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Earth & Beyond
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Earth and Beyond (EA Games)(Disc 1).ISO
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ENBData.cab
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_113D3C5F48C34AA0A4A22A8F20C48C9F
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2002-08-24
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61KB
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5,256 lines
;*********************************************************************
;*********************************************************************
;*********************************************************************
;******** RS.INI ENTRY LISTINGS ******
;******** ******
;*********************************************************************
;*********************************************************************
;*********************************************************************
;*********************************************************************
;*********************************************************************
; 0 = BASE OBJECT - ENTRY POINT
; 1 = GENERIC IDLE STATE
; 2 = STARGATE TURN ON - ENTRY
; 3 = STARGATE IDLE ON
; 4 = STARGATE TURN OFF - ENTRY
; 5 = STARGATE CLOSED IDLE SOUND
; 6 = STARGATE POWERED SOUND
; 16 = ATTACK EFFECT - ENTRY
; 116 = AGGRO SOUND
; 33 = DECORATION IDLE OFF
; 34 = DECORATION TURN ON - ENTRY
; 35 = DECORATION IDLE ON
; 36 = DECORATION TURN OFF - ENTRY
;
;
; 222 = RESOURCE ASTEROID MINING SOUND
;
[0\STATE0]
ID=0
TYPE=object
FILE=gshrine00.w3d
OBJECT=gshrine00
LINK=1
[0\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition for the star base base asset
[1\STATE0]
ID=0
TYPE=object
FILE=tss01.w3d
OBJECT=tss01
; Definition for the star gate render states
[2\STATE0]
ID=0
TYPE=object
OBJECT=tsg02
[2\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
LINK=5
[2\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
NEXT=3
RS_ACTIVATE_NEXT=t
[2\STATE3]
ID=3
TYPE=anim
SUFFIX=-3
NEXT=4
LINK=6
[2\STATE4]
ID=4
TYPE=anim
SUFFIX=-4
NEXT=1
RS_ACTIVATE_NEXT=t
[2\STATE5]
ID=5
TYPE=sound
SOUND=TERRAN GATE SMALL IDLE
RS_PRECACHED=true
[2\STATE6]
ID=6
TYPE=sound
SOUND=GATE ACTIVE IDLE
RS_PRECACHED=true
;*********************************
; JUMPSTART on anim
[3\STATE0]
ID=0
TYPE=object
OBJECT=JUMPSTART01
LINK=1
[3\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; JUMPSTART idle loop
[4\STATE0]
ID=0
TYPE=object
OBJECT=JUMPSTART01
LINK=1
[4\STATE1]
ID=1
TYPE=anim
SUFFIX=-2
;RS_STOP=TRUE
; JUMPSTART phase out anim
[5\STATE0]
ID=0
TYPE=object
OBJECT=JUMPSTART01
LINK=1
[5\STATE1]
ID=1
TYPE=anim
SUFFIX=-3
RS_STOP=TRUE
;*********************************
;Damage Tactics on
[6\STATE0]
ID=0
TYPE=object
OBJECT=sk_rally0301b
LINK=1
[6\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;Firing Tactics on
[7\STATE0]
ID=0
TYPE=object
OBJECT=sk_rally04b
LINK=1
[7\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;Definition Skill powerdown terran
[8\STATE0]
ID=0
TYPE=object
OBJECT=sk_pwrdn01a
LINK=1
[8\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;Definition Powerdown Skill progen
[9\STATE0]
ID=0
TYPE=object
OBJECT=sk_pwrdn02a
LINK=1
[9\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;Definition Powerdown Skill jenqui
[10\STATE0]
ID=0
TYPE=object
OBJECT=sk_pwrdn03a
LINK=1
[10\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;Definition summon dissapear
[11\STATE0]
ID=0
TYPE=object
OBJECT=sk_sumn01
LINK=1
[11\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;Definition summon skill effect
[12\STATE0]
ID=0
TYPE=object
OBJECT=sk_sumn02a
LINK=1
[12\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;*******************************
; Definition Skill enrage level 3
[13\STATE0]
ID=0
TYPE=object
OBJECT=sk_enrage01
LINK=1
[13\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Skill enrage level 5
[14\STATE0]
ID=0
TYPE=object
OBJECT=sk_enrage02
LINK=1
[14\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition game effect accuracy
[15\STATE0]
ID=0
TYPE=object
OBJECT=GE_accu01a
LINK=1
[15\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[16\STATE0]
ID=0
TYPE=object
OBJECT=warp_ring01
LINK=1
[16\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition effect accuracy OFF
[17\STATE0]
ID=0
TYPE=object
OBJECT=GE_accu04a
LINK=1
[17\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition effect accuracy ON
[18\STATE0]
ID=0
TYPE=object
OBJECT=GE_accu02
LINK=1
[18\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition effect accuracy ON
[19\STATE0]
ID=0
TYPE=object
OBJECT=GE_laccu01
LINK=1
[19\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition effect less accuracy ON
[20\STATE0]
ID=0
TYPE=object
OBJECT=GE_accu02a
LINK=1
[20\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition VISION
[21\STATE0]
ID=0
TYPE=object
OBJECT=GE_VISION01
LINK=1
[21\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition blind
[22\STATE0]
ID=0
TYPE=object
OBJECT=GE_blind01
LINK=1
[22\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition protection
[23\STATE0]
ID=0
TYPE=object
OBJECT=GE_prot01a
LINK=1
[23\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition damage add
[24\STATE0]
ID=0
TYPE=object
OBJECT=GE_dam_add01a
LINK=1
[24\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition damage add
[25\STATE0]
ID=0
TYPE=object
OBJECT=GE_dam_add02a
LINK=1
[25\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition damage add
[26\STATE0]
ID=0
TYPE=object
OBJECT=GE_dam_add03a
LINK=1
[26\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition damage reduce
[27\STATE0]
ID=0
TYPE=object
OBJECT=GE_dam_red01a
LINK=1
[27\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[28\STATE0]
ID=0
TYPE=object
OBJECT=GE_sneaky01
LINK=1
[28\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition weapon skill idle
[29\STATE0]
ID=0
TYPE=object
OBJECT=GE_w_skill01a
LINK=1
[29\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition weapon skill on
[30\STATE0]
ID=0
TYPE=object
OBJECT=GE_w_skill02a
LINK=1
[30\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition weapon skill off
[31\STATE0]
ID=0
TYPE=object
OBJECT=GE_w_skill03a
LINK=1
[31\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition weapon skill off
[32\STATE0]
ID=0
TYPE=object
OBJECT=GE_tractor01
LINK=1
[32\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[33\STATE0] ; KenRentryentryentry
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[34\STATE0] ; KenRentryentryentry
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[35\STATE0] ; KenRentryentryentry
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
;****************************
; Resource asteroids section
; goes from full to depleted to exploded
; 0 = full
; 1 = partially depleted
; 2 = mostly depleted
; 3 and above = explosion
[36\STATE0]
ID=0
TYPE=object
FILE=AS06A.W3D
OBJECT=AS06A
LINK=7
[36\STATE1]
ID=1
TYPE=object
FILE=AS06B.W3D
OBJECT=AS06B
LINK=7
[36\STATE2]
ID=2
TYPE=object
FILE=AS06C.W3D
OBJECT=AS06C
LINK=7
[36\STATE3]
ID=3
TYPE=sound
SOUND=Rock_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[36\STATE4]
ID=4
TYPE=object
FILE=AS06_EXP01.W3D
OBJECT=AS06_EXP01
LINK=5
