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Joystick Magazine 2000 November
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cd joystick no120 novembre 2000 cd 1.iso
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data
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gunlok
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data1.cab
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level03.gls
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/************/
/* INCLUDES */
/************/
// n.b. when multiple inclusion is prevented some of these will be automatically included by others as required
// default things to inherit our objects from
#include "defaults.gsh"
// good guys
#include "gunlok.gsh"
#include "hark.gsh"
#include "maskelyn.gsh"
#include "elint.gsh"
// bad guys
#include "walking_mine.gsh"
#include "adversor.gsh"
#include "scythor.gsh"
#include "destructor.gsh"
#include "drone.gsh"
#include "baddie_silo.gsh"
#include "rampagor.gsh"
#include "pulsox.gsh"
#include "runner.gsh"
// neutral things
#include "crate.gsh"
#include "satellite_wall_frag.gsh"
#include "walln_multifrag.gsh"
#include "wall_multifrag.gsh"
#include "fragcrashboulder.gsh"
#include "technobox_multifrag.gsh"
#include "blobarrelfrag.gsh"
#include "compounds.gsh"
#include "technocrate.gsh"
// fires
#include "wreckage_fire.gsh"
#include "pipe_steam.gsh"
#include "redlight.gsh"
#include "purplelightnc.gsh"
/**********/
/* SHAPES */
/**********/
//world objects
shape Shp_LiftswitchG
{
file "objects\LIFTSWITCH G.rif"
name "LIFTSWITCH G"
}
shape Shp_controls
{
file "levels\level03.rif"
name "controls"
}
/*shape Shp_MudslideliftA
{
file "levels\level03.rif"
name "MUDSLIDELIFT A"
}
shape Shp_MudslideliftAB
{
file "levels\level03.rif"
name "MUDSLIDELIFT AB"
}
shape Shp_MudslideliftAC
{
file "levels\level03.rif"
name "MUDSLIDELIFT AC"
}
shape Shp_MudslideliftAD
{
file "levels\level03.rif"
name "MUDSLIDELIFT AD"
}*/
shape Shp_MudslideliftB
{
file "levels\level03.rif"
name "MUDSLIDELIFT B"
}
shape Shp_MudslideliftBB
{
file "levels\level03.rif"
name "MUDSLIDELIFT BB"
}
shape Shp_MudslideliftBC
{
file "levels\level03.rif"
name "MUDSLIDELIFT BC"
}
shape Shp_MudslideliftBD
{
file "levels\level03.rif"
name "MUDSLIDELIFT BD"
}
shape Shp_MudslideliftBE
{
file "levels\level03.rif"
name "MUDSLIDELIFT BE"
}
shape Shp_MudslideliftBF
{
file "levels\level03.rif"
name "MUDSLIDELIFT BF"
}
shape Shp_MudslideliftBG
{
file "levels\level03.rif"
name "MUDSLIDELIFT BG"
}
shape Shp_MudslideliftBH
{
file "levels\level03.rif"
name "MUDSLIDELIFT BH"
}
shape Shp_skeletona
{
file "levels\level03.rif"
name "skeletona"
}
shape Shp_skeletonb
{
file "levels\level03.rif"
name "skeletonb"
}
shape Shp_skeletonc
{
file "levels\level03.rif"
name "skeletonc"
