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PC Gamer 3.2
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1997-05_Disc_3.2.iso
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CHASM95
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DATA.Z
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CSM.BIN
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CHASM.INF
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INI File
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1997-02-10
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14KB
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445 lines
[LEVELS]
2
Power station
DeathMatch 1
*****************************************************************
* *
* MONSTERS DEFINITION *
* *
*****************************************************************
[MONSTERS]
4 WRad ARad SPD LIFE Rck SepLimit
120 120 12 80 0 0 ;==== Hero ==========
3d_MODEL = heronf.3o
WALK = hero\hrun2.ani
=
SLEEP = hero\hsleep.ani
=
=
FIRE = hero\hatt.ani
START = hero\hstart.ani
STOP = hero\hstop.ani
=
=
=
=
Die_T = hero\h_dier.ani
Die_R = hero\h_dier.ani
Die_L = hero\h_diel.ani
Die_H = hero\h_dieh.ani
=
=
=
52 190 10 140 5 16 ;=== Joker ==========
3d_MODEL = joker6.3o
WALK = joker\j6walk.ani
=
SLEEP = joker\jsleep3.ani
SLEEP = joker\jsleep2.ani
SLEEP = joker\jsleep1.ani
ATTACK = joker\j6ratt.ani
ATTACK R = joker\j6latt1.ani
ATTACK L = joker\j6ratt3.ani
ATTACK * = joker\j6kiss.ani
HIT_A = joker\j6cry.ani
HIT_B = joker\jhit2.ani
SEP_RHand = joker\j6sepr.ani
SEP_LHand = joker\j6sepl.ani
=
RASING = joker\j6up.ani
Victim = joker\j_vict.ani
DIE = joker\j6fall.ani
DIE2 = joker\jcirc1.ani
DIE3 =
70 140 22 50 -1 10 ;=== spider =======
3d_MODEL = spider.3o
WALK = sp\sp_run.ani
=
SLEEP = sp\sp_run.ani
=
=
ATTACK =
ATTACK R =
ATTACK L =
ATTACK * = sp\sp_atck.ani
HIT_A = sp\sp_hit.ani
HIT_B = sp\sp_hit.ani
SEP_RHand =
SEP_LHand =
=
RASING = sp\sp_up.ani
Victim =
DIE = sp\sp_die.ani
= sp\sp_die2.ani
=
70 220 16 160 6 16 ;=== WingMan =======
3d_MODEL = wman.3o
WALK = wman\wm_fly.ani
=
SLEEP = wman\wm_fly.ani
= wman\wm_slp2.ani
=
ATTACK = wman\wm_fire.ani
ATTACK R = wman\wm_fire.ani
ATTACK L = wman\wm_fire.ani
ATTACK * = wman\wm_fire.ani
HIT_A = wman\wm_fire.ani
HIT_B = wman\wm_fire.ani
SEP_RHand = wman\wm_fire.ani
SEP_LHand = wman\wm_fire.ani
SEP_Head = wman\wm_fire.ani
RASING =
Victim = wman\wm_fire.ani
DIE = wman\wm_fall1.ani
= wman\wm_fall1.ani
=
*****************************************************************
* *
* BMP & 3D OBJECTS DEFINITION *
* *
*****************************************************************
[BMP_OBJECTS]
2 [Light Glass Half Z GoRad ACode "FileName"]
0 0 0 0 0 0 flame.obj
1 0 1 0 0 0 flame.obj
[3D_OBJECTS]
22 [GoRad Shadow BMPObj BMPz ACode BlowUp BLim Sfx "FileName" "Animation"]
;========= weapons ===============================================
0 0 -1 0 131 0 0 0 0 invis.3o invis.ani
0 0 -1 0 3 0 0 0 0 wdisk.3o wdisk.ani
0 0 -1 0 4 0 0 0 0 wcross.3o wcross.ani
0 0 -1 0 2 0 0 0 0 wrifle.3o wrifle.ani
0 0 -1 0 0 0 0 0 0 dummy.3o