[36\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[36\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[36\STATE7]
ID=7
TYPE=sound
SOUND=Rock_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[36\STATE8]
ID=222
TYPE=sound
SOUND=Rock_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[37\STATE0]
ID=0
TYPE=object
FILE=AS07A.W3D
OBJECT=AS07A
LINK=7
[37\STATE1]
ID=1
TYPE=object
FILE=AS07B.W3D
OBJECT=AS07B
LINK=7
[37\STATE2]
ID=2
TYPE=object
FILE=AS07C.W3D
OBJECT=AS07C
LINK=7
[37\STATE3]
ID=3
TYPE=sound
SOUND=Rock_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[37\STATE4]
ID=4
TYPE=object
FILE=AS07_EXP01.W3D
OBJECT=AS07_EXP01
LINK=5
[37\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[37\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[37\STATE7]
ID=7
TYPE=sound
SOUND=Rock_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[37\STATE8]
ID=222
TYPE=sound
SOUND=Rock_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[38\STATE0]
ID=0
TYPE=object
FILE=AS08A.W3D
OBJECT=AS08A
LINK=7
[38\STATE1]
ID=1
TYPE=object
FILE=AS08B.W3D
OBJECT=AS08B
LINK=7
[38\STATE2]
ID=2
TYPE=object
FILE=AS08C.W3D
OBJECT=AS08C
LINK=7
[38\STATE3]
ID=3
TYPE=sound
SOUND=Rock_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[38\STATE4]
ID=4
TYPE=object
FILE=AS08_EXP01.W3D
OBJECT=AS08_EXP01
LINK=5
[38\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[38\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[38\STATE7]
ID=7
TYPE=sound
SOUND=Rock_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[38\STATE8]
ID=222
TYPE=sound
SOUND=Rock_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[39\STATE0]
ID=0
TYPE=object
FILE=AS11A.W3D
OBJECT=AS11A
LINK=7
[39\STATE1]
ID=1
TYPE=object
FILE=AS11B.W3D
OBJECT=AS11B
LINK=7
[39\STATE2]
ID=2
TYPE=object
FILE=AS11C.W3D
OBJECT=AS11C
LINK=7
[39\STATE3]
ID=3
TYPE=sound
SOUND=Rock_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[39\STATE4]
ID=4
TYPE=object
FILE=AS11_EXP01.W3D
OBJECT=AS11_EXP01
LINK=5
[39\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[39\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[39\STATE7]
ID=7
TYPE=sound
SOUND=Rock_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[39\STATE8]
ID=222
TYPE=sound
SOUND=Rock_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[40\STATE0]
ID=0
TYPE=object
FILE=AS12A.W3D
OBJECT=AS12A
LINK=7
[40\STATE1]
ID=1
TYPE=object
FILE=AS12B.W3D
OBJECT=AS12B
LINK=7
[40\STATE2]
ID=2
TYPE=object
FILE=AS12C.W3D
OBJECT=AS12C
LINK=7
[40\STATE3]
ID=3
TYPE=sound
SOUND=Rock_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[40\STATE4]
ID=4
TYPE=object
FILE=AS12_EXP01.W3D
OBJECT=AS12_EXP01
LINK=5
[40\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[40\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[40\STATE7]
ID=7
TYPE=sound
SOUND=Rock_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[40\STATE8]
ID=222
TYPE=sound
SOUND=Rock_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[41\STATE0]
ID=0
TYPE=object
FILE=AS13A.W3D
OBJECT=AS13A
LINK=7
[41\STATE1]
ID=1
TYPE=object
FILE=AS13B.W3D
OBJECT=AS13B
LINK=7
[41\STATE2]
ID=2
TYPE=object
FILE=AS13C.W3D
OBJECT=AS13C
LINK=7
[41\STATE3]
ID=3
TYPE=sound
SOUND=Rock_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[41\STATE4]
ID=4
TYPE=object
FILE=AS13_EXP01.W3D
OBJECT=AS13_EXP01
LINK=5
[41\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[41\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[41\STATE7]
ID=7
TYPE=sound
SOUND=Rock_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[41\STATE8]
ID=222
TYPE=sound
SOUND=Rock_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[42\STATE0]
ID=0
TYPE=object
FILE=AS14A.W3D
OBJECT=AS14A
LINK=7
[42\STATE1]
ID=1
TYPE=object
FILE=AS14B.W3D
OBJECT=AS14B
LINK=7
[42\STATE2]
ID=2
TYPE=object
FILE=AS14C.W3D
OBJECT=AS14C
LINK=7
[42\STATE3]
ID=3
TYPE=sound
SOUND=Metal_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[42\STATE4]
ID=4
TYPE=object
FILE=AS14_EXP01.W3D
OBJECT=AS14_EXP01
LINK=5
[42\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[42\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[42\STATE7]
ID=7
TYPE=sound
SOUND=Metal_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[42\STATE8]
ID=222
TYPE=sound
SOUND=Metal_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[43\STATE0]
ID=0
TYPE=object
FILE=AS15A.W3D
OBJECT=AS15A
LINK=7
[43\STATE1]
ID=1
TYPE=object
FILE=AS15B.W3D
OBJECT=AS15B
LINK=7
[43\STATE2]
ID=2
TYPE=object
FILE=AS15C.W3D
OBJECT=AS15C
LINK=7
[43\STATE3]
ID=3
TYPE=sound
SOUND=Metal_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[43\STATE4]
ID=4
TYPE=object
FILE=AS15_EXP01.W3D
OBJECT=AS15_EXP01
LINK=5
[43\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[43\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[43\STATE7]
ID=7
TYPE=sound
SOUND=Metal_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[43\STATE8]
ID=222
TYPE=sound
SOUND=Metal_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[44\STATE0]
ID=0
TYPE=object
FILE=AS16A.W3D
OBJECT=AS16A
LINK=7
[44\STATE1]
ID=1
TYPE=object
FILE=AS16B.W3D
OBJECT=AS16B
LINK=7
[44\STATE2]
ID=2
TYPE=object
FILE=AS16C.W3D
OBJECT=AS16C
LINK=7
[44\STATE3]
ID=3
TYPE=sound
SOUND=Metal_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[44\STATE4]
ID=4
TYPE=object
FILE=AS16_EXP01.W3D
OBJECT=AS16_EXP01
LINK=5
[44\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[44\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[44\STATE7]
ID=7
TYPE=sound
SOUND=Metal_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[44\STATE8]
ID=222
TYPE=sound
SOUND=Metal_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[45\STATE0]
ID=0
TYPE=object
FILE=AS17A.W3D
OBJECT=AS17A
LINK=7
[45\STATE1]
ID=1
TYPE=object
FILE=AS17B.W3D
OBJECT=AS17B
LINK=7
[45\STATE2]
ID=2
TYPE=object
FILE=AS17C.W3D
OBJECT=AS17C
LINK=7
[45\STATE3]
ID=3
TYPE=sound
SOUND=Crystal_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[45\STATE4]
ID=4
TYPE=object
FILE=AS17_EXP01.W3D
OBJECT=AS17_EXP01
LINK=5
[45\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[45\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[45\STATE7]
ID=7
TYPE=sound
SOUND=Crystal_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[45\STATE8]
ID=222
TYPE=sound
SOUND=Crystal_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[46\STATE0]
ID=0
TYPE=object
FILE=AS18A.W3D
OBJECT=AS18A
LINK=7
[46\STATE1]
ID=1
TYPE=object
FILE=AS18B.W3D
OBJECT=AS18B
LINK=7
[46\STATE2]
ID=2
TYPE=object
FILE=AS18C.W3D
OBJECT=AS18C
LINK=7
[46\STATE3]
ID=3
TYPE=sound
SOUND=Crystal_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[46\STATE4]
ID=4
TYPE=object
FILE=AS18_EXP01.W3D
OBJECT=AS18_EXP01
LINK=5
[46\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[46\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[46\STATE7]
ID=7
TYPE=sound
SOUND=Crystal_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[46\STATE8]
ID=222
TYPE=sound
SOUND=Crystal_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[47\STATE0]
ID=0
TYPE=object
FILE=AS19A.W3D
OBJECT=AS19A
LINK=7
[47\STATE1]
ID=1
TYPE=object
FILE=AS19B.W3D
OBJECT=AS19B
LINK=7
[47\STATE2]
ID=2
TYPE=object
FILE=AS19C.W3D
OBJECT=AS19C
LINK=7
[47\STATE3]
ID=3
TYPE=sound
SOUND=Crystal_Asteroid_Explosion
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
LINK=4
[47\STATE4]
ID=4
TYPE=object
FILE=AS19_EXP01.W3D