}
shape Shp_skeletond
{
file "levels\level03.rif"
name "skeletond"
}
shape Shp_skeletone
{
file "levels\level03.rif"
name "skeletone"
}
shape Shp_skeletonf
{
file "levels\level03.rif"
name "skeletonf"
}
shape Shp_skeletong
{
file "levels\level03.rif"
name "skeletong"
}
shape Shp_skeletonh
{
file "levels\level03.rif"
name "skeletonh"
}
shape Shp_skeletoni
{
file "levels\level03.rif"
name "skeletoni"
}
shape Shp_skeletonj
{
file "levels\level03.rif"
name "skeletonj"
}
shape Shp_skeletonk
{
file "levels\level03.rif"
name "skeletonk"
}
shape Shp_carcass
{
file "levels\level03.rif"
name "carcass"
}
shape Shp_LASER_PICKUP_A
{
file "objects\LASER PICKUP A.rif"
name "LASER PICKUP A"
}
hierarchy Hcy_doors
{
file "objects\bunkdoor.rif"
name "bunkdoor"
hotspot "doorA"
}
shape Shp_Garbage_A
{
file "objects\GARBAGE A.RIF"
name "garbage a"
}
shape Shp_Garbage_B
{
file "objects\GARBAGE B.RIF"
name "garbage b"
}
shape Shp_Garbage_C
{
file "objects\GARBAGE C.RIF"
name "garbage c"
}
shape Shp_Garbage_D
{
file "objects\GARBAGE D.RIF"
name "garbage d"
}
shape Shp_Garbage_E
{
file "objects\GARBAGE E.RIF"
name "garbage e"
}
shape Shp_Garbage_F
{
file "objects\GARBAGE F.RIF"
name "garbage f"
}
shape Shp_Garbage_G
{
file "objects\GARBAGE G.RIF"
name "garbage g"
}
shape Shp_Garbage_H
{
file "objects\GARBAGE H.RIF"
name "garbage h"
}
shape Shp_Garbage_I
{
file "objects\GARBAGE I.RIF"
name "garbage i"
}
shape Shp_Junkpile_C
{
file "objects\JUNKPILE C.RIF"
name "JUNKPILE C"
}
shape Shp_Junkpile_D
{
file "objects\JUNKPILE D.RIF"
name "junkpile D"
}
shape Shp_Junkpile_E
{
file "objects\JUNKPILE E.RIF"
name "junkpile E"
}
shape Shp_Junkpile_F
{
file "objects\JUNKPILE F.RIF"
name "junkpile F"
}
shape Shp_Junkpile_G
{
file "objects\JUNKPILE G.RIF"
name "junkpile G"
}
shape Shp_Junkpile_H
{
file "objects\JUNKPILE H.RIF"
name "junkpile H"
}
shape Shp_Junkpile_I
{
file "objects\JUNKPILE I.RIF"
name "junkpile I"
}
/*********/
/* ROLES */
/*********/
// world objects
role Rol_LiftswitchG : Rol_DefaultPickup
{
shape Shp_LiftswitchG
}
role Rol_controls : Rol_PlacedObject
{
shape Shp_controls
hit test ignore yes
}
/*role Rol_MudslideliftA : Rol_PlacedObject
{
shape Shp_MudslideliftA
ai track object
destination selectable yes
}
role Rol_MudslideliftAB : Rol_PlacedObject
{
shape Shp_MudslideliftAB
ai track object
destination selectable yes
}
role Rol_MudslideliftAC : Rol_PlacedObject
{
shape Shp_MudslideliftAC
ai track object
destination selectable yes
}
role Rol_MudslideliftAD : Rol_PlacedObject
{
shape Shp_MudslideliftAD
ai track object
destination selectable yes
}*/
role Rol_MudslideliftB : Rol_PlacedObject
{
shape Shp_MudslideliftB
ai track object
destination selectable yes
}
role Rol_MudslideliftBB : Rol_PlacedObject
{
shape Shp_MudslideliftBB
