle Van #2
Sloop Speedboat Sports Car
Star Trailer Step Van Stock Car
Street Sweeper Subway Car Tanker Car
Taxi Cab Tractor Train Car #1
Train Car #2 Train Car Closed Train Car ICBM
Train Car ICBM Clsd Train Car Rocket Lnch Trolley
Tugboat UFO #1 UFO #2
UFO #2 (2X) UFO #2 (4X) Water Truck
WWII Motorcycle Z Boat Zeppelin #1
Zeppelin #2
------------------------------------------------------------------------------
Appendix B: Locations and Altitudes List
----------------------------------------
Q: Why don't you provide the altitudes of the various landmarks around Stunt
Island?
A: Finding the altitudes you need are dependant on the stunts you design.
The following chart supplies some of the altitudes at various points
on the island. We will continue adding to this list as time permits.
LOCATION ALTITUDE S/N COORD. W/E COORD.
---------------------------------------------------------------------------
Castle (dead center) 750 92981 105757
Doorway of Castle 750 92539 105760
Castle Main Towers 918 Various
Castle Short Towers 851 Various
Castle Walls 834 Various
Alcatraz (Top of Guard Tower) 168.5 90536 119689
Alcatraz (Boat Dock) 9 90387 119469
Alcatraz (Boathouse Grounds) 19 90431 119514
Alcatraz (Base of Guard Tower/Grounds) 77 90496 119689
Golden Gate Bridge (Bridge Deck) 211 91327 133286
Golden Gate Bridge (North Tower) 811 93000 133279
Golden Gate Bridge (South Tower) 811 89080 133279
United Nations (Top of Bldg.) 484 99040 141159
United Nations (Roof) 469 99040 141106
United Nations (Top of Dome) 63 99160 141396
United Nations (Smaller Bldg. Roof) 50 99160 141396
United Nations (Top of Flagpoles) 37 Various
United Nations (Nearest Mountain Peak) 6000 109450 156393
Stonehenge (Top of Monuments) 43 136168 42000
Lexington Dam (Top of Dam) 1050 59246 57434
Snow Capped Mountain 2999 41130 153787
Plateaus in Lynch Canyon 1000 Various
Small Sandy Area in Lynch Canyon 501 48699 158590
Canyon Bridge (Top) 1000 52094 154729
Wilman Dam 753 55528 151165
Wilman Reservoir 751 57506 151930
------------------------------------------------------------------------------
Appendix C: Sound File Information
----------------------------------
Q: Can I use MIDI and .MOD music files in Stunt Island?
A: Not currently, but we are looking at adding it to a future release.
Q: What sampling rate was used for Stunt Island's sound FX?
A: 7000 Samples per second.
------------------------------------------------------------------------------
Appendix D: Files available for Stunt Island
--------------------------------------------
Due to Compuserve rules, the complete version of this option is temporarily
not available to Compuserve users. The files normally listed in this area
will be uploaded to the Flight Simulator Forum (GO FSFORUM) in Library 10 -
Other Flight Sims, and Game Publishers B Forum (GO GAMBPUB) in Library 6 -
Disney/Buena Vista Software. If you would like the complete version of this
file with the full list, you can contact our Disney Software representative
on Compuserve at 71333,14 and ask to have it sent to you via U.S. Mail. This
will place you on the Stunt Island mailing list and you will receive the
SIUPDATE monthly for FREE.
This is a listing of known Stunt Island related files on Compuserve, The
Disney Software BBS and other systems. This is to assist you in locating
and downloading files faster. The file details at the beginning of each
listing are from the Disney BBS, and are only for reference.
File listing date: 02/19/93
**** Stunt Island IBM
File: AIRSALL.ZIP Date: 12/14/92 Downloads: 43
Size: 282,077 Last access: 02/18/93 Cost: 0
From: BRIAN LAWLER Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "F-18 Airshow" by Brian Lawler.
File can be found as:
AIRSHOW2.ZIP on GEnie (Aviation Libraries)
-------------------------------------------------------------------------------
File: AIRSFLM.ZIP Date: 12/14/92 Downloads: 79
Size: 43,605 Last access: 02/18/93 Cost: 0
From: BRIAN LAWLER Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "F-18 Airshow" by Brian Lawler
This file contains only the .FLM file for "F-18 Airshow" by Brian Lawler.
Ifyou are using the PLAYONE utility to view films, you will want to download
AIRSALL.ZIP which includes an .ALL file for this film as well as the .FLM
file.
File can be found as:
AIRSHOW1.ZIP on GEnie (AVIATION Libraries)
-------------------------------------------------------------------------------
File: APERNSTY.ZIP Date: 02/03/93 Downloads: 15
Size: 924,334 Last access: 02/19/93 Cost: 0
From: EDWARD RENO Free DL: No
Area: Stunt Island IBM Offline: No
Keys: DRAGONMEN, PERN, SPINOFF.
Desc: .FLM/.ALL Files. "Pterodactylmen of Pern" by Edward Reno.
This is a fantastic film. Shows great imagination, and an obvious love of
these great books! -=SYSOP=-
-------------------------------------------------------------------------------
File: APPROACH.ZIP Date: 01/26/93 Downloads: 13
Size: 331,296 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Final Approach" by Gene Davis.
-------------------------------------------------------------------------------
File: AQUA_JET.ZIP Date: 12/14/92 Downloads: 68
Size: 14,527 Last access: 02/19/93 Cost: 0
From: JEREMY REABAN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.SET Files. "Aquaduct Jet Chase" by Jeremy Reaban.
File can be found as:
-------------------------------------------------------------------------------
File: ATTACK.ZIP Date: 11/17/92 Downloads: 53
Size: 277,694 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "P-38 Attack" by Eric Moody.
File can be found as:
ATTACK.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: BACKSTB1.ZIP Date: 12/24/92 Downloads: 83
Size: 252,599 Last access: 02/18/93 Cost: 0
From: LANCE MICKLUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "Back Stab" by Lance Micklus. 20 minute movie!
