home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PowerPlay 1998 July
/
PowerPlay0798.bin
/
Demos
/
incoming.exe
/
asc
/
oceanic
/
oceanic.odl
< prev
next >
Wrap
Text File
|
1998-04-05
|
103KB
|
4,049 lines
include "asc\misc\standard.odl"
land
"asc\oceanic\tland.bin"
"asc\oceanic\city2tc.bin"
texture "oceanic\l3.ppm"
texture "oceanic\l3.ppm"
texture "oceanic\l3.ppm"
texture "oceanic\l3.ppm"
texture "oceanic\l4.ppm"
texture "oceanic\l5.ppm"
texture "oceanic\l6.ppm"
texture "oceanic\l3.ppm"
sky
flat
texture "clouds\flatcld5.ppm"
RGB 17 17 16
RGB 43 43 35
RGB 70 70 54
RGB 97 97 74
RGB 151 151 113
RGB 55 52 36
RGB 55 52 36
RGB 55 52 36
fog 55 52 36 bounds 7500 21000
cloud level -5200
ambiance 32 32 32
direct 120 60 60
from 1.800000 -0.700000 -0.700000 not_unit
sunimage "sun\moon01.ppm" transparent alpha
color 168 168 168
size 1000
water -523
#==============================
type "fa-18"
name "f/a-18"
schematic "schmatics\f18-s.ppm"
objfile "pweapons\pcexport\f-18.ian" scale 18
objfile lod 1 "pweapons\pcexport\low\f-18.ian" scale 18
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "f18"
hitpoints 300
points 500
dynamics "plane"
mass 120
max altitude 9000
max vel 100
min vel 60
pitch acc 0.7
yaw acc 0.8
roll acc 1.6
linear acc 8
bank stability 0.5%
linear drag 30%
angular drag 35%
cockpit 0 -57.4 206.5
sfx "plvtol" min 500 max 10000 loop
flameout 30
cannons
pos 0 -32.4 270.7
secondary_cannons
pos -142 -7 -64
pos 142 -7 -64
shadow "effects\f18-shd.ppm" transparent alpha low
child "fa18b"
sprite u=65 v=191 w=64 h=64 size=1 colour 1=0 0 0
texture "smoke.ppm"
operate "blamp"
lamplight 0 -13 -420 160 40 0 1200
position 0 0 0
sibling "engine1"
objfile "effects\pcexport\jet2.ian" scale 8
texture "effects\effects.ppm" transparent
position 23 -9 -304.3
drawtype semi transparent self illuminating
operate "spinengines"
sibling "engine2"
objfile as "engine1"
position -23 -9 -304.3
drawtype semi transparent self illuminating
operate "spinengines"
sibling "hhsm1"
objfile "pweapons\pcexport\hsm.ian" scale 4
texture "pweapons\misc.ppm" transparent
position 103 -11 -42
sibling "hhsm2"
objfile as "hhsm1"
position 142 -7 -64
sibling "hhsm3"
objfile as "hhsm1"
position -103 -11 -42
sibling "hhsm4"
objfile as "hhsm1"
position -142 -7 -64
sibling "hmsm1"
objfile "pweapons\pcexport\msm.ian" scale 4
texture "pweapons\misc.ppm" transparent
position 221 -5 -102
sibling "hmsm2"
objfile as "hmsm1"
position 38 10 -65
sibling "hmsm3"
objfile as "hmsm1"
position -221 -5 -102
sibling "hmsm4"
objfile as "hmsm1"
position -38 10 -65
; child "f18LGB"
; objfile "pweapons\pcexport\F-18bwhl.ian" scale 10
; texture "pweapons\seacam2.ppm" transparent
; position 0 0 -54 forward 1 0 0 up 0 1 0
; sibling "f18LGF"
; objfile "pweapons\pcexport\F-18fwhl.ian" scale 10
; texture "pweapons\seacam2.ppm" transparent
; position 0 0 117 forward 1 0 0 up 0 1 0
;parent
;animate
; "f18LGB" position 0 0 -54 forward 1 0 0 up 0 1 0
; "f18LGF" position 0 0 117 forward 1 0 0 up 0 1 0
;end
;type "fa-18g"
; name "f/a-18"
; objfile as "fa-18"
; group "human"
; child "f18LGB"
; objfile "pweapons\pcexport\F-18bwhl.ian" scale 18
; texture "pweapons\seacam2.ppm" transparent
; position 0 9 -68
; sibling "f18LGF"
; objfile "pweapons\pcexport\F-18fwhl.ian" scale 18
; texture "pweapons\seacam2.ppm" transparent
; position 0 9 130
type "vtol"
name "harrier"
schematic "schmatics\harrier-s.ppm"
objfile "pweapons\pcexport\harrier.ian" scale 15
objfile lod 1 "pweapons\pcexport\low\harrier.ian"
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "VTOL"
hitpoints 300
points 500
dynamics "vtol"
mass 120
max altitude 9000
max vel 100
min vel 0
pitch acc 0.7
yaw acc 0.8
roll acc 1.6
linear acc 8
bank stability 0.5%
linear drag 30%
angular drag 35%
cockpit 0 -25 226
sfx "plvtol" min 500 max 10000 loop
cannons
pos -45 15 100
pos 45 15 100
secondary_cannons
pos -93 0 0
pos 93 0 0
shadow "effects\harrier shd 1.ppm" transparent alpha low
child "VTOL LGBL"
objfile "pweapons\pcexport\Harlgbl.ian" scale 15
texture "pweapons\seacam2.ppm" transparent
position 9 22.8 1 forward 0 0 1 up -1 0 0
sibling "VTOL LGBR"
objfile "pweapons\pcexport\Harlgbr.ian" scale 15
texture "pweapons\seacam2.ppm" transparent
position -9 22.8 1 forward 0 0 1 up 1 0 0
sibling "VTOL LGFL"
objfile "pweapons\pcexport\Harlgfl.ian" scale 15
texture "pweapons\seacam2.ppm" transparent
position 12 23.48 5 forward 0 0 1 up -1 0 0
sibling "VTOL LGFR"
objfile "pweapons\pcexport\Harlgfr.ian" scale 15
texture "pweapons\seacam2.ppm" transparent
position -12 23.48 5 forward 0 0 1 up 1 0 0
sibling "VTOL RW"
objfile "pweapons\pcexport\Harbwhel.ian" scale 15
texture "pweapons\seacam2.ppm" transparent
position 0 10 25 forward 0 1 0 up 0 0 -1
sibling "VTOL FW"
objfile "pweapons\pcexport\Harfwhel.ian" scale 15
texture "pweapons\seacam2.ppm" transparent
position 0 10 163 forward 0 1 0 up 0 0 -1
sibling "VTOL WW"
objfile "pweapons\pcexport\Harwwhel.ian" scale 15
texture "pweapons\seacam2.ppm" transparent
position 0 -2.5 -45 forward 0 1 0 up 0 0 -1
sibling "msm1"
objfile "pweapons\pcexport\msm.ian" scale 3
texture "pweapons\misc.ppm"
position -77 9 29
sibling "msm2"
objfile as "msm1"
position 77 9 29
sibling "msm3"
objfile as "msm1"
position -93 9 29
sibling "msm4"
objfile as "msm1"
position 93 9 29
sibling "enginer"
objfile "pweapons\pcexport\harjets.ian" scale 15
objfile lod 1 "pweapons\pcexport\low\harjets.ian"
texture "pweapons\seacam2.ppm" transparent
position 0 0 0
sibling "enginef"
objfile as "enginer"
position 0 0 76
sibling "harirpod"
objfile "pweapons\pcexport\harirpod.ian" scale 15
objfile lod 1 "pweapons\pcexport\low\harirpod.ian"
texture "pweapons\seacam2.ppm" transparent
position 0 0 41
sibling "glight"
sprite u=65 v=191 w=64 h=64 size=8 colour 1=0 90 30
texture "smoke.ppm"
position 157 1 -46
colourfade speed 2
colour 0 90 30
colour 0 50 17
colour 0 10 3
colour 0 50 17
colour 0 90 30
colour 0 140 50
colour 0 200 70
colour 0 140 50
sibling "rlight"
sprite u=65 v=191 w=64 h=64 size=8 colour 1=240 0 0
texture "smoke.ppm"
position -157 1 -46
colourfade speed 2
colour 240 0 0
colour 190 0 0
colour 120 0 0
colour 67 0 0
colour 13 0 0
colour 67 0 0
colour 120 0 0
colour 190 0 0
sibling "rlight2"
sprite u=65 v=191 w=64 h=64 size=12 colour 1=200 0 0
texture "smoke.ppm"
position 0 -32 53
colourfade speed 1
colour 200 0 0
colour 150 0 0
colour 50 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
sibling "wlight1"
sprite u=65 v=191 w=64 h=64 size=10 colour 1=200 200 200
texture "smoke.ppm"
position 0 -15 -242
colourfade speed 1
colour 200 200 200
colour 0 0 0
colour 50 50 50
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
sibling "wlight2"
sprite u=65 v=191 w=64 h=64 size=10 colour 1=200 200 200
texture "smoke.ppm"
position 157 1 -49
colourfade speed 1
colour 200 200 200
colour 0 0 0
colour 50 50 50
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
sibling "wlight3"
sprite u=65 v=191 w=64 h=64 size=10 colour 1=200 200 200
texture "smoke.ppm"
position -157 1 -49
colourfade speed 1
colour 200 200 200
colour 0 0 0
colour 50 50 50
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
parent
animate
"VTOL LGBL" position 12 22.8 1
"VTOL LGBR" position -12 22.8 1
"VTOL LGFL" position 12 23.48 5
"VTOL LGFR" position -12 23.48 5
"enginer" position 0 0 0 forward 0 -1 0 up 0 0 1
"enginef" position 0 0 76 forward 0 -1 0 up 0 0 1
wait
"VTOL WW" position 0 0 -45
"VTOL RW" position 0 25.29 -5
"VTOL FW" position 0 22.23 143
end
#***********************************
# Player Craft
#***********************************
type "helicopter"
name "commanche"
schematic "schmatics\comanche-s.ppm"
objfile "pweapons\pcexport\comanche.ian" scale 10.2
objfile lod 1 "pweapons\pcexport\low\comanche.ian"
texture "pweapons\seacam2.ppm" transparent
group "human"
hitpoints 150
points 500
sfx "helicopt" min 800 max 12000 loop
dynamics "helicopter"
mass 200
max altitude 4500
max vel 80
yaw acc 3
pitch acc 4
roll acc 3
linear acc 5
up thrust 10
bank stability 20%
angular drag 25%
cockpit 0 27 88
cannons
pos 0 72 140
secondary_cannons
pos 50 52 20
pos -50 52 20
shadow "effects\comanche shd 1.ppm" transparent alpha low
operate "groundeffect"
child "helirpodl"
objfile "pweapons\pcexport\comrpod.ian" scale 10.2
objfile lod 1 "pweapons\pcexport\low\comrpod.ian"
texture "pweapons\seacam2.ppm" transparent
position -50 52 0
sibling "helirpodr"
objfile as "helirpodl"
position 50 52 0
sibling "glight"
sprite u=65 v=191 w=64 h=64 size=8 colour 1=0 90 30
texture "smoke.ppm"
position 62 43 8
colourfade speed 2
colour 0 90 30
colour 0 50 17
colour 0 10 3
colour 0 50 17
colour 0 90 30
colour 0 140 50
colour 0 200 70
colour 0 140 50
sibling "rlight"
sprite u=65 v=191 w=64 h=64 size=8 colour 1=240 0 0
texture "smoke.ppm"
position -62 43 8
colourfade speed 2
colour 240 0 0
colour 190 0 0
colour 120 0 0
colour 67 0 0
colour 13 0 0
colour 67 0 0
colour 120 0 0
colour 190 0 0
sibling "wlight"
sprite u=65 v=191 w=64 h=64 size=10 colour 1=200 200 200
texture "smoke.ppm"
position 0 47 -275
colourfade speed 1
colour 200 200 200
colour 0 0 0
colour 50 50 50
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
sibling "rlight2"
sprite u=65 v=191 w=64 h=64 size=12 colour 1=200 0 0
texture "smoke.ppm"
position 0 67 -65
colourfade speed 1
colour 200 0 0
colour 150 0 0
colour 50 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
sibling "helipivt"
objfile "pweapons\pcexport\low\helipivt.ian" scale 10
texture "pweapons\dsrtcam2.ppm" transparent
position 0 -2 0
sibling "Ktrot"
objfile "pweapons\pcexport\Comtrotr.ian" scale 10.2
texture "pweapons\seacam2.ppm" transparent
position 0 47 -236
operate "spin" 2 0 0
drawtype double sided
sibling "Kmrot"
objfile "pweapons\pcexport\rotor4.ian" scale 11.2
texture "effects\rotor5.ppm" alphainv
position 0 0 0
operate "spin" 0 0.7 0
drawtype double sided semiinv self illuminating semi transparent
type "cobra"
name "cobra"
schematic "schmatics\cobra-s.ppm"
objfile "pweapons\pcexport\cobra.ian" scale 10.2
objfile lod 1 "pweapons\pcexport\low\cobra.ian"
texture "pweapons\seacam2.ppm" transparent
drawtype flipx flipz
group "human"
hitpoints 150
points 500
sfx "helicopt" min 800 max 12000 loop
dynamics "helicopter"
mass 175
max altitude 6500
yaw acc 2.5
pitch acc 4
roll acc 3
linear acc 7
up thrust 20
bank stability 20%
max vel 80
angular drag 25%
cockpit 0 37 100
cannons
pos 0 115 150
secondary_cannons
pos 50 94 30
pos -50 94 30
shadow "effects\cobra-shd.ppm" transparent alpha low
operate "groundeffect"
child "cobrpodl"
objfile "pweapons\pcexport\comrpod.ian" scale 10.2
objfile lod 1 "pweapons\pcexport\low\comrpod.ian"
texture "pweapons\seacam2.ppm" transparent
position -50 94 0
sibling "cobrpodr"
objfile as "cobrpodl"
position 50 94 0
sibling "cglight"
sprite u=65 v=191 w=64 h=64 size=8 colour 1=0 90 30
texture "smoke.ppm"
position 53 86 -8
colourfade speed 2
colour 0 90 30
colour 0 50 17
colour 0 10 3
colour 0 50 17
colour 0 90 30
colour 0 140 50
colour 0 200 70
colour 0 140 50
sibling "crlight"
sprite u=65 v=191 w=64 h=64 size=8 colour 1=240 0 0
texture "smoke.ppm"
position -53 86 -8
colourfade speed 2
colour 240 0 0
colour 190 0 0
colour 120 0 0
colour 67 0 0
colour 13 0 0
colour 67 0 0
colour 120 0 0
colour 190 0 0
sibling "cwlight"
sprite u=65 v=191 w=64 h=64 size=10 colour 1=200 200 200