ai track object
destination selectable yes
}
role Rol_MudslideliftBC : Rol_PlacedObject
{
shape Shp_MudslideliftBC
ai track object
destination selectable yes
}
role Rol_MudslideliftBD : Rol_PlacedObject
{
shape Shp_MudslideliftBD
ai track object
destination selectable yes
}
role Rol_MudslideliftBE : Rol_PlacedObject
{
shape Shp_MudslideliftBE
ai track object
destination selectable yes
}
role Rol_MudslideliftBF : Rol_PlacedObject
{
shape Shp_MudslideliftBF
ai track object
destination selectable yes
}
role Rol_MudslideliftBG : Rol_PlacedObject
{
shape Shp_MudslideliftBG
ai track object
destination selectable yes
}
role Rol_MudslideliftBH : Rol_PlacedObject
{
shape Shp_MudslideliftBH
ai track object
destination selectable yes
}
role Rol_skeletona : Rol_PlacedObject
{
shape Shp_skeletona
}
role Rol_skeletonb : Rol_PlacedObject
{
shape Shp_skeletonb
}
role Rol_skeletonc : Rol_PlacedObject
{
shape Shp_skeletonc
}
role Rol_skeletond : Rol_PlacedObject
{
shape Shp_skeletond
}
role Rol_skeletone : Rol_PlacedObject
{
shape Shp_skeletone
}
role Rol_skeletonf : Rol_PlacedObject
{
shape Shp_skeletonf
}
role Rol_skeletong : Rol_PlacedObject
{
shape Shp_skeletong
}
role Rol_skeletonh : Rol_PlacedObject
{
shape Shp_skeletonh
}
role Rol_skeletoni : Rol_PlacedObject
{
shape Shp_skeletoni
}
role Rol_skeletonj : Rol_PlacedObject
{
shape Shp_skeletonj
}
role Rol_skeletonk : Rol_PlacedObject
{
shape Shp_skeletonk
}
role Rol_doors : Rol_PlacedObject
{
shape Hcy_doors
per vertex fogging no
alpha fogging no
}
role Rol_carcass : Rol_PlacedObject
{
shape Shp_carcass
hit test ignore yes
}
role Rol_LASER_PICKUP_A : Rol_DefaultGarbage
{
shape Shp_LASER_PICKUP_A
}
role Rol_Garbage_A : Rol_DefaultGarbage
{
shape Shp_Garbage_A
}
role Rol_Garbage_B : Rol_DefaultGarbage
{
shape Shp_Garbage_B
}
role Rol_Garbage_C : Rol_DefaultGarbage
{
shape Shp_Garbage_C
}
role Rol_Garbage_D : Rol_DefaultGarbage
{
shape Shp_Garbage_D
}
role Rol_Garbage_E : Rol_DefaultGarbage
{
shape Shp_Garbage_E
}
role Rol_Garbage_F : Rol_DefaultGarbage
{
shape Shp_Garbage_F
}
role Rol_Garbage_G : Rol_DefaultGarbage
{
shape Shp_Garbage_G
}
role Rol_Garbage_H : Rol_DefaultGarbage
{
shape Shp_Garbage_H
}
role Rol_Garbage_I : Rol_DefaultGarbage
{
shape Shp_Garbage_I
}
role Rol_Junkpile_C : Rol_DefaultJunkpile
{
shape Shp_Junkpile_C
}
role Rol_Junkpile_D : Rol_DefaultJunkpile
{
shape Shp_Junkpile_D
}
role Rol_Junkpile_E : Rol_DefaultJunkpile
{
shape Shp_Junkpile_E
}
role Rol_Junkpile_F : Rol_DefaultJunkpile
{
shape Shp_Junkpile_F
}
role Rol_Junkpile_G : Rol_DefaultJunkpile
{
shape Shp_Junkpile_G
}
role Rol_Junkpile_H : Rol_DefaultJunkpile
{
shape Shp_Junkpile_H
}
role Rol_Junkpile_I : Rol_DefaultJunkpile
{
shape Shp_Junkpile_I
}
/***********/
/* THE MAP */
/***********/
map /* _THE_ map - doesnt need a label */
