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INI File  |  2001-11-08  |  15KB  |  392 lines

  1. [sMothership]
  2.  
  3. ;Source Files
  4. ;=----------=
  5. pMexData                            sMothership\Rl0\LOD0\sMothership.mex
  6. LODFile                                sMothership.lod
  7.  
  8. ;Ship Physics
  9. ;=----------=
  10. mass                                100000                ; ship mass [fighter = 1]
  11. momentOfInertiaX                    100000                ; resistance to rotation
  12. momentOfInertiaY                    1e30                ; [fighter = 1]
  13. momentOfInertiaZ                    1e30
  14. maxvelocity                            140                    ; [fighter = 1000]
  15. maxrot                                5                    ; maximum rotation speed [don't make faster than ~10]
  16. thruststrength[TRANS_UP]            15                    ; acceleration (m/s^2) [1-1000 approx. range]
  17. thruststrength[TRANS_DOWN]            15    
  18. thruststrength[TRANS_RIGHT]            15    
  19. thruststrength[TRANS_LEFT]            15
  20. thruststrength[TRANS_FORWARD]        10
  21. thruststrength[TRANS_BACK]            10
  22. rotstrength[ROT_YAWLEFT]            0.1                    ; rotational acceleration (deg/s^2) [0.01 - 1.0]
  23. rotstrength[ROT_YAWRIGHT]            0.1
  24. rotstrength[ROT_PITCHUP]            0.001
  25. rotstrength[ROT_PITCHDOWN]          0.001
  26. rotstrength[ROT_ROLLRIGHT]          0.001
  27. rotstrength[ROT_ROLLLEFT]           0.001
  28. turnspeed[TURN_YAW]                    0.2                    ; speed at which ship tries to turn (1=standard)
  29. turnspeed[TURN_PITCH]                0.2
  30. turnspeed[TURN_ROLL]                0.2
  31.  
  32. ;Basic Ship Stats
  33. ;=--------------=
  34. shipclass                            CLASS_Mothership
  35. isCapitalShip                        TRUE
  36. buildCost                            8000                ; resource units to build
  37. buildTime                            1000                ; time in seconds to build
  38. supportUnits                        0                    ; Support Units required
  39. providesSU                            70    
  40. TimeShockedByEMP                    0.0                    ; time in seconds the ship will be paralized when hit by one EMP charge
  41. maxhealth                            130000                ; hit points
  42. groupSize                            1                    ; size of group ships of this type tend to form
  43. repairTime                            5                    ; every this many seconds
  44. repairDamage                        350                    ; this much damage is repaired
  45. repairCombatTime                    0                    ; every this many seconds
  46. repairCombatDamage                  0                    ; this much damage is repaired
  47. repairDroids                        12
  48. externalBuild                        FALSE                ; if TRUE, ship is built externally
  49. fowRadius                            12000
  50. forceFieldProtectionDistanceScale    5.4
  51. approxcollmodifier                    0.5                ; use only % of collspheresize for rough approximations
  52. avoidcollmodifier                    0.5                ; use only % of collspheresize for collision avoidance
  53. blastRadiusShockWave                3.0
  54. blastRadiusDamage                   10000
  55. minimumZoomDistance                 2300
  56. UpgradeByDocking                    FALSE
  57.  
  58. ; When the spheres are drawn in the game:
  59. ; - collsphere is bright green, and bounds all parts of ship.
  60. ; - approxshpere is not drawsn, and more closely represents size of ship (ie, jutting parts may not included)
  61. ; - avoidcollsphere is dark green, and used for avoidance.
  62.  
  63. ;Special
  64. ;=------=
  65. Overlay_Selection_Scalar            2.0         ; scale the tactical overlay by this amount
  66.  
  67. canBuildShips                       TRUE                ; ship can build ships
  68. canReceiveShips                     TRUE                ; other ships can dock in this ship
  69. canReceiveResources                 TRUE                ; Resource Collectors,etc can deposit resources in this ship
  70. canReceiveShipsPermanently          TRUE                ; ships can dock permanently here
  71. canReceiveShipsForRetire            TRUE                ; ships can dock here and be converted to RU's!
  72. canBuildBigShips                    TRUE                ; can build Destroyers, Carriers, Heavy Cruisers, etc.
  73.  
  74. canReceiveFighters                  TRUE
  75. canReceiveCorvettes                 TRUE
  76. canReceiveResourceCollectors        TRUE
  77. canReceiveOtherNonCapitalShips      TRUE
  78.  
  79. maxDockableFighters                 100
  80. maxDockableCorvettes                50
  81.  
