home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Excalibur 75
/
Excalibur_75_cd.bin
/
Dema
/
Slave Zero
/
slave.exe
/
InstData
/
GameData
/
COMMON
/
SlaveZero2Easy.ini
< prev
next >
Wrap
INI File
|
1999-07-28
|
23KB
|
978 lines
; ******************************************************************************
; ******************** ********************
; ******************** SLAVEZERO2.INI ********************
; ******************** ********************
; ******************************************************************************
; DROPSHIP
[zDropShip]
Health = 1600.0
Splatter Damage = 10.0
Splatter Radius = 300.0
Explosion Template = e_explosion_core
Ambient Value = 0.1
[zExplosion]
ExplosionSoundPitchMax = 2000
ExplosionSoundPitchMin = -3000
; Cruiser
[zCruiser]
; parts of the cruiser
Base = a_nemesis
Door1 = nemesis_door_01
Door2 = nemesis_door_02
Door3 = nemesis_door_03
Gun1 = nemesis_gun_01
Gun2 = nemesis_gun_02
Gun3 = nemesis_gun_03
; the jammers
Jammer1 = h_jammer_01
Jammer1 ID = 1900
Jammer1 Path 1 = h_path_jammer_01
Jammer1 Path 2 = h_path_jammer_01
Jammer1 Path 3 = h_path_jammer_01
Jammer2 = h_jammer_02
Jammer2 ID = 1901
Jammer2 Path 1 = h_path_jammer_04
Jammer2 Path 2 = h_path_jammer_04
Jammer2 Path 3 = h_path_jammer_04
Jammer3 = h_jammer_03
Jammer3 ID = 1902
Jammer3 Path 1 = h_path_jammer_07
Jammer3 Path 2 = h_path_jammer_07
Jammer3 Path 3 = h_path_jammer_07
; cruiser path
Path = h_nemesis_path
Path Trigger = 10000
; death information received
Death Trigger = 90211
; audio
DeathSound = v_nemesis_die
MoveSound = v_nemesis_move_loop
IdleSound = v_nemesis_move_idle
Debug Script = 0
; BOSS RELATED
[zBoss1]
; general stuff
Trigger Received = 9101 ; 666
Time Delay = 0.0
Health = 640.0
Enraged Health = 320.0
Enraged Trigger = 9102 ; 667
Max Turn Rate = 90.0
Turn Acceleration = 40.0
Turn Decceleration = 60.0
Hand Attack Range = 120.0
Hand Damage = 24.0
Push Force = 100.0
Beam Trigger = 9103 ; 1
Beam Duration Min = 4.25
Beam Duration Max = 4.25
Beam Damage = 3.0
Plasma Trigger = 9104 ; 2
Plasma Damage = 16.0
Plasma Splatter Damage = 8.0
Plasma Splatter Radius = 20.0
Plasma Start Speed = 2.0
Plasma Max Speed = 10.0
Plasma Num Bullets = 5
Wave Force = 100.0
Wave Damage = 8.0
Wave Radius = 600.0
Wave Sound = b_boss1_butt_attack
Red Ambient Value = 0.3
Green Ambient Value = 0.65
Blue Ambient Value = 0.3
Head Armor = 52.0
Body Armor = 240.0
Leg Armor = 160.0
Death Trigger = 9105 ; 9999
Health Meter Start Trigger = 9101
Health Meter End Trigger = 9999
Health Meter Screen Percentage = 90.0
; audio stuff
Intro Rise Sound = b_boss1_intro_raise
Intro Chains Sound = b_boss1_intro_chain_break
Intro Roar Sound = b_boss1_intro_roar
Fire1 Intro Sound = b_boss1_fire1_intro
Fire2 Intro Sound = b_boss1_fire2_intro
Fire1 Loop Sound = b_boss1_fire1_loop
Fire1 Outro Sound = b_boss1_fire1_outro
Fire1 Sizzle Sound = b_boss1_fire1_sizzle_loop
Fire Plasma Sound = b_boss1_fire3
Turn Sound = b_boss1_turn_loop
Aggravated Roar Sound = b_boss1_phase2_roar
Death Sound = b_boss1_die