{
file "levels\level03.rif"
name "Land"
bitmap "bitmaps\\level03.rim"
camera plane "Camhund"
max camera distance 100 // TBD exactly
max camera focus height "max focus height"
min camera focus height "min focus height"
shadow object rif "levels\level03_shadow.rif"
shadow object name "shadowland"
max vertices per section 2048
// PLAYERS TROOPS
use Rol_GunLok in team 1 for
"Goodie A" as "gunlok"
use Rol_Elint in team 1 for
"goodie C" as "elint"
use Rol_Hark in team 1 for
"goodie B" as "hark"
// AI'S TROOPS
// NEUTRAL OBJECTS
use Rol_LiftswitchG in team 0 for
"LIFTSWITCH G" as "liftswitch_g"
use Rol_Fragwalln_A in team 0 for
"fragwall narrow A" and
"fragwall narrow AB" and
"fragwall narrow AC" and
"fragwall narrow AD" and
"fragwall narrow AE" and
"fragwall narrow AF" and
"fragwall narrow AG" and
"fragwall narrow AH" and
"fragwall narrow AI" and
"fragwall narrow AJ" and
"fragwall narrow AK" and
"fragwall narrow AL" and
"fragwall narrow AM" and
"fragwall narrow AN" and
"fragwall narrow AO" and
"fragwall narrow AP" and
"fragwall narrow AQ" and
"fragwall narrow AR" and
"fragwall narrow AS" and
"fragwall narrow AT" and
"fragwall narrow AU" and
"fragwall narrow AV" and
"fragwall narrow AW" and
"fragwall narrow AX"
use Rol_Fragwalln_B in team 0 for
"fragwall narrow B" and
"fragwall narrow BB" and
"fragwall narrow BC" and
"fragwall narrow BD" and
"fragwall narrow BE" and
"fragwall narrow BF" and
"fragwall narrow BG" and
"fragwall narrow BH" and
"fragwall narrow BI" and
"fragwall narrow BJ" and
"fragwall narrow BK" and
"fragwall narrow BL" and
"fragwall narrow BM" and
"fragwall narrow BN"
use Rol_controls in team 0 for
"controls"
use Rol_fragboulder in team 0 for
"FRAGBOULDER A" and
"FRAGBOULDER AB" and
"FRAGBOULDER AC" and
"FRAGBOULDER AD" and
"FRAGBOULDER AE" and
"FRAGBOULDER AF" and
"FRAGBOULDER AG" and
"FRAGBOULDER AH"
use Rol_Compound_a in team 0 for
"COMPOUND A" as "compound_a"
use Rol_Compound_b in team 0 for
"COMPOUND B" as "compound_b"
use Rol_Compound_b in team 0 for
"COMPOUND BB" as "compound_bb"
use Rol_Compound_b in team 0 for
"COMPOUND BC" as "compound_bc"
use Rol_Compound_b in team 0 for
"COMPOUND BD" as "compound_bd"
use Rol_Compound_b in team 0 for
"COMPOUND BE" as "compound_be"
use Rol_Compound_b in team 0 for
"COMPOUND BF" as "compound_bf"
use Rol_Compound_b in team 0 for
"COMPOUND BG"
use Rol_Compound_b in team 0 for
"COMPOUND BH" as "compound_bh"
use Rol_Compound_b in team 0 for
"COMPOUND BI" as "compound_bi"
use Rol_Compound_b in team 0 for
"COMPOUND BJ" as "compound_bj"
use Rol_Compound_b in team 0 for
"COMPOUND BK" as "compound_bk"
use Rol_Compound_b in team 0 for
"COMPOUND BL" as "compound_bl"
use Rol_Compound_b in team 0 for
"COMPOUND BM" as "compound_bm"
use Rol_Compound_b in team 0 for
