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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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level06.gls
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2000-08-22
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/************/
/* INCLUDES */
/************/
// n.b. when multiple inclusion is prevented some of these will be automatically included by others as required
// default things to inherit our objects from
#include "defaults.gsh"
#include "containerd_frag.gsh"
#include "gastank.gsh"
#include "robodozer.gsh"
#include "fragboulder.gsh"
// good guys
#include "gunlok.gsh"
#include "hark.gsh"
#include "frend.gsh"
#include "elint.gsh"
#include "maskelyn.gsh"
// bad guys
#include "walking_mine.gsh"
#include "scarflash.gsh"
#include "sneeker.gsh"
#include "rampagor.gsh"
#include "warflash.gsh"
// neutral things
#include "crate.gsh"
#include "crateb.gsh"
#include "superbox.gsh"
// fires
#include "carfire.gsh"
#include "oilfire.gsh"
#include "corona_light.gsh"
#include "greenlight.gsh"
#include "bluelight.gsh"
#include "redlight.gsh"
#include "yellowbulb.gsh"
/*********/
/* NOTES */
/*********/
/**********/
/* SHAPES */
/**********/
// world objects
shape Shp_button
{
file "objects\LIFTSWITCH G.rif"
name "LIFTSWITCH G"
}
shape Shp_key
{
file "objects\ID MODULE.rif"
name "ID MODULE"
}
shape Shp_body
{
file "levels\level06.rif"
name "body"
}
shape Shp_carrier
{
file "levels\level06.rif"
name "carrier"
}
hierarchy Hcy_Humanpod
{
file "objects\humanpod.rif"
name "Humanpod"
}
shape Shp_containerd
{
file "levels\level06.rif"
name "containerd A"
}
/*
shape Shp_doors
{
file "levels\level06.rif"
name "doors"
}
*/
shape Shp_gastowerlift
{
file "levels\level06.rif"
name "gastowerlift"
}
shape Shp_towerlift
{
file "levels\level06.rif"
name "towerlift"
}
shape Shp_buttonb
{
file "objects\LIFTSWITCH F.rif"
name "LIFTSWITCH F"
}
shape Shp_buttonc
{
file "objects\LIFTSWITCH E.rif"
name "LIFTSWITCH E"
}
/********GARBAGE************/
shape Shp_garbage_B
{
file "OBJECTS\GARBAGE B.rif"
name "GARBAGE B"
}
shape Shp_garbage_C
{
file "OBJECTS\GARBAGE C.rif"
name "GARBAGE C"
}
shape Shp_garbage_D
{
file "OBJECTS\GARBAGE D.rif"
name "GARBAGE D"
}
shape Shp_garbage_E
{
file "OBJECTS\GARBAGE E.rif"
name "GARBAGE E"
}
shape Shp_cara
{
file "levels\level06.rif"
name "CAR A"
}
shape Shp_garbage_G
{
file "OBJECTS\GARBAGE G.rif"
name "GARBAGE G"
}
shape Shp_garbage_H
{
file "OBJECTS\GARBAGE H.rif"
name "GARBAGE H"
}
shape Shp_garbage_I
{
file "OBJECTS\GARBAGE I.rif"
name "GARBAGE I"
}
shape Shp_garbage_J
{
file "OBJECTS\GARBAGE J.rif"
name "GARBAGE J"
}
shape Shp_garbage_K
{
file "OBJECTS\GARBAGE K.rif"
name "GARBAGE K"
}
shape Shp_garbage_L
{
file "OBJECTS\GARBAGE L.rif"
name "GARBAGE L"
}
shape Shp_gasframea
{
file "levels\level06.rif"
name "gasframe A"
}
/**********JUNKPILE*********/
shape Shp_Junk
{
file "levels\level06.rif"
name "JUNK A"
}
shape Shp_Junkpile_F
{
file "OBJECTS\JUNKPILE F.rif"
name "JUNKPILE F"
}
shape Shp_Junkpile_G
{
file "OBJECTS\JUNKPILE G.rif"
name "JUNKPILE G"
}
shape Shp_Junkpile_H
{
file "OBJECTS\JUNKPILE H.rif"
