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The Games Machine 155
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smothership.shp
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INI File
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2001-11-08
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15KB
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392 lines
[sMothership]
;Source Files
;=----------=
pMexData sMothership\Rl0\LOD0\sMothership.mex
LODFile sMothership.lod
;Ship Physics
;=----------=
mass 100000 ; ship mass [fighter = 1]
momentOfInertiaX 100000 ; resistance to rotation
momentOfInertiaY 1e30 ; [fighter = 1]
momentOfInertiaZ 1e30
maxvelocity 140 ; [fighter = 1000]
maxrot 5 ; maximum rotation speed [don't make faster than ~10]
thruststrength[TRANS_UP] 15 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 15
thruststrength[TRANS_RIGHT] 15
thruststrength[TRANS_LEFT] 15
thruststrength[TRANS_FORWARD] 10
thruststrength[TRANS_BACK] 10
rotstrength[ROT_YAWLEFT] 0.1 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 0.1
rotstrength[ROT_PITCHUP] 0.001
rotstrength[ROT_PITCHDOWN] 0.001
rotstrength[ROT_ROLLRIGHT] 0.001
rotstrength[ROT_ROLLLEFT] 0.001
turnspeed[TURN_YAW] 0.2 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.2
turnspeed[TURN_ROLL] 0.2
;Basic Ship Stats
;=--------------=
shipclass CLASS_Mothership
isCapitalShip TRUE
buildCost 8000 ; resource units to build
buildTime 1000 ; time in seconds to build
supportUnits 0 ; Support Units required
providesSU 70
TimeShockedByEMP 0.0 ; time in seconds the ship will be paralized when hit by one EMP charge
maxhealth 130000 ; hit points
groupSize 1 ; size of group ships of this type tend to form
repairTime 5 ; every this many seconds
repairDamage 350 ; this much damage is repaired
repairCombatTime 0 ; every this many seconds
repairCombatDamage 0 ; this much damage is repaired
repairDroids 12
externalBuild FALSE ; if TRUE, ship is built externally
fowRadius 12000
forceFieldProtectionDistanceScale 5.4
approxcollmodifier 0.5 ; use only % of collspheresize for rough approximations
avoidcollmodifier 0.5 ; use only % of collspheresize for collision avoidance
blastRadiusShockWave 3.0
blastRadiusDamage 10000
minimumZoomDistance 2300
UpgradeByDocking FALSE
; When the spheres are drawn in the game:
; - collsphere is bright green, and bounds all parts of ship.
; - approxshpere is not drawsn, and more closely represents size of ship (ie, jutting parts may not included)
; - avoidcollsphere is dark green, and used for avoidance.
;Special
;=------=
Overlay_Selection_Scalar 2.0 ; scale the tactical overlay by this amount
canBuildShips TRUE ; ship can build ships
canReceiveShips TRUE ; other ships can dock in this ship
canReceiveResources TRUE ; Resource Collectors,etc can deposit resources in this ship
canReceiveShipsPermanently TRUE ; ships can dock permanently here
canReceiveShipsForRetire TRUE ; ships can dock here and be converted to RU's!
canBuildBigShips TRUE ; can build Destroyers, Carriers, Heavy Cruisers, etc.
canReceiveFighters TRUE
canReceiveCorvettes TRUE
canReceiveResourceCollectors TRUE
canReceiveOtherNonCapitalShips TRUE
maxDockableFighters 100
maxDockableCorvettes 50
dockShipRange 2500.0 ; how close ships should get before considering docking (to ship surface)
dockLightNear 500
dockLightFar 1000
dockLightColor 0,255,0
specialActivateIsContinuous TRUE ; DG - This must be TRUE for the Big Gun to function properly!
regenerateRUrate 511 ; every number of game frames to regenerate RU's -- value must be 0,1,3,7,15,31,63,127, 255, 511, (2^n)-1
regenerateRUsIfUnder 200 ; only regenerate this max number of RU's
regenerateRUs 10 ; regenerate this # of RU's each regeneration
collSideModifiers[TRANS_UP] 1.0 ; Override face-specific damage
collSideModifiers[TRANS_DOWN] 1.0
collSideModifiers[TRANS_RIGHT] 1.0
collSideModifiers[TRANS_LEFT] 1.0
collSideModifiers[TRANS_FORWARD] 1.0
collSideModifiers[TRANS_BACK] 1.0
hyperspaceBoxScale 6.0 ; JS - Make the hyperspace around the spine encompass all the components
upgradeTimeModifier 1.0
blastRadiusShockWave 3.0 ; JS - blast radius is puny without this...