texture "smoke.ppm"
position 0 83 -260
colourfade speed 1
colour 200 200 200
colour 0 0 0
colour 50 50 50
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
colour 0 0 0
sibling "cobpivt"
objfile as "helipivt"
position 0 18 0
sibling "trot"
objfile "pweapons\pcexport\newtrotr.ian" scale 2.2
texture "effects\rotor5.ppm" alphainv
position -4 30 -286
operate "spin" 2 0 0
drawtype double sided semiinv self illuminating semi transparent
sibling "mrot"
objfile "pweapons\pcexport\rotor2.ian" scale 12.1
texture "effects\rotor5.ppm" alphainv
position 0 20 0
operate "spin" 0 0.9 0
drawtype double sided semiinv self illuminating semi transparent
type "hovercraft"
name "hovercraft"
schematic "schmatics\hovrcrft-s.ppm"
objfile "pweapons\pcexport\hovrcrft.ian" scale 8
texture "pweapons\seacam2.ppm" transparent
group "human"
hitpoints 170
points 250
dynamics "hovercraft"
mass 120
max altitude 50
linear drag 30%
max vel 45
yaw acc 1
linear acc 5
drawtype viewh
child "HRgun"
objfile "pweapons\pcexport\hovrcrgn.ian" scale 8
objfile lod 1 "pweapons\pcexport\low\hovrcrgn.ian"
texture "pweapons\seacam2.ppm" transparent
position -28 -75 0
drawtype viewh
sibling "HLgun"
objfile as "HRgun"
position 28 -75 0
parent
cannons
pos 0 0 93 "HRgun"
pos 56 0 93 "HLgun"
cockpit 0 -75 42
sfx "pltank" min 200 max 2000 loop
secondary_cannons
pos 83 -1 16
pos -83 -1 16
pos 64 -1 16
pos -64 -1 16
shadow "effects\hovcft shd 1.ppm" transparent alpha low
#***********************************
#Fixed guns
#***********************************
type "sea-dart"
name "rack"
objfile "ships\pcexport\level1\sdart-base.ian" scale 20
texture "ships\weapons.ppm" transparent
group "human"
subgroup "gun"
hitpoints 120
points 250
cockpit 0 -14 60
dynamics "gun"
mass 100
pitch acc 5.6
yaw acc 8
max ang 90
min ang 5
linear drag 207%
max yaw 300
min yaw 60
cannons
pos -65 0 0
pos 65 0 0
child "sdart-body"
objfile "ships\pcexport\level1\sdart-body.ian" scale 20
texture "ships\weapons.ppm" transparent
position 0 -98 0
drawtype gun_base
child "sdart-arm"
objfile "ships\pcexport\level1\sdart-arm.ian" scale 20
texture "ships\weapons.ppm" transparent
position 0 -72 0
child "sdart-ram1"
objfile "ships\pcexport\level1\sdart-ram.ian" scale 20
texture "ships\weapons.ppm" transparent
position -65 35 0
sibling "sdart-ram2"
objfile as "sdart-ram1"
position 65 35 0
;=====================================================================
;type "sea-wolf"
; objfile "ships\pcexport\level1\anti-base.ian" scale 16
; texture "ships\weapons.ppm" transparent
; group "human"
; subgroup "gun"
; hitpoints 120
; points 250
; cockpit 0 -14 60
; dynamics "gun"
; mass 100
; pitch acc 5.6
; yaw acc 8
; max ang 90
; min ang 5
; linear drag 207%
; cannons
; pos -60 -100 0
; pos 60 -100 0
; pos -60 -150 0
; pos 60 -150 0
; pos -60 -200 0
; pos 60 -200 0
; drawtype gun_base
;
;
; child "anti-body"
; objfile "ships\pcexport\level1\anti-body.ian" scale 16
; texture "ships\weapons.ppm" transparent
; position 0 -32 0
;=====================================================================
type "bship-gun"
name "gun"
schematic "schmatics\lazer-s.ppm"
sprite u=65 v=191 w=64 h=64 size=1 colour 1=0 0 0
texture "smoke.ppm"
group "human"
subgroup "gun"
hitpoints 120
points 250
dynamics "gun"
mass 100
pitch acc 5.6
yaw acc 8
max ang 15
min ang -5
linear drag 207%
; min yaw 70
; max yaw 290
child "heytheir"
objfile "ships\pcexport\level1\bat-gun-bd.ian" scale 22
texture "ships\weapons.ppm" transparent
drawtype gun_base
child "heytheir2"
sprite u=65 v=191 w=64 h=64 size=1 colour 1=0 0 0
texture "smoke.ppm"
child "bat-gun-brl1"
objfile "ships\pcexport\level1\bat-gun-brl.ian" scale 22
texture "ships\weapons.ppm" transparent
position 126 -78 242
sibling "bat-gun-brl2"
objfile as "bat-gun-brl1"
position 0 -78 242
sibling "bat-gun-brl3"
objfile as "bat-gun-brl1"
position -126 -78 242
parent
cannons
pos 126 -78 932 "bat-gun-brl1"
pos 0 -78 932 "bat-gun-brl2"
pos -126 -78 932 "bat-gun-brl3"
cockpit 0 -118 551
;=====================================================================
;type "ciws"
; objfile "ships\pcexport\level1\ciws-base.ian" scale 20
; texture "ships\weapons.ppm" transparent
; group "human"
; subgroup "gun"
; hitpoints 100
; points 250
; dynamics "gun"
; mass 75
; angular acc 2
; pitch acc 10
; yaw acc 17
; max ang 50
; min ang 45
; linear drag 300%
;
;child "ciws-body"
; objfile "ships\pcexport\level1\ciws-body.ian" scale 20
; texture "ships\weapons.ppm" transparent
; position 0 -15 0
; drawtype gun_base
;
;sibling "ciws-bar1"
; objfile "ships\pcexport\level1\ciws-bar1.ian" scale 20
; texture "ships\weapons.ppm" transparent
; position 0 -58 20
;
;sibling "ciws-bar2"
; objfile "ships\pcexport\level1\ciws-bar2.ian" scale 20
; texture "ships\weapons.ppm" transparent
; position 0 -58 20
;
;parent
; cannons
; pos 0 -58 30 "ciws-bar2"
; cockpit 0 -100 115
;=====================================================================
type "ship-gun"
name "gun"
schematic "schmatics\lazer-s.ppm"
objfile "ships\pcexport\level1\gun-base.ian" scale 50
texture "ships\weapons.ppm" transparent
group "human"
subgroup "gun"
hitpoints 150
points 250
dynamics "gun"
mass 75
angular acc 2
pitch acc 8
yaw acc 12
max ang 30
min ang -5
linear drag 300%
; max yaw 300
; min yaw 60
child "gun-body"
objfile "ships\pcexport\level1\gun-body.ian" scale 50
texture "ships\weapons.ppm" transparent
position 0 -38 0
drawtype gun_base
child "ship-gun-turret"
sprite u=65 v=191 w=64 h=64 size=1 colour 1=0 0 0
texture "smoke.ppm"
position 0 -62 0
child "gun-barrel"
objfile "ships\pcexport\level1\gun-barrel.ian" scale 50
texture "ships\weapons.ppm" transparent
position 0 0 45
parent
cockpit 0 -37 200
cannons
pos 0 0 230 "gun-barrel"
;=====================================================================
type "twin-gun"
name "gun"
schematic "schmatics\lazer-s.ppm"
objfile "ships\pcexport\level1\ciws-base.ian" scale 35
texture "ships\weapons.ppm" transparent
group "human"
subgroup "gun"
hitpoints 100
points 250
dynamics "gun"
mass 75
angular acc 2
pitch acc 8
yaw acc 12
max ang 30
min ang -5
linear drag 300%
max yaw 300
min yaw 60
child "twin-gun-bdy"
objfile "ships\pcexport\level1\twin-gun-bdy.ian" scale 12
texture "ships\weapons.ppm" transparent
position 0 -24 0
drawtype gun_base
child "twin-gun-turret"
sprite u=65 v=191 w=64 h=64 size=1 colour 1=0 0 0
texture "smoke.ppm"
child "twin-gun-bar"
objfile "ships\pcexport\level1\twin-gun-bar.ian" scale 12
texture "ships\weapons.ppm" transparent
position -29 -53 10
sibling "twin-gun-bar2"
objfile as "twin-gun-bar"
position 29 -53 10
parent
cannons
pos 29 -53 205 "twin-gun-bar"
pos -29 -53 205 "twin-gun-bar2"
cockpit 0 -60 144
;=====================================================================
type "laser gun"
name "gun"
schematic "schmatics\lazer-s.ppm"
objfile "pweapons\pcexport\laserbse.ian" scale 11
objfile lod 1 "pweapons\pcexport\low\laserbse.ian"
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "gun"
hitpoints 120
points 250
dynamics "gun"
mass 100
pitch acc 5.6
yaw acc 8
max ang 90
min ang -10
linear drag 207%
child "Lbase"
objfile "pweapons\pcexport\Lasertt.ian" scale 11
objfile lod 1 "pweapons\pcexport\low\Lasertt.ian"
texture "pweapons\seacam2.ppm" transparent
position 0 0 0
drawtype gun_base
child "lasturr"
objfile "pweapons\pcexport\lasertur.ian" scale 11
objfile lod 1 "pweapons\pcexport\low\lasertur.ian"
texture "pweapons\seacam2.ppm" transparent
position 0 -79 0
child "Llasguns"
objfile "pweapons\pcexport\lasergun.ian" scale 11
objfile lod 1 "pweapons\pcexport\low\lasergun.ian"
texture "pweapons\seacam2.ppm" transparent
position -26 -1 74
sibling "Rlasguns"
objfile as "Llasguns"
position 26 -1 74
parent
cannons
pos -26 -1 152 "Llasguns"
pos 26 -1 152 "Rlasguns"
cockpit 0 0 115
type "rack"
name "rack"
objfile "pweapons\pcexport\rktrkbs.ian" scale 5
; objfile lod 1 "pweapons\pcexport\low\rktrkbs.ian"
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "gun"
hitpoints 50
points 250
dynamics "gun"
mass 75
angular acc 2
pitch acc 10
yaw acc 17
max ang 50
min ang 45
linear drag 300%
cannons
pos -25 0 33
pos 25 0 33
pos -25 -18 33
pos 25 -18 33
pos -12 0 33
pos 12 0 33
pos -12 -18 33
pos 12 -18 33
drawtype viewh
child "rackc1"
objfile "pweapons\pcexport\rktrack.ian" scale 5
objfile lod 1 "pweapons\pcexport\low\rktrack.ian"
texture "pweapons\seacam2.ppm" transparent
position 0 -27 0
#***********************************
# Enemy AirCraft
#***********************************
type "hbomber"
name "hbomber"
objfile "cweapons\pcexport\hbom-bd.ian" scale 2
objfile lod 1 "cweapons\pcexport\low\hbom-bd.ian"
texture "cweapons\al-metal2.ppm"
group "aliens"
subgroup "mother"
hitpoints 20000
points 5000
dynamics "alien"
mass 1000
max altitude 9000
min altitude 2500
max vel 30
min vel 10
pitch acc 1
yaw acc 1.5
roll acc 0.25
linear acc 5
bank stability 100%
linear drag 60%
angular drag 50%
flameout 150
cannons
pos -100 0 0
pos 100 0 0
child "hbom-hd"
objfile "cweapons\pcexport\hbom-hd.ian" scale 2
objfile lod 1 "cweapons\pcexport\low\hbom-hd.ian"
texture "cweapons\al-metal.ppm"
flameout 40
position 0 0 0
sibling "hbeng1"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 707.2 320.4 -627.8
pulseengine speed=50 size=0.04 intensity=1
sibling "hbeng2"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 0 124.4 -659.4
pulseengine speed=50 size=0.06 intensity=1
sibling "hbeng3"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -707.2 320.4 -627.8
pulseengine speed=50 size=0.04 intensity=1
;--------------------------------------------------------------------
; alien base structure
;--------------------------------------------------------------------
type "alien-based2"
objfile "backgrnd\alien\level3\alien-dome.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low2\alien-dome.ian"
texture "chrome2.ppm"
drawtype reflective
type "alien-based1"
objfile "backgrnd\alien\level2\alien-dome.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low1\alien-dome.ian"
texture "chrome2.ppm"
drawtype reflective
nextdestroy "alien-based2"
hitpoints 100
type "alien-legd2"
objfile "backgrnd\alien\level3\alien-leg.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low2\alien-leg.ian"
texture "chrome2.ppm"
drawtype reflective
type "alien-legd1"
objfile "backgrnd\alien\level2\alien-leg.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low1\alien-leg.ian"
texture "chrome2.ppm"
drawtype reflective
nextdestroy "alien-legd2"
hitpoints 100
type "alien-ringd2"
objfile "backgrnd\alien\level3\alien-ring.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low2\alien-ring.ian"
texture "chrome2.ppm"
drawtype reflective
type "alien-ringd1"
objfile "backgrnd\alien\level2\alien-ring.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low1\alien-ring.ian"
texture "chrome2.ppm"
drawtype reflective
nextdestroy "alien-ringd2"
hitpoints 100
type "alien-base"
objfile "backgrnd\alien\level1\alien-dome.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low\alien-dome.ian"
texture "chrome2.ppm"
group "aliens"
subgroup "base"
hitpoints 15000
points 5000
drawtype reflective
nextdestroy "alien-based1"
dynamics "bigship"
mass 3000
max altitude 500
max vel 38
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
; oncollision "sink1"
sinkout1
cannons
pos 0 -1280 0
child "alien-leg"