OBJECT=AS19_EXP01
LINK=5
[47\STATE5]
ID=5
TYPE=anim
SUFFIX=-1
NEXT=6
RS_ACTIVATE_NEXT=t
[47\STATE6]
ID=6
TYPE=object
FILE=E_BONE01.W3D
OBJECT=E_BONE01
[47\STATE7]
ID=7
TYPE=sound
SOUND=Crystal_Asteroid_Shift
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[47\STATE8]
ID=222
TYPE=sound
SOUND=Crystal_Asteroid_Mining
RS_DONT_LOOP_SOUND=true
RS_DONT_STOP_SOUND=true
[48\STATE0]
ID=0
TYPE=object
FILE=GASPOCKET01.W3D
OBJECT=GASPOCKET01
[48\STATE1]
ID=1
TYPE=object
FILE=GASPOCKET02.W3D
OBJECT=GASPOCKET02
[48\STATE2]
ID=2
TYPE=object
FILE=GASPOCKET03.W3D
OBJECT=GASPOCKET03
;**** End of resource asteroid section
[49\STATE0]
TYPE=object
FILE=BG.W3D
OBJECT=BG
[49\STATE1]
ID=1
TYPE=anim
ANIM=BG.BG
[50\STATE0] ;Jenquai Sun Orbiter
ID=0
TYPE=object
FILE=JSO02.W3D
OBJECT=JSO02
LINK=33
[50\STATE1] ;JSO Idle - OFF
ID=33
TYPE=anim
SUFFIX=-1
NEXT=34
RS_ACTIVATE_NEXT=t
[50\STATE2] ; JSO Turn ON
ID=34
TYPE=anim
SUFFIX=-2
NEXT=35
RS_ACTIVATE_NEXT=t
[50\STATE3] ; JSO Idle ON
ID=35
TYPE=anim
SUFFIX=-3
NEXT=36
RS_ACTIVATE_NEXT=t
[50\STATE4] ; JSO Turn OFF
ID=36
TYPE=anim
SUFFIX=-4
NEXT=33
RS_ACTIVATE_NEXT=t
[51\STATE0]
ID=0
TYPE=object
OBJECT=BST48a
LINK=1
[51\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[51\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[51\STATE3]
ID=116
TYPE=sound
SOUND=bst48a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
; The following renderstate list is a list of the sparks and smoke that
; can be attached to a ship as damage animation. These are used to
; create a custom render tracker type that can handle the ship damage
[52\STATE0]
ID=0
TYPE=object
FILE=p1-spark.w3d
OBJECT=p1-spark
[52\STATE1]
ID=1
TYPE=object
FILE=p2-spark.w3d
OBJECT=p2-spark
[52\STATE2]
ID=2
TYPE=object
FILE=p3-spark.w3d
OBJECT=p3-spark
[52\STATE3]
ID=3
TYPE=object
FILE=p1-smoke.w3d
OBJECT=p1-smoke
[52\STATE4]
ID=4
TYPE=object
FILE=p2-smoke.w3d
OBJECT=p2-smoke
[52\STATE5]
ID=5
TYPE=object
FILE=p3-smoke.w3d
OBJECT=p3-smoke
RS_STARTS_ENABLED=1
[53\STATE0]
ID=0
TYPE=object
FILE=pvc01.w3d
OBJECT=pvc01
RS_STARTS_ENABLED=1
[54\STATE0]
ID=0
TYPE=object
FILE=pvc02.w3d
OBJECT=pvc02
RS_STARTS_ENABLED=1
[55\STATE0]
ID=0
TYPE=object
FILE=tss03.w3d
OBJECT=tss03
RS_STARTS_ENABLED=1
[56\STATE0]
ID=0
TYPE=object
FILE=tss02.w3d
OBJECT=tss02
RS_STARTS_ENABLED=1
[57\STATE0]
ID=0
TYPE=object
FILE=pvc03.w3d
OBJECT=pvc03
RS_STARTS_ENABLED=1
[58\STATE0]
ID=0
TYPE=object
FILE=jvc01.w3d
OBJECT=jvc01
RS_STARTS_ENABLED=1
[59\STATE0]
ID=0
TYPE=object
FILE=jvc02.w3d
OBJECT=jvc02
RS_STARTS_ENABLED=1
[60\STATE0]
ID=0
TYPE=object
FILE=jvc03.w3d
OBJECT=jvc03
RS_STARTS_ENABLED=1
[61\STATE0]
ID=0
TYPE=object
FILE=tvc01.w3d
OBJECT=tvc01
RS_STARTS_ENABLED=1
[62\STATE0]
ID=0
TYPE=object
FILE=tvc02.w3d
OBJECT=tvc02
RS_STARTS_ENABLED=1
[63\STATE0]
ID=0
TYPE=object
FILE=tvc03.w3d
OBJECT=tvc03
RS_STARTS_ENABLED=1
[64\STATE0]
ID=0
TYPE=object
FILE=ths01.w3d
OBJECT=ths01
[65]
RST_SIMPLE_SHADOW=T
[65\STATE0]
TYPE=object
FILE=HARVEST.W3D
OBJECT=HARVEST
ANIM=
[66\STATE0]
; goober projectile
ID=0
TYPE=object
OBJECT=we_goober01
LINK=1
[66\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[67\STATE0]
ID=0
TYPE=object
FILE=nb01a.w3d
OBJECT=nb01a
LINK=1
[67\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Renderstates for the slicing missile
[68\STATE0]
ID=0
TYPE=object
LINK=1
OBJECT=AM01
[68\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
RS_ACTIVATE_NEXT=true
[68\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
[69\STATE0] ; Dummy entry
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
; Renderstates for the spinning missile
[70\STATE0]
ID=0
TYPE=object
OBJECT=bm01
LINK=1
; Starting anim for the spinning missile
[70\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
RS_ACTIVATE_NEXT=true
[70\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
NEXT=3
RS_ACTIVATE_NEXT=true
; Repeating anim for the spinning missile
[70\STATE3]
ID=3
TYPE=anim
SUFFIX=-3
; Renderstates for the triple missile
[71\STATE0]
ID=0
TYPE=object
OBJECT=in01
LINK=1
; Starting anim for the triple missile
[71\STATE1]
ID=1
TYPE=anim
SUFFIX=-3
NEXT=2
RS_ACTIVATE_NEXT=true
; Separation anim for the triple missile
[71\STATE2]
ID=2
TYPE=anim
SUFFIX=-1
NEXT=3
RS_ACTIVATE_NEXT=true
; Repeating anim for the triple missile
[71\STATE3]
ID=3
TYPE=anim
SUFFIX=-2
; Renderstates for the Bose-Einstein missile
[72\STATE0]
ID=0
TYPE=object
OBJECT=ex01
LINK=1
; Repeating anim for the Bose-Einstein missile
[72\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Renderstates for the superheated plasma missile
[73\STATE0]
ID=0
TYPE=object
OBJECT=pl01
LINK=1
; Repeating anim for the superheated plasma missile
[73\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[74\STATE0]
ID=0
TYPE=object
FILE=wrk01.w3d
OBJECT=wrk01
[75]
RST_PROJECTION_TARGET=T
[75\STATE0]
TYPE=object
FILE=ri11.W3D
OBJECT=ri11
[75\STATE1]
TYPE=object
FILE=ri11.W3D
OBJECT=ri11
[76]
RST_PROJECTION_TARGET=T
[76\STATE0]
TYPE=object
FILE=ri12.W3D
OBJECT=ri12
[76\STATE1]
TYPE=object
FILE=ri12.W3D
OBJECT=ri12
[77]
RST_PROJECTION_TARGET=T
[77\STATE0]
TYPE=object
FILE=ri13.W3D
OBJECT=ri13
[77\STATE1]
TYPE=object
FILE=ri13.W3D
OBJECT=ri13
[78]
RST_PROJECTION_TARGET=T
[78\STATE0]
TYPE=object
FILE=ri14.W3D
OBJECT=ri14
[78\STATE1]
TYPE=object
FILE=ri14.W3D
OBJECT=ri14
[79]
RST_PROJECTION_TARGET=T
[79\STATE0]
TYPE=object
FILE=ri15.W3D
OBJECT=ri15
[79\STATE1]
TYPE=object
FILE=ri15.W3D
OBJECT=ri15
[80\STATE0]
ID=0
TYPE=object
FILE=jss02.w3d
OBJECT=jss02
[81\STATE0]
ID=0
TYPE=object
OBJECT=Pl01
LINK=1
[81\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; *** CONCUSSIVE CHARGE ***
[82\STATE0]
ID=0
TYPE=object
OBJECT=conc01
LINK=1
[82\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
RS_ACTIVATE_NEXT=true
[82\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
[83\STATE0]
ID=0
TYPE=object
OBJECT=CONC03
LINK=1
[83\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
RS_ACTIVATE_NEXT=true
[83\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
[84\STATE0]
ID=0
TYPE=object
OBJECT=IMPACT04
LINK=1
[84\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[85\STATE0]
ID=0
TYPE=object
OBJECT=EX01A
LINK=1
[85\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition for the star gate render states
[86\STATE0]
ID=0
TYPE=object
OBJECT=tsg01
[86\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
[86\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
NEXT=3
RS_ACTIVATE_NEXT=t
LINK=5
[86\STATE3]
ID=3
TYPE=anim
SUFFIX=-3
NEXT=4
LINK=6
[86\STATE4]
ID=4
TYPE=anim
SUFFIX=-4
NEXT=1
RS_ACTIVATE_NEXT=t
[86\STATE5]
ID=5
TYPE=sound
SOUND=STARGAT1.WAV
RS_PRECACHED=true
[86\STATE6]
ID=6
TYPE=sound
SOUND=STARGAT2.WAV
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[87\STATE0]
ID=0
TYPE=object
OBJECT=asg01
[87\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
[87\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
NEXT=3
RS_ACTIVATE_NEXT=t
LINK=5
[87\STATE3]
ID=3
TYPE=anim
SUFFIX=-3
NEXT=4
LINK=6
[87\STATE4]
ID=4
TYPE=anim
SUFFIX=-4
NEXT=1
RS_ACTIVATE_NEXT=t
[87\STATE5]
ID=5
TYPE=sound
SOUND=STARGAT1.WAV
RS_PRECACHED=true
[87\STATE6]
ID=6
TYPE=sound
SOUND=STARGAT2.WAV
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
; Definition for the Shield Inversion Idle
[88\STATE0]
ID=0
TYPE=object
OBJECT=shld_inv01c