0 0 -1 0 0 0 0 0 0 dummy.3o
0 0 -1 0 0 0 0 0 0 dummy.3o
0 0 -1 0 0 0 0 0 0 dummy.3o
;========== ammo ==================================================
0 0 -1 0 102 0 0 0 0 life.3o
0 0 -1 0 120 0 0 0 0 biglife.3o
0 0 -1 0 16 0 0 0 0 nailbox.3o
0 0 -1 0 22 0 0 0 0 gbbull.3o
0 0 -1 0 11 0 0 0 0 bullets.3o
0 0 -1 0 31 0 0 0 0 pila1.3o
0 0 -1 0 41 0 0 0 0 arrows.3o
0 0 -1 0 0 0 0 0 0 dummy.3o
0 0 -1 0 0 0 0 0 0 dummy.3o
;=========== things ===============================================
110 0 -1 0 0 7 64 0 0 barel1.3o
0 0 -1 0 0 0 0 0 0 dummy.3o
0 0 -1 0 128 0 0 0 0 armor3.3o armor3.ani
0 0 -1 0 124 0 0 0 0 helmet1.3o helmet1.ani
0 0 -1 0 0 0 0 0 0 bag.3o
*****************************************************************
* *
* 3D ROCKETS DEFINITION *
* *
*****************************************************************
[ROCKETS]
7 [BW GF Ard CRd Pwr (Rfl Light Auto Fast Smook) ]
3d_MODEL = disk.3o ;
ANIMATION = disk.ani ; Hero Golden Disk
1 0 120 42 30 0 0 0 0 0 ;
===
3d_MODEL = axe.3o ; Axe
ANIMATION = axe.ani ;
1 0 120 42 42 0 0 0 0 0 ;
===
3d_MODEL = sword.3o ;
ANIMATION = sword.ani ; Sceleton-Sword
1 0 120 42 40 0 1 0 0 11 ;
===
3d_MODEL = ;
ANIMATION = ; Shoot-Gun
1 0 50 42 20 0 0 0 0 0 ;
===
3d_MODEL = arrow.3o ;
ANIMATION = arrow.ani ; Arrow-Gun
1 0 120 42 50 0 1 0 1 0 ;
===
3d_MODEL = jdisk.3o ;
ANIMATION = joker\jdisk.ani ; Joker's disk
1 0 120 42 25 0 0 0 0 0 ;
===
3d_MODEL = 3arow.3o ;
ANIMATION = wman\3arow_.ani ; Wing-Man
1 0 120 42 5 0 1 0 0 14 ;
*****************************************************************
* *
* SEPARATE PARTS DEFINITION *
* *
*****************************************************************
[SEPARATE]
12
HH RIGHT = hrhand.3m
ANI_B = hero\hrh_a.ani
ANI_A = hero\hrh_b.ani
HH LEFT = hlhand.3m
ANI_A = hero\hlh_a.ani
ANI_B = hero\hlh_b.ani
HH HEAD = Hhead.3m
ANI_A = hero\Hhead_a.ani
ANI_B = hero\Hhead_b.ani
************************************************* JOKER ***
JJ RIGHT = jrhand.3m
ANI_B = joker\jrh_a.ani
ANI_A = joker\jrh_b.ani
J LEFT = jlhand.3m
ANI_A = joker\jlh_a.ani
ANI_B = joker\jlh_b.ani
J HEAD = jhead.3m
ANI_A = joker\jhead_a.ani
ANI_B = joker\jhead_b.ani
************************************************* Spider ***
Spd Right =
=
=
Spd Left =
=
=
Spd Head =
=
=
************************************************* WMan ***
Spd Right =
=
=
Spd Left =
=
=
Spd Head =
=
=
*****************************************************************
* *
* BMP BLOWS DEFINITION *
* *
*****************************************************************
[BLOWS]
15 ; GLASS, HalfSize, Smooking, Looped, Gravity, Jump, LightOn, FileName
2 0 0 0 0 0 1 bullet.obj
2 1 0 0 1 1 1 s.obj
1 0 0 0 0 0 1 point.obj
1 1 0 1 1 1 1 glass.obj
0 0 1 1 1 1 0 wood.obj
2 1 0 0 1 1 1 blood.obj
2 1 0 1 1 1 1 bloodb.obj
0 0 1 1 1 1 0 bbarel.obj
77 0 0 0 0 0 1 exp.obj
1 0 0 0 0 0 0 smoke.obj
1 0 0 0 0 0 0 dust.obj
1 0 0 0 0 0 0 smoke2.obj
1 1 0 0 0 0 0 sm3.obj
1 1 1 0 1 0 1 point.obj
1 0 0 0 0 0 0 magic.obj
*****************************************************************
* *
* WEAPONS DEFINITION *
* *