objfile "backgrnd\alien\level1\alien-leg.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low\alien-leg.ian"
texture "chrome2.ppm"
position 0.0 100.0 1300.0
drawtype reflective
nextdestroy "alien-legd1"
hitpoints 1000
sibling "alien-leg"
position 1125.8 100.0 -650.0
forward 0.866 0.000 -0.5 up 0.000 1.000 0.000
drawtype reflective
sibling "alien-leg"
position -1125.8 100.0 -650.0
forward -0.866 0.000 -0.5 up 0.000 1.000 0.000
drawtype reflective
sibling "alien-ring"
objfile "backgrnd\alien\level1\alien-ring.ian" scale 0.4
objfile lod 1 "backgrnd\alien\low\alien-ring.ian"
texture "chrome2.ppm"
position 0.0 900.0 0.0
drawtype reflective
nextdestroy "alien-ringd1"
hitpoints 500
sibling "alien-ring"
position 0.0 800.0 0.0
drawtype reflective
sibling "alien-ring"
position 0.0 700.0 0.0
drawtype reflective
sibling "alien-ring"
position 0.0 600.0 0.0
drawtype reflective
sibling "alien-ring"
position 0.0 500.0 0.0
drawtype reflective
type "alien-base2"
objfile as "alien-base"
group "aliens"
subgroup "base"
hitpoints 7500
points 5000
drawtype reflective
nextdestroy "alien-based1"
dynamics "bigship"
mass 3000
max altitude 500
max vel 38
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
; oncollision "sink1"
sinkout1
cannons
pos 0 -1280 0
child "alien-leg"
position 0.0 100.0 1300.0
drawtype reflective
sibling "alien-leg"
position 1125.8 100.0 -650.0
forward 0.866 0.000 -0.5 up 0.000 1.000 0.000
drawtype reflective
sibling "alien-leg"
position -1125.8 100.0 -650.0
forward -0.866 0.000 -0.5 up 0.000 1.000 0.000
drawtype reflective
sibling "alien-ring"
position 0.0 900.0 0.0
drawtype reflective
sibling "alien-ring"
position 0.0 800.0 0.0
drawtype reflective
sibling "alien-ring"
position 0.0 700.0 0.0
drawtype reflective
sibling "alien-ring"
position 0.0 600.0 0.0
drawtype reflective
sibling "alien-ring"
position 0.0 500.0 0.0
drawtype reflective
#***********************************
# alien ocean shapes
#***********************************
type "section"
name "carrier section"
objfile "cweapons\pcexport\aircraft.ian" scale 3
objfile lod 1 "cweapons\pcexport\low\aircraft.ian"
texture "cweapons\al-metal2.ppm"
group "aliens"
subgroup "Acarrier"
hitpoints 5000
points 1000
dynamics "alien"
mass 600
max altitude 9000
min altitude 500
max vel 30
min vel 10
pitch acc 1
yaw acc 1.5
roll acc 0.25
linear acc 5
bank stability 100%
linear drag 60%
angular drag 50%
flameout 3
sfx "bigmutha" channels 2 min 1200 max 16000 loop
cannons
pos -124 37 -6
pos 124 37 -6
shadow "effects\aircraft-shd.ppm" transparent alpha low
child "seceng1"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 687.0 -5.0 -678.8
pulseengine speed=50 size=0.06 intensity=2
sibling "seceng2"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 233.1 -5.0 -765.2
pulseengine speed=50 size=0.06 intensity=2
sibling "seceng3"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -233.1 -5.0 -765.2
pulseengine speed=50 size=0.06 intensity=2
sibling "seceng4"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -687.0 -5.0 -678.8
pulseengine speed=50 size=0.06 intensity=2
; note: this uses an object with no internal faces
type "alncarrier"
name "assaultcarrier"
sprite u=65 v=191 w=64 h=64 size=1 colour 1=0 0 0
texture "smoke.ppm"
group "aliens"
subgroup "Acarrier"
hitpoints 34000
points 10000
dynamics "bigship"
mass 6000
max altitude 500
max vel 60
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
; flameout 30
sfx "bigmutha" channels 2 min 1200 max 16000 loop
; oncollision "sink1"
sinkout1
operate "spin" 0 0.001 0
cannons
pos 0 100 0
secondary_cannons
pos 0 37 2000
pos 0 37 -2000
pos 2000 37 0
pos -2000 37 0
shadow "effects\aircraft-shd01.ppm" transparent alpha low
child "ac2"
objfile "cweapons\pcexport\aircrft2.ian" scale 3
objfile lod 1 "cweapons\pcexport\low\aircrft2.ian"
texture "cweapons\al-metal2.ppm"
position 0 0 0 forward 0 0 1 up 0 1 0
sibling "ac3"
objfile as "ac2"
position 0 0 0 forward 0 0 -1 up 0 1 0
sibling "ac4"
objfile as "ac2"
position 0 0 0 forward 1 0 0 up 0 1 0
sibling "ac5"
objfile as "ac2"
position 0 0 0 forward -1 0 0 up 0 1 0
sibling "careng1"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 687.0 -5.0 -678.8
pulseengine speed=50 size=0.06 intensity=2
sibling "careng2"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 233.1 -5.0 -765.2
pulseengine speed=50 size=0.06 intensity=2
sibling "careng3"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -233.1 -5.0 -765.2
pulseengine speed=50 size=0.06 intensity=2
sibling "careng4"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -687.0 -5.0 -678.8
pulseengine speed=50 size=0.06 intensity=2
sibling "careng5"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 687.0 -5.0 678.8
pulseengine speed=50 size=0.06 intensity=2
sibling "careng6"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 233.1 -5.0 765.2
pulseengine speed=50 size=0.06 intensity=2
sibling "careng7"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -233.1 -5.0 765.2
pulseengine speed=50 size=0.06 intensity=2
sibling "careng8"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -687.0 -5.0 678.8
pulseengine speed=50 size=0.06 intensity=2
sibling "careng9"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 678.8 -5.0 687.0
pulseengine speed=50 size=0.06 intensity=2
sibling "careng10"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 765.2 -5.0 233.1
pulseengine speed=50 size=0.06 intensity=2
sibling "careng11"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 765.2 -5.0 -233.1
pulseengine speed=50 size=0.06 intensity=2
sibling "careng12"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 678.8 -5.0 -687.0
pulseengine speed=50 size=0.06 intensity=2
sibling "careng13"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -678.8 -5.0 687.0
pulseengine speed=50 size=0.06 intensity=2
sibling "careng14"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -765.2 -5.0 233.1
pulseengine speed=50 size=0.06 intensity=2
sibling "careng15"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -765.2 -5.0 -233.1
pulseengine speed=50 size=0.06 intensity=2
sibling "careng16"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -678.8 -5.0 -687.0
pulseengine speed=50 size=0.06 intensity=2
type "aliensub"
name "assaultsubmarine"
objfile "cweapons\pcexport\sub.ian" scale 6
objfile lod 1 "cweapons\pcexport\low\a-sub.ian"
texture "cweapons\al-metal2.ppm"
group "aliens"
subgroup "Asub"
hitpoints 1250
points 1000
dynamics "bigship"
mass 6000
max altitude 500
max vel 60
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
; oncollision "sink1"
sinkout1
sfx "lfighter" channels 2 min 1200 max 16000 loop
cannons
pos -124 -250 -6
pos 124 -250 -6
child "subeng1"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 81.4 22.3 -935.2
pulseengine speed=50 size=0.02 intensity=2
sibling "subeng2"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -81.4 22.3 -935.2
pulseengine speed=50 size=0.02 intensity=2
type "mtb"
name "seaskimmer"
objfile "cweapons\pcexport\mtb.ian" scale 2
objfile lod 1 "cweapons\pcexport\low\a-mtb.ian"
texture "cweapons\al-metal2.ppm"
group "aliens"
subgroup "Amtb"
hitpoints 150
points 500
dynamics "hovercraft"
mass 150
max altitude 40
linear drag 30%
max vel 38
yaw acc 0.8
linear acc 3
sfx "lfighter" channels 2 min 1200 max 16000 loop
cannons
pos -124 -250 -6
pos 124 -250 -6
child "sskimeng"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 0 -8.5 -231.6
pulseengine speed=50 size=0.005 intensity=2
type "abship"
name "assaultbattleship"
objfile "cweapons\pcexport\battleship.ian" scale 7
objfile lod 1 "cweapons\pcexport\low\battleship.ian"
texture "cweapons\al-metal2.ppm"
group "aliens"
subgroup "Abattle"
hitpoints 1500
points 1000
dynamics "bigship"
mass 6000
max altitude 500
max vel 60
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
; oncollision "sink1"
sinkout1
sfx "lfighter" channels 2 min 1200 max 16000 loop
cannons
pos -124 -150 -6
pos 124 -150 -6
child "bateng1"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 613.5 24.5 -2234.0
pulseengine speed=50 size=0.05 intensity=2
sibling "bateng2"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position 0 39.6 -1905.8
pulseengine speed=50 size=0.05 intensity=2
sibling "bateng3"
sprite u=192 v=192 w=64 h=64 size=64 colour 1=80 80 80
texture "cweapons\al-metal2.ppm"
position -613.5 24.5 -2234.0
pulseengine speed=50 size=0.05 intensity=2
;***********************************
; navy lifeboats
;***********************************
type "navy-l-boat"
objfile "ships\pcexport\level1\navy-l-boat.ian" scale 12
objfile "ships\pcexport\level1\low\navy-l--boat.ian"
texture "ships\battle-tex.ppm" transparent
type "navy-lb-stand"
objfile "ships\pcexport\level1\navy-lb-stand.ian" scale 12
objfile "ships\pcexport\level1\low\navy-lb-std.ian"
texture "ships\battle-tex.ppm" transparent
#***********************************
# aircraft carrier
#***********************************
type "carrierftd2"
objfile "ships\pcexport\level3\air-c-ft.ian" scale 20
objfile lod 1 "ships\pcexport\level3\low\air-c-ft.ian"
texture "ships\carrier.ppm" transparent
;type "carrierftd1"
; objfile "ships\pcexport\level2\air-c-ft.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\air-c-ft.ian"
; texture "ships\carrier.ppm" transparent
; nextdestroy "carrierftd2"
; hitpoints 100
type "carrier01d2"
objfile "ships\pcexport\level3\air-c-01.ian" scale 20
objfile lod 1 "ships\pcexport\level3\low\air-c-01.ian"
texture "ships\carrier.ppm" transparent
;type "carrier01d1"
; objfile "ships\pcexport\level2\air-c-01.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\air-c-01.ian"
; texture "ships\carrier.ppm" transparent
; nextdestroy "carrier01d2"
; hitpoints 100
type "carrierbkd2"
objfile "ships\pcexport\level3\air-c-bk.ian" scale 20
objfile lod 1 "ships\pcexport\level3\low\air-c-bk.ian"
texture "ships\carrier.ppm" transparent
;type "carrierbkd1"
; objfile "ships\pcexport\level2\air-c-bk.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\air-c-bk.ian"
; texture "ships\carrier.ppm" transparent
; nextdestroy "carrierbkd2"
; hitpoints 100
type "carrierbrd2"
objfile "ships\pcexport\level3\air-c-brid.ian" scale 20
objfile lod 1 "ships\pcexport\level3\low\air-c-brid.ian"
texture "ships\carrier.ppm" transparent
;type "carrierbrd1"
; objfile "ships\pcexport\level2\air-c-brid.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\air-c-brid.ian"
; texture "ships\carrier.ppm" transparent
; nextdestroy "carrierbrd2"
; hitpoints 100
type "carrier1"
name "aircraftcarrier"
objfile "ships\pcexport\level1\air-c-brid.ian" scale 20
objfile lod 1 "ships\pcexport\level1\low\air-c-brid.ian"
texture "ships\carrier.ppm" transparent
group "human"
subgroup "ships"
hitpoints 3000
points 5000
dynamics "bigship"
mass 6000
max altitude 500
max vel 38
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
cockpit 0 -200 1000
sfx "ship3" min 1000 max 10000 loop
; oncollision "sink1"
sinkout1
; nextdestroy "carrierbrd1"
nextdestroy "carrierbrd2"
child "carrierbk"
objfile "ships\pcexport\level1\air-c-bk.ian" scale 20
objfile lod 1 "ships\pcexport\level1\low\air-c-bk.ian"
texture "ships\carrier.ppm" transparent
position 0 0 -2787.8
sfx "wake2" min 400 max 3000 loop
; nextdestroy "carrierbkd1"
nextdestroy "carrierbkd2"
hitpoints 100
sibling "carrier01"
objfile "ships\pcexport\level1\air-c-01.ian" scale 20