LINK=1
[88\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition for the Shield Inversion Strike01
[89\STATE0]
ID=0
TYPE=object
OBJECT=shld_inv01d
LINK=1
[89\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune Chem ON
[90\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune01a
LINK=1
[90\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune Chem Off
[91\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune01b
LINK=1
[91\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune ENERGY ON
[92\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune02a
LINK=1
[92\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune ENERGY Off
[93\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune02b
LINK=1
[93\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune PLASMA ON
[94\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune03a
LINK=1
[94\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune PLASMA Off
[95\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune03b
LINK=1
[95\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune EMP ON
[96\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune04a
LINK=1
[96\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune EMP Off
[97\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune04b
LINK=1
[97\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune IMPACT ON
[98\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune05a
LINK=1
[98\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune IMPACT Off
[99\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune05b
LINK=1
[99\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune EXPLOSIVE ON
[100\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune06a
LINK=1
[100\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune EXPLOSIVE Off
[101\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune06b
LINK=1
[101\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune GENERIC ON
[102\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune07a
LINK=1
[102\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Tune GENERIC Off
[103\STATE0]
ID=0
TYPE=object
OBJECT=shld_tune07b
LINK=1
[103\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[104\STATE0]
ID=0
TYPE=object
OBJECT=BST26a
LINK=1
[104\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[104\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[104\STATE3]
ID=116
TYPE=sound
SOUND=bst26a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[105\STATE0]
ID=0
TYPE=object
OBJECT=BST27a
LINK=1
[105\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[105\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[105\STATE3]
ID=116
TYPE=sound
SOUND=bst27a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[106\STATE0]
ID=0
TYPE=object
OBJECT=BST28a
LINK=1
[106\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[106\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[106\STATE3]
ID=116
TYPE=sound
SOUND=bst28a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[107\STATE0]
ID=0
TYPE=object
OBJECT=BST29a
LINK=1
[107\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[107\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[107\STATE3]
ID=116
TYPE=sound
SOUND=bst29a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[108\STATE0]
ID=0
TYPE=object
OBJECT=BST30a
LINK=1
[108\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[108\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[108\STATE3]
ID=116
TYPE=sound
SOUND=bst30a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[109\STATE0]
ID=0
TYPE=object
OBJECT=BST30b
LINK=1
[109\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[109\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[110\STATE0]
ID=0
TYPE=object
OBJECT=BST30c
LINK=1
[110\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[110\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[111\STATE0]
ID=0
TYPE=object
OBJECT=BST30d
LINK=1
[111\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[111\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[112\STATE0]
ID=0
TYPE=object
OBJECT=BST31a
LINK=1
[112\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[112\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[112\STATE3]
ID=116
TYPE=sound
SOUND=bst31a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[113\STATE0]
ID=0
TYPE=object
OBJECT=BST32a
LINK=1
[113\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[113\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[113\STATE3]
ID=116
TYPE=sound
SOUND=bst32a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[114\STATE0]
ID=0
TYPE=object
OBJECT=BST50a
LINK=1
[114\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[114\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[114\STATE3]
ID=116
TYPE=sound
SOUND=bst50a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[115\STATE0]
ID=0
TYPE=object
OBJECT=BST50a
LINK=1
[115\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[116\STATE0]
ID=0
TYPE=object
OBJECT=BST05
LINK=1
[116\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[116\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[116\STATE3]
ID=116
TYPE=sound
SOUND=bst05a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[117\STATE0]
ID=0
TYPE=object
OBJECT=BST06a
LINK=1
[117\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[117\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[117\STATE3]
ID=116
TYPE=sound
SOUND=bst06a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[118\STATE0]
ID=0
TYPE=object
OBJECT=BST22A
LINK=1
[118\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[118\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[118\STATE3]
ID=116
TYPE=sound
SOUND=bst22a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[119\STATE0]
ID=0
TYPE=object
OBJECT=BST01
LINK=1
[119\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[119\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[119\STATE3]
ID=116
TYPE=sound
SOUND=bst01a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[120\STATE0]
ID=0
TYPE=object
OBJECT=BST02
LINK=1
[120\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[120\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[120\STATE3]
ID=116
TYPE=sound
SOUND=bst02a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[121\STATE0]
ID=0
TYPE=object
OBJECT=BST03
LINK=1
[121\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[121\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[121\STATE3]
ID=116
TYPE=sound
SOUND=bst03a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[122\STATE0]
ID=0
TYPE=object
OBJECT=BST04
LINK=1
[122\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[122\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[122\STATE3]
ID=116
TYPE=sound
SOUND=bst04a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[123\STATE0]
ID=0
TYPE=object
OBJECT=BST07a
LINK=1
[123\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[123\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[123\STATE3]
ID=116
TYPE=sound
SOUND=bst07a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[124\STATE0]
ID=0
TYPE=object
OBJECT=BST08a
LINK=1
[124\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[125\STATE0]
ID=0
TYPE=object
OBJECT=BST09
LINK=1
[125\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[126\STATE0]