*****************************************************************
[WEAPONS]
4 ; RType, RldTm, YSh, RZ0, DAm, Limit, Start, RCount
MODEL=ogun6.3o
STAT =ogun6.ani
SHOOT=ogatck.ani
3 86 32 180 20 120 25 1
MODEL=rif_h5.3o
STAT =rif_h2.ani
SHOOT=rif_h1f.ani
3 128 42 180 10 40 5 4
MODEL=disk.3o
STAT =dstat.ani
SHOOT=dattack.ani
0 26 15 440 20 80 20 1
MODEL=cross.3o
STAT =cross.ani
SHOOT=crossa.ani
4 60 32 320 10 40 5 1
*****************************************************************
* *
* SOUNDS DEFINITION *
* *
*****************************************************************
[SOUNDS]
00: = thund0.raw
01: = deskform.wav
02: Scr. Click = scrclic.sfx
03: Switch = doorknob.pcm
04: Item Up = itemup.wav
05: Message = text2.wav
06: Health = itemup2.wav
07: MenuScrol = 8menuscr.wav
08: MenuOn = menuent2.wav
09: MenuCh = 8menumov.wav
10: MenuSelect = 8menuesc.wav
11: Meh move1 = smove1.wav
12: Meh move2 = smove.sfx
13: = door_mov.wav v:96
14: Door Open = 8opendor.wav
15: = jump.wav
16: = jump_no.wav
17: Step = step01.raw
18: StepRun = step03.raw
19: Blow = exp3_1.pcm
ATTACK =
21: Joker = diskthrw.wav
22: Scorp = sco_atac.wav
23: WMAN = ua_arb2.raw
24: Scel =
25: Punisher =
26: =
27: =
28: =
=
30: DEATH = h_die1.wav
31: Joker = j_die.sfx
32: Scorp = sco_die1.wav
33: Wman =
34: Scelet =
35: Punisher =
36: =
37: =
38: =
=
40: HIT =
41: Joker = j_sep.wav
42: Scorp =
43: Wman =
44: Scel =
45: Punisher =
46: =
47: =
48: =
=
50: SEPARATE =
51: Joker = jwup.wav
52: Spider =
53: Wman =
54: Sc =
55: Punisher =
56: =
57: =
58: =
=
60: MWeak Up =
61: Joker = jwup.wav
62: Spider =
63: Wman =
64: Sc =
65: Punisher =
66: =
67: =
68: =
=
70: hero disk = exp_met.wav
71: pan.axe = exp_met.wav
72: scl.sword = arb_expl.wav
73: bull =
74: arrow = exp_arb2.wav
75: j. disk = exp_met.wav
76: 3 arrow = arb_expl.wav
77: =
78: =
=
80: =
81: GunFire 1 = shoot1.wav
82: GunFire 2 = rifle.wav
83: GunFire 3 = diskthrw.wav
84: GunFire 4 = ua_arb2.raw
85: GunFire 5 =
86: =
87: =
88: =
=
90: Reload = weapon\berd_on.wav
91: = weapon\sgun_on.wav
92: = weapon\pilb_on.wav
93: = weapon\arba_on.wav
94: =
95: =
96: =
97: =
98: =
99: =
100: aproc = aproc.sfx
101: meet fall = miaso.wav
102: = glass1.raw
103: = glass_.raw
104: = glass2.wav
105: Drops = 8drop.wav
106: Bloop = bloop.wav
107: Wsteps = watstep1.wav
108: =
109: =
110: m.Kicks =
111: joker = mkick2.sfx
112: spider = sco_atac.wav
113: Wman =
114: scel =
115: pan =
116: =
117: =
118: =
119: =
120: m.Victory =
121: joker = j_kiss.wav
122: spider =
123: Wman =
124: scel =
125: pan =
126: =
127: =
128: =
129: =
[SOUNDS_END]
[AMBIENT]
00: = amb\8_amb1.wav v:64
01: = amb\beat.wav v:64 b:30
02: = amb\8vib_mix.wav v:0
03: = amb\8ambchor.wav v:64
04: = amb\mix_rain.wav v:40 b:0
05: = amb\8_amb2.wav v:64
06: = amb\8_amb2.wav v:32
07: = amb\8window.wav v:96
08: = amb\wrain.wav v:64
09: = amb\flys8.wav v:64
10: = amb\paper8.wav v:80
11: = amb\8vibro.wav v:64
12: = amb\mix_rain.wav v:24
13: = amb\8vib_mix.wav v:96
14: = amb\8siren.wav v:80
15: = amb\8lamp3.wav v:24
16: = amb\8water2.wav v:64 b:105
[AMBIENT_END]
END.