Meat Hit Sound = b_boss1_hit_meat
Armor Hit Sound = b_boss1_hit_armor
[zBoss2]
; general stuff
Height Distance = 50.0
Height End Distance = 10.0
Heavy Hit = 20.0
Health = 3200.0
Red Ambient Value = 0.3
Green Ambient Value = 0.65
Blue Ambient Value = 0.3
Health Meter Start Trigger = 101
Health Meter End Trigger = 42
Health Meter Screen Percentage = 60.0
Debug Script = 0
; audio
JetsSound = b_boss2_jets_loop
FM1FireSound = b_boss2_plasma_fire
FM2FireSound = b_boss2_missile_fire
Fm2OpenSound = b_boss2_missile_hatch
MegaChargeSound = b_boss2_beam_charge_loop
MegaFireSound = b_boss2_beam_fire
BOOWSound = b_boss2_water_out
BIW = b_boss2_water_in
Hit1Sound = b_boss2_hit_01
Hit2Sound = b_boss2_hit_02
Hit3Sound = b_boss2_hit_03
DeathSound = b_boss2_die
; phase one stuff
Phase One Start Trigger = 997
Phase One Timer = 4.0
Phase One Path = h_path_phase01
Phase One Shot Start Trigger = 1000
Phase One Shot End Trigger = 1001
; phase two stuff
Phase Two Damage = 192.0
Phase Two Timer = 1.0
Phase Two Path = h_path_phase02
Phase Two Trigger = 1002
Phase Two Shot Start Trigger = 1100
Phase Two Shot End Trigger = 1101
; phase three stuff
Phase Three Damage = 240.0
Phase Three Timer = 0.5
Phase Three Path = h_path_phase03
Phase Three Start Trigger = 1203
Phase Three Trigger = 1204
Phase Three Shot Start Trigger= 1200
Phase Three Shot End Trigger = 1201
; fire mode one stuff
FM1 Shot Trigger = 1
FM1 Num Shots Min = 2
FM1 Num Shots Max = 8
FM1 Shot Delay Min = 0.30
FM1 Shot Delay Max = 0.40
FM1 Shot Damage = 0.80
FM1 Horizontal Inaccuracy = 8.0
FM1 Verticle Inaccuracy = 8.0
FM1 Explosion Sound = w_plasma200_bullet_hit
FM1 Splatter Damage = 0.8
FM1 Splatter Radius = 10.0
FM1 Start Speed = 1.0
FM1 Max Speed = 5.0
; fire mode two stuff
FM2 Shot Trigger = 2
FM2 Shot Damage = 3.0
FM2 MissileSpeed = 2.0
FM2 MissileYawClipValue = 6.0
FM2 MissilePitchClipValue = 4.0
FM2 MissileTurnTimeLimit = 8.0
FM2 MissileLifespan = 12.0
; fire mode three stuff
FM3 Shot Trigger = 3
; fire mode four stuff
FM4 Shot Trigger = 4
FM4 Target1 Name = 1st_pipe_chunk
FM4 Target1 = 10
FM4 Target1 Destroyed = 11
; mega weapon stuff
Megashot Timer = 4.0
Megashot Charge Time = 2.0
Megashot Fire Time = 4.0
Megashot Damage = 8.0
Megashot Interrupt Damage = 24.0
Megashot Turn Rate Max = 360.0
Megashot Acceleration = 300.0
Megashot Decceleration = 360.0
[zBoss3]
; audio
Merge Sound = a_boss5_step
Bomb Fire Sound = a_boss5_step
Plasma Fire Sound = a_boss5_step
Phase1 Health = 880.0
Phase2 Health = 1120.0
Phase2 Final Merge Health = 100.0
Merge Damage Multiplyer = 0.5
Shot Delay2 Min = 0.25
Shot Delay2 Max = 0.5
Shot Delay3 Min = 3.0
Shot Delay3 Max = 5.0
Num Shots Min = 5
Num Shots Max = 7
Plasma Shot Damage = 3.0
Plasma Shot Speed = 5.0
Plasma Splatter Damage = 0.0
Plasma Splatter Radius = 0.0
Plasma Horizontal Inaccuracy = 8.0
Plasma Vertical Inaccuracy = 2.0
Plasma Patch = w_plasma200_patch
Movement Speed = 240
Alpha Plasma Activation Trigger = 8104
Beta Plasma Activation Trigger = 8108
Death Trigger Sent = 43