ID=0
TYPE=object
OBJECT=BST10a
LINK=1
[126\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[126\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[126\STATE3]
ID=116
TYPE=sound
SOUND=bst10a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[127\STATE0]
ID=0
TYPE=object
OBJECT=BST11a
LINK=1
[127\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[127\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[127\STATE3]
ID=116
TYPE=sound
SOUND=bst11a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[128\STATE0]
ID=0
TYPE=object
OBJECT=BST12
LINK=1
[128\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[128\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[128\STATE3]
ID=116
TYPE=sound
SOUND=bst12a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[129\STATE0]
ID=0
TYPE=object
OBJECT=BST13a
LINK=1
[129\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[129\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[129\STATE3]
ID=116
TYPE=sound
SOUND=bst13a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[130\STATE0]
ID=0
TYPE=object
OBJECT=BST14
LINK=1
[130\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[130\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[130\STATE3]
ID=116
TYPE=sound
SOUND=bst14_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[131\STATE0]
ID=0
TYPE=object
OBJECT=BST15a
LINK=1
[131\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[131\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[131\STATE3]
ID=116
TYPE=sound
SOUND=bst15a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[132\STATE0]
ID=0
TYPE=object
OBJECT=BST15a
LINK=1
[132\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[132\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[132\STATE3]
ID=116
TYPE=sound
SOUND=bst15a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[133\STATE0]
ID=0
TYPE=object
OBJECT=BST16
LINK=1
[133\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[134\STATE0]
ID=0
TYPE=object
OBJECT=BST17A
LINK=1
[134\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[134\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[134\STATE3]
ID=116
TYPE=sound
SOUND=bst17a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[135\STATE0]
ID=0
TYPE=object
OBJECT=BST18
LINK=1
[135\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[135\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[135\STATE3]
ID=116
TYPE=sound
SOUND=bst18a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[136\STATE0]
ID=0
TYPE=object
OBJECT=BST19
LINK=1
[136\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[136\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[136\STATE3]
ID=116
TYPE=sound
SOUND=bst19a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[137\STATE0]
ID=0
TYPE=object
OBJECT=BST20
LINK=1
[137\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[137\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[137\STATE3]
ID=116
TYPE=sound
SOUND=bst20a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[138\STATE0]
ID=0
TYPE=object
OBJECT=BST21
LINK=1
[138\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[138\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[138\STATE3]
ID=116
TYPE=sound
SOUND=bst21a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[139\STATE0]
ID=0
TYPE=object
OBJECT=BST23a
LINK=1
[139\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[140\STATE0]
ID=0
TYPE=object
OBJECT=BST23b
LINK=1
[140\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[141\STATE0]
ID=0
TYPE=object
OBJECT=BST24a
LINK=1
[141\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[141\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[141\STATE3]
ID=116
TYPE=sound
SOUND=bst26a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
; Definition Shield Regenerate Chem idle
[142\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg01a
LINK=1
[142\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate Chem off
[143\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg01b
LINK=1
[143\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[144\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg02a
LINK=1
; Definition Shield Regenerate ENERGY idle
[144\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate ENERGY Off
[145\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg02b
LINK=1
[145\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate PLASMA idle
[146\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg03a
LINK=1
[146\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate PLASMA Off
[147\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg03b
LINK=1
[147\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate EMP idle
[148\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg04a
LINK=1
[148\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate EMP Off
[149\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg04b
LINK=1
[149\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate IMPACT idle
[150\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg05a
LINK=1
[150\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate IMPACT Off
[151\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg05b
LINK=1
[151\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate EXPLOSIVE idle
[152\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg06a
LINK=1
[152\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate EXPLOSIVE Off
[153\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg06b
LINK=1
[153\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate GENERIC idle
[154\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg07a
LINK=1
[154\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate GENERIC Off
[155\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg07b
LINK=1
[155\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate Chem on
[156\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg01c
LINK=1
[156\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate ENERGY on
[157\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg02c
LINK=1
[157\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate PLASMA on
[158\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg03c
LINK=1
[158\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate EMP on
[159\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg04c
LINK=1
[159\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate IMPACT on
[160\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg05c
LINK=1
[160\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate EXPLOSIVE on
[161\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg06c
LINK=1
[161\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Shield Regenerate GENERIC on
[162\STATE0]
ID=0
TYPE=object
OBJECT=shld_reg07c
LINK=1
[162\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; item repair phase in and on anim
[163\STATE0]
ID=0
TYPE=object
OBJECT=itemrep01
LINK=1
[163\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
RS_STOP=TRUE
; item repair loop anim
[164\STATE0]
ID=0
TYPE=object
OBJECT=itemrep01
LINK=1
[164\STATE1]
ID=1
TYPE=anim
SUFFIX=-2
; item repair off anim
[165\STATE0]
ID=0
TYPE=object
OBJECT=itemrep01
LINK=1
[165\STATE1]
ID=1
TYPE=anim
SUFFIX=-3
RS_STOP=TRUE