"COMPOUND BN" as "compound_bn"
use Rol_Compound_b in team 0 for
"COMPOUND BO" as "compound_bo"
use Rol_Compound_b in team 0 for
"COMPOUND BP" as "compound_bp"
use Rol_Compound_c in team 0 for
"COMPOUND C" and
"COMPOUND CB" and
"COMPOUND CC" and
"COMPOUND CD" and
"COMPOUND CE" and
"COMPOUND CF" and
"COMPOUND CG" and
"COMPOUND CH" and
"COMPOUND CI" and
"COMPOUND CK" and
"COMPOUND CL" and
"COMPOUND CM" and
"COMPOUND CN" and
"COMPOUND CO" and
"COMPOUND CP" and
"COMPOUND CQ" and
"COMPOUND CR" and
"COMPOUND CS" and
"COMPOUND CT" and
"COMPOUND CU" and
"COMPOUND CV" and
"COMPOUND CW" and
"COMPOUND CX" and
"COMPOUND CY" and
"COMPOUND CZ" and
"COMPOUND CBA" and
"COMPOUND CBB" and
"COMPOUND CBC" and
"COMPOUND CBD" and
"COMPOUND CBE" and
"COMPOUND CBF" and
"COMPOUND CBG" and
"COMPOUND CBH" and
"COMPOUND CBI" and
"COMPOUND CBJ" and
"COMPOUND CBK" and
"COMPOUND CBL" and
"COMPOUND CBM" and
"COMPOUND CBN" and
"COMPOUND CBO" and
"COMPOUND CBP" and
"COMPOUND CBQ" and
"COMPOUND CBR" and
"COMPOUND CBS" and
"COMPOUND CBT" and
"COMPOUND CBU" and
"COMPOUND CBV" and
"COMPOUND CBW" and
"COMPOUND CBX" and
"COMPOUND CBY" and
"COMPOUND CBZ" and
"COMPOUND CCA" and
"COMPOUND CCB" and
"COMPOUND CCC" and
"COMPOUND CCD" and
"COMPOUND CCE" and
"COMPOUND CCF" and
"COMPOUND CCG" and
"COMPOUND CCH" and
"COMPOUND CCI" and
"COMPOUND CCJ" and
"COMPOUND CCL" and
"COMPOUND CCM" and
"COMPOUND CCN" and
"COMPOUND CCO" and
"COMPOUND CCP" and
"COMPOUND CCQ" and
"COMPOUND CCS" and
"COMPOUND CCT" and
"COMPOUND CCU" and
"COMPOUND CCV" and
"COMPOUND CCW" and
"COMPOUND CCX" and
"COMPOUND CCY" and
"COMPOUND CCZ" and
"COMPOUND CDC" and
"COMPOUND CDD" and
"COMPOUND CDE" and
"COMPOUND CDF" and
"COMPOUND CDG" and
"COMPOUND CDH" and
"COMPOUND CDI" and
"COMPOUND CDJ" and
"COMPOUND CDK"
use Rol_Compound_d in team 0 for
"COMPOUND D" and
"COMPOUND DB" and
"COMPOUND DC" and
"COMPOUND DD" and
"COMPOUND DE" and
"COMPOUND DF" and
"COMPOUND DG" and
"COMPOUND DI" and
"COMPOUND DJ" and
"COMPOUND DH" and
"COMPOUND DK" and
"COMPOUND DL" and
"COMPOUND DM" and
"COMPOUND DN"
use Rol_Compound_e in team 0 for
"COMPOUND E"
use Rol_Technobox in team 2 for
"COMPGENA" as "compgena"
/* use Rol_MudslideliftA in team 0 for
"MUDSLIDELIFT A" as "mudslidelift_a"
use Rol_MudslideliftAB in team 0 for
"MUDSLIDELIFT AB" as "mudslidelift_ab"
use Rol_MudslideliftAC in team 0 for
"MUDSLIDELIFT AC" as "mudslidelift_ac"
use Rol_MudslideliftAD in team 0 for
"MUDSLIDELIFT AD" as "mudslidelift_ad"*/
use Rol_MudslideliftB in team 0 for
"MUDSLIDELIFT B" as "mudslidelift_b"
use Rol_MudslideliftBB in team 0 for
"MUDSLIDELIFT BB" as "mudslidelift_bb"
use Rol_MudslideliftBC in team 0 for
"MUDSLIDELIFT BC" as "mudslidelift_bc"
use Rol_MudslideliftBD in team 0 for
"MUDSLIDELIFT BD" as "mudslidelift_bd"