  82. dockShipRange                       2500.0              ; how close ships should get before considering docking (to ship surface)
  83.  
  84. dockLightNear                        500
  85. dockLightFar                        1000
  86. dockLightColor                        0,255,0
  87.  
  88. specialActivateIsContinuous         TRUE                ; DG - This must be TRUE for the Big Gun to function properly!
  89. 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
  90. regenerateRUsIfUnder                200                    ; only regenerate this max number of RU's
  91. regenerateRUs                       10                    ; regenerate this # of RU's each regeneration
  92. collSideModifiers[TRANS_UP]         1.0                    ; Override face-specific damage
  93. collSideModifiers[TRANS_DOWN]       1.0 
  94. collSideModifiers[TRANS_RIGHT]      1.0
  95. collSideModifiers[TRANS_LEFT]       1.0
  96. collSideModifiers[TRANS_FORWARD]    1.0
  97. collSideModifiers[TRANS_BACK]       1.0
  98.  
  99. hyperspaceBoxScale  6.0        ; JS - Make the hyperspace around the spine encompass all the components
  100. upgradeTimeModifier                     1.0
  101.  
  102. blastRadiusShockWave    3.0    ; JS - blast radius is puny without this...
  103.  
  104.  
  105. ; Pilot View
  106. ;=---------=
  107. pilotViewOffsetX    140.0
  108. pilotViewOffsetY    0.0
  109. pilotViewOffsetZ    1790.0
  110.  
  111. ;Weapons
  112. ;=-----=
  113. rotateToRetaliate            FALSE
  114. passiveRetaliateZone        6000
  115. canTargetMultipleTargets        TRUE
  116.  
  117. NUMBER_OF_GUNS                7
  118.  
  119. GUN        0
  120. {
  121. Type                        GUN_HiddenGimble
  122. GunSize                        GUNSIZE_LARGE
  123. StartUpgradeLevel            WEAPON_BIGGUN
  124. EndUpgradeLevel                WEAPON_BIGGUN
  125. DamageMult                    1.0
  126. BulletLength                200                ; visual only.  Length of bullet on screen
  127. BulletRange                    900000            ; distance bullets travel before disappearing
  128. BulletSpeed                    1500            ; measured in m/s.
  129. BulletMass                    2000            ; mass of bullet
  130. FireTime                    240                ; fire repeat rate (reciprocal = shots/second)
  131. MinAngle                    0
  132. MaxAngle                    4
  133. }
  134.  
  135. GUN        1
  136. {
  137. Type                        GUN_HiddenGimble
  138. GunSize                        GUNSIZE_LARGE
  139. StartUpgradeLevel            WEAPON_PROJECTILE
  140. EndUpgradeLevel                WEAPON_PROJECTILE
  141. DamageMult                    1.1
  142. BulletLength                18                            ; visual only.  Length of bullet on screen
  143. BulletRange                    6000                        ; distance bullets travel before disappearing
  144. BulletSpeed                    6000                        ; measured in m/s.
  145. BulletMass                    0.05                        ; mass of bullet
  146. FireTime                    0.25                            ; fire repeat rate (reciprocal = shots/second)
  147. MinAngle                    0
  148. MaxAngle                    85
  149.  
  150. FireTime2                    1.2
  151. BulletSpeed2                1800.0            ; measured in m/s.
  152. }
  153.  
  154. GUN        2
  155. {
  156. Type                        GUN_HiddenGimble
  157. GunSize                        GUNSIZE_LARGE
  158. StartUpgradeLevel            WEAPON_PROJECTILE
  159. EndUpgradeLevel                WEAPON_PROJECTILE
  160. DamageMult                    1.1
  161. BulletLength                18                            ; visual only.  Length of bullet on screen
  162. BulletRange                    6000                        ; distance bullets travel before disappearing
  163. BulletSpeed                    6000                        ; measured in m/s.
  164. BulletMass                    0.05                        ; mass of bullet
  165. FireTime                    0.25                            ; fire repeat rate (reciprocal = shots/second)
  166. MinAngle                    0
  167. MaxAngle                    85
  168.  
  169. FireTime2                    1.2
  170. BulletSpeed2                1800.0            ; measured in m/s.
  171. }
  172.  