; item repair phase out anim
[166\STATE0]
ID=0
TYPE=object
OBJECT=itemrep01
LINK=1
[166\STATE1]
ID=1
TYPE=anim
SUFFIX=-4
RS_STOP=TRUE
; inorganic hulk animation 01
[167\STATE0]
ID=0
TYPE=object
OBJECT=wrk01a
LINK=1
[167\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; organic hulk animation 01
[168\STATE0]
ID=0
TYPE=object
OBJECT=mwrk01a
LINK=1
[168\STATE1]
ID=1
TYPE=anim
ANIM=mwrk01a-anim.mwrk01a-1
[169\STATE0]
ID=0
TYPE=object
OBJECT=BST47a
LINK=1
[169\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[169\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[169\STATE3]
ID=116
TYPE=sound
SOUND=bst47a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[170\STATE0]
ID=0
TYPE=object
OBJECT=BST49
LINK=1
[170\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[170\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[170\STATE3]
ID=116
TYPE=sound
SOUND=bst49a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[171\STATE0]
ID=0
TYPE=object
OBJECT=BST51a
LINK=1
[171\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[171\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[171\STATE3]
ID=116
TYPE=sound
SOUND=bst51a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[172\STATE0]
ID=0
TYPE=object
OBJECT=BST39a
LINK=1
[172\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[172\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[172\STATE3]
ID=116
TYPE=sound
SOUND=bst39a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[173\STATE0]
ID=0
TYPE=object
OBJECT=BST43a
LINK=1
[173\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[173\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[173\STATE3]
ID=116
TYPE=sound
SOUND=bst43a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[174\STATE0]
ID=0
TYPE=object
OBJECT=BST44a
LINK=1
[174\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[174\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[174\STATE3]
ID=116
TYPE=sound
SOUND=bst44a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[175\STATE0]
ID=0
TYPE=object
OBJECT=BST46
LINK=1
[175\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[175\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[175\STATE3]
ID=116
TYPE=sound
SOUND=bst46a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[176\STATE0]
ID=0
TYPE=object
OBJECT=BST45
LINK=1
[176\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Skill MENACE level 1
[177\STATE0]
ID=0
TYPE=object
OBJECT=sk_menc01a
LINK=1
[177\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Skill MENACE level 3
[178\STATE0]
ID=0
TYPE=object
OBJECT=sk_menc01
LINK=1
[178\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Skill distract
[179\STATE0]
ID=0
TYPE=object
OBJECT=sk_dist01
LINK=1
[179\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
[179\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
; Definition Skill distract
[180\STATE0]
ID=0
TYPE=object
OBJECT=sk_dist01
LINK=1
[180\STATE1]
ID=1
TYPE=anim
SUFFIX=-2
; Definition Skill FOLDSPACE PARTICLES
[181\STATE0]
ID=0
TYPE=object
OBJECT=sk_fold01
LINK=1
[181\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Skill Self destruct FX
[182\STATE0]
ID=0
TYPE=object
OBJECT=sk_sdest01
LINK=1
[182\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Skill Self destruct Countdown
[183\STATE0]
ID=0
TYPE=object
OBJECT=sk_sdest03a
LINK=1
[183\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;Definition Skill psionic shield
[184\STATE0]
ID=0
TYPE=object
OBJECT=shld_psy02a
LINK=1
[184\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[185\STATE0]
ID=0
TYPE=object
OBJECT=shld_psy01
LINK=1
[185\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Skill befriend
[186\STATE0]
ID=0
TYPE=object
OBJECT=sk_befr01
LINK=1
[186\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Old (obsolete) create wormhole art - start
[187\STATE0]
ID=0
TYPE=object
OBJECT=sk_worm01
LINK=1
[187\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Old (obsolete) create wormhole art - idle
[188\STATE0]
ID=0
TYPE=object
OBJECT=sk_worm01
LINK=1
[188\STATE1]
ID=1
TYPE=anim
SUFFIX=-2
; Old (obsolete) create wormhole art - end
[189\STATE0]
ID=0
TYPE=object
OBJECT=sk_worm01
LINK=1
[189\STATE1]
ID=1
TYPE=anim
SUFFIX=-3
; Definition Skill FOLDSPACE PARTICLES
[190\STATE0]
ID=0
TYPE=object
OBJECT=sk_fold02
LINK=1
[190\STATE1]
ID=1
TYPE=anim
SUFFIX=-2
; Definition Skill FOLDSPACE PARTICLES
[191\STATE0]
ID=0
TYPE=object
OBJECT=sk_fold02
LINK=1
[191\STATE1]
ID=1
TYPE=anim
SUFFIX=-3
;Definition Skill Environmental shield on
[192\STATE0]
ID=0
TYPE=object
OBJECT=shld_env01b
LINK=1
[192\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[193\STATE0]
ID=0
TYPE=object
OBJECT=shld_env01a
LINK=1
[193\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[194\STATE0]
ID=0
TYPE=object
OBJECT=shld_env01c
LINK=1
[194\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;Definition Skill Psionic shield Off
[195\STATE0]
ID=0
TYPE=object
OBJECT=shld_psy03a
LINK=1
[195\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[196\STATE0]
ID=0
TYPE=object
OBJECT=BST34
LINK=1
[196\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[196\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[196\STATE3]
ID=116
TYPE=sound
SOUND=bst34a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[197\STATE0]
ID=0
TYPE=object
OBJECT=BST35
LINK=1
[197\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[197\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[197\STATE3]
ID=116
TYPE=sound
SOUND=bst35a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[198\STATE0]
ID=0
TYPE=object
OBJECT=BST52
LINK=1
[198\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[198\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[198\STATE3]
ID=116
TYPE=sound
SOUND=bst52a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[199\STATE0]
ID=0
TYPE=object
OBJECT=comt01
LINK=1
[199\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[200\STATE0]
ID=0
TYPE=object
OBJECT=BST37
LINK=1
[200\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[200\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[200\STATE3]
ID=116
TYPE=sound
SOUND=bst37a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[201\STATE0]
ID=0
TYPE=object
OBJECT=BST40A
LINK=1
[201\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[201\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[201\STATE3]
ID=116
TYPE=sound
SOUND=bst40a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[202\STATE0]
ID=0
TYPE=object
OBJECT=BST40B
LINK=1
[202\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[202\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[203\STATE0]
ID=0
TYPE=object
OBJECT=BST40C
LINK=1
[203\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[203\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[204\STATE0]
ID=0
TYPE=object
OBJECT=BST40D
LINK=1
[204\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[204\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[205\STATE0]
ID=0
TYPE=object
OBJECT=ASG01
LINK=1
[205\STATE1]
ID=1
TYPE=anim
SUFFIX=-3
[206\STATE0]
ID=0
TYPE=object
OBJECT=TSG01
LINK=1
[206\STATE1]
ID=1
TYPE=anim
SUFFIX=-3
[207\STATE0]
ID=0
TYPE=object
OBJECT=TSG03
LINK=1
[207\STATE1]
ID=1
TYPE=anim
SUFFIX=-3
[208\STATE0] ; Dummy entry
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[209\STATE0]