objfile lod 1 "ships\pcexport\level1\low\air-c-01.ian"
texture "ships\carrier.ppm" transparent
position 0 0 3494.5
; nextdestroy "carrier01d1"
nextdestroy "carrier01d2"
hitpoints 100
sibling "carrierft"
objfile "ships\pcexport\level1\air-c-ft.ian" scale 20
objfile lod 1 "ships\pcexport\level1\low\air-c-ft.ian"
texture "ships\carrier.ppm" transparent
position 0 0 6630.3
sfx "cutwaves" min 400 max 3000 loop
; nextdestroy "carrierftd1"
nextdestroy "carrierftd2"
hitpoints 100
sibling "car-rad"
objfile "ships\pcexport\level1\s-radar.ian" scale 12
texture "ships\weapons.ppm" transparent
position 812.0 -1835.2 76.5
operate "spin" 0 0.03 0
hitpoints 100
sibling "car-rad2b"
objfile "ships\pcexport\level1\s-rad-b.ian" scale 13
texture "ships\weapons.ppm" transparent
position 1031.9 -1471.6 -264.2
forward 0 0 1 up 0 1 0
hitpoints 100
sibling "car-rad2"
objfile "ships\pcexport\level1\s-radar.ian" scale 8
texture "ships\weapons.ppm" transparent
position 1031.9 -1580.2 -264.2
operate "spin" 0 0.07 0
hitpoints 100
sibling "car-rad3b"
objfile "ships\pcexport\level1\s-rad-b.ian" scale 10
texture "ships\weapons.ppm" transparent
position 571.0 -1461.6 162.5
forward 0 0 1 up 0 1 0
hitpoints 100
sibling "car-rad3"
objfile "ships\pcexport\level1\s-radar.ian" scale 6
texture "ships\weapons.ppm" transparent
position 571.0 -1544.2 162.5
operate "spin" 0 0.1 0
hitpoints 100
sibling "navy-lb-stand"
position -573.1 -290.9 2208.2
sibling "navy-l-boat"
position -622.7 -457.7 2208.2
#***********************************
# destroyer
#***********************************
type "dest-frtd2"
objfile "ships\pcexport\level3\dest-frt.ian" scale 20
objfile lod 1 "ships\pcexport\level3\low\dest-frt.ian"
texture "ships\battle-tex.ppm" transparent
;type "dest-frtd1"
; objfile "ships\pcexport\level2\dest-frt.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\dest-frt.ian"
; texture "ships\battle-tex.ppm" transparent
; nextdestroy "dest-frtd2"
; hitpoints 100
type "destroyerd2"
objfile "ships\pcexport\level3\dest-bck.ian" scale 20
objfile lod 1 "ships\pcexport\level3\low\dest-bck.ian"
texture "ships\battle-tex.ppm" transparent
;type "destroyerd1"
; objfile "ships\pcexport\level2\dest-bck.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\dest-bck.ian"
; texture "ships\battle-tex.ppm" transparent
; nextdestroy "destroyerd2"
; hitpoints 100
type "destroyer"
name "destroyer"
objfile "ships\pcexport\level1\dest-bck.ian" scale 20
objfile lod 1 "ships\pcexport\level1\low\dest-bck.ian"
texture "ships\battle-tex.ppm" transparent
group "human"
subgroup "ships"
hitpoints 1000
points 2500
dynamics "bigship"
mass 3000
max altitude 500
max vel 20
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
cockpit 0 -200 3000
; oncollision "sink1"
sinkout1
smoke 52.1 -835.0 -1069.7 rate 5 frames -42 size 120 colour 30 30 60 alpha 96
sfx "ship2" min 1000 max 10000 loop
; nextdestroy "destroyerd1"
nextdestroy "destroyerd2"
child "dest-frt"
objfile "ships\pcexport\level1\dest-frt.ian" scale 20
objfile lod 1 "ships\pcexport\level1\low\dest-frt.ian"
texture "ships\battle-tex.ppm" transparent
group "human"
subgroup "ships"
hitpoints 500
smoke -63.5 -840.2 -13.7 rate 5 frames -42 size 120 colour 30 30 60 alpha 96
sfx "cutwaves" min 400 max 3000 loop
; nextdestroy "dest-frtd1"
oncollision "damageall"
nextdestroy "dest-frtd2"
hitpoints 100
child "des-rad"
objfile "ships\pcexport\level1\s-radar.ian" scale 8
texture "ships\weapons.ppm" transparent
position 70.0 -1302.9 -516.7
operate "spin" 0 0.08 0
sibling "crad"
objfile "ships\pcexport\level1\s-radar2.ian" scale 10
texture "ships\weapons.ppm" transparent
position 115.3 -747.9 -1359.7
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
hitpoints 100
sibling "navy-l-boat"
position -225.5 -401.7 -685.0
sibling "navy-lb-stand"
position -174.8 -234.2 -685.0
sibling "navy-l-boat"
position 345.5 -401.7 -685.0
sibling "navy-lb-stand"
position 294.8 -234.2 -685.0
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;;==============================================================================
;;cruiser
;;==============================================================================
;
;type "cruiserd2"
; objfile "ships\pcexport\level3\cruiser-bck.ian" scale 20
; objfile lod 1 "ships\pcexport\level3\low\crus-bck.ian"
; texture "ships\battle-tex.ppm" transparent
;
;type "cruiserd1"
; objfile "ships\pcexport\level2\cruiser-bck.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\crus-bck.ian"
; texture "ships\battle-tex.ppm" transparent
; nextdestroy "cruiserd2"
; hitpoints 100
;
;type "cruiser-frtd2"
; objfile "ships\pcexport\level3\cruiser-frt.ian" scale 20
; objfile lod 1 "ships\pcexport\level3\low\crus-frt.ian"
; texture "ships\battle-tex.ppm" transparent
;
;type "cruiser-frtd1"
; objfile "ships\pcexport\level2\cruiser-frt.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\crus-frt.ian"
; texture "ships\battle-tex.ppm" transparent
; nextdestroy "cruiser-frtd2"
; hitpoints 100
;
;type "cruiser"
; name "cruiser"
; objfile "ships\pcexport\level1\cruiser-bck.ian" scale 20
; objfile lod 1 "ships\pcexport\level1\low\crus-bck.ian"
; texture "ships\battle-tex.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 1000
; points 1500
; dynamics "bigship"
; mass 3000
; max altitude 500
; max vel 38
; min vel 0
; yaw acc 0.3
; linear acc 3
; linear drag 1%
; angular drag 3%
; cockpit 0 -200 3000
; oncollision "sink1"
; nextdestroy "cruiserd1"
;
; child "cruiser-frt"
; objfile "ships\pcexport\level1\cruiser-frt.ian" scale 20
; objfile lod 1 "ships\pcexport\level1\low\crus-frt.ian"
; texture "ships\battle-tex.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 100
; points 1500
; nextdestroy "cruiser-frtd1"
;
; sibling "crad"
; position 0.0 -680.9 733.9
;
; sibling "crad"
; position 0.0 -756.9 504.8
;
; sibling "navy-l-boat"
; position 296.6 -410.4 -397.6
;
; sibling "navy-lb-stand"
; position 247.0 -243.6 -397.6
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;
; sibling "navy-l-boat"
; position -296.6 -410.4 -397.6
;
; sibling "navy-lb-stand"
; position -247.0 -243.6 -397.6
;
; sibling "crad"
; position -20.4 -697.5 -1278.5
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;
;
;==============================================================================
; battleship
;==============================================================================
type "bat-ftd2"
objfile "ships\pcexport\level3\bat-frt.ian" scale 22
objfile lod 1 "ships\pcexport\level3\low\bat-frt.ian"
texture "ships\battle-tex.ppm" transparent
;type "bat-ftd1"
; objfile "ships\pcexport\level2\bat-frt.ian" scale 22
; objfile lod 1 "ships\pcexport\level2\low\bat-frt.ian"
; texture "ships\battle-tex.ppm" transparent
; nextdestroy "bat-ftd2"
; hitpoints 100
type "bat-brdd2"
objfile "ships\pcexport\level3\bat-brd.ian" scale 22
objfile lod 1 "ships\pcexport\level3\low\bat-brd.ian"
texture "ships\battle-tex.ppm" transparent
sinkout1
;type "bat-brdd1"
; objfile "ships\pcexport\level2\bat-brd.ian" scale 22
; objfile lod 1 "ships\pcexport\level2\low\bat-brd.ian"
; texture "ships\battle-tex.ppm" transparent
; nextdestroy "bat-brdd2"
; hitpoints 100
type "bat-bkd2"
objfile "ships\pcexport\level3\bat-bk.ian" scale 22
objfile lod 1 "ships\pcexport\level3\low\bat-bk.ian"
texture "ships\battle-tex.ppm" transparent
;type "bat-bkd1"
; objfile "ships\pcexport\level2\bat-bk.ian" scale 22
; objfile lod 1 "ships\pcexport\level2\low\bat-bk.ian"
; texture "ships\battle-tex.ppm" transparent
; nextdestroy "bat-bkd2"
; hitpoints 100
type "battleship"
name "battleship"
objfile "ships\pcexport\level1\bat-brd.ian" scale 22
objfile lod 1 "ships\pcexport\level1\low\bat-brd.ian"
texture "ships\battle-tex.ppm" transparent
group "human"
subgroup "ships"
hitpoints 1500
points 2500
dynamics "bigship"
mass 6000
max altitude 500
max vel 38
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
cockpit 0 -200 3000
sfx "ship3" min 1000 max 10000 loop
; oncollision "sink1"
sinkout1
smoke 0 -950 -1200 rate 6 frames -42 size 240 colour 30 30 60 alpha 96
; nextdestroy "bat-brdd1"
nextdestroy "bat-brdd2"
child "bat-ft"
objfile "ships\pcexport\level1\bat-ft.ian" scale 22
objfile lod 1 "ships\pcexport\level1\low\bat-ft.ian"
position 0 0 3047.7
texture "ships\battle-tex.ppm" transparent
sfx "cutwaves" min 400 max 3000 loop
hitpoints 100
; nextdestroy "bat-ftd1"
nextdestroy "bat-ftd2"
sibling "bat-bk"
objfile "ships\pcexport\level1\bat-bk.ian" scale 22
objfile lod 1 "ships\pcexport\level1\low\bat-bk.ian"
position 0 0 -2863.5
texture "ships\battle-tex.ppm" transparent
sfx "wake2" min 400 max 3000 loop
hitpoints 100
; nextdestroy "bat-bkd1"
nextdestroy "bat-bkd2"
sibling "brad"
objfile "ships\pcexport\level1\s-radar2.ian" scale 10
texture "ships\weapons.ppm" transparent
position 0 -927.0 496.7
hitpoints 100
sibling "navy-l-boat"
position -550.0 -420.0 -570.0
sibling "navy-lb-stand"
position -500.0 -250.0 -570.0
sibling "navy-l-boat"
position -550.0 -420.0 -2000.0
sibling "navy-lb-stand"
position -500.0 -250.0 -2000.0
sibling "navy-l-boat"
position 450.0 -420.0 -570.0
sibling "navy-lb-stand"
position 500.0 -250.0 -570.0
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;=============================================================================
; sub
;=============================================================================
type "subd2"
objfile "ships\pcexport\level3\sub.ian" scale 20
texture "ships\rig.ppm" transparent
;type "subd1"
; objfile "ships\pcexport\level2\sub.ian" scale 20
; objfile lod 1 "ships\pcexport\level2\low\sub.ian"
; texture "ships\rig.ppm" transparent
; nextdestroy "subd2"
; hitpoints 100
type "sub"
name "submarine"
objfile "ships\pcexport\level1\sub.ian" scale 20
objfile lod 1 "ships\pcexport\level1\low\sub.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "ships"
hitpoints 500
points 500
sfx "ship2" min 1000 max 10000 loop
oncollision "newburn1"
dynamics "bigship"
mass 3000
max altitude 500
max vel 38
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
cockpit 0 -200 3000
; oncollision "sink1"
sinkout1
; nextdestroy "subd1"
nextdestroy "subd2"
cannons
pos -124 -250 -6
pos 124 -250 -6
;=============================================================================
; patrol boat
;=============================================================================
type "pegasusd2"
objfile "ships\pcexport\level3\pegasus.ian" scale 12
objfile lod 1 "ships\pcexport\level3\low\pegasus.ian"
texture "ships\battle-tex.ppm" transparent
;type "pegasusd1"
; objfile "ships\pcexport\level2\pegasus.ian" scale 12
; objfile lod 1 "ships\pcexport\level2\low\pegasus.ian"
; texture "ships\battle-tex.ppm" transparent
; nextdestroy "pegasusd2"
; hitpoints 100
type "pegasus"
name "patrolboat"
objfile "ships\pcexport\level1\pegasus.ian" scale 12
objfile lod 1 "ships\pcexport\level1\low\pegasus.ian"
texture "ships\battle-tex.ppm" transparent
sfx "ship" min 1000 max 10000 loop
group "human"
subgroup "ships"
hitpoints 500
points 500
dynamics "bigship"
mass 6000
max altitude 500
max vel 38
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
; oncollision "sink1"
sinkout1
; nextdestroy "pegasusd1"
nextdestroy "pegasusd2"
;=============================================================================
; stealth
;=============================================================================