name "JUNKPILE H"
}
shape Shp_Junkpile_I
{
file "OBJECTS\JUNKPILE I.rif"
name "JUNKPILE I"
}
shape Shp_Junkpile_J
{
file "OBJECTS\JUNKPILE J.rif"
name "JUNKPILE J"
}
shape Shp_Junkpile_K
{
file "OBJECTS\JUNKPILE K.rif"
name "JUNKPILE K"
}
shape Shp_Junkpile_L
{
file "OBJECTS\JUNKPILE L.rif"
name "JUNKPILE L"
}
shape Shp_Junkpile_M
{
file "OBJECTS\JUNKPILE M.rif"
name "JUNKPILE M"
}
shape Shp_Junkpile_N
{
file "OBJECTS\JUNKPILE N.rif"
name "JUNKPILE N"
}
shape Shp_Junkpile_O
{
file "OBJECTS\JUNKPILE O.rif"
name "JUNKPILE O"
}
/*
shape Shp_towera
{
file "levels\level06.rif"
name "tower A"
}
*/
/***************/
/* CHARACTERS */
/***************/
character Chr_container : Chr_Default
{
turning speed 1.0 // these values are all irrelevant but needed anyway
walking speed 1.0
strength 5 // initial strength points
aim 2 // how many degrees off target he can be at most
sight angle 70 // in degrees
sight range 8 // in metres
hearing range 20 // in metres
aggression 0.9 // from 0 to 1
}
/**********/
/* ROLES */
/**********/
// world objects
role Rol_key : Rol_DefaultPickup
{
shape Shp_key
character Chr_Other_Pickup
identifier "Robot ID module"
moves on lifts yes
}
/*
role Rol_robowreck : Rol_DefaultGarbage
{
shape Shp_body
identifier "robowreck"
}
*/
role Rol_button : Rol_PlacedObject
{
shape Shp_button
ai pickup
destination selectable yes
}
role Rol_body : Rol_DefaultGarbage
{
shape Shp_body
}
role Rol_carrier : Rol_PlacedObject
{
shape Shp_carrier
}
role Rol_containerd : Rol_PlacedObject
{
shape Shp_containerd
destructibility Frg_containerd_frag
identifier "containerd"
armour 1
ai blocker
}
role Rol_Humanpod : Rol_PlacedObject
{
ai pickup
shape Hcy_Humanpod
per vertex fogging no
destination selectable yes
}
/*
role Rol_doors : Rol_PlacedObject
{
shape Shp_doors
}
*/
role Rol_gastowerlift : Rol_PlacedObject
{
shape Shp_gastowerlift
destination selectable yes
ai track object
}
role Rol_towerlift : Rol_PlacedObject
{
shape Shp_towerlift
destination selectable yes
ai track object
}
/************garbage************/
role Rol_garbage_B : Rol_DefaultGarbage
{
shape Shp_garbage_B
}
role Rol_garbage_C : Rol_DefaultGarbage
{
shape Shp_garbage_C
}
role Rol_garbage_D : Rol_DefaultGarbage
{
shape Shp_garbage_D
}
role Rol_garbage_E : Rol_DefaultGarbage
{
shape Shp_garbage_E
}
role Rol_cara : Rol_PlacedObject
{
shape Shp_cara
}
role Rol_garbage_G : Rol_DefaultGarbage
{
shape Shp_garbage_G
}
role Rol_garbage_H : Rol_DefaultGarbage
{
shape Shp_garbage_H
}
role Rol_garbage_I : Rol_DefaultGarbage
{
shape Shp_garbage_I
}
role Rol_garbage_J : Rol_DefaultGarbage
{
shape Shp_garbage_J
}
role Rol_garbage_K : Rol_DefaultGarbage
{
shape Shp_garbage_K
}
role Rol_garbage_L : Rol_DefaultGarbage
{
shape Shp_garbage_L
}
role Rol_gasframe : Rol_PlacedObject
{
shape Shp_gasframea
destination selectable yes
}
/************JUNKPILE************/
role Rol_Junk : Rol_PlacedObject
{
shape Shp_Junk
}
role Rol_Junkpile_F : Rol_DefaultJunkpile
{
shape Shp_Junkpile_F
}
role Rol_Junkpile_G : Rol_DefaultJunkpile
{
shape Shp_Junkpile_G
}
role Rol_Junkpile_H : Rol_DefaultGarbage
{
shape Shp_Junkpile_H
}