; Pilot View
;=---------=
pilotViewOffsetX 140.0
pilotViewOffsetY 0.0
pilotViewOffsetZ 1790.0
;Weapons
;=-----=
rotateToRetaliate FALSE
passiveRetaliateZone 6000
canTargetMultipleTargets TRUE
NUMBER_OF_GUNS 7
GUN 0
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_BIGGUN
EndUpgradeLevel WEAPON_BIGGUN
DamageMult 1.0
BulletLength 200 ; visual only. Length of bullet on screen
BulletRange 900000 ; distance bullets travel before disappearing
BulletSpeed 1500 ; measured in m/s.
BulletMass 2000 ; mass of bullet
FireTime 240 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 4
}
GUN 1
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.1
BulletLength 18 ; visual only. Length of bullet on screen
BulletRange 6000 ; distance bullets travel before disappearing
BulletSpeed 6000 ; measured in m/s.
BulletMass 0.05 ; mass of bullet
FireTime 0.25 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 85
FireTime2 1.2
BulletSpeed2 1800.0 ; measured in m/s.
}
GUN 2
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.1
BulletLength 18 ; visual only. Length of bullet on screen
BulletRange 6000 ; distance bullets travel before disappearing
BulletSpeed 6000 ; measured in m/s.
BulletMass 0.05 ; mass of bullet
FireTime 0.25 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 85
FireTime2 1.2
BulletSpeed2 1800.0 ; measured in m/s.
}
GUN 3
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.1
BulletLength 18 ; visual only. Length of bullet on screen
BulletRange 6000 ; distance bullets travel before disappearing
BulletSpeed 6000 ; measured in m/s.
BulletMass 0.05 ; mass of bullet
FireTime 0.25 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 85
FireTime2 1.2
BulletSpeed2 1800.0 ; measured in m/s.
}
GUN 4
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.1
BulletLength 18 ; visual only. Length of bullet on screen
BulletRange 6000 ; distance bullets travel before disappearing
BulletSpeed 6000 ; measured in m/s.
BulletMass 0.05 ; mass of bullet
FireTime 0.25 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 85
FireTime2 1.2
BulletSpeed2 1800.0 ; measured in m/s.
}
GUN 5
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.1
BulletLength 18 ; visual only. Length of bullet on screen
BulletRange 6000 ; distance bullets travel before disappearing
BulletSpeed 6000 ; measured in m/s.
BulletMass 0.05 ; mass of bullet
FireTime 0.25 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 60
FireTime2 1.2
BulletSpeed2 1800.0 ; measured in m/s.
}
GUN 6
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.1
BulletLength 18 ; visual only. Length of bullet on screen
BulletRange 6000 ; distance bullets travel before disappearing
BulletSpeed 6000 ; measured in m/s.
BulletMass 0.05 ; mass of bullet
FireTime 0.25 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 60
FireTime2 1.2
BulletSpeed2 1800.0 ; measured in m/s.