This is a 20 minute action-adventure feature .FLM file only.
If you are viewing the films outside of Stunt Island with
PLAYONE.EXE, you will need to download BACKSTB2.ZIP also,
It contains the .ALL file needed for PLAYONE.
File can be found as:
BACKSTAB.ZIP on GEnie (Scorpia Libraries)
-------------------------------------------------------------------------------
File: BACKSTB2.ZIP Date: 12/24/92 Downloads: 14
Size: 945,977 Last access: 02/18/93 Cost: 0
From: LANCE MICKLUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .ALL File. "Back Stab" by Lance Micklus. (for BACKSTB1.ZIP)
Do NOT download this file unless you don't own Stunt Island and need to
use the viewer. This is just the .ALL file for BACKSTB1.ZIP. Hope you
have a 9600 baud modem. Sorry it's so big but the film is 20 minutes
long - which is about how long it'll take you to download it at 9600
baud. Remember, you can view BACKSTB1.ZIP in the theater and make your
own .ALL file if you own the Stunt Island program.
File can be found as:
-------------------------------------------------------------------------------
File: BADLAND.ZIP Date: 02/05/93 Downloads: 18
Size: 42,850 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, SI
Desc: .FLM File. "No Place To Land" by Ikbal Bliss
-------------------------------------------------------------------------------
File: BANDIT.ZIP Date: 02/05/93 Downloads: 19
Size: 23,965 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, SI
Desc: .FLM File. "Highway Bandit" by Ikbal Bliss.
-------------------------------------------------------------------------------
File: BEAR.ZIP Date: 12/13/92 Downloads: 49
Size: 57,798 Last access: 02/19/93 Cost: 0
From: JAMES FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "Tupolev Bombing Run" by James Frymire.
-------------------------------------------------------------------------------
File: BEARSET.ZIP Date: 02/15/93 Downloads: 2
Size: 1,280 Last access: 02/18/93 Cost: 0
From: KURT FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .SET, FILE, P-51, SHOOTING, DOWN, TWO
Desc: .SET File. "P-51 Shooting Down Two Bears" By Kurt Frymire.
-------------------------------------------------------------------------------
File: BIGFOOT.ZIP Date: 02/03/93 Downloads: 4
Size: 2,742 Last access: 02/18/93 Cost: 0
From: CRAIG WEINMAN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: BIGFOOT, CRAIG, WEINMAN, FIRST, FILM, ATTEMPT
Desc: .FLM File. "Bigfoot" by Craig Weinman.
Here's my first film attempt and it is very simple, but original
since I haven't seen any other films like it. In it a bigfoot sorta
kills a car. Runs only about 11 seconds and is so small its definitely
worth the download.
-------------------------------------------------------------------------------
File: BOMBING.ZIP Date: 02/09/93 Downloads: 38
Size: 23,380 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI, TUTORIAL
Desc: .FLM/.SET Files. "Bombing Tutorial" by Dave & Leonard
This is a short example to demonstrate how to bomb a ground target.
It demonstrates how to place props and collision windows and program
and event to achieve the desired results.
File can be found as:
BOMBING.ZIP on America On Line PC Games Forum (CTRL-K: PC GAMES)
BOMBIN.ZIP on Compuserve, Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: BOMRUN.ZIP Date: 12/14/92 Downloads: 33
Size: 451,118 Last access: 02/18/93 Cost: 0
From: PETE PAGLIA Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Way Cool A-10 Mission" by Pete Paglia.
-------------------------------------------------------------------------------
File: BOMRUN1.ZIP Date: 01/23/93 Downloads: 11
Size: 88,673 Last access: 02/18/93 Cost: 0
From: PETE PAGLIA Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM, FILE, ONLY, BOMRUN
Desc: .FLM File. "Bombing Run" by Pete Paglia.
-------------------------------------------------------------------------------
File: BONDO.ZIP Date: 02/16/93 Downloads: 5
Size: 267,841 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, NOPLAYER
Desc: .FLM File. "Jimmy Bondo" by George White.
File can be found as:
BONDOS.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: BRNTRI.ZIP Date: 01/22/93 Downloads: 21
Size: 92,211 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, SI
Desc: .FLM/.ALL/.SET Files. "Barn To the Future" by Phil "BW" Camp
File can be found as:
BRNTRI.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: BUSDRIVR.ZIP Date: 12/05/92 Downloads: 99
Size: 91,387 Last access: 02/19/93 Cost: 0
From: LANCE MICKLUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Insane Bus Driver" by Lance Micklus.
Includes .ALL file and is only 35 seconds. One unusual thing about this
feature is that there is no flying - proving that you can make a film
without flying something. It's all done with event scripts.
File can be found as:
BUSDRIVR.EXE on GEnie (Scorpia Libraries)
SIBUSDRV.EXE on GEnie (Scorpia Libraries)
-------------------------------------------------------------------------------
File: CAN.ZIP Date: 11/23/92 Downloads: 71
Size: 146,685 Last access: 02/19/93 Cost: 0
From: MARC SIPE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL File. "F18A Canyon Flying" by Marc Sipe.
-------------------------------------------------------------------------------
File: CARRIER.ZIP Date: 02/16/93 Downloads: 3
Size: 26,624 Last access: 02/18/93 Cost: 0
From: KURT FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, NOPLAYER
Desc: .FLM File. "Carrier" by Kurt Frymire.
-------------------------------------------------------------------------------
File: CATCH.ZIP Date: 01/22/93 Downloads: 15
Size: 16,231 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM/.SET, FILES., ", ?.
Desc: .FLM/.SET Files. "Catch That Guy" by Jim "Jimbo" Ross.
File can be found as:
CATCH.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: CHASE.ZIP Date: 01/22/93 Downloads: 15
Size: 192,078 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM, FILE., ", ?.
Desc: .FLM File. "The Chase" by Larry Schneider.