Alpha Bomb Activation Trigger = 8105
Beta Bomb Activation Trigger = 8109
;Dark Matter Storm Trigger Sent = 8106
Dark Matter Storm 1 Trigger Sent = 8201
Dark Matter Storm 2 Trigger Sent = 8202
Dark Matter Storm 3 Trigger Sent = 8203
Dark Matter Storm 4 Trigger Sent = 8204
Attack Target 1 Health = 840
Attack Target 2 Health = 560
Attack Target 3 Health = 280
Attack Target 4 Health = 80
Target 1 Name = h_bossb_01_live
Target 2 Name = h_bossb_02_live
Target 3 Name = h_bossb_03_live
Target 4 Name = h_bossb_04_live
Building 1 Trigger Received = 9301
Building 2 Trigger Received = 9302
Building 3 Trigger Received = 9303
Building 4 Trigger Received = 9304
sp groupa pt1 = h_bb1_01
sp groupa pt2 = h_bb4_03
sp groupa pt3 = h_bb1_03
sp groupa pt4 = h_bb2_04
sp groupb pt1 = h_bb1_01
sp groupb pt2 = h_bb2_02
sp groupb pt3 = h_bb3_03
sp groupb pt4 = h_bb2_04
sp groupc pt1 = h_bb2_01
sp groupc pt2 = h_bb3_02
sp groupc pt3 = h_bb4_01
sp groupc pt4 = h_bb3_04
sp groupd pt1 = h_bb1_04
sp groupd pt2 = h_bb4_02
sp groupd pt3 = h_bb3_03
sp groupd pt4 = h_bb4_04
Merged Trigger Sent = 8111
Unmerged Trigger Sent = 8112
Dark Matter Storm Time Min = 3.0
Dark Matter Storm Time Max = 3.0
Final Dark Matter Storm Time = 15.0
Dark Matter Storm Delay Min = 1.5
Dark Matter Storm Delay Max = 1.5
Final Dark Matter Storm Delay = 10.0
Merge Interrupt Damage = 10000
Unmerge Damage = 15000
Alpha Merge Point = alpha_emitter
Beta Merge Point = beta_emitter
Alpha Red Ambient Value = 0.3
Alpha Green Ambient Value = 0.65
Alpha Blue Ambient Value = 0.3
Beta Red Ambient Value = 0.3
Beta Green Ambient Value = 0.65
Beta Blue Ambient Value = 0.3
Delta Red Ambient Value = 0.3
Delta Green Ambient Value = 0.65
Delta Blue Ambient Value = 0.3
Alpha Health Meter Start Trigger = 0
Alpha Health Meter End Trigger = 0
Alpha Health Meter Screen Percentage = 95.0
Beta Health Meter Start Trigger = 0
Beta Health Meter End Trigger = 0
Beta Health Meter Screen Percentage = 95.0
Delta Health Meter Start Trigger = 8003
Delta Health Meter End Trigger = 43
Delta Health Meter Screen Percentage = 95.0
[zBoss4]
; audio
Mouth Loop Sound = b4 mouth loop sound
Mouth Outro Sound = b4 moutrh outro sound
DMAT Fire Sound = b4 dmat fire sound
Step Sound = b4 step sound
Phase Sound = b4 phase sound
Health = 2000.0
Ambient Modifier = 0.2
Start Trigger = 9100
Death Trigger = 9101
Health Meter Start Trigger = 998
Health Meter End Trigger = 999
Health Meter Screen Percentage = 95.0
Movement Delay = 1.0
Approach Distance = 200.0
Approach Lag Distance = 0.0
Movement Radius = 425.0
Movement Speed = 80.0
Turn Rate = 135.0
Phase Distance = 180.0
Phase Distance Tolerance = 200.0
Phase Delay Min = 1.0
Phase Delay Max = 5.0
Phase Point 1 Name = h_phase1
Phase Point 2 Name = h_phase2
Phase Point 3 Name = h_phase3
Phase Point 4 Name = h_phase4
Phase Health = 2000.0
Recluse Name = h_recluse_01
Max Spawned Recluse = 3
Recluse Trigger Received = 9120
Shot Delay Min = 5.0
Shot Delay Max = 7.0
Attack Range = 800.0
DMAT Health = 1000.0
DMAT Num Shots Min = 1
DMAT Num Shots Max = 1
