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- ;#include horizon section src
- ;
- ; HORIZON
- ;
- ;Shape pattern format: pattern <name> <nType> <nSize> <nX0> <nY0> <nX1> <nY1>...
- ;
- ; Patterns for use with obstacles (e.g. bunkers, for now always use type 5, polygon)
- ;
- ; The entries in this file which contain the world default are mandatory,
- ;
- ;
- ;
- ground_colour 64
-
- ;#include panel.src
- ;
- ; PANEL
- ;
- ;
- ; Sound files
- ; Format: sound <soundname> <filename>
- ;
- sound IdleNoise realidle.wav ; Generic idle noise, default for all tanks, their own will overrides this
- sound blowrobotup ouch.wav ; was expltank
- sound bumptank crash5.wav ; was hittank
- sound blowmeup ouch.wav
- sound bumpme crash5.wav ; was hittank
- sound bumpwall crash5.wav
- sound shellburst expltank.wav ; was shburst
- sound shellburstme klaxon.wav ; was shburst
- sound gunblast gunblast.wav
- NormColours
- 0 ; /* panel window background */
- 160 ; /* minute, hour and second hands */
- 196 ; /* radar obstacle drawings */
- 160 ; /* radar line and center dot */
- 162 ; /* radar enemy */
- 162 ; /* radar bullet */
- 162 ; /* Energy bar */
- 161 ; /* shield strength bar */
- 0 ; /* ground colour ignored */
-
- WarnColours
- 0 ; /* panel window background */
- 160 ; /* minute, hour and second hands */
- 196 ; /* radar obstacle drawings */
- 160 ; /* radar line and center dot */
- 162 ; /* radar enemy */
- 162 ; /* radar bullet */
- 162 ; /* Energy bar */
- 161 ; /* shield strength bar */
- 0 ; /* ground colour ignored */
-
-
-
- PanicColours
- 0 ; /* panel window background */
- 160 ; /* minute, hour and second hands */
- 196 ; /* radar obstacle drawings */
- 160 ; /* radar line and center dot */
- 162 ; /* radar enemy */
- 162 ; /* radar bullet */
- 162 ; /* Energy bar */
- 161 ; /* shield strength bar */
- 0 ; /* ground colour ignored */
-
- ;Old choices
- ; 0 ; /* panel window background */
- ; 196 ; /* minute, hour and second hands */
- ; 196 ; /* radar obstacle drawings */
- ; 185 ; /* radar line and center dot */
- ; 178 ; /* radar enemy */
- ; 178 ; /* radar bullet */
- ; 178 ; /* Energy bar */
- ; 185 ; /* shield strength bar */
- ; 0 ; /* ground colour ignored */
- ;#include tank.src
- ;
- ; TANK
- ;
- ; Tank rotations
- ;
- ;
- ; Tank Explosion (shares colours with bullet explosion
- ;
- ;
- ;
- ;
- texture tank1 tank1 1 1 0 0 ;
- texture tank2 tank2 1 1 0 0 ;
- texture tank3 tank3 1 1 0 0 ;
- texture tank4 tank4 1 1 0 0 ;
- texture tank5 tank5 1 1 0 0 ;
- texture tank6 tank6 1 1 0 0 ;
- texture tank7 tank7 1 1 0 0 ;
- texture tank8 tank8 1 1 0 0 ;
- texture tank9 tank9 1 1 0 0 ;
- texture tank10 tank10 1 1 0 0 ;
- texture tank11 tank11 1 1 0 0 ;
- texture tank12 tank12 1 1 0 0 ;
- texture tank13 tank13 1 1 0 0 ;
- texture tank14 tank14 1 1 0 0 ;
- texture bexp_1 bexp_1 1 1 0 0
- texture bexp_2 bexp_2 1 1 0 0
- texture bexp_3 bexp_3 1 1 0 0
- texture bexp_4 bexp_4 1 1 0 0
- texture bexp_5 bexp_5 1 1 0 0
- texture bexp_6 bexp_6 1 1 0 0
- texture bexp_7 bexp_7 1 1 0 0
- texture bexp_8 bexp_8 1 1 0 0
- pattern tinyloop 5 4 0 0 0 1 1 1 0 1 ;
- pattern tank 2 0 0
- shape tinyloop tinyloop
- 22