File can be found as:
CHASE.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: CNTRSTRK.ZIP Date: 02/13/93 Downloads: 4
Size: 143,616 Last access: 02/18/93 Cost: 0
From: BRIAN KEY Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, NOPLAYER, FILM, BRIAN, KEY
Desc: .FLM File. "COUNTERSTRIKE" by Brian Key
This film is about the US retaliation against Iraq because of Saddam
Hussein.AWESOME!
-------------------------------------------------------------------------------
File: COLISEUM.ZIP Date: 11/11/92 Downloads: 96
Size: 266,944 Last access: 02/18/93 Cost: 0
From: SCOTT STEPHENS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.SET/.TKE Files. "Save the Coliseum" by Scott Stephens
-------------------------------------------------------------------------------
File: COLLECTN.ZIP Date: 02/16/93 Downloads: 2
Size: 126,208 Last access: 02/18/93 Cost: 0
From: KURT FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM-, KURT, FRYMIRES, COLLECTION, FILMS
Desc: .FLM File. "The Kurt Frymire Collection" by Kurt Frymire.
-------------------------------------------------------------------------------
File: DAGS09.ZIP Date: 11/17/92 Downloads: 21
Size: 273,653 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL File. "The Last Warbird" by Dave Goodwin.
File can be found as:
DAGS09.ZIP on Compuserve Flight Simulation Froum (GO FSFORUM)
-------------------------------------------------------------------------------
File: DEMOALL.ZIP Date: 02/05/93 Downloads: 12
Size: 1,052,867 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, DEMO, FILM, SI, ALL
Desc: .ALL File. "Stunt Island Official Demo Disk Film" by Disney.
This is the .ALL file for the official demo film distributed by Disney
software on the Stunt Island Demo disk. Requires DEMO.FLM to play.
Use SILPLAY.EXE for in-store displays.
-------------------------------------------------------------------------------
File: DEMOFLM.ZIP Date: 02/05/93 Downloads: 33
Size: 53,446 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, SI, DEMO
Desc: .FLM File. "Stunt Island Official Demo Disk Film" by Disney.
This is the official demo .FLM file distributed by Disney Software on the
Stunt Island Demo disk. It requires DEMOALL.ZIP to be viewed with either
of the player utilities. Use SILPLAY.EXE for in-store displays.
-------------------------------------------------------------------------------
File: DESTR.ZIP Date: 02/11/93 Downloads: 2
Size: 18,302 Last access: 02/17/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, NOPLAYER
Desc: .FLM File. "Destruction On The Bridge" by Jeff Haas.
File can be found as:
DESTR.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: DHIWAY.ZIP Date: 10/12/92 Downloads: 69
Size: 172,308 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL File. "The Highway" Stunt Island Film, Dig. Vers.
This is one of the canned sequences included with Stunt Island.
File can be found as:
DHIWAY.ZIP on America On Line PC Games Forum (CTRL-K: PC GAMES)
DHIWAY.ZIP on Compuserve, Game Publishers B Forum. (GO GAMBPUB)
-------------------------------------------------------------------------------
File: DINTRO.ZIP Date: 10/12/92 Downloads: 52
Size: 360,759 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Stunt Island Intro" Digital Music Version
This is one of the canned films included with Stunt Island.
This files can be found as:
DINTRO.ZIP on America On Line PC Games Forum (CTRL-K: PC GAMES)
DINTRO.ZIP on Compuserve, Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: DOGFITE.ZIP Date: 12/23/92 Downloads: 67
Size: 36,357 Last access: 02/18/93 Cost: 0
From: CHRISTINE FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "F-18/Mig-29 Dogfight" by Kurt Frymire.
-------------------------------------------------------------------------------
File: DPLANES.ZIP Date: 10/12/92 Downloads: 29
Size: 390,791 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "The Planes" Digital Music Version.
File can be found as:
DPLANE.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: DRUGALL.ZIP Date: 12/14/92 Downloads: 31
Size: 292,339 Last access: 02/16/93 Cost: 0
From: BRIAN LAWLER Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL/.SET Files. "Drug Wars" by Brain Lawler.
-------------------------------------------------------------------------------
File: DRUGSET.ZIP Date: 12/14/92 Downloads: 55
Size: 47,503 Last access: 02/18/93 Cost: 0
From: BRIAN LAWLER Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.SET Files. "Drug Wars" by Brian Lawler.
-------------------------------------------------------------------------------
File: DUCKHUNT.ZIP Date: 11/13/92 Downloads: 33
Size: 122,246 Last access: 02/17/93 Cost: 0
From: MIKE CORNELIUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "Duck Hunting Trip" by Mike Cornelius.
-------------------------------------------------------------------------------
File: EAGLE.ZIP Date: 02/19/93 Downloads: 0
Size: 196,693 Last access: 01/01/00 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, NOPLAYER
Desc: .FLM File. "Eagle" by Charles Hamilton
File can be found as:
EAGLE.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: ELECTRO.ZIP Date: 02/03/93 Downloads: 24
Size: 202,870 Last access: 02/18/93 Cost: 0
From: ALBERTO NASTI Free DL: No
Area: Stunt Island IBM Offline: No
Keys: FILM, EPIC:, "ELECTRO, MAN", (12+, MINUTE
Desc: .FLM File. "Electro Man" by Ikbal Bliss (12+ minute film)
Well this is my fim opus. It was created from mostly all original sets.
The challenge was to try to sustain a kind of complex story line using
mostly visuals and as little text as possible. Stunt Island is great for
pretending to be Frans Ford Coppola for a couple of hours every now and
then...
-------------------------------------------------------------------------------
File: ESCAPE.ZIP Date: 11/17/92 Downloads: 26
Size: 15,059 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "The Escape" by Chris Brook.
File can be found as:
ESCAPE.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
ESCAPE.ZIP on GEnie (Scorpia Libraries)
-------------------------------------------------------------------------------
File: F15.ZIP Date: 11/25/92 Downloads: 32
Size: 328,133 Last access: 02/19/93 Cost: 0
From: STEVE BRUNDLER Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "F-15 EAGLE" by Steve Brundler.