use Rol_MudslideliftBE in team 0 for
"MUDSLIDELIFT BE" as "mudslidelift_be"
use Rol_MudslideliftBF in team 0 for
"MUDSLIDELIFT BF" as "mudslidelift_bf"
use Rol_MudslideliftBG in team 0 for
"MUDSLIDELIFT BG" as "mudslidelift_bg"
use Rol_MudslideliftBH in team 0 for
"MUDSLIDELIFT BH" as "mudslidelift_bh"
/* use Rol_skeletona in team 0 for
"skeletona"
use Rol_skeletonb in team 0 for
"skeletonb"
use Rol_skeletonc in team 0 for
"skeletonc"
use Rol_skeletond in team 0 for
"skeletond"
use Rol_skeletone in team 0 for
"skeletone"
use Rol_skeletonf in team 0 for
"skeletonf"
use Rol_skeletong in team 0 for
"skeletong"
use Rol_skeletonh in team 0 for
"skeletonh"
use Rol_skeletoni in team 0 for
"skeletoni"
use Rol_skeletonj in team 0 for
"skeletonj"
use Rol_skeletonk in team 0 for
"skeletonk"*/
use Rol_doors in team 0 for
"doors" as "doors"
use Rol_carcass in team 0 for
"carcass"
use Rol_LASER_PICKUP_A in team 0 for
"LASER PICKUP A" as "LASER_PICKUP_A"
use Rol_technocrate in team 0 for
"Technocratea" and
"Technocrateb" and
"Technocratec" and
"Technocrated" and
"Technocratee" and
"Technocratef" and
"Technocrateg" and
"Technocrateh" and
"Technocratei" and
"Technocratej" and
"Technocratek" and
"Technocratel" and
"Technocratem" and
"Technocraten" and
"Technocrateo" and
"Technocratep" and
"Technocrateq" and
"Technocrater" and
"Technocrates" and
"Technocratet" and
"Technocrateu"
use Rol_Garbage_A in team 0 for
"GARBAGE A" as "garbage_a"
use Rol_Garbage_A in team 0 for
"GARBAGE AB" as "garbage_ab"
use Rol_Garbage_A in team 0 for
"GARBAGE AC" as "garbage_ac"
use Rol_Garbage_A in team 0 for
"GARBAGE AD" as "garbage_ad"
use Rol_Garbage_B in team 0 for
"GARBAGE B" as "garbage_b"
use Rol_Garbage_B in team 0 for
"GARBAGE BB" as "garbage_bb"
use Rol_Garbage_B in team 0 for
"GARBAGE BC" as "garbage_bc"
use Rol_Garbage_B in team 0 for
"GARBAGE BD" as "garbage_bd"
use Rol_Garbage_C in team 0 for
"GARBAGE C" as "garbage_c"
use Rol_Garbage_C in team 0 for
"GARBAGE CB" as "garbage_cb"
use Rol_Garbage_C in team 0 for
"GARBAGE CC" as "garbage_cc"
use Rol_Garbage_C in team 0 for
"GARBAGE CD" as "garbage_cd"
use Rol_Garbage_C in team 0 for
"GARBAGE CE" as "garbage_ce"
use Rol_Garbage_D in team 0 for
"GARBAGE D" as "garbage_d"
use Rol_Garbage_D in team 0 for
"GARBAGE DB" as "garbage_db"
use Rol_Garbage_D in team 0 for
"GARBAGE DC" as "garbage_dc"
use Rol_Garbage_D in team 0 for
"GARBAGE DD" as "garbage_dd"
use Rol_Garbage_D in team 0 for
"GARBAGE DE" as "garbage_de"
use Rol_Garbage_E in team 0 for
"GARBAGE E" as "garbage_e"
use Rol_Garbage_E in team 0 for
"GARBAGE EB" as "garbage_eb"
use Rol_Garbage_E in team 0 for
"GARBAGE EC" as "garbage_ec"
use Rol_Garbage_E in team 0 for
"GARBAGE ED" as "garbage_ed"
use Rol_Garbage_F in team 0 for
"GARBAGE F" as "garbage_f"