type "stealth"
name "stealth"
objfile "ships\pcexport\level1\low\stealth.ian" scale 4
; objfile "ships\pcexport\level1\stealth.ian" scale 4
; objfile lod 1 "ships\pcexport\level1\low\stealth.ian"
texture "ships\stealth.ppm"
group "human"
subgroup "ships"
hitpoints 300
points 500
dynamics "bigship"
mass 1000
max altitude 500
max vel 30
min vel 0
yaw acc 1
linear acc 3
linear drag 1%
cockpit 0 -200 3000
sfx "ship" min 1000 max 10000 loop
; oncollision "sink1"
sinkout1
cannons
pos -124 -250 -6
pos 124 -250 -6
; child "stdoor-l"
; objfile "ships\pcexport\level1\stealth-d-l.ian" scale 10
; texture "ships\stealth.ppm"
; position 154.6 -251.0 63.8
;
; sibling "stdoor-r"
; objfile "ships\pcexport\level1\stealth-d-r.ian" scale 10
; texture "ships\stealth.ppm"
; position -154.6 -251.0 63.8
;***********************************
; civil lifeboats
;***********************************
type "life-boat"
objfile "ships\pcexport\level1\life-boat.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\life-baot.ian"
texture "ships\liner.ppm" transparent
type "l-boat-std"
objfile "ships\pcexport\level1\l-boat-std.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\l-boat-std.ian"
texture "ships\liner.ppm" transparent
;=============================================================================
; oil tanker
;=============================================================================
;type "tank-bkd2"
; objfile "ships\pcexport\level3\tank-bk.ian" scale 12
; objfile lod 1 "ships\pcexport\level3\low\tank-bk.ian"
; texture "ships\rig.ppm" transparent
type "tank-bkd1"
objfile "ships\pcexport\level2\tank-bk.ian" scale 12
objfile lod 1 "ships\pcexport\level2\low\tank-bk.ian"
texture "ships\rig.ppm" transparent
; nextdestroy "tank-bkd2"
; hitpoints 100
type "tank-ftd2"
objfile "ships\pcexport\level3\tank-ft.ian" scale 12
objfile lod 1 "ships\pcexport\level3\low\tank-ft.ian"
texture "ships\rig.ppm" transparent
;type "tank-ftd1"
; objfile "ships\pcexport\level2\tank-ft.ian" scale 12
; objfile lod 1 "ships\pcexport\level2\low\tank-ft.ian"
; texture "ships\rig.ppm" transparent
; nextdestroy "tank-ftd2"
; hitpoints 100
type "tankerd2"
objfile "ships\pcexport\level3\tank-md.ian" scale 12
objfile lod 1 "ships\pcexport\level3\low\tank-md.ian"
texture "ships\rig.ppm" transparent
;type "tankerd1"
; objfile "ships\pcexport\level2\tank-md.ian" scale 12
; objfile lod 1 "ships\pcexport\level2\low\tank-md.ian"
; texture "ships\rig.ppm" transparent
; nextdestroy "tankerd2"
; hitpoints 100
type "tank-mdd2"
objfile as "tankerd2"
;type "tank-mdd1"
; objfile as "tankerd1"
; nextdestroy "tank-mdd2"
; hitpoints 100
type "tanker"
name "oiltanker"
objfile "ships\pcexport\level1\tank-md.ian" scale 12
objfile lod 1 "ships\pcexport\level1\low\tank-md.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "ships"
hitpoints 5000
points 2500
sfx "ship3" min 1000 max 10000 loop
dynamics "bigship"
mass 1000
max altitude 500
max vel 20
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
cockpit 0 -800 3000
; oncollision "sink1"
sinkout1
; nextdestroy "tankerd1"
nextdestroy "tankerd2"
child "tank-md"
objfile as "tanker"
position 0 0 3639.5
; nextdestroy "tank-mdd1"
nextdestroy "tank-mdd2"
hitpoints 100
sibling "tank-ft"
objfile "ships\pcexport\level1\tank-ft.ian" scale 12
objfile lod 1 "ships\pcexport\level1\low\tank-ft.ian"
texture "ships\rig.ppm" transparent
position 0 0 6324.9
sfx "cutwaves" min 400 max 3000 loop
; nextdestroy "tank-ftd1"
nextdestroy "tank-ftd2"
hitpoints 100
sibling "tank-bk"
objfile "ships\pcexport\level1\tank-bk.ian" scale 12
objfile lod 1 "ships\pcexport\level1\low\tank-bk.ian"
texture "ships\rig.ppm" transparent
position 0 0 -2613.8
smoke 265 -1100 453.8 rate 6 frames -42 size 240 colour 30 30 60 alpha 96
; smoke 265 -1100 -2160 rate 6 frames -42 size 240 colour 30 30 60 alpha 96
sfx "wake2" min 400 max 3000 loop
nextdestroy "tank-bkd1"
; nextdestroy "tank-bkd2"
hitpoints 100
sibling "life-boat"
position 682.0 -384.2 -2600.0
sibling "l-boat-std"
position 638.7 -250.0 -2600.0
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
sibling "life-boat"
position -682.0 -384.2 -2600.0
sibling "l-boat-std"
position -638.7 -250.0 -2600.0
;=============================================================================
; liner
;=============================================================================
;type "line-bkd2"
; objfile "ships\pcexport\level3\line-bk.ian" scale 10
; objfile lod 1 "ships\pcexport\level3\low\line-bk.ian"
; texture "ships\liner.ppm" transparent
type "line-bkd1"
objfile "ships\pcexport\level2\line-bk.ian" scale 10
objfile lod 1 "ships\pcexport\level2\low\line-bk.ian"
texture "ships\liner.ppm" transparent
; nextdestroy "line-bkd2"
; hitpoints 200
;type "line-bdd2"
; objfile "ships\pcexport\level3\line-bd.ian" scale 10
; objfile lod 1 "ships\pcexport\level3\low\line-bd.ian"
; texture "ships\liner.ppm" transparent
type "line-bdd1"
objfile "ships\pcexport\level2\line-bd.ian" scale 10
objfile lod 1 "ships\pcexport\level2\low\line-bd.ian"
texture "ships\liner.ppm" transparent
; nextdestroy "line-bdd2"
; hitpoints 300
type "line-ftd2"
objfile "ships\pcexport\level3\line-ft.ian" scale 10
objfile lod 1 "ships\pcexport\level3\low\line-ft.ian"
texture "ships\liner.ppm" transparent
;type "line-ftd1"
; objfile "ships\pcexport\level2\line-ft.ian" scale 10
; objfile lod 1 "ships\pcexport\level2\low\line-ft.ian"
; texture "ships\liner.ppm" transparent
; nextdestroy "line-ftd2"
; hitpoints 200
type "line-md02d2"
objfile "ships\pcexport\level3\line-md02.ian" scale 10
objfile lod 1 "ships\pcexport\level3\low\line-md02.ian"
texture "ships\liner.ppm" transparent
;type "line-md02d1"
; objfile "ships\pcexport\level2\line-md02.ian" scale 10
; objfile lod 1 "ships\pcexport\level2\low\line-md02.ian"
; texture "ships\liner.ppm" transparent
; nextdestroy "line-md02d2"
; hitpoints 200
type "line-md01d2"
objfile "ships\pcexport\level3\line-md01.ian" scale 10
objfile lod 1 "ships\pcexport\level3\low\line-md01.ian"
texture "ships\liner.ppm" transparent
;type "line-md01d1"
; objfile "ships\pcexport\level2\line-md01.ian" scale 10
; objfile lod 1 "ships\pcexport\level2\low\line-md01.ian"
; texture "ships\liner.ppm" transparent
; nextdestroy "line-md01d2"
; hitpoints 200
type "liner"
name "liner"
objfile "ships\pcexport\level1\line-md01.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\line-md01.ian"
texture "ships\liner.ppm" transparent
group "human"
subgroup "ships"
hitpoints 4000
points 5000
sfx "ship2" min 1000 max 10000 loop
dynamics "bigship"
mass 1000
max altitude 500
max vel 20
min vel 0
yaw acc 0.075
linear acc 3
linear drag 1%
angular drag 10%
cockpit 0 -800 3000
; oncollision "sink1"
sinkout1
; nextdestroy "line-md01d1"
nextdestroy "line-md01d2"
child "line-md02"
objfile "ships\pcexport\level1\line-md02.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\line-md02.ian"
texture "ships\liner.ppm" transparent
position 0 0 -1663.5
smoke 0 -660 39.3 rate 6 frames -42 size 240 colour 30 30 60 alpha 96
; nextdestroy "line-md02d1"
nextdestroy "line-md02d2"
hitpoints 300
sibling "line-bk"
objfile "ships\pcexport\level1\line-bk.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\line-bk.ian"
texture "ships\liner.ppm" transparent
position 0 0 -2677.0
sfx "wake" min 400 max 3000 loop
nextdestroy "line-bkd1"
hitpoints 300
sibling "line-bd"
objfile "ships\pcexport\level1\line-bd.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\line-bd.ian"
texture "ships\liner.ppm" transparent
position 0 0 1706.3
nextdestroy "line-bdd1"
; nextdestroy "line-bdd2"
hitpoints 300
sibling "line-ft"
objfile "ships\pcexport\level1\line-ft.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\line-ft.ian"
texture "ships\liner.ppm" transparent
position 0 0 2787.2
sfx "cutwaves" min 400 max 3000 loop
; nextdestroy "line-ftd1"
nextdestroy "line-ftd2"
hitpoints 300
sibling "line-rad1"
objfile "ships\pcexport\level1\line-rad1.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\line-rad1.ian"
texture "ships\liner.ppm" transparent
position -300.0 -620.0 1900.0
; sibling "line-rad2"
; objfile "ships\pcexport\level1\line-rad2.ian" scale 10
; objfile lod 1 "ships\pcexport\level1\low\line-rad2.ian"
; texture "ships\liner.ppm" transparent
; position -320.0 -620.0 1750.0
; forward 1.000 0.000 0.000 up 0.000 1.000 0.000
; hitpoints 100
sibling "line-rad3"
objfile "ships\pcexport\level1\line-rad3.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\line-rad3.ian"
texture "ships\liner.ppm" transparent
position 0.0 -620.0 1900.0
sibling "line-rad1"
position 300.0 -620.0 1900.0
; sibling "line-rad2"
; position 320.0 -620.0 1750.0
; forward -1.000 0.000 0.000 up 0.000 1.000 0.000
;
; sibling "line-rad2"
; position 320.0 -620.0 1600.0
; forward -1.000 0.000 0.000 up 0.000 1.000 0.000
sibling "deck-chair"
objfile "ships\pcexport\level1\deck-chair.ian" scale 10
texture "ships\liner.ppm" transparent
position -104.0 -500.0 -2538.0
forward 0.361 0.000 0.933 up 0.000 1.000 0.000
hitpoints 5
sibling "deck-chair"
position -12.0 -500.0 -2535.0
forward 0.276 0.000 0.961 up 0.000 1.000 0.000
sibling "deck-chair"
position -316.0 -500.0 -2441.0
forward 0.999 0.000 0.051 up 0.000 1.000 0.000
sibling "deck-chair"
position -310.0 -500.0 -2346.0
forward 0.920 0.000 -0.391 up 0.000 1.000 0.000
; sibling "deck-chair"
; position -285.0 -500.0 -2267.0
; forward 0.650 0.000 -0.760 up 0.000 1.000 0.000
;
; sibling "deck-chair"
; position 144.5 -390.0 -640
; forward -0.672 0.000 0.740 up 0.000 1.000 0.000
;
; sibling "deck-chair"
; position 310.3 -500.0 -2377.0
; forward -1.000 0.000 0.000 up 0.000 1.000 0.000
;
; sibling "deck-chair"
; position 311.7 -500.0 -2456.0
; forward -0.985 0.000 0.175 up 0.000 1.000 0.000
;
; sibling "deck-chair"
; position 303.6 -500.0 -2528.0
; forward -0.778 0.000 0.628 up 0.000 1.000 0.000
;
; sibling "deck-chair"
; position -133.0 -390.0 -416.0
; forward 0.646 0.000 0.763 up 0.000 1.000 0.000
;
; sibling "deck-chair"
; position -139 -390.0 -511.0
; forward 0.547 0.000 0.837 up 0.000 1.000 0.000
;
sibling "deck-chair"
position 121.1 -390.0 125.0
forward -0.990 0.000 0.142 up 0.000 1.000 0.000
sibling "deck-chair"
position 113.3 -390.0 -92.0
forward -0.902 0.000 0.431 up 0.000 1.000 0.000
sibling "deck-chair"
position -113.0 -390.0 190.2
forward 0.995 0.000 0.101 up 0.000 1.000 0.000
sibling "deck-chair"
position -116.0 -390.0 -179.0
forward 0.934 0.000 0.357 up 0.000 1.000 0.000
;
; sibling "d-chr-blk"
; objfile "ships\pcexport\level1\d-chr-blk.ian" scale 10
; texture "ships\liner.ppm" transparent
; position -128.0 -390.0 -116.0
; forward 1.000 0.000 0.000 up 0.000 1.000 0.000
; hitpoints 100
;
; sibling "d-chr-blk"
; position -127.0 -390.0 24.8
; forward 1.000 0.000 0.000 up 0.000 1.000 0.000
;
; sibling "d-chr-blk"
; position 139.1 -390.0 -186.0
; forward -1.000 0.000 0.000 up 0.000 1.000 0.000
;
; sibling "d-chr-blk"
; position 306.3 -500.0 -2259.0
; forward -1.000 0.000 0.000 up 0.000 1.000 0.000
;
; sibling "chair"
; objfile "ships\pcexport\level1\chair.ian" scale 10
; texture "ships\liner.ppm" transparent
; position 117.2 -500.0 -2552.0
; forward 0.946 0.000 0.324 up 0.000 1.000 0.000
; hitpoints 100
;
; sibling "chair"
; position -242.0 -500.0 -2559
; forward -0.723 0.000 0.691 up 0.000 1.000 0.000