-------------------------------------------------------------------------------
File: F162.ZIP Date: 11/16/92 Downloads: 48
Size: 242,045 Last access: 02/19/93 Cost: 0
From: AXEL GUILOFF Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "F16" by Axel Guiloff.
-------------------------------------------------------------------------------
File: FIELD.ZIP Date: 02/04/93 Downloads: 2
Size: 8,178 Last access: 02/17/93 Cost: 0
From: CRAIG WEINMAN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM, FILE., "THE, BAD, FIELD, TRIP"
Desc: .FLM File. "The Bad Field Trip" by Craig Weinman
This is my 3rd film, very dumb one where some ignorant people have
a school bus stalled on train tracks, and you can guess the rest,
actually not to bad, might give you ideas to watch it...
-------------------------------------------------------------------------------
File: FIND&HIT.ZIP Date: 02/09/93 Downloads: 19
Size: 11,581 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILMS, SI, TUTORIAL
Desc: .FLM/.SET Files. "Tutorial #5: Intercept & Collide"
This is the fifth tutorial for the SIUPDATE newsletter. This was suggested
by Carlos Ribas on Prodigy. He wanted to know how to make an aircraft seek
out and collide with another aircraft. Here are two possible (and simple)
solutions. You can expand on these further to achieve the results you
require.
-------------------------------------------------------------------------------
File: FISHTRIP.ZIP Date: 11/13/92 Downloads: 52
Size: 29,559 Last access: 02/18/93 Cost: 0
From: MIKE CORNELIUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "A Fishing Trip" by Mike Cornelius.
-------------------------------------------------------------------------------
File: FLYARCH.ZIP Date: 11/30/92 Downloads: 26
Size: 145,944 Last access: 02/19/93 Cost: 0
From: MYLES VILLORIA Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "A Short Film" by Myles Villoria.
-------------------------------------------------------------------------------
File: FLYBY.ZIP Date: 01/27/93 Downloads: 11
Size: 26,850 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM/.SET, FILES., ", ?.
Desc: .FLM/.SET Files. "Flyby" by Eric Moody.
File can be found as:
FLYBY.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: FLYTHRU.ZIP Date: 11/27/92 Downloads: 40
Size: 15,095 Last access: 02/18/93 Cost: 0
From: BRAD ELLIOTT Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.SET/.TKE Files. "Stunt Island Film" by Brad Elliot.
-------------------------------------------------------------------------------
File: FUTURE.ZIP Date: 01/27/93 Downloads: 40
Size: 22,831 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM
Desc: .FLM/.SET Files. "Back To The Future" by Larry Schneider.
File can be found as:
FUTURE.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: HANGIN.ZIP Date: 11/16/92 Downloads: 67
Size: 369,993 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Hang In There" by Chris McNulty.
This was done by one of our testers when he was bored with the regular beta
testing regimen. There is also an exclusive featurette at the end of this
film called "Farmstorming" that I think you will all enjoy! Look for a
sequel called "Farm Air Warriors" soon! -SYSOP-
File can be found as:
HANGIN.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: HELPCK.ZIP Date: 01/22/93 Downloads: 8
Size: 2,985 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .SET, FILE., ", ?.
Desc: .SET File. "Get The Towel Stunt" by Jim Ross.
File can be found as:
HELPCK.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: INCOMMIN.ZIP Date: 12/03/92 Downloads: 18
Size: 549,413 Last access: 02/18/93 Cost: 0
From: TOM MINTON Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Incomming" by Tom Minton.
-------------------------------------------------------------------------------
File: LAND.ZIP Date: 02/15/93 Downloads: 3
Size: 1,664 Last access: 02/18/93 Cost: 0
From: KURT FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .SET, FILE, LANDING, YORKTOWN, (PRETTY, SLICK!)
Desc: .SET File. "Landing on the Yorktown" by Kurt Frymire.
-------------------------------------------------------------------------------
File: LAXCRACH.ZIP Date: 01/26/93 Downloads: 18
Size: 21,187 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "LAX Crash" by Unknown.
-------------------------------------------------------------------------------
File: LIMITS.ZIP Date: 02/05/93 Downloads: 16
Size: 21,490 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, SI
Desc: .FLM File. "Limitations" by Ikbal Bliss.
-------------------------------------------------------------------------------
File: MAXX1.ZIP Date: 12/10/92 Downloads: 28
Size: 575,321 Last access: 02/18/93 Cost: 0
From: COURTNEY JACKSON Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Meet Maxx Stunt" by Courtney Jackson.
Maxx Stunt turns up in the strangest places. (Normally he turns up dirt
when he crashes).
Film and All file included for extra sounds. 5 minutes run time
File can be found as:
MAXX1.ZIP on GEnie (Scorpia Libraries)
-------------------------------------------------------------------------------
File: MOVIE.ZIP Date: 11/15/92 Downloads: 81
Size: 99,576 Last access: 02/18/93 Cost: 0
From: YEN CHEN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "The UFO" by Yen Chen.
-------------------------------------------------------------------------------
File: PARAES.ZIP Date: 02/19/93 Downloads: 0
Size: 30,720 Last access: 01/01/00 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, NOPLAYER
Desc: .FLM File. "Parachute Escape" by Paul Rydell/Tom Scharfeld.
File can be found as:
PARAES.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: PETRO.ZIP Date: 11/14/92 Downloads: 31
Size: 116,571 Last access: 02/18/93 Cost: 0
From: TOM MINTON Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "Ze Petrol Intercept" By Tom Minton
-------------------------------------------------------------------------------
File: PICKUP.ZIP Date: 01/22/93 Downloads: 8
Size: 207,167 Last access: 02/15/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: FILES., ", ?.
Desc: .FLM/.ALL/.SET Files. "Revenge of the Ptery" by D. Willens.
File can be found as:
PICKUP.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: PKACKTUS.ZIP Date: 11/18/92 Downloads: 43
Size: 513,265 Last access: 02/17/93 Cost: 0
From: LANCE MICKLUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL/.TKE/.SET Files. "Desert Escape" by Lance Micklus.