DMAT Damage = 6.0
DMAT Speed = 8.0
DMAT Gravity = -0.02
DMAT Horizontal Inaccuracy = 10.0
DMAT Vertical Inaccuracy = 5.0
Beam Turn Rate Max = 235.0
Beam Acceleration = 40.0
Beam Decceleration = 60.0
Beam Damage = 2.5
Beam Duration Min = 5.0
Beam Duration Max = 7.0
[zBoss5]
; audio
Step Sound = a_boss5_step
Hit Sound = a_boss5_hit
FM1 Sound = a_boss5_step ; slug attack
FM3 Sound = a_boss5_step
FM4 Loop Sound = a_boss5_step ; mouth beam attack
FM4 Outro Sound = a_boss5_step ; mouth beam attack
FM4 Hit Sound = a_boss5_step ; mouth beam attack
; general stuff
Health = 4800.0
Ambient Modifier = 0.2
Walking Tolerance = 45.0
Weapon Destroyed Trigger Sent = 666
Start Trigger = 9200
Death Trigger = 46
Health Meter Start Trigger = 9200
Health Meter End Trigger = 0
Health Meter Screen Percentage = 90.0
In Podium Trigger Received = 5625
Out Podium Trigger Received = 5627
; phase one stuff
Phase One Damage = 978.0
Phase One Speed Multiplyer = 1.0
Phase One End Trigger Sent = 667
; phase two stuff
Phase Two Damage = 2400.0
Phase Two Speed Multiplyer = 2.0
Phase Two End Trigger Sent = 668
; phase three stuff
Phase Three Speed Multiplyer = 3.0
; generic firing stuff
Shot Delay Min = 5.0
Shot Delay Min = 10.0
Attack Mode 1 Min Health = 75.0
Attack Mode 2 Min Health = 50.0
Attack Mode 3 Min Health = 25.0
; fire mode one stuff - Giant Iron Roar
FM1 Shot Trigger = 9100
FM1 Shot Delay Min = 0.05
FM1 Shot Delay Max = 0.1
FM1 Num Shots Min = 20
FM1 Num Shots Max = 70
FM1 Bullet Damage = 3.0
FM1 Horizontal Inaccuracy = 9.0
FM1 Verticle Inaccuracy = 9.0
FM1 Patch = w_boss5_slug_patch
FM1 Explosion = w_boss5_slug_hit
FM1 Shot Speed = 8.0
FM1 Shot Gravity = -0.02
FM1 Health = 100.0
; fire mode three stuff - Homing Rockets
FM3 Shot Trigger = 9102
FM3 Missle Damage = 4.0
FM3 Missle Splatter Damage = 2.0
FM3 Missle Splatter Radius = 100.0
FM3 Missile Speed = 3.0
FM3 Health = 80.0
FM3 Explosion Sound = e_explosion_default
FM3 Num Shots Min = 4.0
FM3 Num Shots Max = 4.0
FM3 Shot Delay Min = 1.0
FM3 Shot Delay Max = 1.0
FM3 MissileYawClipValue = 6.0
FM3 MissilePitchClipValue = 4.0
FM3 MissileTurnTimeLimit = 8.0
FM3 MissileLifespan = 12.0
; fire mode four stuff - Mouth Beam
FM4 Shot Trigger = 9103
FM4 Max Turn Rate = 40.0
FM4 Turn Acceleration = 20.0
FM4 Turn Decceleration = 500
FM4 Beam Duration Min = 4.0
FM4 Beam Duration Max = 10.0
FM4 Beam Damage = 4.0
; fire mode six stuff - Fist Slam
FM6 Shot Trigger = 9105
FM6 Force = 100.0
FM6 Damage = 8.0
FM6 Radius = 600.0
FM6 Wave Sound = b1 wave attack sound
FM6 Max Attack Distance = 500.0
; fire mode seven stuff - Dark Matter Summoning
FM7 Trigger Sent = 9106
FM7 Duration Min = 5.0
FM7 Duration Max = 10.0
FM7 Fire Health 1 = 60.0
FM7 Fire Health 2 = 18.0
; LITTLE AI GUYS
[zZeppelin]
Advertisement Time = 190.0;
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zAPC]
Engine Sound = v_m99_engine_loop
Fire Sound = w_firestreak_gun_fire
Doors Open Sound = v_apc_doors_open
Doors Close Sound = v_apc_doors_close
Deploy Sound = v_apc_unload