;
; sibling "chair"
; position -318.0 -500.0 -2548
; forward 0.859 0.000 0.513 up 0.000 1.000 0.000
;
; sibling "chair"
; position 213.7 -500.0 -2555.0
; forward -0.905 0.000 0.426 up 0.000 1.000 0.000
;
; sibling "chair"
; position -224.0 -500.0 -2520.0
; forward -0.969 0.000 -0.247 up 0.000 1.000 0.000
;
; sibling "chair"
; position 55.1 -390.0 -194.0
; forward -1.000 0.000 0.000 up 0.000 1.000 0.000
;
; sibling "chair"
; position -22.0 -390.0 -232.0
; forward 0.600 0.000 0.800 up 0.000 1.000 0.000
;
; sibling "chair"
; position -6.0 -390.0 -161.0
; forward 0.159 0.000 -0.987 up 0.000 1.000 0.000
;
; sibling "chair"
; position 54.4 -390.0 -45.0
;
; sibling "chair"
; position 0.0 -390.0 0.0
; forward 1.000 0.000 0.000 up 0.000 1.000 0.000
;
; sibling "chair"
; position -26.0 -390.0 134.8
; forward 0.433 0.000 -0.901 up 0.000 1.000 0.000
;
; sibling "chair"
; position 29.3 -390.0 105.5
; forward -1.000 0.000 0.000 up 0.000 1.000 0.000
;
; sibling "table"
; objfile "ships\pcexport\level1\table.ian" scale 10
; texture "ships\liner.ppm" transparent
; position 9.8 -390.0 -196.0
; hitpoints 100
;
; sibling "table"
; position 44.9 -390.0 -2.0
;
; sibling "table"
; position -14.0 -390.0 97.7
;
; sibling "table"
; position 166.4 -500.0 -2545
;
; sibling "table"
; position -267.0 -500.0 -2530.0
sibling "life-boat"
position 453.9 -438.1 -1600.0
sibling "l-boat-std"
position 411.4 -300.0 -1600.0
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
; sibling "life-boat"
; position 453.9 -438.1 -1000.0
;
; sibling "l-boat-std"
; position 411.4 -300.0 -1000.0
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
sibling "life-boat"
position 453.9 -438.1 1000.0
sibling "l-boat-std"
position 411.4 -300.0 1000.0
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
; sibling "life-boat"
; position 453.9 -438.1 200.0
;
; sibling "l-boat-std"
; position 411.4 -300.0 200.0
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
sibling "life-boat"
position 453.9 -438.1 -200.0
sibling "l-boat-std"
position 411.4 -300.0 -200.0
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
; sibling "life-boat"
; position -453.9 -438.1 -1600.0
;
; sibling "l-boat-std"
; position -411.4 -300.0 -1600.0
;
sibling "life-boat"
position -453.9 -438.1 -1000.0
sibling "l-boat-std"
position -411.4 -300.0 -1000.0
; sibling "life-boat"
; position -453.9 -438.1 1000.0
;
; sibling "l-boat-std"
; position -411.4 -300.0 1000.0
;
sibling "life-boat"
position -453.9 -438.1 200.0
sibling "l-boat-std"
position -411.4 -300.0 200.0
; sibling "life-boat"
; position -453.9 -438.1 -200.0
;
; sibling "l-boat-std"
; position -411.4 -300.0 -200.0
;
;=============================================================================
; containers
;=============================================================================
type "con-block1"
objfile "ships\pcexport\level1\con-block1.ian" scale 10
texture "ships\weapons.ppm" transparent
group "human"
subgroup "shore"
hitpoints 2500
type "con-block2"
objfile "ships\pcexport\level1\con-block2.ian" scale 10
texture "ships\weapons.ppm" transparent
group "human"
subgroup "shore"
hitpoints 2500
type "con-green"
objfile "ships\pcexport\level1\con-green.ian" scale 10
texture "ships\weapons.ppm" transparent
group "human"
subgroup "shore"
hitpoints 2500
type "con-blue"
objfile "ships\pcexport\level1\con-blue.ian" scale 10
texture "ships\weapons.ppm" transparent
group "human"
subgroup "shore"
hitpoints 2500
type "con-red"
objfile "ships\pcexport\level1\con-red.ian" scale 10
texture "ships\weapons.ppm" transparent
group "human"
subgroup "shore"
hitpoints 2500
;=============================================================================
; container ship w/ big cargo
;=============================================================================
;type "con-bkd2"
; objfile "ships\pcexport\level3\tank-bk.ian" scale 10
; objfile lod 1 "ships\pcexport\level3\low\tank-bk.ian"
; texture "ships\rig.ppm" transparent
type "con-bkd1"
objfile "ships\pcexport\level2\tank-bk.ian" scale 10
objfile lod 1 "ships\pcexport\level2\low\tank-bk.ian"
texture "ships\rig.ppm" transparent
; nextdestroy "con-bkd2"
; hitpoints 100
type "con-ftd2"
objfile "ships\pcexport\level3\tank-ft.ian" scale 10
objfile lod 1 "ships\pcexport\level3\low\tank-ft.ian"
texture "ships\rig.ppm" transparent
;type "con-ftd1"
; objfile "ships\pcexport\level2\tank-ft.ian" scale 10
; objfile lod 1 "ships\pcexport\level2\low\tank-ft.ian"
; texture "ships\rig.ppm" transparent
; nextdestroy "con-ftd2"
; hitpoints 100
type "conshipd2"
objfile "ships\pcexport\level3\con-ship.ian" scale 10
texture "ships\rig.ppm" transparent
;type "conshipd1"
; objfile "ships\pcexport\level2\con-ship.ian" scale 10
; texture "ships\rig.ppm" transparent
; nextdestroy "conshipd2"
; hitpoints 100
;type "conship"
; name "conship"
; objfile "ships\pcexport\level1\con-ship.ian" scale 10
; objfile lod 1 "ships\pcexport\level1\low\con-ship.ian"
; texture "ships\rig.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 2500
; points 1500
; smoke 215.8 -734.8 -2535.0 rate 6 frames -42 size 240 colour 30 30 60 alpha 96
; dynamics "bigship"
; mass 1000
; max altitude 500
; max vel 38
; min vel 0
; yaw acc 0.3
; linear acc 3
; linear drag 1%
; angular drag 3%
; cockpit 0 -800 3000
; oncollision "sink1"
; nextdestroy "conshipd1"
;
; child "con-ft"
; objfile "ships\pcexport\level1\tank-ft.ian" scale 10
; objfile lod 1 "ships\pcexport\level1\low\tank-ft.ian"
; texture "ships\rig.ppm" transparent
; position 0 0 3002.1
; nextdestroy "con-ftd1"
; hitpoints 100
;
; sibling "con-bk"
; objfile "ships\pcexport\level1\tank-bk.ian" scale 10
; objfile lod 1 "ships\pcexport\level1\low\tank-bk.ian"
; texture "ships\rig.ppm" transparent
; position 0 0 -2933.3
; nextdestroy "con-bkd1"
; hitpoints 100
;
; sibling "con-block1"
; position 0.0 -95.0 -2050.0
;
; sibling "con-block1"
; position 0.0 -95.0 -550.0
;
; sibling "con-block1"
; position 0.0 -95.0 450.0
;
; sibling "con-block1"
; position 0.0 -95.0 1450.0
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;
; sibling "con-block2"
; position 0.0 -95.0 -1550.0
;
; sibling "con-block2"
; position 0.0 -95.0 1950.0
;
; sibling "con-block2"
; position 0.0 -95.0 -1050.0
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;
; sibling "con-block2"
; position 0.0 -95.0 -50.0
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;
; sibling "con-block2"
; position 0.0 -95.0 950.0
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;
; sibling "con-blue"
; position 76.0 -226.0 -50.0
;
; sibling "con-blue"
; position -363.0 -226.0 1450.0
;
; sibling "con-blue"
; position 363.0 -226.0 950.0
;
; sibling "con-blue"
; position 216.8 -226.0 -1550.0
;
; sibling "con-blue"
; position -71.3 -226.0 -1050.0
;
; sibling "con-red"
; position 73.3 -226.0 -2050.0
;
; sibling "con-red"
; position 67.5 -226.0 -550.0
;
; sibling "con-red"
; position -223.8 -226.0 -50.0
;
; sibling "con-red"
; position -72.3 -226.0 1450.0
;
; sibling "con-green"
; position -363.0 -226.0 450.0
;
; sibling "con-green"
; position 72.3 -226.0 950.0
;
; sibling "con-green"
; position -72.3 -226.0 1950.0
;
; sibling "con-green"
; position 363.0 -226.0 -550.0
;
; sibling "con-green"
; position -363.0 -226.0 -550.0
;
; sibling "l-boat-std"
; position 533.4 -200.0 -2410.0
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;
; sibling "life-boat"
; position 576.1 -338.2 -2410.0
;
; sibling "l-boat-std"
; position -533.4 -200.0 -2410.0
;
; sibling "life-boat"
; position -576.1 -338.2 -2410.0
;
;=============================================================================
; container ship w/ smallcargo
;=============================================================================
type "conship2"
name "conship"
objfile "ships\pcexport\level1\con-ship.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\con-ship.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "ships"
hitpoints 2500
points 2500
dynamics "bigship"
mass 1000
max altitude 500
max vel 38
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
cockpit 0 -800 3000
sfx "ship2" min 1000 max 10000 loop
; oncollision "sink1"
sinkout1
; nextdestroy "conshipd1"
nextdestroy "conshipd2"
child "con-ft"
objfile "ships\pcexport\level1\tank-ft.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\tank-ft.ian"
texture "ships\rig.ppm" transparent
position 0 0 3002.1
sfx "cutwaves" min 400 max 3000 loop
; nextdestroy "con-ftd1"
nextdestroy "con-ftd2"
hitpoints 100
sibling "con-bk"
objfile "ships\pcexport\level1\tank-bk.ian" scale 10
objfile lod 1 "ships\pcexport\level1\low\tank-bk.ian"
texture "ships\rig.ppm" transparent
hitpoints 100
position 0 0 -2933.3
sfx "wake" min 400 max 3000 loop
smoke 215.8 -734.8 398.3 rate 6 frames -42 size 240 colour 30 30 60 alpha 96
; smoke 215.8 -734.8 -2535.0 rate 6 frames -42 size 240 colour 30 30 60 alpha 96
nextdestroy "con-bkd1"
; nextdestroy "con-bkd2"
sibling "con-red"
position -76.0 -95.0 -50.0
sibling "con-red"
position 363.0 -95.0 1450.0
sibling "con-green"
position -216.8 -95.0 -1550.0
sibling "con-green"
position -71.3 -95.0 -1050.0
sibling "con-green"
position -73.3 -95.0 -2050.0
sibling "con-green"
position 67.5 -95.0 -550.0
sibling "con-green"
position -223.8 -95.0 -50.0
sibling "con-blue"
position 72.3 -95.0 1450.0
sibling "con-blue"
position -363.0 -95.0 450.0
sibling "con-blue"
position 72.3 -95.0 950.0
sibling "con-blue"
position 363.0 -95.0 -550.0
sibling "con-blue"
position -363.0 -95.0 -550.0
sibling "l-boat-std"
position 533.4 -200.0 -2410.0
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
sibling "life-boat"
position 576.1 -338.2 -2410.0
sibling "l-boat-std"
position -533.4 -200.0 -2410.0
sibling "life-boat"
position -576.1 -338.2 -2410.0
;=============================================================================
; container ship w/ no cargo
;=============================================================================
;type "conship3"
; name "conship"
; objfile "ships\pcexport\level1\con-ship.ian" scale 10
; objfile lod 1 "ships\pcexport\level1\low\con-ship.ian"
; texture "ships\rig.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 2500
; points 1500
; smoke 215.8 -734.8 -2535.0 rate 6 frames -42 size 240 colour 30 30 60 alpha 96
; dynamics "bigship"
; mass 1000
; max altitude 500
; max vel 38
; min vel 0
; yaw acc 0.3
; linear acc 3
; linear drag 1%
; angular drag 3%
; cockpit 0 -800 3000
; oncollision "sink1"
; nextdestroy "conshipd1"
;
; child "con-ft"
;; objfile "ships\pcexport\level1\tank-ft.ian" scale 10
;; objfile lod 1 "ships\pcexport\level1\low\tank-ft.ian"
;; texture "ships\rig.ppm" transparent
; position 0 0 3002.1
; nextdestroy "con-ftd1"
;
; sibling "con-bk"
;; objfile "ships\pcexport\level1\tank-bk.ian" scale 10
;; objfile lod 1 "ships\pcexport\level1\low\tank-bk.ian"
;; texture "ships\rig.ppm" transparent
; position 0 0 -2933.3
; nextdestroy "con-bkd1"
;
; sibling "l-boat-std"
; position 533.4 -200.0 -2410.0
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
;
; sibling "life-boat"
; position 576.1 -338.2 -2410.0
;
; sibling "l-boat-std"
; position -533.4 -200.0 -2410.0
;
; sibling "life-boat"
; position -576.1 -338.2 -2410.0
;
;=============================================================================
; ship Buildings w/ 2 damage levels