File can be found as:
PKACKTUS.ZIP on GEnie (Aviation Libraries & Scorpia Libraries)
-------------------------------------------------------------------------------
File: POLICE.ZIP Date: 11/28/92 Downloads: 61
Size: 37,906 Last access: 02/18/93 Cost: 0
From: YEN CHEN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "Super Police Car" by Yen Chen.
-------------------------------------------------------------------------------
File: REALISM.ZIP Date: 02/05/93 Downloads: 25
Size: 359,152 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, FILM, SI, TUTORIAL
Desc: .FLM/.ALL/.SET/.TKE Files. SIUPDATE Tutorial #4: Set Realism
This is the fourth tutorial I created to show users how to get a little
realism into their sets. I hope you will enjoy it! Dave Arnspiger - Disney
SYSOP.
File can be found as:
REALIS.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: REDALRT1.ZIP Date: 02/16/93 Downloads: 6
Size: 61,791 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys:
Desc: .FLM File. "Red Alert" by Keith Heitmann. File 1 of 2.
-------------------------------------------------------------------------------
File: REDALRT2.ZIP Date: 02/16/93 Downloads: 3
Size: 322,637 Last access: 02/18/93 Cost: 0
From: KEITH HEITMANN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: FILES, PART
Desc: .ALL File. "Red Alert" by Keith Heitmann. File 2 of 2.
This file contains the ALL file and the rest of the viewing files for
the REDALERT.ZIP file. You only need this file if you do not own Stunt
Island. Created and edited by Keith Heitmann, Prodigy GVXV90A.
-------------------------------------------------------------------------------
File: REMOTE.ZIP Date: 01/05/93 Downloads: 67
Size: 14,332 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.SET Files. "Radio Control Flying DEMO" by SYSOP.
This is a short tutorial to demonstrate Radio Control Flying.
It included a .SET and .FLM file for your use.
File can be found as:
REMOTE.ZIP on America On Line PC Games Forum (CTRL-K: PC GAMES)
REMOTE.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: REV2PREV.ZIP Date: 01/22/93 Downloads: 24
Size: 49,294 Last access: 02/18/93 Cost: 0
From: BRIAN ZAN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM, FILE, MICKEYS, REVENGE, 2, PREVIEW
Desc: .FLM File. "Mickey's Revenge 2-PREVIEW" by Christian Zane.
-------------------------------------------------------------------------------
File: REVENGE.ZIP Date: 01/20/93 Downloads: 112
Size: 171,569 Last access: 02/19/93 Cost: 0
From: BRIAN ZAN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM file. "Mickey's Revenge" by Christian Zane.
This is the HOTTEST Stunt Island movie ever made. It's a MOVIE that is
almost eight minutes long, and includes AWESOME dogfighting, aerial
combat and a host of Stunt Island tricks that you WILL NOT BELIEVE!!!
This is PROFESSIONAL quality!!!
Brian really needs to speak up more, he's so shy! <G> This really is an
amazing movie. Congrats to Brian on a job extremely well done!!
-=SYSOP=-
-------------------------------------------------------------------------------
File: SHIWAY.ZIP Date: 10/12/92 Downloads: 53
Size: 114,431 Last access: 02/17/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "The Highway" Synthesized Music Version
-------------------------------------------------------------------------------
File: SHUTTLE.ZIP Date: 01/26/93 Downloads: 21
Size: 34,276 Last access: 02/17/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM, FILE., ", ?.
Desc: .FLM File. "Shuttle Takeoff" by Unknown.
-------------------------------------------------------------------------------
File: SI-CAR.ZIP Date: 11/16/92 Downloads: 42
Size: 351,464 Last access: 02/17/93 Cost: 0
From: LANCE MICKLUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL/.SET Files. "Save The Stealth" by Scott Stephens.
File can be found as:
-------------------------------------------------------------------------------
File: SICR1.ZIP Date: 01/22/93 Downloads: 6
Size: 493,329 Last access: 02/16/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM/.ALL, FILES., ", ?.
Desc: .FLM/.ALL Files. "Carrier Strike" by Glen "Wiley" Wilson.
File can be found as:
SICR1.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: SIDEM1D.ZIP Date: 10/12/92 Downloads: 28
Size: 971,956 Last access: 02/14/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Demo #1: Scouting Locations" Digital Music
This is the first of three demos for Stunt Island. This one shows off
the scenery in the program. Demo # 2 will show off the planes, and Demo
#3 will be a movie created with the program. Download SIPLAY to view
this film. This version was created with digital music for the Sound
Source, a second version for Sound Blaster users with synthesized music
is also available.
File can be found as:
SIDEM1.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: SIDEM1S.ZIP Date: 10/12/92 Downloads: 73
Size: 541,337 Last access: 01/30/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Demo #1: Scouting Locations" Synth Version
This is the first of three demos for Stunt Island. This one shows off
the scenery in the program. Demo # 2 will show off the planes, and Demo
#3 will be a movie created with the program. Download SIPLAY to view
this film. This version was created with synthesized music for the
Sound Blaster, a second version for Sound Source users with digital
music is also available.
-------------------------------------------------------------------------------
File: SIDEM2D.ZIP Date: 10/12/92 Downloads: 42
Size: 665,116 Last access: 02/14/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Demo #2: The Aircraft" Digital Music Vers.
This is Stunt Island Demo #2: The Aircraft. This version was recorded
with digital music and sound effects. It will work on sound devices
that support digital sound, like the Sound Source, Sound Blaster and
Thunder Board. You will need SIPLAY.EXE to view this file.
File can be found as:
SIDEM2.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: SIDEM2S.ZIP Date: 10/29/92 Downloads: 18
Size: 411,329 Last access: 01/28/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL File. "Demo #2: The Aircraft" Synthesized Music.
-------------------------------------------------------------------------------
File: SIDEM3D.ZIP Date: 10/12/92 Downloads: 76
Size: 1,183,003 Last access: 02/11/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Demo #3: Our Movie" Digital Music Version.