- tank14 tank13 tank12 tank11 tank10 tank9 tank8 tank7
- tank6 tank5 tank4 tank3 tank2 tank1
- bexp_8 bexp_7 bexp_6 bexp_5 bexp_4 bexp_3 bexp_2 bexp_1
-
- shape tank tank
- 22
- tank14 tank13 tank12 tank11 tank10 tank9 tank8 tank7
- tank6 tank5 tank4 tank3 tank2 tank1
- bexp_8 bexp_7 bexp_6 bexp_5 bexp_4 bexp_3 bexp_2 bexp_1
- ;
- ; When tank sounds default the lower levelspeed noise,
- ; The idle defaults to the generic sound IdleNoise (currently in panel.src, and lfx.vid)
- ;
- sound tankIdleNoise realidle.wav
- sound tankMotor1 idl1.wav
- sound tankMotor2 idl2.wav
- sound tankMotor3 idl3.wav
- sound tankMotor4 idl4.wav
- sound tankMotor5 idl5.wav
- sound tankMotor6 idl6.wav
- sound tankMotor7 idl7.wav
- sound tankMotor8 idl8.wav
- sound tankRace1 idl1od.wav
- sound tankRace2 idl2od.wav
- sound tankRace3 idl3od.wav
- sound tankRace4 idl4od.wav
- sound tankRace5 idl5od.wav
- sound tankRace6 idl6od.wav
- sound tankRace7 idl7od.wav
- sound tankRace8 idl8od.wav
- ;#include bullet.src
- ;
- ; BULLET
- ;
- ; Bullet explosion
-
- ;
- texture ybullet ybullet1 1 1 0 0 ;
- texture bbullet bbullet1 1 1 0 0 ;
- texture exp_1 exp_1 1 1 0 0
- texture exp_2 exp_2 1 1 0 0
- texture exp_3 exp_3 1 1 0 0
- texture exp_4 exp_4 1 1 0 0
- texture exp_5 exp_5 1 1 0 0
- pattern bullet 2 0 0
- shape ybullet bullet
- 6 ybullet exp_5 exp_4 exp_3 exp_2 exp_1
-
- shape bbullet bullet
- 6 bbullet exp_5 exp_4 exp_3 exp_2 exp_1
- ;#include walla.src
- ;
- ; WALLS
- ;
- ;
- ;
- ;
- ;
- texture defaultwall wall1 1 1 0 0 ;
- texture defaulttop wall1 1 1 0 0 ;
- texture defaultbot wall1 1 1 0 0 ;
- texture defaultobj wall1 1 1 0 0 ;
- texture defaultsky wall1 1 1 0 0 ;
- texture roof wall1 1 1 0 0 ; Although not yet used, this is necessary for obstacles
- ;
- texture wall1h1 wall1 2 2 0 0
- texture wall1h2 wall1 .8 .8 0 0
- texture wall1h3 wall1 .4 .4 0 0
- texture wall1h4 wall1 .2 .2 0 0
- texture wall1h1d wall1d 2 2 0 0
- texture wall1h2d wall1d .8 .8 0 0
- texture wall1h3d wall1d .4 .4 0 0
- texture wall1h4d wall1d .2 .2 0 0
- ;
- texture wall2h1 wall2 2 2 0 0
- texture wall2h2 wall2 .8 .8 0 0
- texture wall2h3 wall2 .4 .4 0 0
- texture wall2h4 wall2 .2 .2 0 0
- texture wall2h1d wall2d 2 2 0 0
- texture wall2h2d wall2d .8 .8 0 0
- texture wall2h3d wall2d .4 .4 0 0
- texture wall2h4d wall2d .2 .2 0 0
- ;
- texture wall3h1 wall3 2 2 0 0
- texture wall3h2 wall3 .8 .8 0 0
- texture wall3h3 wall3 .4 .4 0 0
- texture wall3h4 wall3 .2 .2 0 0
- texture wall3h1d wall3d 2 2 0 0
- texture wall3h2d wall3d .8 .8 0 0
- texture wall3h3d wall3d .4 .4 0 0
- texture wall3h4d wall3d .2 .2 0 0
- ;
- texture wall4h1 wall4 2 2 0 0
- texture wall4h2 wall4 .8 .8 0 0
- texture wall4h3 wall4 .4 .4 0 0
- texture wall4h4 wall4 .2 .2 0 0
- texture wall4h1d wall4d 2 2 0 0
- texture wall4h2d wall4d .8 .8 0 0
- texture wall4h3d wall4d .4 .4 0 0
- texture wall4h4d wall4d .2 .2 0 0
- ;
- texture wall5h1 wall5 2 2 0 0
- texture wall5h2 wall5 .8 .8 0 0
- texture wall5h3 wall5 .4 .4 0 0
- texture wall5h4 wall5 .2 .2 0 0
- texture wall5h1d wall5d 1 2 0 0
- texture wall5h2d wall5d .4 .8 0 0
- texture wall5h3d wall5d .2 .4 0 0
- texture wall5h4d wall5d .2 .2 0 0
- ;
- texture wall6h1 wall6 2 2 0 0
- texture wall6h2 wall6 .8 .8 0 0