use Rol_Garbage_F in team 0 for
"GARBAGE FB" as "garbage_fb"
use Rol_Garbage_F in team 0 for
"GARBAGE FC" as "garbage_fc"
use Rol_Garbage_F in team 0 for
"GARBAGE FD" as "garbage_fd"
use Rol_Garbage_G in team 0 for
"GARBAGE G" as "garbage_g"
use Rol_Garbage_G in team 0 for
"GARBAGE GB" as "garbage_gb"
use Rol_Garbage_G in team 0 for
"GARBAGE GC" as "garbage_gc"
use Rol_Garbage_H in team 0 for
"GARBAGE H" as "garbage_h"
use Rol_Garbage_H in team 0 for
"GARBAGE HB" as "garbage_hb"
use Rol_Garbage_H in team 0 for
"GARBAGE HC" as "garbage_hc"
use Rol_Garbage_I in team 0 for
"GARBAGE I" as "garbage_i"
use Rol_Garbage_I in team 0 for
"GARBAGE IB" as "garbage_ib"
use Rol_Garbage_I in team 0 for
"GARBAGE IC" as "garbage_ic"
use Rol_Garbage_I in team 0 for
"GARBAGE ID" as "garbage_id"
/* use Rol_Junkpile_C in team 0 for
"JUNKPILE C" and
"JUNKPILE CB"
use Rol_Junkpile_D in team 0 for
"JUNKPILE D" and
"JUNKPILE DB"
use Rol_Junkpile_E in team 0 for
"JUNKPILE E"
use Rol_Junkpile_F in team 0 for
"JUNKPILE F" and
"JUNKPILE FB"
use Rol_Junkpile_G in team 0 for
"JUNKPILE G" and
"JUNKPILE GB"
use Rol_Junkpile_H in team 0 for
"JUNKPILE H"
use Rol_Junkpile_I in team 0 for
"JUNKPILE I" and
"JUNKPILE IB"*/
// FIRES
use Rol_BigFire in team 0 for
"Dum BigFireB" and
"Dum BigFireE"
use Rol_SmallFire in team 0 for
"Dum SmallFireA" and
"Dum SmallFireB" and
"Dum SmallFireC" and
"Dum SmallFireF" and
"Dum SmallFireG" and
"Dum SmallFireH" and
"Dum SmallFireI" and
"Dum SmallFireM" and
"Dum SmallFireO"
use Rol_PipeSteam_Up in team 0 for
"dum pipe a"
// these are the ones to be destroyed when the VTOL explodes
use Rol_BigFire in team 0 for
"Dum BigFireA" as "VTOL_fire1"
use Rol_BigFire in team 0 for
"Dum BigFireD" as "VTOL_fire2"
use Rol_SmallFire in team 0 for
"Dum SmallFireD" as "VTOL_fire3"
use Rol_Redlight in team 0 for
"redlight a" and
//"redlight ab" and
//"redlight ac" and
//"redlight ad" and
"redlight ae" and
//"redlight af" and
//"redlight ag" and
"redlight ah" and
//"redlight ai" and
"redlight aj" and
//"redlight ak" and
//"redlight al" and
"redlight am" and
"redlight an" and
"redlight ao" and
"redlight ap" and
"redlight aq" and
"redlight ar" and
"redlight as"
use Rol_Purplelightnc in team 0 for
"gatelightA" and
"gatelightB" and
"gatelightC" and
"gatelightD" and
"gatelightE"
use Rol_blobarrel in team 2 for
"blobarrela" and
"blobarrelab" and
"blobarrelac" and
"blobarrelad" and
"blobarrelae" and
"blobarrelaf" and
"blobarrelag" and
"blobarrelah" and
"blobarrelai" and
"blobarrelaj" and
"blobarrelak" and
"blobarrelal" and
"blobarrelam" and
"blobarrelan"
}
camera track
{
file "levels\level03.rif"
name "crashland intro"
}
camera track
{
file "levels\level03.rif"
name "crashland start seq"
}
camera track
{
file "levels\level03.rif"
name "crashland end"
}