This is the complete version of Stunt Island Demo #3: Our Movie! This was
created by members of the Beta Test Team.
Each section was crafted by a different person, and the
stories were brought together in the editing room of the program. We hope
you like it! This is the Digital Music Version, a Synthesized music version
is also available. Since this is a very large file, it can also be
downloaded in three separate sections in files SIDM3AD.ZIP, SIDM3BD.ZIP and
SIDM3CD.ZIP.
File can be found as:
SIDEM3.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: SIDEM3S.ZIP Date: 10/29/92 Downloads: 24
Size: 992,265 Last access: 02/13/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Demo #3: Our Movie" Synthesized Music Vers
-------------------------------------------------------------------------------
File: SIDM3AD.ZIP Date: 10/12/92 Downloads: 14
Size: 824,387 Last access: 01/31/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "SI Demo #3 - Section A" Digital Music
This file is the first section of Stunt Island Demo #3. This is the digital
music version. For the entire demo, download SIDEM3D.ZIP, or for users of
slower modems, download this file and SIDM3BD.ZIP and SIDM3CD.ZIP which are
the three separate sections of demo #3.
-------------------------------------------------------------------------------
File: SIDM3BD.ZIP Date: 10/12/92 Downloads: 15
Size: 371,088 Last access: 02/05/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "SI Demo #3 - Section B" Digital Music
This is Section B of Stunt Island Demo #3. Sections A and C are in files
SIDM3AD.ZIP and SIDM3CD.ZIP. The entire demo is in the file SIDEM3D.ZIP.
This is the digital music version.
-------------------------------------------------------------------------------
File: SIDM3CD.ZIP Date: 10/12/92 Downloads: 13
Size: 493,335 Last access: 01/31/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "SI Demo #3 - Section C" Digital Music
This is Section C of Stunt Island Demo #3. Sections A and B are available
inthe files SIDM3AD.ZIP and SIDM3BD.ZIP. The entire demo is avaialble in
SIDEM3D.ZIP. This is the digital music version.
-------------------------------------------------------------------------------
File: SILPLAY.EXE Date: 02/05/93 Downloads: 18
Size: 197,324 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, ISLAND, PLAYER, UTILITY, STORES, DEMO
Desc: DEMO: Stunt Island Looping Player Utility for Stores.
This is a looping version of the player utility for Stunt Island.
It will play a .FLM and .ALL file over and over again. It does not
have motion controls like SIPLAY.EXE. This is excellent for displaying
films in store displays, at PC User Group meetinga or anywhere you want
to show off your films!
-------------------------------------------------------------------------------
File: SINTRO.ZIP Date: 10/12/92 Downloads: 34
Size: 254,861 Last access: 02/14/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Stunt Island Intro" Synthesized Music.
-------------------------------------------------------------------------------
File: SIPIC1.GIF Date: 02/19/93 Downloads: 0
Size: 14,336 Last access: 01/01/00 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: GIF, STUNT, ISLAND, PREVIEW
Desc: .GIF File. "Stunt Island" Preview Shot for Compuserve.
File can be found as:
SIPIC1.GIF on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: SIPLAY.EXE Date: 02/05/93 Downloads: 286
Size: 199,929 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI, UTILITY, PLAYER
Desc: UTILITY: Stunt Island Film Player. NEW VERSION - SEE INFO!
This is the player utility for Stunt Island filmes. Please read the
README.1ST file enclosed for directions on setting this up. These files
can be copied freely as long as all files in SIPLAY.EXE are included.
There was a "stupidity" bug in my setup for installing this player, that has
been remedied. This version has a corrected batch file for setting up,
and includes the INSTALL patch to allow setup on systems where the INSTALL
hardware detect sequence was locking up! -=SYSOP=-
File can be found as:
SIPLAY.EXE on America On-Line PC Games Forum (CTRL-K: PC GAMES)
SIPLAY.EXE on Compuserve Game Publishers B Forum (GO GAMBPUB)
SIPLAY.EXE on GEnie (Scorpia Libraries)
-------------------------------------------------------------------------------
File: SIPREV.ZIP Date: 01/22/93 Downloads: 16
Size: 21,714 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "Jimmy Bondo" by George White.
File can be found as:
SIPREV.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: SITUTOR1.TXT Date: 01/19/93 Downloads: 70
Size: 23,759 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI, INFO, TUTORIAL
Desc: INFO: Keith Heitmann's Stunt Island Tutorial #1
-------------------------------------------------------------------------------
File: SITUTOR2.TXT Date: 01/19/93 Downloads: 70
Size: 16,301 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI, INFO, TUTORIAL
Desc: INFO: Keith Heitmann's Stunt Island Tutorial #2
-------------------------------------------------------------------------------
File: SIUPDATE.ZIP Date: 02/05/93 Downloads: 714
Size: 53,116 Last access: 02/19/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI, INFO, TUTORIAL
Desc: INFO: Stunt Island Update. Latest Problems and Solutions.
This file contains all the latest breaking news about Stunt Island. We
will be updating it frequently over the next few weeks. If you have a
problem that is not covered in SIUPDATE, please let us know.
-SYSOP-
File can be found as:
SIUPDATE.ZIP on America On Line PC Games Forum (CTRL-K: PC GAMES)
SIUPDA.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
SIUPDATE.ZIP on GEnie (Scorpia Libraries)
-------------------------------------------------------------------------------
File: SI_UP1.EXE Date: 11/25/92 Downloads: 107
Size: 61,934 Last access: 02/15/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI, PATCH, BUG FIX
Desc: PATCH: Fix for the auto-detect crash in INSTALL.EXE.
This file contains a new INSTALL.EXE for Stunt Island that allows you to
install the program without the usual auto-detect sequence that checks
your system hardware configuration. This was causing lockups on some
systems and the game could not be installed. This file and the
directions included will help you get past that and get the game
installed!
SELF-EXTRACTING Archive file.
File can be found as:
SIUP1.EXE on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: SI_UP2.EXE Date: 12/11/92 Downloads: 73
Size: 147,653 Last access: 02/15/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI, PATCH, BUG FIX
Desc: PATCH: For palette shift problem on some systems.