Health = 8.0
Shot Damage = 0.8
Ambient Modifier = 0.6
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zBloodKnight]
Fire Sound = w_penetrator_gun_fire
Shot Damage = 0.8
Shot Speed = 2.5
Shot Gravity = 0.0
Shot Delay Min = 1
Shot Delay Max = 4
Horizontal Inaccuracy = 7.0
Vertical Inaccuracy = 10.0
Shot Explosion Damage = 10.0
Shot Explosion Radius = 20.0
Shot Explosion Force = 0.0
Scent Time = .05
Scent Turn Rate = 0.5
Retreat Speed = 100.0
Pursuit Speed Min = 100
Pursuit Speed Max = 160
Jump Gravity = -0.15
Jump Attack Range = 300.0
Jump Attack Speed = 220.0
Jump Delay Min = 1.0
Jump Delay Max = 5.0
Weld Damage = 1.5
Weld Delay = 0.5
Weld Timeout = 5.0
Health = 8.0
Ambient Modifier = 0.0
Explode Hierarchy = -5.0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
Death Sound = a_piranha_death
Hit1 Sound = a_sentinel_hit_01
Hit2 Sound = a_sentinel_hit_02
Fire Sound Loop = w_penetrator_gun_fire
Fire Sound Outro = w_ironroar_gun_fire_outro
Step Sound = a_blackwidow_step
Fire Pitch Min = 0
Fire Pitch Max = 0
[zCommando]
Squish Sound = a_ped_squish
Fire Sound = w_commando_gun_fire
Shot Damage = 0.15
Shot Speed = 4.0
Shot Gravity = 0.0
Ambient Value = 0.9
[zConvoy]
Death Sound = v_boat_death
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
Debug Script = 0
[zFirestreak]
startspeed = 1.333
maxspeed = 1.333
acceltime = 0.0
[zFireFly]
Health = 1.0
Shot Delay Min = 2.0
Shot Delay Max = 7.0
Shot Delay2 Min = 0.25
Shot Delay2 Max = 0.5
Shot Damage = 0.4
Shot Speed = 6.0
Shot Gravity = 0.0
Death Radius = 50.0
Death Radius Damage = 1.0
Num Shots Min = 2
Num Shots Max = 5
Pursuit Speed Min = 90.0
Pursuit Speed Max = 120.0
Scent Delay Min = 0.75
Scent Delay Max = 1.5
Scent Turn Rate = 2.0
Ambient Modifier = 0.3
Death Sound = e_explosion_small_02
Fly Sound = v_helicopter_fly
Fire Sound = w_helicopter_fire
Fire Pitch Min = -1000
Fire Pitch Max = 200
Explosion Sound Type = 0
[zHover]
DopplerSound = v_hovercar_A_doppler
ExplosionSound = e_explosion_generic_01
[zHyena]
Shot Delay Min = 0.5
Shot Delay Max = 2.0
Num Fire Streaks = 3
Fire Streak Fire Sound = w_firestreak_gun_fire
Torpedo Fire Sound = w_firestreak_gun_fire
Engine Sound = v_hyena_engine_loop
Engine Pitch Min = 0
Engine Pitch Max = 0
Bomb Damage = 18.0
Bomb Speed = 2.0
Bomb Gravity = -0.04
Bomb Fire Sound = w_firestreak_gun_fire
Bomb Explosion Sound = e_explosion_generic_01
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zTurret]
; plasma turret information
Plasma Fire Sound = w_shrieker_gun_fire
Plasma Rotate Sound = a_turret_plasma200_turn
Plasma Shot Damage = 3.0
Plasma Shot Delay = 1.5
Plasma Shot Delay2 = 1.0
Plasma Num Shots = 2
Plasma Splatter Damage = 3.0
Plasma Splatter Radius = 20.0
Plasma Turret Health = 30.0
; flak gun information
Flak Fire Sound = w_flakgun_fire
Flak Rotate Sound = a_turret_plasma200_turn
Flak Shot Damage = 0.5
Flak Shot Delay = 2.0
Flak Shot Delay2 = 0.05
Flak Num Shots = 5
Flak Shot Gravity = -0.05
Flak Shot Speed = 2.0
Flak Target Offset = 88.0