role Rol_Junkpile_I : Rol_DefaultGarbage
{
shape Shp_Junkpile_I
}
role Rol_Junkpile_J : Rol_DefaultGarbage
{
shape Shp_Junkpile_J
}
role Rol_Junkpile_K : Rol_DefaultGarbage
{
shape Shp_Junkpile_K
}
role Rol_Junkpile_L : Rol_DefaultGarbage
{
shape Shp_Junkpile_L
}
role Rol_Junkpile_M : Rol_DefaultGarbage
{
shape Shp_Junkpile_M
}
role Rol_Junkpile_N : Rol_DefaultGarbage
{
shape Shp_Junkpile_N
}
role Rol_Junkpile_O : Rol_DefaultGarbage
{
shape Shp_Junkpile_O
}
/*
role Rol_tower : Rol_PlacedObject
{
shape Shp_towera
}
*/
role Rol_buttonb : Rol_PlacedObject
{
ai pickup
shape Shp_buttonb
destination selectable yes
}
role Rol_buttonc : Rol_PlacedObject
{
ai pickup
shape Shp_buttonc
destination selectable yes
}
// specials
/***********/
/* THE MAP */
/***********/
map /* _THE_ map - doesnt need a label */
{
file "levels\level06.rif"
name "Land"
bitmap "bitmaps\\LEVEL06.rim"
camera plane "camhund"
max camera distance 100 // TBD exactly
max camera focus height "max focus height"
min camera focus height "min focus height"
shadow object rif "levels\level06_shadow.rif"
shadow object name "Land"
// PLAYER'S TROOPS
use Rol_GunLok in team 1 for
"Goodie A" as "Gunlok"
use Rol_Hark in team 1 for
"Goodie C" as "Hark"
use Rol_Frend in team 1 for
"Goodie B" as "Frend"
use Rol_Elint in team 1 for
"Goodie D" as "Elint"
// NEUTRAL OBJECTS
use Rol_sneeker in team 2 for
"key" as "keyman"
use Rol_button in team 0 for
"button A" as "button_a"
use Rol_body in team 0 for
"body" as "body"
use Rol_Humanpod in team 0 for
"humanpod" as "humanpod"
use Rol_gastowerlift in team 0 for
"gastowerlift" as "gastowerlift"
use Rol_towerlift in team 0 for
"towerlift" as "towerlift"
use Rol_towerlift in team 0 for
"towerlifttoo" as "towerlifttoo"
use Rol_buttonb in team 0 for
"buttonb" as "buttonb"
use Rol_buttonc in team 0 for
"buttonc" as "buttonc"
use Rol_buttonc in team 0 for
"buttond" as "buttond"
use Rol_crateb in team 0 for
"CRATE AA" and
"CRATE AB" and
"CRATE AC" and
"CRATE AE" and
"CRATE AG"
/*and
"CRATE AF" and
"CRATE AH" and
"CRATE AI" and
"CRATE AJ"*/
use Rol_crateb in team 0 for
"CRATE AD" as "crate_ad"
use Rol_containerd in team 0 for
"CONTAINERD A" as "container_a"
use Rol_containerd in team 0 for
"CONTAINERD B" as "container_b"
use Rol_containerd in team 0 for
"CONTAINERD C" as "container_c"
use Rol_carrier in team 0 for
"carrier"
/*
use Rol_doors in team 0 for
"doors"
*/
/**********GARBAGE***********/
use Rol_garbage_B in team 0 for
"GARBAGE B" as "garbage_b"
"GARBAGE BB" as "garbage_bb"
use Rol_garbage_C in team 0 for
"GARBAGE C" as "garbage_c"
use Rol_garbage_D in team 0 for
"GARBAGE D" as "garbage_d"
use Rol_garbage_E in team 0 for
"GARBAGE E" as "garbage_e"
use Rol_garbage_E in team 0 for
"GARBAGE EB" as "garbage_eb"
use Rol_cara in team 0 for
"CAR A" and
"CAR B"
use Rol_garbage_G in team 0 for
"GARBAGE G" as "garbage_g"
use Rol_garbage_G in team 0 for
"GARBAGE GB" as "garbage_gb"
use Rol_garbage_G in team 0 for
"GARBAGE GC" as "garbage_gc"
use Rol_garbage_G in team 0 for
"GARBAGE GD" as "garbage_gd"
use Rol_garbage_G in team 0 for
"GARBAGE GE" as "garbage_ge"
use Rol_garbage_H in team 0 for
"GARBAGE H" as "garbage_h"