This is a FULL VERSION of the new STUNT.EXE file. This version should
correct the palette shifting problem that some users have been
experiencing on Local Bus machines and some SVGA adapters. This is the
full version.
Please read the TXT file enclosed in this archive.
File can be found as:
SIUP2.ZIP on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: SMUGGL.ZIP Date: 01/22/93 Downloads: 8
Size: 129,961 Last access: 02/17/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: FILES., ", ?.
Desc: .FLM/.ALL/.SET Files. "Get Those Smugglers" by Jim Ross.
File can be found as:
SMUGGL.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: SPLANES.ZIP Date: 10/12/92 Downloads: 38
Size: 325,276 Last access: 02/14/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "The Planes" Synthesized Music Version.
-------------------------------------------------------------------------------
File: SPY1.ZIP Date: 01/26/93 Downloads: 9
Size: 55,232 Last access: 02/13/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM, FILE., ", ?.
Desc: .FLM File. "Spy Planes" by Unknown.
-------------------------------------------------------------------------------
File: SR71.ZIP Date: 02/04/93 Downloads: 1
Size: 13,870 Last access: 02/16/93 Cost: 0
From: CRAIG WEINMAN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM, FILE., "SR-71S, UNDER, GOLDEN, GATE"
Desc: .FLM File. "SR-71s Under the Golden Gate" By Craig Weinman.
Heres my second attempt at films. This one is a sequel to my non
set created SR-71 Under the Golden Gate, this one has two SR-71s, some
cool camera angles, and some other things, worth a look!
-------------------------------------------------------------------------------
File: SR71UNDR.ZIP Date: 01/19/93 Downloads: 21
Size: 123,860 Last access: 02/18/93 Cost: 0
From: CRAIG WEINMAN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "SR-71 Under Golden Gate" by Craig Weinman.
This is a sequel to the previous feature SR71.ZIP.
-------------------------------------------------------------------------------
File: STEALTHY.ZIP Date: 02/10/93 Downloads: 9
Size: 318,123 Last access: 02/18/93 Cost: 0
From: JEAN LADUE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: F117, FILM, SUPER, COOL, INTRO, MUSIC
Desc: .FLM/.ALL Files. "Stealth Fighter" by Jean Ladue.
-------------------------------------------------------------------------------
File: STUNT#1.ZIP Date: 01/04/93 Downloads: 60
Size: 3,107 Last access: 02/18/93 Cost: 0
From: JIM WYNN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .SET File. Props shoot back in this set by Jim Wynn.
This is a .SET file for Stunt Island that has a mission objective, explained
in a text file, and props that will fire on you. Give it a try, it sounds
like fun! -=SYSOP=-
-------------------------------------------------------------------------------
File: STUNTISL.TXT Date: 10/20/92 Downloads: 157
Size: 3,428 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI, INFO
Desc: INFO: Stunt Island. Product Information.
File can be found as:
STUNTI.TXT on Compuserve Game Publishers B Forum (GO GAMBPUB)
-------------------------------------------------------------------------------
File: TAKEADIP.ZIP Date: 02/16/93 Downloads: 1
Size: 34,852 Last access: 02/17/93 Cost: 0
From: CHUCK KADISH Free DL: No
Area: Stunt Island IBM Offline: No
Keys: FILM, "TAKE, DIP", CHARLIE.K
Desc: .FLM File. "Take A Dip" by Chuck Kadish.
-------------------------------------------------------------------------------
File: TAKELEAD.ZIP Date: 11/27/92 Downloads: 39
Size: 510,065 Last access: 02/17/93 Cost: 0
From: LANCE MICKLUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Take Me To Your Leader" by Lance Micklus.
A visitor from outer space comes to Earth and receives a warm welcome.
In other words, what we got here are some really good special effects, a
UFO, and the military trying to toast this little guy. Requires
PLAYONE.EXE to view as some of the sound effects came from a private
collection. By Lance Micklus, running time about 3 minutes.
File can be found as:
TAKELEAD.ZIP on GEnie (Scorpia Libraries)
-------------------------------------------------------------------------------
File: TERMIN.ZIP Date: 11/13/92 Downloads: 112
Size: 90,255 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "The Terminator Redone" by Eric J. Floehr.
File can be found as:
TERMIN.ZIP on Compuserve Flight Simulation Forum (GO FSFORUM)
-------------------------------------------------------------------------------
File: THE-TRIP.ZIP Date: 02/09/93 Downloads: 0
Size: 186,780 Last access: 02/09/93 Cost: 0
From: TOM MINTON Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM/FILE, "A, TRAIN, TRIP", BY:, TOM
Desc: .FLM File. "A Train Trip" by Tom Minton.
-------------------------------------------------------------------------------
File: THEUFO.ZIP Date: 12/23/92 Downloads: 30
Size: 60,211 Last access: 02/17/93 Cost: 0
From: CHRISTINE FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "The UFO Encounter" by Kurt Frymire.
-------------------------------------------------------------------------------
File: TLL.ZIP Date: 01/26/93 Downloads: 14
Size: 23,596 Last access: 02/17/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "Tim Loves Linda" by Tim.
-------------------------------------------------------------------------------
File: TOWER.ZIP Date: 12/23/92 Downloads: 38
Size: 16,061 Last access: 02/18/93 Cost: 0
From: CHRISTINE FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "The Devils Tower" by Kurt Frymire.
-------------------------------------------------------------------------------
File: UFO_1.ZIP Date: 11/19/92 Downloads: 39
Size: 99,576 Last access: 02/17/93 Cost: 0
From: YEN CHEN Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "UFO" by Yen Chin.