;=============================================================================
;type "s-radar"
; objfile "ships\pcexport\level1\s-radar.ian" scale 14
; texture "ships\weapons.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 50
; oncollision "newjustbang"
;type "s-radard1"
; objfile "ships\pcexport\level2\s-radar.ian" scale 14
; texture "ships\weapons.ppm" transparent
;type "s-rad-b"
; objfile "ships\pcexport\level1\s-rad-b.ian" scale 14
; texture "ships\weapons.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 50
; oncollision "newjustbang"
;type "s-rad-bd1"
; objfile "ships\pcexport\level2\s-rad-b.ian" scale 14
; texture "ships\weapons.ppm" transparent
;type "ss-radar"
; objfile "ships\pcexport\level1\s-radar.ian" scale 8
; texture "ships\weapons.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 50
; oncollision "newjustbang"
;type "ss-radard1"
; objfile "ships\pcexport\level2\s-radar.ian" scale 8
; texture "ships\weapons.ppm" transparent
;type "ss-rad-b"
; objfile "ships\pcexport\level1\s-rad-b.ian" scale 8
; texture "ships\weapons.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 50
; oncollision "newjustbang"
;type "ss-rad-bd1"
; objfile "ships\pcexport\level2\s-rad-b.ian" scale 8
; texture "ships\weapons.ppm" transparent
;=============================================================================
; ship objects w/ 1 damage level
;=============================================================================
;type "base"
; objfile "ships\pcexport\level1\ciws-base.ian" scale 35
; texture "ships\weapons.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 100
;type "s-radar2"
; objfile "ships\pcexport\level1\s-radar2.ian" scale 10
; texture "ships\weapons.ppm" transparent
; group "human"
; subgroup "ships"
; hitpoints 100
type "zodiac"
name "zodiac"
objfile "ships\pcexport\level1\navy-dingy.ian" scale 12
objfile lod 1 "ships\pcexport\level1\low\navy-dingy.ian"
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "ships"
hitpoints 100
type "civ-zodiac"
name "zodiac"
objfile "ships\pcexport\level1\dingy.ian" scale 12
objfile lod 1 "ships\pcexport\level1\low\dingy.ian"
texture "ships\liner.ppm" transparent
group "human"
subgroup "ships"
hitpoints 100
;=============================================================================
; oil rig components
;=============================================================================
type "oil-towerd2"
objfile "ships\pcexport\level3\oil-tower.ian" scale 9
objfile lod 1 "ships\pcexport\level3\low\oil-tower.ian"
texture "ships\rig.ppm" transparent
; sfx "fire4" min 1000 max 10000 loop
operate "burnoil"
type "oil-towerd1"
objfile "ships\pcexport\level2\oil-tower.ian" scale 9
objfile lod 1 "ships\pcexport\level2\low\oil-tower.ian"
texture "ships\rig.ppm" transparent
hitpoints 100
nextdestroy "oil-towerd2"
oncollision "makefragsoil"
; sfx "fire4" min 1000 max 10000 loop
operate "burnoil"
type "oil-tower"
objfile "ships\pcexport\level1\oil-tower.ian" scale 9
objfile lod 1 "ships\pcexport\level1\low\oil-tower.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
hitpoints 100
nextdestroy "oil-towerd1"
oncollision "makefragsoil"
sfx "fire4" min 1000 max 10000 loop
operate "dostaticsfx"
#-----------------------------------------------------------------------
type "oil-radd2"
objfile "ships\pcexport\level3\oil-rad.ian" scale 8
texture "ships\rig.ppm" transparent
type "oil-rad"
objfile "ships\pcexport\level1\oil-rad.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
hitpoints 100
nextdestroy "oil-radd2"
#-----------------------------------------------------------------------
type "oil-bdd2"
objfile "ships\pcexport\level3\oil-bd.ian" scale 8
objfile lod 2 "ships\pcexport\level3\low\oil-bd.ian"
texture "ships\rig.ppm" transparent
type "oil-bd"
objfile "ships\pcexport\level1\oil-bd.ian" scale 8
objfile lod 1 "ships\pcexport\level1\low\oil-bd.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
hitpoints 100
nextdestroy "oil-bdd2"
oncollision "makefrags"
#-----------------------------------------------------------------------
type "oil-hpadd2"
objfile "ships\pcexport\level3\oil-hpad.ian" scale 8
texture "ships\rig.ppm" transparent
type "oil-hpad"
objfile "ships\pcexport\level1\oil-hpad.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
hitpoints 100
nextdestroy "oil-hpadd2"
#-----------------------------------------------------------------------
type "oil-gpiped2"
objfile "ships\pcexport\level3\oil-gpipe.ian" scale 8
texture "ships\rig.ppm" transparent
type "oil-gpipe"
objfile "ships\pcexport\level1\oil-gpipe.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
cannons
pos 0 -310 415
hitpoints 100
nextdestroy "oil-gpiped2"
oncollision "makefragsoil"
operate "bflames"
#-----------------------------------------------------------------------
type "oil-craned2"
objfile "ships\pcexport\level3\oil-crane.ian" scale 8
texture "ships\rig.ppm" transparent
type "oil-crane"
objfile "ships\pcexport\level1\oil-crane.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
hitpoints 100
nextdestroy "oil-craned2"
#-----------------------------------------------------------------------
type "oil-girder"
objfile "ships\pcexport\level1\oil-girder.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
hitpoints 100
#-----------------------------------------------------------------------
type "oil-legd2"
objfile "ships\pcexport\level3\oil-leg.ian" scale 8
texture "ships\rig.ppm" transparent
type "oil-leg"
objfile "ships\pcexport\level1\oil-leg.ian" scale 8
objfile lod 1 "ships\pcexport\level1\low\oil-leg.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
hitpoints 100
nextdestroy "oil-legd2"
#-----------------------------------------------------------------------
type "oil-platform"
objfile "ships\pcexport\level1\oil-platform.ian" scale 9
objfile lod 1 "ships\pcexport\level1\low\oil-plat.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "rig"
hitpoints 100
;=============================================================================
; oil rig 1
;=============================================================================
type "oilrig-1"
name "oilrig"
objfile as "oil-platform"
group "human"
subgroup "rig"
hitpoints 1200
points 5000
oncollision "damageall"
nextdestroy "oil-platform"
child "oil-leg"
position 650.0 665.0 -500.0
sibling "oil-hpad"
position 70.0 235.0 1062.5
sibling "oil-girder"
position 70.0 505.0 -500.0
sibling "oil-leg"
position -510.0 665.0 -500.0
sibling "oil-girder"
position -220.0 505.0 2.3
forward -0.866 0.000 0.500 up 0.000 1.000 0.000
sibling "oil-leg"
position 70.0 665.0 504.6
sibling "oil-girder"
position 360.0 505.0 2.3
forward 0.866 0.000 0.500 up 0.000 1.000 0.000
sibling "oil-tower"
position -477.0 -1.0 237.7
sibling "oil-bd"
position 556.2 -1.0 19.3
; sibling "oil-hpad"
; position -510.0 235.0 -1068.9
; forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
sibling "oil-rad"
position -837.1 -1.0 -623.7
sibling "oil-gpipe"
position -831.5 -1.0 1025.3
cannons
pos 0 -310 415
sibling "oil-crane"
position 140.8 -1.0 -828.5
forward 0.711 0.000 -0.704 up 0.000 1.000 0.000
;=============================================================================
; oil rig 2
;=============================================================================
type "oilrig-2"
name "oilrig"
objfile as "oil-platform"
group "human"
subgroup "rig"
hitpoints 1200
points 5000
oncollision "damageall"
nextdestroy "oil-platform"
child "oil-leg"
position 650.0 665.0 -500.0
sibling "oil-girder"
position 70.0 505.0 -500.0
sibling "oil-leg"
position -510.0 665.0 -500.0
sibling "oil-girder"
position -220.0 505.0 2.3
forward -0.866 0.000 0.500 up 0.000 1.000 0.000
sibling "oil-leg"
position 70.0 665.0 504.6
sibling "oil-girder"
position 360.0 505.0 2.3
forward 0.866 0.000 0.500 up 0.000 1.000 0.000
sibling "oil-tower"
position -477.0 -1.0 237.7
sibling "oil-bd"
position 556.2 -1.0 19.3
sibling "oil-hpad"
position 650.0 235.0 -1068.9
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
; sibling "oil-hpad"
; position 70.0 235.0 1062.5
; operate "bhelipad"
sibling "oil-rad"
position 300.7 -1.0 488.0
sibling "oil-crane"
position -502.8 -1.0 -660.2
forward -0.991 0.000 -0.137 up 0.000 1.000 0.000
sibling "oil-gpipe"
position -831.5 -1.0 1025.3
cannons
pos 0 -310 415
;=============================================================================
; oil rig 3
;=============================================================================
type "oilrig-3"
name "oilrig"
objfile as "oil-platform"
group "human"
subgroup "rig"
hitpoints 1200
points 5000
oncollision "damageall"
nextdestroy "oil-platform"
child "oil-leg"
position -729.6 665.0 534.0
sibling "oil-girder"
position -729.6 505.0 34.0
forward 1.000 0.000 0.000 up 0.000 1.000 0.000
sibling "oil-leg"
position -729.6 665.0 -466.0
sibling "oil-girder"
position -229.6 505.0 -466.0
sibling "oil-leg"
position 270.4 665.0 -466.0
sibling "oil-girder"
position 270.4 505.0 34.0
forward -1.000 0.000 0.000 up 0.000 1.000 0.000
sibling "oil-leg"
position 270.4 665.0 534.0
sibling "oil-girder"
position -229.6 505.0 534.0
sibling "oil-tower"
position -470.7 -1.0 242.9
sibling "oil-bd"
position 417.8 -1.0 -367.6
forward 1.000 0.000 0.000 up 0.000 1.000 0.000
sibling "oil-hpad"
position -729.6 235.0 -1015.5
forward 0.000 0.000 -1.000 up 0.000 1.000 0.000
; sibling "oil-hpad"
; position 270.4 235.0 1066.0
; sibling "oil-hpad"
; position -1287.7 235.0 -466.0
; forward -1.000 0.000 0.000 up 0.000 1.000 0.000
sibling "oil-crane"
position -1148.5 -1.0 1.5
forward -0.884 0.000 0.467 up 0.000 1.000 0.000
sibling "oil-gpipe"
position -831.5 -1.0 1025.3
cannons
pos 0 -310 415
sibling "oil-rad"
position 832.6 -1.0 642.0
;----------------------------------------------------
; human shore w/ 3 damage levels
;----------------------------------------------------
type "tank-crane"
name "piercrane"
objfile "ships\pcexport\level1\tank-crane.ian" scale 12
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "tank-craned1"
objfile "ships\pcexport\level2\tank-crane.ian" scale 12
texture "ships\rig.ppm" transparent
type "tank-craned2"
objfile "ships\pcexport\level3\tank-crane.ian" scale 12
texture "ships\rig.ppm" transparent
type "newradar"
name "globe radar"
objfile "backgrnd\pcexport\level1\radarstn.ian" scale 5
objfile lod 1 "backgrnd\pcexport\low\radarstn.ian"
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "radar"
hitpoints 80
points 1000
oncollision "newburn1"
type "newradard1"
objfile "backgrnd\pcexport\level2\radarstn.ian" scale 5
texture "backgrnd\whites.ppm" transparent
type "newradard2"
objfile "backgrnd\pcexport\level3\radarstn.ian" scale 5
texture "backgrnd\whites.ppm" transparent
type "sat2based2"
objfile "backgrnd\pcexport\level3\sat2base.ian" scale 15
texture "backgrnd\whites.ppm" transparent
type "sat2dishd2"
sprite u=65 v=191 w=64 h=64 size=0.001 colour 1=240 0 0
texture "smoke.ppm"
;type "sat2based1"
; objfile "backgrnd\pcexport\level1\sat2base.ian" scale 15
; objfile lod 1 "backgrnd\pcexport\low\sat2base.ian"
; texture "backgrnd\whites.ppm" transparent
; hitpoints 100
; nextdestroy "sat2based2"
; oncollision "damageall"
;type "sat2dishd1"
; objfile "backgrnd\pcexport\level2\sat2dish.ian" scale 15
; texture "backgrnd\whites.ppm" transparent
; hitpoints 100
; position 0 -88 0
