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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,
- ;
- ; Gif file bitmaps format: bitmap <name> <filename>
- ;
- overlay defaultbit default.gif 0 1 ;/* mostly just to make error checking easier, but must be a real texture */
- overlay 640X480drawbuff radar.gif 0 1 ; /* The bitmap used as the radar background, it's size affects scale too */
- overlay 320X240drawbuff radarb.gif 0 1 ; /* The bitmap used as the radar background, it's size affects scale too */
- ;
- overlay 640X480crosshair xhair.gif 0 255
- overlay 320X240crosshair bltxhair.gif 0 255
- ;
- bitmap 640X480sky2 wld3_1.gif 16 79
- overlay 640X480sky1 wld3_2.gif 16 79
- overlay 320X240sky2 wld3_1b.gif 16 79
- overlay 320X240sky1 wld3_2b.gif 16 79
- ground_colour 78
- ;#include panel.src
- ;
- ; PANEL
- ;
- bitmap 640X480panel panel.gif 160 208
- overlay 320X240panel bpanel.gif 160 208
- ;
- ; 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
- ;
- bitmap tank1 tnk01.gif 208 255 ; This range actually only allows 48 colours INCLUDING the top 10
- overlay tank2 tnk02.gif 208 255 ;
- overlay tank3 tnk03.gif 208 255
- overlay tank4 tnk04.gif 208 255
- overlay tank5 tnk05.gif 208 255
- overlay tank6 tnk06.gif 208 255
- overlay tank7 tnk07.gif 208 255
- overlay tank8 tnk08.gif 208 255
- overlay tank9 tnk09.gif 208 255
- overlay tank10 tnk10.gif 208 255
- overlay tank11 tnk11.gif 208 255
- overlay tank12 tnk12.gif 208 255
- overlay tank13 tnk13.gif 208 255
- overlay tank14 tnk14.gif 208 255
- ;
- ; Tank Explosion (shares colours with bullet explosion
- ;
- bitmap bexp_1 exp1_1.gif 80 96
- overlay bexp_2 exp1_2.gif 80 96
- overlay bexp_3 exp1_3.gif 80 96
- overlay bexp_4 exp1_4.gif 80 96
- overlay bexp_5 exp1_5.gif 80 96
- overlay bexp_6 exp1_6.gif 80 96
- overlay bexp_7 exp1_7.gif 80 96
- overlay bexp_8 exp1_8.gif 80 96
- ;
- ;
- ;
- 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
- overlay exp_1 exp2_1.gif 80 96
- overlay exp_2 exp2_2.gif 80 96 ; exp2_2
- overlay exp_3 exp2_3.gif 80 96
- overlay exp_4 exp2_4.gif 80 96
- overlay exp_5 exp2_5.gif 80 96
-
- ;
- ; Bullet bitmap
- ;overlay tbullet bullet.gif 80 96
- overlay bbullet1 blbl_1.gif 80 96
- overlay bbullet2 blbl_2.gif 80 96
- overlay bbullet3 blbl_3.gif 80 96
- overlay ybullet1 ylbl_1.gif 80 96
- overlay ybullet2 ylbl_2.gif 80 96
- overlay ybullet3 ylbl_1.gif 80 96
- 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
- ;
- ;
- ; Wall bitmaps
- ;
- bitmap wall1 walla1.gif 112 159
- overlay wall2 walla2.gif 112 159
- overlay wall3 walla3.gif 112 159
- overlay wall4 walla4.gif 112 159
- overlay wall5 walla5.gif 112 159
- overlay wall6 walla1.gif 112 159
- ;
- bitmap wall1d walld1.gif 112 159
- overlay wall2d walld2.gif 112 159
- overlay wall3d walld3.gif 112 159
- overlay wall4d walld4.gif 112 159
- overlay wall5d walld5.gif 112 159
- overlay wall6d walld1.gif 112 159
- ;
- 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 30 28 2 15
- ammo bullet1 ybullet 1 32 18 2 10
- tuning
- 6 ; /* Init throttle position for player 1 to 8 */
- 120 ; /* Turn Steps to a circle for player 36 to 360 */
- 9 ; /* 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 )*/
- 3 ; /* Init health for a Robot 1 to 100 */
- 3 ; /* Init throttle position for Robot 1 to 8 */
- 30 ; /* 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) */
- 3 ; /* The number of enemies alive at a time (1 to 5) */
- 90 ; /* 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 24 66 0 2 1
- track enemy9 tinyloop 56 66 0 2 1
- track enemy8 tinyloop 32 41 0 2 1
- track enemy7 tinyloop 24 34 0 2 1
- track enemy6 tinyloop 27 62 0 2 1
- track enemy5 tinyloop 24 66 0 2 1
- track enemy4 tinyloop 53 38 0 2 1
- track enemy3 tinyloop 56 34 0 2 1
- track enemy2 tinyloop 53 62 0 2 1
- track enemy1 tinyloop 56 66 0 2 1
- ;
- ; Obstacle patterns
- ;
- pattern limits 3 0 0 100 100 ; /* Rectangular region the game is confined to */
- pattern marginlong 5 4 0 0 0 2 60 2 60 0;
- pattern margintall 5 4 0 0 0 56 2 56 2 0;
- pattern corner 5 4 0 0 0 10 10 10 10 0;
- pattern smallsquare 5 4 0 0 0 6 6 6 6 0;
- pattern rectangle 5 4 0 0 0 8 4 8 4 0;
- pattern rectangle1 5 4 0 0 0 4 8 4 8 0;
- ;
- ; Obstacle shapes
- ; Obstacles have a roof texture and one or more wall textures corresponding to walls in the polygon
- ; The current value of the height parameter control the size of obstacles being instantiated
- ;
- shape marginlongshape marginlong 5 roof
- wall2h1 wall2h1 wall2h1 wall2h1
- shape margintallshape margintall 5 roof
- wall2h1 wall2h1 wall2h1 wall2h1
- shape cornershape corner 5 roof
- wall3h3 wall2h3 wall2h3 wall3h3
- shape smallsquareshape smallsquare 5 roof
- wall3h3 wall2h3 wall2h3 wall3h3
- shape rectangleshape rectangle 5 roof
- wall3h4 wall3h4 wall3h4 wall3h4
- shape rectangle1shape rectangle1 5 roof
- wall3h4 wall3h4 wall3h4 wall3h4
-
- piece tank3 tank 50 49 0 2 1 ; This is you
- ;
- ; The start indicating starting viewpoint is No longer used
- ; The starting viewpoint is now attached to the position of the player's piece
- ;
- ;
- height 4
- obstacle ob1 marginlongshape 20 18;
- obstacle ob2 marginlongshape 20 76;
- obstacle ob3 margintallshape 80 20;
- obstacle ob4 margintallshape 18 20;
- height 20
- obstacle ob5 cornershape 30 28;
- obstacle ob6 cornershape 60 28;
- obstacle ob7 cornershape 30 60;
- obstacle ob8 cornershape 60 60;
- obstacle ob9 smallsquareshape 55 47;
- obstacle ob10 smallsquareshape 40 47;
- height 40
- obstacle ob11 rectangleshape 30 45;
- obstacle ob12 rectangleshape 70 45;
- obstacle ob13 rectangle1shape 46 30;
- obstacle ob14 rectangle1shape 46 66;
-