  173. GUN        3
  174. {
  175. Type                        GUN_HiddenGimble
  176. GunSize                        GUNSIZE_LARGE
  177. StartUpgradeLevel            WEAPON_PROJECTILE
  178. EndUpgradeLevel                WEAPON_PROJECTILE
  179. DamageMult                    1.1
  180. BulletLength                18                            ; visual only.  Length of bullet on screen
  181. BulletRange                    6000                        ; distance bullets travel before disappearing
  182. BulletSpeed                    6000                        ; measured in m/s.
  183. BulletMass                    0.05                        ; mass of bullet
  184. FireTime                    0.25                            ; fire repeat rate (reciprocal = shots/second)
  185. MinAngle                    0
  186. MaxAngle                    85
  187.  
  188. FireTime2                    1.2
  189. BulletSpeed2                1800.0            ; measured in m/s.
  190. }
  191.  
  192. GUN        4
  193. {
  194. Type                        GUN_HiddenGimble
  195. GunSize                        GUNSIZE_LARGE
  196. StartUpgradeLevel            WEAPON_PROJECTILE
  197. EndUpgradeLevel                WEAPON_PROJECTILE
  198. DamageMult                    1.1
  199. BulletLength                18                            ; visual only.  Length of bullet on screen
  200. BulletRange                    6000                        ; distance bullets travel before disappearing
  201. BulletSpeed                    6000                        ; measured in m/s.
  202. BulletMass                    0.05                        ; mass of bullet
  203. FireTime                    0.25                            ; fire repeat rate (reciprocal = shots/second)
  204. MinAngle                    0
  205. MaxAngle                    85
  206.  
  207. FireTime2                    1.2
  208. BulletSpeed2                1800.0            ; measured in m/s.
  209. }
  210.  
  211. GUN        5
  212. {
  213. Type                        GUN_HiddenGimble
  214. GunSize                        GUNSIZE_LARGE
  215. StartUpgradeLevel            WEAPON_PROJECTILE
  216. EndUpgradeLevel                WEAPON_PROJECTILE
  217. DamageMult                    1.1
  218. BulletLength                18                            ; visual only.  Length of bullet on screen
  219. BulletRange                    6000                        ; distance bullets travel before disappearing
  220. BulletSpeed                    6000                        ; measured in m/s.
  221. BulletMass                    0.05                        ; mass of bullet
  222. FireTime                    0.25                            ; fire repeat rate (reciprocal = shots/second)
  223. MinAngle                    0
  224. MaxAngle                    60
  225.  
  226. FireTime2                    1.2
  227. BulletSpeed2                1800.0            ; measured in m/s.
  228. }
  229.  
  230. GUN        6
  231. {
  232. Type                        GUN_HiddenGimble
  233. GunSize                        GUNSIZE_LARGE
  234. StartUpgradeLevel            WEAPON_PROJECTILE
  235. EndUpgradeLevel                WEAPON_PROJECTILE
  236. DamageMult                    1.1
  237. BulletLength                18                            ; visual only.  Length of bullet on screen
  238. BulletRange                    6000                        ; distance bullets travel before disappearing
  239. BulletSpeed                    6000                        ; measured in m/s.
  240. BulletMass                    0.05                        ; mass of bullet
  241. FireTime                    0.25                            ; fire repeat rate (reciprocal = shots/second)
  242. MinAngle                    0
  243. MaxAngle                    60
  244.  
  245. FireTime2                    1.2
  246. BulletSpeed2                1800.0            ; measured in m/s.
  247. }
  248.  
  249. ;Gun Bindings:
  250. ;=----------=
  251. ;None
  252.  
  253. ;Dock Points
  254. ;=---------=
  255. NUMBER_OF_DOCK_POINTS    75    //MG updated July 16, 2000
  256.  
  257. ; format is DockPoint        name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection]  (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
  258. DockPoint                    dbsmalloutp0,DPT_Small_Out,    1300,1300,1300,5,0
  259. DockPoint                    dbsmalloutp1,DPT_Small_Out,    1300,1300,1300,5,0
  260. DockPoint                   dbsmalloutsb0,DPT_Small_Out,1300,1300,1300,1,0
  261. DockPoint                   dbsmalloutsb1,DPT_Small_Out,1300,1300,1300,1,0
  262. DockPoint                    dbsmallinp0,DPT_Small_In,    1600,1600,1700,1,0
  263. DockPoint                    dbsmallinp1,DPT_Small_In,    1600,1600,1650,1,0
  264. DockPoint                    dbsmallinp2,DPT_Small_In,    1600,1600,1700,1,0
  265. DockPoint                    dbsmallinp3,DPT_Small_In,    1600,1600,1650,1,0
  266. DockPoint                    dbsmallinsb0,DPT_Small_In,    1600,1600,1700,5,0
  267. DockPoint                    dbsmallinsb1,DPT_Small_In,    1600,1600,1650,5,0
  268. DockPoint                    dbsmallinsb2,DPT_Small_In,    1600,1600,1700,5,0
  269. DockPoint                    dbsmallinsb3,DPT_Small_In,    1600,1600,1650,5,0
  270.  