Flak Turret Health = 1.0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zWalker]
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zDoor]
JawOpenIntroSound = e_swr_door_jaw_open_intro
JawOpenLoopSound = e_swr_door_jaw_open_loop
JawOpenOutroSound = e_swr_door_jaw_open_outro
JawOpenStuckSound = e_swr_door_jaw_open_stuck
JawCloseIntroSound = e_swr_door_jaw_close_intro
JawCloseLoopSound = e_swr_door_jaw_close_loop
JawCloseOutroSound = e_swr_door_jaw_close_outro
ApertureOpenSound = e_swr_door_aperture_open
ApertureCloseSound = e_swr_door_aperture_close
Red Ambient Value = 0.2
Blue Ambient Value = 0.2
Green Ambient Value = 0.2
Debug Script = 0
[zDriver]
SquishSound = a_ped_squish
Scream1Sound = a_ped_scream_female_generic
Scream2Sound = a_ped_scream_female_help
Scream3Sound = a_ped_scream_female_no_01
Scream4Sound = a_ped_scream_female_no_02
Scream5Sound = a_ped_scream_female_ohgod
Scream6Sound = a_ped_scream_male_generic
Scream7Sound = a_ped_scream_male_help
Scream8Sound = a_ped_scream_male_no_01
Scream9Sound = a_ped_scream_male_no_02
Scream10Sound = a_ped_scream_male_ohgod
[zManta (Sovkhan)]
Fire Streak Fire Sound = w_firestreak_gun_fire
Torpedo Fire Sound = w_firestreak_gun_fire
Engine Sound = v_hyena_engine_loop
Engine Pitch Min = 0
Engine Pitch Max = 0
Health = 400.0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 2
; splatter damage is only done if manta is
; "Not Carrying" cargo (setable in MAX)
Radius Damage = 80.0
Radius = 50.0
[zManta (Rebel)]
Fire Streak Fire Sound = w_firestreak_gun_fire
Torpedo Fire Sound = w_firestreak_gun_fire
Engine Sound = v_hyena_engine_loop
Engine Pitch Min = 0
Engine Pitch Max = 0
Health = 150.0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 2
; splatter damage is only done if manta is
; "Not Carrying" cargo (setable in MAX)
Radius Damage = 80.0
Radius = 50.0
[zMine]
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 2
[zMortar]
ExplosionSound = e_explosion_generic_04
[zPed]
SquishSound = a_ped_squish
Scream1Sound = a_ped_scream_female_generic
Scream2Sound = a_ped_scream_female_help
Scream3Sound = a_ped_scream_female_no_01
Scream4Sound = a_ped_scream_female_no_02
Scream5Sound = a_ped_scream_female_ohgod
Scream6Sound = a_ped_scream_male_generic
Scream7Sound = a_ped_scream_male_help
Scream8Sound = a_ped_scream_male_no_01
Scream9Sound = a_ped_scream_male_no_02
Scream10Sound = a_ped_scream_male_ohgod
[zPickup]
IdleSound = P_HEALTH_IDLE_LOOP
PickupHealthSound = A_SLAVE0_COLLECT_HEALTH
PickupSound = A_SLAVE0_COLLECT_ITEM
[wHud]
Reticule Track Sound = i_hud_reticule_track
Reticule Lock Sound = i_hud_reticule_lock
Show Message Sound = i_hud_display
; value at which the text number goes red
Slug Red Threshold = 20
Slug Energy Threshold = 20
Slug Missile Threshold = 5
Health Red Threshold = 20
; screen icons location, relative to a 640x480 screen. It will scale correctly for other sizes
Health X = 534
Health Y = 446
Slug Ammo X = 10
Slug Ammo Y = 366
Energy Ammo X = 10
Energy Ammo Y = 402
Missile Ammo X = 10
Missile Ammo Y = 438
Chat X = 1
Chat Y = 350