- texture wall6h3 wall6 .4 .4 0 0
- texture wall6h4 wall6 .2 .2 0 0
- texture wall6h1d wall6d 2 2 0 0
- texture wall6h2d wall6d .8 .8 0 0
- texture wall6h3d wall6d .4 .4 0 0
- texture wall6h4d wall6d .2 .2 0 0
-
- ;#include ammo both src
- ;
- ; AMMO
- ;
- ;
- ; 4- For ammunition objects (flung when tanks fire)
- ; format: ammo <ammoname> <shapename> <nR> <nSpeed> <nRange> <nDamage> <nReload>
- ;
- ;
- ammo bullet2 bbullet 1 20 20 2 20
- ammo bullet1 ybullet 1 24 15 1 10
- tuning
- 5 ; /* Init throttle position for player 1 to 8 */
- 120 ; /* Turn Steps to a circle for player 36 to 360 */
- 10 ; /* Init health factor for player 1 to 100 */
- 18000 ; /* Startup clock value 4500 i.e. 5 * 60 * 15 ( 150 to 18000 )*/
- 18000 ; /* when to turn on clock warning 1800 i.e. 2 * 60 * 15 ( 100 to 18000 )*/
- 1800 ; /* when to turn on clock panic 450 i.e. 30 * 15 ( 20 to 1800 )*/
- 2 ; /* Init health for a Robot 1 to 100 */
- 3 ; /* Init throttle position for Robot 1 to 8 */
- 20 ; /* tuning value for robot, affects how often he checks the player's position 10 to 500 */
- 6 ; /* Number of tanks to kill before level is done (1 to 10, limited too by number present in file) */
- 2 ; /* The number of enemies alive at a time (1 to 5) */
- 60 ; /* The number of points a single kill is worth (1 to 2000) */
- ;
- ; 3- For enemy objects on a holding pattern
- ; format: track <enemyname> <shapename> <nX> <nY> <nZ> <nR> <nSpeed>
- ;
- track enemy10 tinyloop 45 43 0 2 1
- track enemy9 tinyloop 55 57 0 2 1
- track enemy8 tinyloop 45 57 0 2 1
- track enemy7 tinyloop 55 43 0 2 1
- track enemy6 tinyloop 39 64 0 2 1
- track enemy5 tinyloop 64 36 0 2 1
- track enemy4 tinyloop 39 36 0 2 1
- track enemy3 tinyloop 65 65 0 2 1
- track enemy2 tinyloop 45 43 0 2 1
- track enemy1 tinyloop 55 57 0 2 1
- ;
- ; Obstacle patterns
- ;
- pattern limits 3 0 0 100 100 ; /* Rectangular region the game is confined to */
- pattern hex 5 4 0 0 0 6 8 6 8 0 ;
- pattern long 5 4 0 0 0 2 60 2 60 0;
- pattern high 5 4 0 0 0 56 2 56 2 0;
- pattern stone 5 4 0 0 0 4 6 4 6 0;
- pattern tri 5 3 0 6 12 6 6 0;
- pattern star 5 3 0 8 8 10 8 0;
- pattern new 5 4 0 5 5 10 10 5 5 0;
- ; obstacles
- shape hexshape hex 5 roof wall3h3 wall2h3 wall3h3 wall2h3
-
- shape stoneshape stone 5 roof wall3h2 wall3h2 wall3h2 wall3h2
-
- shape newshape new 5 roof wall3h1 wall2h1 wall2h1 wall3h1
- shape trishape tri 5 roof wall3h1 wall2h1 wall2h1 wall3h1
- shape starshape star 5 roof wall3h1 wall2h1 wall2h1 wall3h1
- shape longshape long 5 roof wall2h1 wall2h1 wall2h1 wall2h1
- shape highshape high 5 roof wall2h1 wall2h1 wall2h1 wall2h1
-
- piece you tank 40 38 0 2 1 ; This is you
- ;
- height 20
- obstacle ob1 hexshape 47 48;
- height 4
- obstacle ob2 longshape 20 18;
- obstacle ob3 longshape 20 76;
- obstacle ob4 highshape 80 20;
- obstacle ob5 highshape 18 20;
- height 10
- obstacle ob6 stoneshape 30 27;
- obstacle ob7 stoneshape 66 27;
- obstacle ob8 stoneshape 30 37;
- obstacle ob9 stoneshape 66 37;
- height 4
- obstacle ob10 trishape 47 64;
- obstacle ob11 trishape 47 31;
- obstacle ob12 starshape 27 46;
- obstacle ob13 starshape 63 54;
- height 4
- obstacle ob14 newshape 29 64;
-