  271. DockPoint                    dbmedoutsb,DPT_Med_Out,     1300,1300,1300,2,0
  272. DockPoint                    dbmedoutp,DPT_Med_Out,      1300,1300,1300,2,0
  273. DockPoint                    dbmedinsb,DPT_Med_In,       1650,1650,1750,2,0
  274. DockPoint                    dbmedinp,DPT_Med_In,        1650,1650,1750,2,0
  275.  
  276. DockPoint                    rpsmallout0,DPT_Small_Out_Engineering,900,1100,1200,5,0
  277. DockPoint                    rpsmallout1,DPT_Small_Out_Engineering,900,1100,1200,5,0
  278. DockPoint                    rpsmallin0,DPT_Small_In_Engineering,0,1100,1200,1,0
  279. DockPoint                    rpsmallin1,DPT_Small_In_Engineering,0,1100,1250,1,0
  280. DockPoint                    rpsmallin2,DPT_Small_In_Engineering,0,1100,1300,1,0
  281. DockPoint                    rpsmallin3,DPT_Small_In_Engineering,0,1100,1200,1,0
  282. DockPoint                    rpmedout,DPT_Med_Out_Engineering,900,1100,1200,5,0
  283. DockPoint                    rpmedin,DPT_Med_In_Engineering,0,1200,1500,1,0
  284.  
  285. DockPoint                    Weapons,DPT_Module_EB,0,0,0,2,0
  286. DockPoint                    Armour,DPT_Module_EB,0,0,0,2,0
  287. DockPoint                    Micro,DPT_Module_EB,0,0,0,2,0
  288. DockPoint                    Special,DPT_Module_EB,0,0,0,2,0
  289. DockPoint                    Dockbay,DPT_Module_EB,0,0,0,2,0
  290. DockPoint                    Genetics,DPT_Module_EB,0,0,0,2,0
  291. DockPoint                    BigGun,DPT_Module_EB,0,0,0,2,0
  292.  
  293. DockPoint                    Res0,DPT_Worker_RU_Transfer,600,600,600,0,2
  294. DockPoint                    Res1,DPT_Worker_RU_Transfer,600,600,600,4,2
  295.  
  296. DockPoint                    ResLeech0,DPT_Leech_RU_Transfer,500,500,600,0,2
  297. DockPoint                    ResLeech1,DPT_Leech_RU_Transfer,500,500,600,0,2
  298. DockPoint                    ResLeech2,DPT_Leech_RU_Transfer,500,500,600,0,2
  299. DockPoint                    ResLeech3,DPT_Leech_RU_Transfer,500,500,600,0,2
  300.  
  301. DockPoint                    Destroyer0,DPT_Destroyer_EB,500,500,600,2,0
  302.  
  303. DockPoint                    Repairbots0,DPT_Repairbot,500,500,500,2,0
  304. DockPoint                    Repairbots1,DPT_Repairbot,500,500,500,2,0
  305. DockPoint                    Repairbots2,DPT_Repairbot,500,500,500,2,0
  306.  
  307. DockPoint                    support1,DPT_Support_EB,0,0,0,2,0
  308. DockPoint                    support2,DPT_Support_EB,0,0,0,2,0
  309. DockPoint                    support3,DPT_Support_EB,0,0,0,2,0
  310. DockPoint                    support4,DPT_Support_EB,0,0,0,2,0
  311. DockPoint                    support5,DPT_Support_EB,0,0,0,2,0
  312. DockPoint                    support6,DPT_Support_EB,0,0,0,2,0
  313. DockPoint                    support7,DPT_Support_EB,0,0,0,2,0
  314. DockPoint                    support8,DPT_Support_EB,0,0,0,2,0
  315. DockPoint                    support9,DPT_Support_EB,0,0,0,2,0
  316. DockPoint                    support10,DPT_Support_EB,0,0,0,2,0
  317. DockPoint                    support11,DPT_Support_EB,0,0,0,2,0
  318. DockPoint                    support12,DPT_Support_EB,0,0,0,2,0
  319.  
  320. DockPoint                   Crystal,DPT_Crystal_Process,500,0,10,0,2
  321. DockPoint                   CrysEffect,DPT_Crystal_Effect,500,500,600,0,2
  322.  