; nextdestroy "sat2dishd2"
; oncollision "makefrags"
type "sat2base"
name "radar relay"
objfile "backgrnd\pcexport\level1\sat2base.ian" scale 15
objfile lod 1 "backgrnd\pcexport\low\sat2base.ian"
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "radar"
operate "bradar"
hitpoints 100
points 500
nextdestroy "sat2based2"
; nextdestroy "sat2based1"
oncollision "damageall"
child "sat2dish"
name "radar relay"
objfile "backgrnd\pcexport\level1\sat2dish.ian" scale 15
objfile lod 1 "backgrnd\pcexport\low\sat2dish.ian"
texture "backgrnd\whites.ppm" transparent
position 0 -88 0
hitpoints 100
sfx "radar1" min 1000 max 8000 loop
operate "dostaticsfx"
nextdestroy "sat2dishd2"
; nextdestroy "sat2dishd1"
oncollision "makefrags"
type "pier"
objfile "ships\pcexport\level1\pier.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "pierd1"
objfile "ships\pcexport\level2\pier.ian" scale 8
texture "ships\rig.ppm" transparent
type "pierd2"
objfile "ships\pcexport\level3\pier.ian" scale 8
texture "ships\rig.ppm" transparent
type "pier2"
objfile "ships\pcexport\level1\pier.ian" scale 14
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "pier2d1"
objfile "ships\pcexport\level2\pier.ian" scale 14
texture "ships\rig.ppm" transparent
type "pier2d2"
objfile "ships\pcexport\level3\pier.ian" scale 14
texture "ships\rig.ppm" transparent
type "pier3"
objfile "ships\pcexport\level1\pier2.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "pier3d1"
objfile "ships\pcexport\level2\pier2.ian" scale 8
texture "ships\rig.ppm" transparent
type "pier3d2"
objfile "ships\pcexport\level3\pier2.ian" scale 8
texture "ships\rig.ppm" transparent
type "pier4"
objfile "ships\pcexport\level1\pier2.ian" scale 14
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "pier4d1"
objfile "ships\pcexport\level2\pier2.ian" scale 14
texture "ships\rig.ppm" transparent
type "pier4d2"
objfile "ships\pcexport\level3\pier2.ian" scale 14
texture "ships\rig.ppm" transparent
type "pier-plat"
objfile "ships\pcexport\level1\pier-plat.ian" scale 14
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "pier-platd1"
objfile "ships\pcexport\level2\pier-plat.ian" scale 14
texture "ships\rig.ppm" transparent
type "pier-platd2"
objfile "ships\pcexport\level3\pier-plat.ian" scale 14
texture "ships\rig.ppm" transparent
type "radtower"
name "radio tower"
objfile "backgrnd\pcexport\level1\radtower.ian" scale 6
objfile lod 1 "backgrnd\pcexport\low\radtower.ian"
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "shore"
hitpoints 50
points 500
oncollision "newburn1"
type "radtowerd1"
objfile "backgrnd\pcexport\level2\radtower.ian" scale 6
texture "backgrnd\whites.ppm" transparent
type "radtowerd2"
objfile "backgrnd\pcexport\level3\radtower.ian" scale 6
texture "backgrnd\whites.ppm" transparent
type "building1"
name "lsbuilding"
objfile "backgrnd\pcexport\level1\building1.ian" scale 6
texture "backgrnd\whites.ppm"
group "human"
subgroup "shore"
hitpoints 30
points 1000
oncollision "newburn1"
type "building1d1"
objfile "backgrnd\pcexport\level2\building1.ian" scale 6
texture "backgrnd\whites.ppm"
type "building1d2"
objfile "backgrnd\pcexport\level3\building1.ian" scale 6
texture "backgrnd\whites.ppm"
type "stand"
name "obsplat"
objfile "backgrnd\pcexport\level1\stand.ian" scale 5
objfile lod 2 "backgrnd\pcexport\low\stand.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 50
points 500
oncollision "newburn1"
type "standd1"
objfile "backgrnd\pcexport\level2\stand.ian" scale 5
texture "ships\rig.ppm" transparent
type "standd2"
objfile "backgrnd\pcexport\level3\stand.ian" scale 5
texture "ships\rig.ppm" transparent
type "stand2"
name "conning tower"
objfile "backgrnd\pcexport\level1\stand2.ian" scale 5
objfile lod 2 "backgrnd\pcexport\low\stand2.ian"
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 50
points 500
oncollision "newburn1"
type "stand2d1"
objfile "backgrnd\pcexport\level2\stand.ian" scale 5
texture "ships\rig.ppm" transparent
type "stand2d2"
objfile "backgrnd\pcexport\level3\stand.ian" scale 5
texture "ships\rig.ppm" transparent
type "rad-bd"
name "outpost"
objfile "backgrnd\pcexport\level1\rad-bd.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 50
points 500
oncollision "newburn1"
type "rad-bdd1"
objfile "backgrnd\pcexport\level2\rad-bd.ian" scale 8
texture "ships\rig.ppm" transparent
type "rad-bdd2"
objfile "backgrnd\pcexport\level3\rad-bd.ian" scale 8
texture "ships\rig.ppm" transparent
type "kenbld1"
name "sbuilding"
objfile "backgrnd\pcexport\level1\kenbld1.ian" scale 16
objfile lod 1 "backgrnd\pcexport\low\kenbld1.ian"
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "shore"
hitpoints 40
points 1000
oncollision "newburn1"
type "kenbld1d1"
objfile "backgrnd\pcexport\level2\kenbld1.ian" scale 16
texture "backgrnd\whites.ppm" transparent
type "kenbld1d2"
objfile "backgrnd\pcexport\level3\kenbld1.ian" scale 16
texture "backgrnd\whites.ppm" transparent
type "kenbld2"
name "lbuilding"
objfile "backgrnd\pcexport\level1\kenbld2.ian" scale 16
objfile lod 1 "backgrnd\pcexport\low\kenbld2.ian"
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "shore"
hitpoints 40
points 1000
oncollision "newburn1"
type "kenbld2d1"
objfile "backgrnd\pcexport\level2\kenbld2.ian" scale 16
texture "backgrnd\whites.ppm" transparent
type "kenbld2d2"
objfile "backgrnd\pcexport\level3\kenbld2.ian" scale 16
texture "backgrnd\whites.ppm" transparent
type "pipe1"
name "oilpipe"
objfile "ships\pcexport\level1\pipe1.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "pipe1d1"
objfile "ships\pcexport\level2\pipe1.ian" scale 8
texture "ships\rig.ppm" transparent
type "pipe1d2"
objfile "ships\pcexport\level3\pipe1.ian" scale 8
texture "ships\rig.ppm" transparent
type "pipe2"
name "oilpipe"
objfile "ships\pcexport\level1\pipe2.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "pipe2d1"
objfile "ships\pcexport\level2\pipe2.ian" scale 8
texture "ships\rig.ppm" transparent
type "pipe2d2"
objfile "ships\pcexport\level3\pipe2.ian" scale 8
texture "ships\rig.ppm" transparent
type "pipe3"
name "oilpipe"
objfile "ships\pcexport\level1\pipe3.ian" scale 8
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 100
points 500
oncollision "newburn1"
type "pipe3d1"
objfile "ships\pcexport\level2\pipe3.ian" scale 8
texture "ships\rig.ppm" transparent
type "pipe3d2"
objfile "ships\pcexport\level3\pipe3.ian" scale 8
texture "ships\rig.ppm" transparent
;----------------------------------------------------
; human shore w/ 2 damage levels
;----------------------------------------------------
type "helipad"
name "resupply pad"
objfile "backgrnd\pcexport\level1\helipad.ian" scale 10
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "replen"
hitpoints 80
points 500
operate "bhelipad"
oncollision "newjustbang"
type "helipadd1"
objfile "backgrnd\pcexport\level2\helipad.ian" scale 10
texture "backgrnd\whites.ppm" transparent
type "stortank"
name "storage tank"
objfile "backgrnd\pcexport\level1\stortank.ian" scale 3
objfile lod 1 "backgrnd\pcexport\low\stortank.ian"
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "shore"
hitpoints 20
points 500
oncollision "newjustbang"
type "stortnkd1"
objfile "backgrnd\pcexport\level3\stortank.ian" scale 3
texture "backgrnd\whites.ppm" transparent
type "stortank2"
name "storage silo"
objfile "backgrnd\pcexport\level1\stortank2.ian" scale 4
objfile lod 2 "backgrnd\pcexport\low\stortank2.ian"
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "shore"
hitpoints 30
points 1000
oncollision "newjustbang"
type "stortank2d1"
objfile "backgrnd\pcexport\level2\stortank2.ian" scale 4
texture "backgrnd\whites.ppm" transparent
type "hut"
name "hut"
objfile "backgrnd\pcexport\level1\hut.ian" scale 4
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 50
points 500
oncollision "newjustbang"
type "hutd1"
objfile "backgrnd\pcexport\level2\hut.ian" scale 4
texture "ships\rig.ppm" transparent
type "rad-bd2"
objfile "backgrnd\pcexport\level1\rad-bd2.ian" scale 6
texture "ships\rig.ppm" transparent
group "human"
subgroup "shore"
hitpoints 50
points 500
oncollision "newjustbang"
type "rad-bd2d1"
objfile "backgrnd\pcexport\level2\rad-bd2.ian" scale 6
texture "ships\rig.ppm" transparent
;----------------------------------------------------
; human shore w/ 1 damage level
;----------------------------------------------------
type "iceberg2"
objfile "ships\pcexport\level1\i-berg-m.ian" scale 8
texture "oceanic\l3.ppm" transparent
group "aliens"
subgroup "iceberg"
hitpoints 200
points 500
dynamics "bigship"
mass 3000
max altitude 500
max vel 18
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
oncollision "sink2"
type "iceberg3"
objfile "ships\pcexport\level1\i-berg-l.ian" scale 8
texture "oceanic\l3.ppm" transparent
group "aliens"
subgroup "iceberg"
hitpoints 300
points 500
dynamics "bigship"
mass 6000
max altitude 500
max vel 18
min vel 0
yaw acc 0.3
linear acc 3
linear drag 1%
angular drag 3%
oncollision "sink2"
type "lightowr"
name "lighting rig"
objfile "backgrnd\pcexport\level1\lightowr.ian" scale 20
objfile lod 1 "backgrnd\pcexport\low\lighttowr.ian"
texture "backgrnd\whites.ppm" transparent
group "human"
subgroup "shore"
hitpoints 10
operate "blamp"
lamplight 0 -500 0 280 330 50 1400
;type "rockstd"
; name "rockstd"
; objfile "backgrnd\pcexport\level1\rockstd.ian" scale 6
; objfile lod 1 "backgrnd\pcexport\low\rockstd.ian"
; texture "backgrnd\whites.ppm"
; group "human"
; subgroup "shore"
; hitpoints 30
type "hsm"
name "missile"
objfile "pweapons\pcexport\hsm.ian" scale 8
texture "pweapons\misc.ppm" transparent
group "human"
subgroup "shore"
hitpoints 1
oncollision "bombexplode"
type "msm"
name "missile"
objfile "pweapons\pcexport\msm.ian" scale 8
texture "pweapons\misc.ppm" transparent
group "human"
subgroup "shore"
hitpoints 1
oncollision "bombexplode"
type "crate"
name "crate"
objfile "backgrnd\pcexport\level1\wcrate2.ian" scale 20
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "shore"
hitpoints 1
oncollision "bombexplode"
type "buoy"
name "buoy"
objfile "ships\pcexport\level1\buoy.ian" scale 20
texture "ships\rig.ppm"
group "human"
subgroup "shore"
hitpoints 1
type "oildrum"
name "oil drum"
objfile "backgrnd\pcexport\level1\oildrum.ian" scale 20
objfile lod 2 "backgrnd\pcexport\low\oildrum.ian"
texture "pweapons\misc.ppm" transparent
group "human"
subgroup "replen"
hitpoints 30
oncollision "bombexplode"
type "rcrate1"
name "crate"
objfile "backgrnd\pcexport\level1\rcrate1.ian" scale 8
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "replen"
hitpoints 30
oncollision "bombexplode"
type "rcrate2"
name "crate"
objfile "backgrnd\pcexport\level1\rcrate2.ian" scale 8
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "replen"
hitpoints 30
oncollision "bombexplode"
type "rcrate3"
name "crate"
objfile "backgrnd\pcexport\level1\rcrate3.ian" scale 8
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "replen"
hitpoints 30
oncollision "bombexplode"
type "rcrate4"
name "crate"
objfile "backgrnd\pcexport\level1\rcrate4.ian" scale 8
texture "pweapons\seacam2.ppm" transparent
group "human"
subgroup "replen"
hitpoints 30
oncollision "bombexplode"
type "penguin"
objfile "backgrnd\pcexport\level1\penguin.ian" scale 22
texture "ships\stealth.ppm" transparent
group "human"
hitpoints 10
points -2500
sfx "airhorn" min 9000 max 10000
;end