ID=0
TYPE=object
OBJECT=GST01
LINK=35
[209\STATE1]
ID=35
TYPE=anim
SUFFIX=-1
; Definition Skill Self destruct Countdown
[210\STATE0]
ID=0
TYPE=object
OBJECT=sk_sdest04a
LINK=1
[210\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Old (obsolete) create wormhole art - start level3
[211\STATE0]
ID=0
TYPE=object
OBJECT=sk_worm01
LINK=1
[211\STATE1]
ID=1
TYPE=anim
SUFFIX=-4
Old (obsolete) create wormhole art - start level5
[212\STATE0]
ID=0
TYPE=object
OBJECT=sk_worm01
LINK=1
[212\STATE1]
ID=1
TYPE=anim
SUFFIX=-5
[213\STATE0] ; Dummy entry
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[214\STATE0]
ID=0
TYPE=object
OBJECT=P_GAS01
LINK=1
[214\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[215\STATE0]
ID=0
TYPE=object
OBJECT=AS09
LINK=1
[215\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[216\STATE0]
ID=0
TYPE=object
OBJECT=AS09A
LINK=1
[216\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[217\STATE0]
ID=0
TYPE=object
OBJECT=AS09B
LINK=1
[217\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[218\STATE0]
ID=0
TYPE=object
OBJECT=AS09C
LINK=1
[218\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[219\STATE0]
ID=0
TYPE=object
OBJECT=AS09D
LINK=1
[219\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[220\STATE0]
ID=0
TYPE=object
OBJECT=asg01
[220\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
LINK=5
[220\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
NEXT=3
RS_ACTIVATE_NEXT=t
[220\STATE3]
ID=3
TYPE=anim
SUFFIX=-3
NEXT=4
LINK=6
[220\STATE4]
ID=4
TYPE=anim
SUFFIX=-4
NEXT=1
RS_ACTIVATE_NEXT=t
[220\STATE5]
ID=5
TYPE=sound
SOUND=ANCIENT GATE IDLE
RS_PRECACHED=true
[220\STATE6]
ID=6
TYPE=sound
SOUND=ANCIENT GATE ACTIVE IDLE
RS_PRECACHED=true
[221\STATE0]
ID=0
TYPE=object
OBJECT=tsg01
[221\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
LINK=5
[221\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
NEXT=3
RS_ACTIVATE_NEXT=t
[221\STATE3]
ID=3
TYPE=anim
SUFFIX=-3
NEXT=4
LINK=6
[221\STATE4]
ID=4
TYPE=anim
SUFFIX=-4
NEXT=1
RS_ACTIVATE_NEXT=t
[221\STATE5]
ID=5
TYPE=sound
SOUND=NAVIGATION GATE IDLE
RS_PRECACHED=true
[221\STATE6]
ID=6
TYPE=sound
SOUND=NAVIGATION GATE ACTIVE IDLE
RS_PRECACHED=true
[222\STATE0]
ID=0
TYPE=object
OBJECT=tsg03
[222\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
LINK=5
[222\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
NEXT=3
RS_ACTIVATE_NEXT=t
[222\STATE3]
ID=3
TYPE=anim
SUFFIX=-3
NEXT=4
LINK=6
[222\STATE4]
ID=4
TYPE=anim
SUFFIX=-4
NEXT=1
RS_ACTIVATE_NEXT=t
[222\STATE5]
ID=5
TYPE=sound
SOUND=TERRAN GATE LARGE IDLE
RS_PRECACHED=true
[222\STATE6]
ID=6
TYPE=sound
SOUND=TERRAN GATE LARGE ACTIVE IDLE
RS_PRECACHED=true
[223\STATE0]
ID=0
TYPE=object
OBJECT=ST01
LINK=1
[223\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[224\STATE0]
ID=0
TYPE=object
OBJECT=ST02
LINK=1
[224\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[225\STATE0]
ID=0
TYPE=object
OBJECT=ST03
LINK=1
[225\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[226\STATE0]
ID=0
TYPE=object
OBJECT=ST04
LINK=1
[226\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[227\STATE0]
ID=0
TYPE=object
OBJECT=ST05
LINK=1
[227\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[228\STATE0]
ID=0
TYPE=object
OBJECT=BST47b
LINK=1
[228\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[229\STATE0]
ID=0
TYPE=object
OBJECT=rsg01a
[229\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
NEXT=2
LINK=5
[229\STATE2]
ID=2
TYPE=anim
SUFFIX=-2
NEXT=3
RS_ACTIVATE_NEXT=t
[229\STATE3]
ID=3
TYPE=anim
SUFFIX=-3
NEXT=4
LINK=6
[229\STATE4]
ID=4
TYPE=anim
SUFFIX=-4
NEXT=1
RS_ACTIVATE_NEXT=t
[229\STATE5]
ID=5
TYPE=sound
SOUND=PIRATE GATE IDLE
RS_PRECACHED=true
[229\STATE6]
ID=6
TYPE=sound
SOUND=PIRATE GATE ACTIVE IDLE
RS_PRECACHED=true
[230\STATE0]
ID=0
TYPE=object
OBJECT=comt03
LINK=1
[230\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[231\STATE0]
ID=0
TYPE=object
OBJECT=comt04
LINK=1
[231\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[232\STATE0]
ID=0
TYPE=object
OBJECT=comt05
LINK=1
[232\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[233\STATE0]
ID=0
TYPE=object
OBJECT=comt06
LINK=1
[233\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[234\STATE0]
ID=0
TYPE=object
OBJECT=comt07
LINK=1
[234\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[235\STATE0]
ID=0
TYPE=object
OBJECT=comt08
LINK=1
[235\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[236\STATE0]
ID=0
TYPE=object
OBJECT=JSS0101
LINK=1
[236\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[237\STATE0]
ID=0
TYPE=object
OBJECT=JVC0101
LINK=1
[237\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[238\STATE0]
ID=0
TYPE=object
OBJECT=JVC0201
LINK=1
[238\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[239\STATE0]
ID=0
TYPE=object
OBJECT=JVC0301
LINK=1
[239\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[240\STATE0]
ID=0
TYPE=object
OBJECT=PSS0301
LINK=1
[240\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[241\STATE0]
ID=0
TYPE=object
OBJECT=PVC0101
LINK=1
[241\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[242\STATE0]
ID=0
TYPE=object
OBJECT=PVC0201
LINK=1
[242\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[243\STATE0]
ID=0
TYPE=object
OBJECT=PVC0301
LINK=1
[243\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[244\STATE0]
ID=0
TYPE=object
OBJECT=TSS0101
LINK=1
[244\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[245\STATE0]
ID=0
TYPE=object
OBJECT=TVC0101
LINK=1
[245\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[246\STATE0]
ID=0
TYPE=object
OBJECT=TVC0201
LINK=1
[246\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[247\STATE0]
ID=0
TYPE=object
OBJECT=TVC0301
LINK=1
[247\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[248\STATE0]
ID=0
TYPE=object
OBJECT=BST53
LINK=1
[248\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[248\STATE2]
ID=16
TYPE=anim
SUFFIX=-2
NEXT=1
RS_ACTIVATE_NEXT=true
[248\STATE3]
ID=116
TYPE=sound
SOUND=bst53a_ag
RS_PRECACHED=true
RS_ACTIVATE_NEXT=true
[249\STATE0]
ID=0
TYPE=object
OBJECT=tss06a
LINK=1
[249\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[250\STATE0]
ID=0
TYPE=object
OBJECT=BST53
[251\STATE0]
ID=0
TYPE=object
OBJECT=BST53
[252\STATE0]
ID=0
TYPE=object
OBJECT=gravwell01
LINK=1
[252\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[253\STATE0] ; tumbling asteroid
ID=0
TYPE=object
OBJECT=bone_rot02
LINK=1
[253\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[254\STATE0] ; flaming tumbling asteroid
ID=0
TYPE=object
OBJECT=bone_rot02e
LINK=1
[254\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[255\STATE0] ; tumbling Big Misty 3
ID=0
TYPE=object
OBJECT=bone_rot04
LINK=1
[255\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[256\STATE0]
ID=0
TYPE=object
OBJECT=sk_grav_01
LINK=1
[256\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Stealth Attack idle
[257\STATE0]
ID=0
TYPE=object
OBJECT=GE_St_atk01a
LINK=1
[257\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Stealth Attack on
[258\STATE0]
ID=0
TYPE=object
OBJECT=GE_St_atk02
LINK=1
[258\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Stealth Attack off
[259\STATE0]
ID=0
TYPE=object
OBJECT=GE_St_atk03a
LINK=1
[259\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Player ship hulls start here