File can be found as:
UFO-1.ZIP on GEnie (Scorpia Libraries)
-------------------------------------------------------------------------------
File: UNDERBRG.ZIP Date: 11/13/92 Downloads: 48
Size: 126,168 Last access: 02/17/93 Cost: 0
From: LANCE MICKLUS Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM/.ALL Files. "Flying Under Golden Gate" by Lance Micklus
-------------------------------------------------------------------------------
File: WAR.ZIP Date: 12/13/92 Downloads: 49
Size: 142,382 Last access: 02/17/93 Cost: 0
From: JAMES FRYMIRE Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "First Day Of The War" by James Frymire.
File can be found as:
KURTWAR1.ZIP on GEnie (Aviation Libraries)
-------------------------------------------------------------------------------
File: WW1.ZIP Date: 01/26/93 Downloads: 11
Size: 198,341 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM/.ALL, FILES., ", ?.
Desc: .FLM/.ALL Files. "WW1: The Zeppelin Attack" by Gene Davis.
-------------------------------------------------------------------------------
File: ZEPPELIN.ZIP Date: 01/26/93 Downloads: 14
Size: 125,283 Last access: 02/18/93 Cost: 0
From: DISNEY SYSOP Free DL: No
Area: Stunt Island IBM Offline: No
Keys: .FLM, FILE., ", ?.
Desc: .FLM File. "Zeppelin" by Tim Grey.
-------------------------------------------------------------------------------
File: ZERODALL.ZIP Date: 11/23/92 Downloads: 9
Size: 517,891 Last access: 01/26/93 Cost: 0
From: SHOGO IWAI Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .ALL File. "ZEROFILM.ZIP" Digital Sound by Shogo Iwai.
-------------------------------------------------------------------------------
File: ZEROFILM.ZIP Date: 11/23/92 Downloads: 29
Size: 51,745 Last access: 02/18/93 Cost: 0
From: SHOGO IWAI Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .FLM File. "Zero Stunt" by Shogo Iwai.
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File: ZEROSALL.ZIP Date: 11/23/92 Downloads: 4
Size: 262,252 Last access: 02/14/93 Cost: 0
From: SHOGO IWAI Free DL: No
Area: Stunt Island IBM Offline: No
Keys: STUNT, FILMS, ISLAND, SI
Desc: .ALL File. "ZEROFILM.ZIP" MT-32 or AdLib by Shogo Iwai.
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Appendix E: Contacting Disney Software Customer Service
-------------------------------------------------------
Disney Software Customer Service Department
(818) 841-3326 Voice Line (8 a.m. to 5 p.m. PST, Voice Mail is available
after hours.)
(818) 846-0454 FAX (Available 24 hours a day)
(818) 567-4027 Disney Software BBS (24 hours a day, 2 lines, 300-9600 BPS,
8 data bits, 1 stop bit, No Parity)
AMERICA ON-LINE:
Disney Software can be contacted on America On-Line by writing to the ID
DaveDisney. Our Customer Support area will soon be found in the PC Games
area of this service.
COMPUSERVE:
Disney Software can be reached at Compuserve ID # 71333,14.
For online support of Stunt Island and other Disney/Buena Vista Computer
Software products, call 1-800-524-3388 and ask for Representative 362 to
get your FREE introductory membership, $15.00 usage credit and one month's
free use of basic services. Once online with Compuserve, type GO GAMBPUB
and select Disney/Buena Vista's support area located in the Game Publishers
B Forum. In addition to reading the messages for game tips, hints,
strategies and "walk-thru's", you can download files from the "Libraries
(Files)" menu.
WHAT IS COMPUSERVE:
CompuServe is the world's largest international network of personal computer
users (over 1,100,000 worldwide) and has over 1,400 products and services to
choose from. You can communicate directly to software publishers and hardware
vendors for product support, download free software, and get the latest news
and sports of interest with a personal clipping service. Check out the
weather forecast with Accu-Weather maps. Plan, schedule and book your own
flights, do your own research with an online encyclopedia, and look at the
latest up-to-the-minute financial reports. Utilize international electronic
mail capabilities and much, much more.
DELPHI:
We are working on this system too! Details as they become available!
GENIE:
We are now on the Games Round Table on GEnie. You can Contact us there by
writing to the account name DISNEY. We can be found in the Games Round Table
by typing M805 at any prompt, and moving to Scorpia's area.
PRODIGY:
Disney Software representatives can be found in Software Connections.
FIDONET:
We are quickly becoming aware of the large presence of Disney fans on
this network. We are currently answering messages through another BBS
system, but hope to link it to the Disney BBS soon. Look for the ID
DISNEY SYSOP to contact us.
RIMENET:
We are quickly becoming aware of the large presence of Disney fans on
this network. We are currently answering messages through another BBS
system, but hope to link it to the Disney BBS soon. Look for the ID
DISNEY SYSOP to contact us.
INTERNET:
I know very little about this system, other than there are a lot of people
with questions about Stunt Island. As soon as I find out how to get into it,
I will!
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Appendix F: The Future of SIUPDATE
----------------------------------
Items to be added to this SIUPDATE at some point in the future.
1. Information of how to program a plane to hunt you down and blow you out
of the sky.
(This has been delayed again due to an incredible amount of difficulty
in designing this .SET - I hope to have it soon, I will most likely
send it out as a separate addendum to this version of SIUPDATE)
2. Lengths of music and sound effects.
(This is another one of those HUGE projects that just doesn't seem to
fit into my schedule. I have to do charts for AdLib and Digital Sounds,
as well as all the Roland Sounds. This one will take some more time,
sorry!)
3. Additional location altitudes. (Added some this issue!)
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*****IMPORTANT NOTICE*****
Randy Kung's invaluable assitance in testing Stunt Island was
overlooked in the credits section of the Handbook. We apologize
for this oversight!
**************************
Stunt Island Update is written and prepared by Members of Walt Disney
Computer Software's Customer Service Department.
Written by:
Dave Arnspiger
Additional assistance provided by:
Joe Adney
Leonard D'Ambrosio
Ron Fortier
Gary Graeper
Cary Hara
Roger Kung
Randy Kung
Amy Steiner
Ann Wolanski
Assistance also provided by the following individuals from the "real world":
Keith Heitmann
Tod Hagan
Don Aldrich