}
;Gun Bindings:
;=----------=
;None
;Dock Points
;=---------=
NUMBER_OF_DOCK_POINTS 75 //MG updated July 16, 2000
; format is DockPoint name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection] (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint dbsmalloutp0,DPT_Small_Out, 1300,1300,1300,5,0
DockPoint dbsmalloutp1,DPT_Small_Out, 1300,1300,1300,5,0
DockPoint dbsmalloutsb0,DPT_Small_Out,1300,1300,1300,1,0
DockPoint dbsmalloutsb1,DPT_Small_Out,1300,1300,1300,1,0
DockPoint dbsmallinp0,DPT_Small_In, 1600,1600,1700,1,0
DockPoint dbsmallinp1,DPT_Small_In, 1600,1600,1650,1,0
DockPoint dbsmallinp2,DPT_Small_In, 1600,1600,1700,1,0
DockPoint dbsmallinp3,DPT_Small_In, 1600,1600,1650,1,0
DockPoint dbsmallinsb0,DPT_Small_In, 1600,1600,1700,5,0
DockPoint dbsmallinsb1,DPT_Small_In, 1600,1600,1650,5,0
DockPoint dbsmallinsb2,DPT_Small_In, 1600,1600,1700,5,0
DockPoint dbsmallinsb3,DPT_Small_In, 1600,1600,1650,5,0
DockPoint dbmedoutsb,DPT_Med_Out, 1300,1300,1300,2,0
DockPoint dbmedoutp,DPT_Med_Out, 1300,1300,1300,2,0
DockPoint dbmedinsb,DPT_Med_In, 1650,1650,1750,2,0
DockPoint dbmedinp,DPT_Med_In, 1650,1650,1750,2,0
DockPoint rpsmallout0,DPT_Small_Out_Engineering,900,1100,1200,5,0
DockPoint rpsmallout1,DPT_Small_Out_Engineering,900,1100,1200,5,0
DockPoint rpsmallin0,DPT_Small_In_Engineering,0,1100,1200,1,0
DockPoint rpsmallin1,DPT_Small_In_Engineering,0,1100,1250,1,0
DockPoint rpsmallin2,DPT_Small_In_Engineering,0,1100,1300,1,0
DockPoint rpsmallin3,DPT_Small_In_Engineering,0,1100,1200,1,0
DockPoint rpmedout,DPT_Med_Out_Engineering,900,1100,1200,5,0
DockPoint rpmedin,DPT_Med_In_Engineering,0,1200,1500,1,0
DockPoint Weapons,DPT_Module_EB,0,0,0,2,0
DockPoint Armour,DPT_Module_EB,0,0,0,2,0
DockPoint Micro,DPT_Module_EB,0,0,0,2,0
DockPoint Special,DPT_Module_EB,0,0,0,2,0
DockPoint Dockbay,DPT_Module_EB,0,0,0,2,0
DockPoint Genetics,DPT_Module_EB,0,0,0,2,0
DockPoint BigGun,DPT_Module_EB,0,0,0,2,0
DockPoint Res0,DPT_Worker_RU_Transfer,600,600,600,0,2
DockPoint Res1,DPT_Worker_RU_Transfer,600,600,600,4,2
DockPoint ResLeech0,DPT_Leech_RU_Transfer,500,500,600,0,2
DockPoint ResLeech1,DPT_Leech_RU_Transfer,500,500,600,0,2
DockPoint ResLeech2,DPT_Leech_RU_Transfer,500,500,600,0,2
DockPoint ResLeech3,DPT_Leech_RU_Transfer,500,500,600,0,2
DockPoint Destroyer0,DPT_Destroyer_EB,500,500,600,2,0
DockPoint Repairbots0,DPT_Repairbot,500,500,500,2,0
DockPoint Repairbots1,DPT_Repairbot,500,500,500,2,0
DockPoint Repairbots2,DPT_Repairbot,500,500,500,2,0
DockPoint support1,DPT_Support_EB,0,0,0,2,0
DockPoint support2,DPT_Support_EB,0,0,0,2,0
DockPoint support3,DPT_Support_EB,0,0,0,2,0
DockPoint support4,DPT_Support_EB,0,0,0,2,0
DockPoint support5,DPT_Support_EB,0,0,0,2,0
DockPoint support6,DPT_Support_EB,0,0,0,2,0