  323. DockPoint                    Leech0,DPT_Leech,800,800,800,0,2
  324. DockPoint                    Leech1,DPT_Leech,800,800,800,0,2
  325. DockPoint                    Leech2,DPT_Leech,800,800,800,0,2
  326. DockPoint                    Leech3,DPT_Leech,800,800,800,0,2
  327. DockPoint                    Leech4,DPT_Leech,800,800,800,0,2
  328. DockPoint                    Leech5,DPT_Leech,800,800,800,0,2
  329. DockPoint                    Leech6,DPT_Leech,800,800,800,0,2
  330. DockPoint                    Leech7,DPT_Leech,800,800,800,0,2
  331. DockPoint                    Leech8,DPT_Leech,800,800,800,0,2
  332. DockPoint                    Leech9,DPT_Leech,800,800,800,0,2
  333. DockPoint                    Leech10,DPT_Leech,800,800,800,0,2
  334. DockPoint                    Leech11,DPT_Leech,800,800,800,0,2
  335. DockPoint                    Leech12,DPT_Leech,800,800,800,0,2
  336. DockPoint                    Leech13,DPT_Leech,800,800,800,0,2
  337. DockPoint                    Leech14,DPT_Leech,800,800,800,0,2
  338. DockPoint                    Leech15,DPT_Leech,800,800,800,0,2
  339. DockPoint                    Leech16,DPT_Leech,800,800,800,0,2
  340. DockPoint                    Leech17,DPT_Leech,800,800,800,0,2
  341. DockPoint                    Leech18,DPT_Leech,800,800,800,0,2
  342. DockPoint                    Leech19,DPT_Leech,800,800,800,0,2
  343.  
  344. ;Explosions
  345. ;=----------=
  346. explosionType                ET_CarrierExplosion
  347.  
  348. ;Engine
  349. ;=-------=
  350. trailWidth                    700
  351. trailHeight                    700
  352. trailLength                    700
  353. trailStyle                    3
  354. trailScaleCap                0.000025
  355.  
  356. trailWidth2                    700
  357. trailHeight2                500
  358. trailLength2                400
  359. trailStyle2                    3
  360. trailScaleCap2                0.000025
  361.  
  362. ;Scaling effects
  363. ;=--------=
  364. N-LIPS                        0.000001            ; Max value for Interceptors 0.0005
  365.  
  366. ;Navlights
  367. ;=---------=
  368. NUMBER_OF_NAV_LIGHTS        13
  369.  
  370. ; format is NavLight    name,        type,            blinkperiod/on,    blinkperiod/off,    startdelay,    size,    min LOD,    texture name
  371.  
  372. NavLight    spine1,        NAVLIGHT_FadeOnOff,    1,    1,    0,    35,    2,    etg\textures\star32
  373. NavLight    spine2,        NAVLIGHT_FadeOnOff,    1,    1,    0,    35,    2,    etg\textures\star32
  374. NavLight    spine3,        NAVLIGHT_FadeOnOff,    1,    1,    0,    35,    2,    etg\textures\star32
  375. NavLight    spine4,        NAVLIGHT_FadeOnOff,    1,    1,    0,    35,    2,    etg\textures\star32
  376. NavLight    spine5,        NAVLIGHT_FadeOnOff,    1,    1,    0,    35,    2,    etg\textures\star32
  377. NavLight    spine6,        NAVLIGHT_FadeOnOff,    1,    1,    0,    35,    2,    etg\textures\star32
  378. NavLight    spine7,        NAVLIGHT_FadeOnOff,    1,    1,    0,    35,    2,    etg\textures\star32
  379. NavLight    big1a,        NAVLIGHT_FadeOnOff,    2,    1,    0.5,    40,    2,    etg\textures\star32
  380. NavLight    big1b,        NAVLIGHT_FadeOnOff,    2,    1,    0.5,    40,    2,    etg\textures\star32
  381. NavLight    big2a,        NAVLIGHT_FadeOnOff,    2,    1,    0.5,    40,    2,    etg\textures\star32
  382. NavLight    big2b,        NAVLIGHT_FadeOnOff,    2,    1,    0.5,    40,    2,    etg\textures\star32
  383. NavLight    big3a,        NAVLIGHT_FadeOnOff,    2,    1,    0.5,    40,    2,    etg\textures\star32
  384. NavLight    big3b,        NAVLIGHT_FadeOnOff,    2,    1,    0.5,    40,    2,    etg\textures\star32
  385.  
  386. ;Animation
  387. ;=--------=
  388. NUMBER_OF_ANIMS        0
  389.  
  390.  
  391.     
  392.