; Terran Hull 1 Upgrade 1
[260]
RST_SHADOW_SOURCE=T
[260\STATE0]
ID=0
TYPE=object
FILE=sth11.w3d
OBJECT=sth11
; Terran Hull 1 Upgrade 2
[261]
RST_SHADOW_SOURCE=T
[261\STATE0]
ID=0
TYPE=object
FILE=sth12.w3d
OBJECT=sth12
; Terran Hull 1 Upgrade 3
[262]
RST_SHADOW_SOURCE=T
[262\STATE0]
ID=0
TYPE=object
FILE=sth13.w3d
OBJECT=sth13
; Terran Hull 2 Upgrade 1
[263]
RST_SHADOW_SOURCE=T
[263\STATE0]
ID=0
TYPE=object
FILE=sth21.w3d
OBJECT=sth21
; Terran Hull 2 Upgrade 2
[264]
RST_SHADOW_SOURCE=T
[264\STATE0]
ID=0
TYPE=object
FILE=sth22.w3d
OBJECT=sth22
; Terran Hull 2 Upgrade 3
[265]
RST_SHADOW_SOURCE=T
[265\STATE0]
ID=0
TYPE=object
FILE=sth23.w3d
OBJECT=sth23
; Terran Hull 3 Upgrade 1
[266]
RST_SHADOW_SOURCE=T
[266\STATE0]
ID=0
TYPE=object
FILE=sth31.w3d
OBJECT=sth31
; Terran Hull 3 Upgrade 2
[267]
RST_SHADOW_SOURCE=T
[267\STATE0]
ID=0
TYPE=object
FILE=sth32.w3d
OBJECT=sth32
; Terran Hull 3 Upgrade 3
[268]
RST_SHADOW_SOURCE=T
[268\STATE0]
ID=0
TYPE=object
FILE=sth33.w3d
OBJECT=sth33
; Jenquai Hull 1 Upgrade 1
[269]
RST_SHADOW_SOURCE=T
[269\STATE0]
ID=0
TYPE=object
FILE=sjh11.w3d
OBJECT=sjh11
; Jenquai Hull 1 Upgrade 2
[270]
RST_SHADOW_SOURCE=T
[270\STATE0]
ID=0
TYPE=object
FILE=sjh12.w3d
OBJECT=sjh12
; Jenquai Hull 1 Upgrade 3
[271]
RST_SHADOW_SOURCE=T
[271\STATE0]
ID=0
TYPE=object
FILE=sjh13.w3d
OBJECT=sjh13
; Jenquai Hull 2 Upgrade 1
[272]
RST_SHADOW_SOURCE=T
[272\STATE0]
ID=0
TYPE=object
FILE=sjh21.w3d
OBJECT=sjh21
; Jenquai Hull 2 Upgrade 2
[273]
RST_SHADOW_SOURCE=T
[273\STATE0]
ID=0
TYPE=object
FILE=sjh22.w3d
OBJECT=sjh22
; Jenquai Hull 2 Upgrade 3
[274]
RST_SHADOW_SOURCE=T
[274\STATE0]
ID=0
TYPE=object
FILE=sjh23.w3d
OBJECT=sjh23
; Jenquai Hull 3 Upgrade 1
[275]
RST_SHADOW_SOURCE=T
[275\STATE0]
ID=0
TYPE=object
FILE=sjh31.w3d
OBJECT=sjh31
; Jenquai Hull 3 Upgrade 2
[276]
RST_SHADOW_SOURCE=T
[276\STATE0]
ID=0
TYPE=object
FILE=sjh32.w3d
OBJECT=sjh32
; Jenquai Hull 3 Upgrade 3
[277]
RST_SHADOW_SOURCE=T
[277\STATE0]
ID=0
TYPE=object
FILE=sjh33.w3d
OBJECT=sjh33
; Progen Hull 1 Upgrade 1
[278]
RST_SHADOW_SOURCE=T
[278\STATE0]
ID=0
TYPE=object
FILE=sph11.w3d
OBJECT=sph11
; Progen Hull 1 Upgrade 2
[279]
RST_SHADOW_SOURCE=T
[279\STATE0]
ID=0
TYPE=object
FILE=sph12.w3d
OBJECT=sph12
; Progen Hull 1 Upgrade 3
[280]
RST_SHADOW_SOURCE=T
[280\STATE0]
ID=0
TYPE=object
FILE=sph13.w3d
OBJECT=sph13
; Progen Hull 2 Upgrade 1
[281]
RST_SHADOW_SOURCE=T
[281\STATE0]
ID=0
TYPE=object
FILE=sph21.w3d
OBJECT=sph21
; Progen Hull 2 Upgrade 2
[282]
RST_SHADOW_SOURCE=T
[282\STATE0]
ID=0
TYPE=object
FILE=sph22.w3d
OBJECT=sph22
; Progen Hull 2 Upgrade 3
[283]
RST_SHADOW_SOURCE=T
[283\STATE0]
ID=0
TYPE=object
FILE=sph23.w3d
OBJECT=sph23
; Progen Hull 3 Upgrade 1
[284]
RST_SHADOW_SOURCE=T
[284\STATE0]
ID=0
TYPE=object
FILE=sph31.w3d
OBJECT=sph31
; Progen Hull 3 Upgrade 2
[285]
RST_SHADOW_SOURCE=T
[285\STATE0]
ID=0
TYPE=object
FILE=sph32.w3d
OBJECT=sph32
; Progen Hull 3 Upgrade 3
[286]
RST_SHADOW_SOURCE=T
[286\STATE0]
ID=0
TYPE=object
FILE=sph33.w3d
OBJECT=sph33
; Definition Skill MENACE level 5
[287\STATE0]
ID=0
TYPE=object
OBJECT=sk_menc03
LINK=1
[287\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Combat Trance effects
[288\STATE0]
ID=0
TYPE=object
OBJECT=sk_comtra01
LINK=1
[288\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[289\STATE0]
ID=0
TYPE=object
OBJECT=sk_comtra02
LINK=1
[289\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[290\STATE0]
ID=0
TYPE=object
OBJECT=sk_comtra03
LINK=1
[290\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[291\STATE0]
ID=0
TYPE=object
OBJECT=sk_comtra04
LINK=1
[291\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[292\STATE0]
ID=0
TYPE=object
OBJECT=sk_comtra05
LINK=1
[292\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[293\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[294\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[295\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[296\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[297\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[298\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[299\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[300\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[301\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[302\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[303\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[304\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[305\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[306\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[307\STATE0] ; Reserved for Naty
ID=0
TYPE=sound
SOUND=ButtonClick01.wav
RS_PRECACHED=true
[308\STATE0]
ID=0
TYPE=object
FILE=plogo_03.w3d
OBJECT=plogo_03
LINK=1
[308\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;*** Skill Pre-Delays ***
; Definition Pre-delay hacking
[309\STATE0]
ID=0
TYPE=object
OBJECT=sk_pd01
LINK=1
[309\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Pre-delay befriend
[310\STATE0]
ID=0
TYPE=object
OBJECT=sk_pd02
LINK=1
[310\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Pre-delay enrage
[311\STATE0]
ID=0
TYPE=object
OBJECT=sk_pd03
LINK=1
[311\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Pre-delay environment shield
[312\STATE0]
ID=0
TYPE=object
OBJECT=sk_pd04
LINK=1
[312\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Pre-delay menace
[313\STATE0]
ID=0
TYPE=object
OBJECT=sk_pd07
LINK=1
[313\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition climax menace
[314\STATE0]
ID=0
TYPE=object
OBJECT=sk_clx07
LINK=1
[314\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition Pre-delay psionic shield
[315\STATE0]
ID=0
TYPE=object
OBJECT=sk_pd08
LINK=1
[315\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition powerup rally
[316\STATE0]
ID=0
TYPE=object
OBJECT=sk_pd09
LINK=1
[316\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Definition powerup repair shields
[317\STATE0]
ID=0
TYPE=object
OBJECT=sk_pd11
LINK=1
[317\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; claw missile
[318\STATE0]
ID=0
TYPE=object
OBJECT=we_claw01
LINK=1
[318\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; blob projectile
[319\STATE0]
ID=0
TYPE=object
OBJECT=we_blob01
LINK=1
[319\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; scales projectile
[320\STATE0]
ID=0
TYPE=object
OBJECT=we_scales01
LINK=1
[320\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; Rotating Nav Bouys
[321\STATE0]
ID=0
TYPE=object
FILE=nb02a.w3d
OBJECT=nb02a
LINK=1
[321\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[322\STATE0]
ID=0
TYPE=object
FILE=nb03a.w3d
OBJECT=nb03a
LINK=1
[322\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[323\STATE0]
ID=0
TYPE=object
FILE=nb04a.w3d
OBJECT=nb04a
LINK=1
[323\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
[324\STATE0]
ID=0
TYPE=object
FILE=nb05a.w3d
OBJECT=nb05a
LINK=1
[324\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
;*********************************
; starbase item repair loop anim
[325\STATE0]
ID=0
TYPE=object
OBJECT=itemrep02
LINK=1
[325\STATE1]
ID=1
TYPE=anim
SUFFIX=-1
; starbase item repair off anim
[326\STATE0]
ID=0
TYPE=object
OBJECT=itemrep02
LINK=1
[326\STATE1]
ID=1
TYPE=anim
SUFFIX=-2
RS_STOP=TRUE