DockPoint support7,DPT_Support_EB,0,0,0,2,0
DockPoint support8,DPT_Support_EB,0,0,0,2,0
DockPoint support9,DPT_Support_EB,0,0,0,2,0
DockPoint support10,DPT_Support_EB,0,0,0,2,0
DockPoint support11,DPT_Support_EB,0,0,0,2,0
DockPoint support12,DPT_Support_EB,0,0,0,2,0
DockPoint Crystal,DPT_Crystal_Process,500,0,10,0,2
DockPoint CrysEffect,DPT_Crystal_Effect,500,500,600,0,2
DockPoint Leech0,DPT_Leech,800,800,800,0,2
DockPoint Leech1,DPT_Leech,800,800,800,0,2
DockPoint Leech2,DPT_Leech,800,800,800,0,2
DockPoint Leech3,DPT_Leech,800,800,800,0,2
DockPoint Leech4,DPT_Leech,800,800,800,0,2
DockPoint Leech5,DPT_Leech,800,800,800,0,2
DockPoint Leech6,DPT_Leech,800,800,800,0,2
DockPoint Leech7,DPT_Leech,800,800,800,0,2
DockPoint Leech8,DPT_Leech,800,800,800,0,2
DockPoint Leech9,DPT_Leech,800,800,800,0,2
DockPoint Leech10,DPT_Leech,800,800,800,0,2
DockPoint Leech11,DPT_Leech,800,800,800,0,2
DockPoint Leech12,DPT_Leech,800,800,800,0,2
DockPoint Leech13,DPT_Leech,800,800,800,0,2
DockPoint Leech14,DPT_Leech,800,800,800,0,2
DockPoint Leech15,DPT_Leech,800,800,800,0,2
DockPoint Leech16,DPT_Leech,800,800,800,0,2
DockPoint Leech17,DPT_Leech,800,800,800,0,2
DockPoint Leech18,DPT_Leech,800,800,800,0,2
DockPoint Leech19,DPT_Leech,800,800,800,0,2
;Explosions
;=----------=
explosionType ET_CarrierExplosion
;Engine
;=-------=
trailWidth 700
trailHeight 700
trailLength 700
trailStyle 3
trailScaleCap 0.000025
trailWidth2 700
trailHeight2 500
trailLength2 400
trailStyle2 3
trailScaleCap2 0.000025
;Scaling effects
;=--------=
N-LIPS 0.000001 ; Max value for Interceptors 0.0005
;Navlights
;=---------=
NUMBER_OF_NAV_LIGHTS 13
; format is NavLight name, type, blinkperiod/on, blinkperiod/off, startdelay, size, min LOD, texture name
NavLight spine1, NAVLIGHT_FadeOnOff, 1, 1, 0, 35, 2, etg\textures\star32
NavLight spine2, NAVLIGHT_FadeOnOff, 1, 1, 0, 35, 2, etg\textures\star32
NavLight spine3, NAVLIGHT_FadeOnOff, 1, 1, 0, 35, 2, etg\textures\star32
NavLight spine4, NAVLIGHT_FadeOnOff, 1, 1, 0, 35, 2, etg\textures\star32
NavLight spine5, NAVLIGHT_FadeOnOff, 1, 1, 0, 35, 2, etg\textures\star32
NavLight spine6, NAVLIGHT_FadeOnOff, 1, 1, 0, 35, 2, etg\textures\star32
NavLight spine7, NAVLIGHT_FadeOnOff, 1, 1, 0, 35, 2, etg\textures\star32
NavLight big1a, NAVLIGHT_FadeOnOff, 2, 1, 0.5, 40, 2, etg\textures\star32
NavLight big1b, NAVLIGHT_FadeOnOff, 2, 1, 0.5, 40, 2, etg\textures\star32
NavLight big2a, NAVLIGHT_FadeOnOff, 2, 1, 0.5, 40, 2, etg\textures\star32
NavLight big2b, NAVLIGHT_FadeOnOff, 2, 1, 0.5, 40, 2, etg\textures\star32
NavLight big3a, NAVLIGHT_FadeOnOff, 2, 1, 0.5, 40, 2, etg\textures\star32
NavLight big3b, NAVLIGHT_FadeOnOff, 2, 1, 0.5, 40, 2, etg\textures\star32
;Animation
;=--------=
NUMBER_OF_ANIMS 0