Score X = 100
Score Y = 100
[zPlayer]
Num Slug Pickup = 80
Num Energy Pickup = 70
Num Missile Pickup = 20
Max Slug Ammo = 300
Max Energy Ammo = 100
Max Missile Ammo = 50
Gib Health = -20.0
Stomp Radius = 60.0
Stomp Damage = 10.0
Stomp Look Angle = 10.0
Punch Hand Damage = 12.0
Punch Hand Range = 40.0
Punch Girder Damage = 15.5
Punch Girder Range = 60.0
Punch 1 Whiff = w_slave0_punch_whiff
Punch 2 Whiff = w_slave0_punch_whiff
Punch 3 Whiff = w_slave0_punch_whiff
Punch 4 Whiff = w_slave0_punch_whiff
Girder Whiff = w_slave0_pipe_whoosh
Punch 1 Hit = w_slave0_punch_hit
Punch 2 Hit = w_slave0_punch_hit
Punch 3 Hit = w_slave0_punch_hit
Punch 4 Hit = w_slave0_punch_hit
Girder Hit = w_slave0_pipe_hit
PunchPitchMin = -3000
PunchPitchMax = 1000
Ouch Sound 1 = a_slave0_hit_01
Ouch Sound 2 = a_slave0_hit_02
Ouch Sound 3 = a_slave0_hit_03
Ouch Sound 4 = a_slave0_hit_04
OuchPitchMin = -3000
OuchPitchMax = 1000
WaterStepSoundRight = a_slave0_step_water_right
StepSoundRight = a_slave0_step_right
StepSoundRightPitchMax = 3000
StepSoundRightPitchMin = -4000
WaterStepSoundLeft = a_slave0_step_water_left
StepSoundLeft = a_slave0_step_left
StepSoundLeftPitchMax = 3000
StepSoundLeftPitchMin = -4000
LandSound = a_slave0_land
RoarSound = a_slave0_roar
DeathSound = a_slave0_death_03
StrafeIntroSound = a_slave0_strafe_intro
StrafeLoopSound = a_slave0_strafe_loop
StrafeOutroSound = a_slave0_strafe_outro
ReticuleChangeSound = i_hud_reticule_switch
ZuluTargetTimer = 10.0
[zSDS]
Move Loop Sound = e_sdl_alarm_loop
Move Outro Sound = e_sdl_move_outro
Warning Sound = e_sdl_alarm_loop
Death Sound = e_sdl_destruct
Ambient Value = 0.3
Explosion Template = e_explosion_sds
Smoke Template = e_sds_fire
Splatter Damage = 0.0
Splatter Radius = 0.0
Debug Script = 0
[zSpotLight]
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 1
[zTank]
Engine Sound = v_m99_engine_loop
Fire Sound = w_laser_tank_fire
Explosion Sound = e_explosion_small_01
Shot Damage = 1.5
Shot Speed = 3.0
Shot Gravity = -0.1
Shot Delay Min = 1
Shot Delay Max = 2
Scent Time = .05
Scent Turn Rate = 0.5
Retreat Speed = 100.0
Pursuit Speed Min = 40
Pursuit Speed Max = 60
Health = 15.0
Ambient Modifier = 0.6
[zTorpedo]
ExplosionSound = e_explosion_generic_04
[zThrowable]
Splat Sound = a_ped_squish
Explosion Sound = e_explosion_generic_04
Car Damage = 5.0
Hand Weapon Damage = 8.0
Ped Damage = 1.0
[zTraffic]
Horn Sound1 = v_car_a_honk
Horn Sound2 = v_car_b_honk
Doppler Sound1 = v_car_a_loop
Doppler Sound2 = v_car_b_loop
Doppler Pitch Min = 0
Doppler Pitch Max = 0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 0
[zTrain]
Ambient Value = 0.3
Impact Damage = 8.0
Impact Force = 50.0
Splatter Damage = 8.0
Splatter Radius = 100.0
Explosion Template = "e_explosion_core"
Engine Sound = v_train_engine_loop
Engine Pitch Min = 0
Engine Pitch Max = 0
; explosion types
; 0 = Small
; 1 = Glass
; 2 = Big
Explosion Type = 2
[zBuilding]
Screen Shake Amplitude = 20.0
Screen Shake Frequency = 0.5
Screen Shake Duration = 1.0
Screen Shake Max Range = 500.0