use Rol_garbage_H in team 0 for
"GARBAGE HB" as "garbage_hb"
use Rol_garbage_H in team 0 for
"GARBAGE HC" as "garbage_hc"
use Rol_garbage_I in team 0 for
"GARBAGE I" as "garbage_i"
use Rol_garbage_J in team 0 for
"GARBAGE J" as "garbage_j"
"GARBAGE JB" as "garbage_jb"
use Rol_garbage_K in team 0 for
"GARBAGE K" as "garbage_k"
use Rol_garbage_K in team 0 for
"GARBAGE KB" as "garbage_kb"
use Rol_garbage_K in team 0 for
"GARBAGE KC" as "garbage_kc"
use Rol_garbage_K in team 0 for
"GARBAGE KD" as "garbage_kd"
use Rol_garbage_L in team 0 for
"GARBAGE L" as "garbage_l"
use Rol_gasframe in team 0 for
"gasframe A" and
"gasframe B" and
"gasframe C" and
"gasframe D" and
"gasframe E" and
"gasframe F"
/*** GASTANK ***/
use Rol_gastanka in team 2 for
"gastank A" as "gastank1"
use Rol_gastanka in team 2 for
"gastank B" as "gastank2"
use Rol_gastowera in team 0 for
"gastower A"
use Rol_gastowere in team 0 for
"gastower E"
use Rol_hull in team 0 for
"hull"
/***********JUNKPILE***********/
use Rol_Junk in team 0 for
"JUNK A" and
"JUNK B" and
"JUNK C" and
"JUNK D" and
"JUNK E" and
"JUNK F" and
"JUNK G" and
"JUNK H"
use Rol_Junkpile_F in team 0 for
"JUNKPILE FA" as "junkpile_fa"
use Rol_Junkpile_F in team 0 for
"JUNKPILE FB" as "junkpile_fb"
use Rol_Junkpile_G in team 0 for
"JUNKPILE GA" as "junkpile_ga"
use Rol_Junkpile_G in team 0 for
"JUNKPILE GB" as "junkpile_gb"
use Rol_Junkpile_G in team 0 for
"JUNKPILE GC" as "junkpile_gc"
use Rol_Junkpile_G in team 0 for
"JUNKPILE GD" as "junkpile_gd"
use Rol_Junkpile_H in team 0 for
"JUNKPILE HA" as "junkpile_ha"
use Rol_Junkpile_H in team 0 for
"JUNKPILE HB" as "junkpile_hb"
use Rol_Junkpile_H in team 0 for
"JUNKPILE HC" as "junkpile_hc"
use Rol_Junkpile_H in team 0 for
"JUNKPILE HD" as "junkpile_hd"
use Rol_Junkpile_H in team 0 for
"JUNKPILE HE" as "junkpile_he"
use Rol_Junkpile_I in team 0 for
"JUNKPILE I" as "junkpile_i"
use Rol_Junkpile_J in team 0 for
"JUNKPILE J" as "junkpile_j"
use Rol_Junkpile_K in team 0 for
"JUNKPILE K" as "junkpile_k"
use Rol_Junkpile_K in team 0 for
"JUNKPILE KB" as "junkpile_kb"
use Rol_Junkpile_L in team 0 for
"JUNKPILE L" as "junkpile_l"
use Rol_Junkpile_M in team 0 for
"JUNKPILE M" as "junkpile_m"
use Rol_Junkpile_N in team 0 for
"JUNKPILE N" as "junkpile_n"
use Rol_Junkpile_O in team 0 for
"JUNKPILE O" as "junkpile_o"
/*********ROBODOZER*********/
use Rol_Robodozer in team 0 for
"robodozer" as "robodozer"
/*
use Rol_tower in team 0 for
"tower A" and
"tower B"
*/
use Rol_MaximLaser_Pickup in team 0 for
"MAXIM LASER PICKUP A"
use Rol_yellow in team 0 for
"light B" and
"light F" and
"light G" and
"light H" and
"light I" and
"light J" and
"light K" and
"light L" and
"light M" and
"light O" and
"light Q" and
"light T" and
"light U" and
"greenlight" and
"bluelight C"
use Rol_Redlight in team 0 for
"redlight A" and
"redlight C" and
"redlight D" and
"redlight F" and
"redlight H"
use Rol_yellow in team 0 for
"bluelight A" and
"bluelight B"
use Rol_OilFire in team 0 for
"oilfire A" and
"oilfire D"
}
camera track
{
file "levels\level06.rif"
name "elint alive"
}
camera track
{
file "levels\level06.rif"
name "docks end"
}