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The Games Machine 95
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Gunlok
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data1.cab
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Program_Executable_Files
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scripts
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lasers.gsh
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2000-08-22
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// defines the weapon Wpn_GoodieLaser
////////////////////////////////////////////////////////////////////////////////////
// start wrapper - prevent multiple inclusions or recursive inclusions
//(this currently causes 'unrecognized preprocessor directive' warnings, until implemented)
#ifndef INCLUDED_LASERS_GSH
#define INCLUDED_LASERS_GSH
////////////////////////////////////////////////////////////////////////////////////
light Lit_BlueLaser
{
red 0
green 1.5
blue 7.5
specular red 0
specular green 0
specular blue 1
range 10
}
light Lit_RedLaser
{
red 7.5
green 0
blue 1.5
specular red 1
specular green 0
specular blue 0
range 10
}
light Lit_GreenLaser
{
red 0
green 7.5
blue 1.5
specular red 0
specular green 0.6
specular blue 0
range 10
}
light Lit_YellowLaser
{
red 6
green 6
blue 0
specular red 0.6
specular green 0.6
specular blue 0
range 6
}
light Lit_PurpleLaser
{
red 1.22
green 0.24
blue 3.86
specular red 0.59
specular green 0.07
specular blue 0.96
range 10
}
light Lit_LtBlueLaser
{
red 2.03
green 2.50
blue 2.97
specular red 0.61
specular green 0.78
specular blue 0.99
range 10
}
pgenerator Pgn_YellowLaser
{
type laser trail
life infinite // well actually until the shot no longer exists
particle TTL 0.3
rate 150
// stream direction
x 0 y 0 z 0
// particle colour
red 1 green 1 blue 0.5 alpha 1
start scale 0.2 end scale 0.1
}
pgenerator Pgn_GreenLaser
{
type laser trail
life infinite // well actually until the shot no longer exists
particle TTL 0.3
rate 150
// stream direction
x 0 y 0 z 0
// particle colour
red 0 green 1 blue 0 alpha 1
start scale 0.3 end scale 0.1
}
pgenerator Pgn_GreenLaserPlus
{
type laser trail
life infinite // well actually until the shot no longer exists
particle TTL 0.3
rate 150
// stream direction
x 0 y 0 z 0
// particle colour
red 0.4 green 1 blue 0 alpha 1
start scale 0.3 end scale 0.1
}
pgenerator Pgn_PurpleLaser
{
type laser trail
life infinite // well actually until the shot no longer exists
particle TTL 0.3
rate 150
// stream direction
x 0 y 0 z 0
// particle colour
red 0.59 green 0.20 blue 0.96 alpha 1
start scale 0.4 end scale 0.1
}
pgenerator Pgn_PurpleLaserb
{
type laser trail
life infinite // well actually until the shot no longer exists
particle TTL 0.3
rate 150
// stream direction
x 0 y 0 z 0
// particle colour
red 0.7 green 0.4 blue 0.96 alpha 1
start scale 0.4 end scale 0.1
}
pgenerator Pgn_LtBlueLaser
{
type laser trail
life infinite // well actually until the shot no longer exists
particle TTL 0.3
rate 150
// stream direction
x 0 y 0 z 0
// particle colour
red 0.31 green 0.48 blue 1 alpha 1
start scale 0.4 end scale 0.2
}
pgenerator Pgn_OrangeLaser
{
type laser trail
life infinite // well actually until the shot no longer exists
particle TTL 0.3
rate 100
// stream direction
x 0 y 0 z 0
// particle colour
red 1 green 0.6 blue 0.2 alpha 1
start scale 0.2 end scale 0.1
}
projectile Prj_NoGravLaser
{
gravity no // is this missile affected by gravity
damage 12 // in strength points
blast 0 // proximity damage (not yet supported)
max range 1600 // distance squared, in metres
}
projectile Prj_Laser
{
gravity no // is this missile affected by gravity
damage 12 // in strength points
blast 0 // proximity damage (not yet supported)
max range 1600 // distance squared, in metres
}
projectile Prj_EnemyLaser
{
gravity no // is this missile affected by gravity
damage 25 // in strength points
blast 0 // proximity damage (not yet supported)
max range 1600 // distance squared, in metres
}
projectile Prj_Laser_Plus
{
gravity no // is this missile affected by gravity
damage 18 // in strength points
blast 0 // proximity damage (not yet supported)
max range 1600 // distance squared, in metres
}
role Rol_RedLaser_Basic : Rol_DefaultProjectile
{
shape Pgn_PurpleLaser
light Lit_RedLaser
projectile Prj_Laser
identifier "redlaser_beam"
limit 4
}
role Rol_EnemyRedLaser_Basic : Rol_DefaultProjectile
{
shape Pgn_PurpleLaser
light Lit_RedLaser
projectile Prj_EnemyLaser
identifier "enemyredlaser_beam"
limit 4
}
role Rol_RedLaser_Plus : Rol_DefaultProjectile
{
shape Pgn_PurpleLaserb
light Lit_RedLaser
projectile Prj_Laser_Plus
identifier "redlaser_beam"
limit 4
}
role Rol_GreenLaser_Basic : Rol_DefaultProjectile
{
shape Pgn_GreenLaser
light Lit_GreenLaser
projectile Prj_Laser
identifier "greenlaser_beam"
limit 4
}
role Rol_GreenLaser_Plus : Rol_DefaultProjectile
{
shape Pgn_GreenLaserPlus
light Lit_GreenLaser
projectile Prj_Laser_Plus
identifier "greenlaser_beam"
limit 4
}
role Rol_BlueLaser_Basic : Rol_DefaultProjectile
{
shape Pgn_OrangeLaser
light Lit_YellowLaser
projectile Prj_Laser
identifier "bluelaser_beam"
limit 4
}
role Rol_BlueLaser_Plus : Rol_DefaultProjectile
{
shape Pgn_YellowLaser
light Lit_YellowLaser
projectile Prj_Laser_Plus
identifier "bluelaser_beam"
limit 4
}
role Rol_YellowLaser : Rol_DefaultProjectile
{
shape Pgn_YellowLaser
light Lit_YellowLaser
projectile Prj_Laser
identifier "yellowlaser_beam"
limit 4
}
role Rol_PurpleLaser : Rol_DefaultProjectile
{
shape Pgn_PurpleLaser
light Lit_PurpleLaser
projectile Prj_Laser
identifier "purplelaser_beam"
limit 4
}
role Rol_LtBlueLaser : Rol_DefaultProjectile
{
shape Pgn_LtBlueLaser
light Lit_LtBlueLaser
projectile Prj_Laser
identifier "ltbluelaser_beam"
limit 4
}
role Rol_NoGrav_RedLaser : Rol_DefaultProjectile
{
shape Pgn_PurpleLaser
light Lit_RedLaser
projectile Prj_NoGravLaser
identifier "antigrav_laser_beam"
limit 4
}
/////////////////////////////////////////////////////////////////////////////////
// ENEMY LASER
ammo
{
weapon type enemy laser
ammo type battery basic
round time 0.5
reload time 1
life timer 0
magazine size 10
sound laser sound
file "User Interface/CommWheel01.RIF" // command wheel icon
name "sub ammo laser ra"
projectile Rol_EnemyRedLaser_Basic // what it fires
firing speed 25 // m/s
}
// LASER
ammo
{
weapon type laser
ammo type battery basic
round time 1
reload time 2
life timer 0
magazine size 10
sound laser sound
file "User Interface/CommWheel01.RIF" // command wheel icon
name "sub ammo laser ra"
projectile Rol_BlueLaser_Basic // what it fires
firing speed 30 // m/s
}
ammo
{
weapon type laser
ammo type battery plus
round time 1
reload time 2
life timer 0
magazine size 10
sound laser sound
file "User Interface/CommWheel01.RIF" // command wheel icon
name "sub ammo laser rb"
projectile Rol_BlueLaser_Plus // what it fires
firing speed 30 // m/s
}
// BINARY LASER
ammo
{
weapon type binary laser
ammo type battery basic
round time 0.3
reload time 2
life timer 0
magazine size 10
salvo size 2
sound binary laser sound
file "User Interface/CommWheel01.RIF" // command wheel icon
name "sub ammo binary ra"
projectile Rol_GreenLaser_Basic // what it fires
firing speed 30 // m/s
}
ammo
{
weapon type binary laser
ammo type battery plus
round time 0.3
reload time 2
life timer 0
magazine size 10
salvo size 2
sound binary laser sound
file "User Interface/CommWheel01.RIF" // command wheel icon
name "sub ammo binary rb"
projectile Rol_GreenLaser_Plus // what it fires
firing speed 30 // m/s
}
// MAXIM LASER
ammo
{
weapon type maxim laser
ammo type battery basic
round time 0.25
reload time 2
life timer 0
magazine size 10
sound maxim laser sound
salvo size 4
file "User Interface/CommWheel01.RIF" // command wheel icon
name "sub ammo maxim ra"
projectile Rol_RedLaser_Basic // what it fires
firing speed 30 // m/s
}
ammo
{
weapon type maxim laser
ammo type battery plus
round time 0.25
reload time 2
life timer 0
magazine size 10
sound maxim laser sound
salvo size 5
file "User Interface/CommWheel01.RIF" // command wheel icon
name "sub ammo maxim rb"
projectile Rol_RedLaser_Plus // what it fires
firing speed 30 // m/s
}
/////////////////////////////////////////////////////////////////////////////////
shape Shp_MaximLaser_Pickup
{
file "objects\maxim laser pickup a.rif"
name "maxim laser pickup a"
}
hierarchy Hcy_MaximLaser_Inventory_Pickup
{
file "objects\maxim laser.rif"
name "maxim laser"
hotspot none
}
character Chr_MaximLaser_Pickup : Chr_Default
{
turning speed 0 // this is in revolutions per second
walking speed 0 // this is in animation cycles per second
weapon maxim laser
strength 10 // initial strength points
aim 0
aggression 0.41 // 4 = weapon pickup
}
role Rol_MaximLaser_Pickup : Rol_DefaultPickup
{
shape Shp_MaximLaser_Pickup
inventory shape Hcy_MaximLaser_Inventory_Pickup
character Chr_MaximLaser_Pickup
identifier "maxim_laser"
destructibility Des_Explode
armour 25
limit 2
description GL_DESCRIPTION_MAXIM_LASER
pickup name maxim laser pickup
}
////////////////////////////////////////////////////////////////////////////////////
shape Shp_BinaryLaser_Pickup
{
file "objects\binary laser pickup a.rif"
name "binary laser pickup a"
}
hierarchy Hcy_BinaryLaser_Inventory_Pickup
{
file "objects\binary laser.rif"
name "binary laser"
hotspot none
}
character Chr_BinaryLaser_Pickup : Chr_Default
{
turning speed 0 // this is in revolutions per second
walking speed 0 // this is in animation cycles per second
weapon binary laser
strength 10 // initial strength points
aim 0
aggression 0.41 // 4 = weapon pickup
}
role Rol_BinaryLaser_Pickup : Rol_DefaultPickup
{
shape Shp_BinaryLaser_Pickup
inventory shape Hcy_BinaryLaser_Inventory_Pickup
character Chr_BinaryLaser_Pickup
identifier "binary_laser"
destructibility Des_Explode
armour 25
description GL_DESCRIPTION_BINARY_LASER
pickup name binary laser pickup
}
////////////////////////////////////////////////////////////////////////////////////
shape Shp_Laser_Pickup
{
file "objects\laser pickup a.rif"
name "laser pickup a"
}
hierarchy Hcy_Laser_Inventory_Pickup
{
file "objects\laser.rif"
name "laser"
hotspot none
}
character Chr_Laser_Pickup : Chr_Default
{
turning speed 0 // this is in revolutions per second
walking speed 0 // this is in animation cycles per second
weapon laser
strength 10 // initial strength points
aim 0
aggression 0.41 // 4 = weapon pickup
}
role Rol_Laser_Pickup : Rol_DefaultPickup
{
shape Shp_Laser_Pickup
inventory shape Hcy_Laser_Inventory_Pickup
character Chr_Laser_Pickup
identifier "laser"
destructibility Des_Explode
armour 25
description GL_DESCRIPTION_LASER
pickup name laser pickup
}
////////////////////////////////////////////////////////////////////////////////////
// end wrapper - for preventing multiple or recursive inclusions
#endif // !INCLUDED_LASERS_GSH