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/Command and conquer Generals/Call to arms/Data/INI/ -> Crate.ini (source)

   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ;FILE: Crate.ini (SYSTEM) ////////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  ; This file holds both the CrateData structures that define the conditions
   6  ; for creating a crate and the Objects that represent Crates in the game world
   7  ; which are simply Objects with CrateCollide modules.
   8  
   9  ; A CrateData name is what a CrateDie module will reference in its DieData.
  10  ; A Crate is an Object referenced by a CrateData in the CrateObject field to get created on success.
  11  ; CreationChance is the only Condition that is mandatory, since it defaults to zero.
  12  
  13  ; Below the definitions of CrateData are the actual Crate Objects.  The only important parts there are the
  14  ; name of the model, the type of Collide module, and the data to that module.
  15  
  16  ; Also included is a sample Die module that must be added to the object in Faction*.ini.
  17  ; The CrateData entry is what connects the crate listings here to the objects that make them.
  18  
  19  ; Multiple CrateData entries mean AND, multiple CrateObject entries mean OR.   
  20  ; Remember that, it will make total sense in a minute.
  21  
  22  ; -=-=-=-=-=-=- EXAMPLE -=-=-=-=-=-=-
  23  ; ***Give this Die Module to whomever you want to produce a crate on death
  24  
  25  ;Behavior = CreateCrateDie
  26  ;; CrateData = TestCrate    ; These listings are not guarantees, the Conditions are in the CrateData
  27  ; CrateData = TestCrate2  ; These independent listings can each produce at most one Crate
  28  ;End                
  29                    
  30  
  31  ; ***Now define the CrateData you mentioned in the Die modules
  32  
  33  ; The CreationChance is the only required field, the other two are optional.  1.0 for Chance means always
  34  ;CrateData TestCrate
  35  ;  CreationChance = 0.75  ; Between 0 and 1, this adds a random condition to this entire CrateData
  36  ;  VeterancyLevel = ELITE  ; REGULAR, VETERAN, ELITE, or HEROIC: This describes the victim holding the CrateDie
  37  ;  KilledByType = SALVAGER  ; This is the KINDOF that needs to be the killer to make the crate.  This should be on the Missile as well as the Missile firing unit
  38  ;
  39  ;  CrateObject = CrateTemplate 0.4  ; If all Conditions suceed, then this Object is created
  40  ;  CrateObject = CrateTemplate2 0.6 ; The percent here should add up to 1.0, and allows multiple choices within the one CrateData
  41  ;
  42  ;  Utility Flags:
  43  ;  OwnedByMaker = Yes, to have the Crate assigned to the default team of the dead guy's player for scripting.
  44  ;End
  45  
  46  ; ***Now add one of the following CollideModules to the CrateTemplate below.
  47  
  48  ; ForbidOwnerPlayer = Yes  Works with OwnedByMaker (or by explicit ownership script) to prevent a certain 
  49  ; player from picking up the crate.  It can be used in any CrateCollide.
  50  
  51  ; BuildingPickup = Yes lets the crate be picked up by a building, for plane drops.  It can be used in any CrateCollide.
  52  
  53  ; HumanOnly = Yes let's the crate only be picked up by Humans, mostly for scripted stuff
  54  
  55  ; PickupScience   Forces the player owning the unit trying to get the crate to have a certain science.
  56  
  57  ; Only some of these have CollideData.
  58  ;Behavior = HealCrateCollide ; A crate that heals everything you own, no Data
  59  ;    ;nothing
  60  ;End ; 
  61  
  62  ;Behavior = MoneyCrateCollide ; A crate that gives x dollars
  63  ;;  MoneyProvided = 2000
  64  ;End
  65  
  66  ;  Behavior = SalvageCrateCollide
  67  ;    WeaponChance = 100%           ; If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
  68  ;    LevelChance = 25%             ; Either we are just a regular Salvager, or we are fully upgraded.  This is the chance we gain a level
  69  ;    MoneyChance = 75%             ; And this is the chance we get money.  Level + Money = 100%.  Weapon is an idependant FirstChance
  70  ;    MinMoney = 25                 ; If we get money, this is how much we get.  Make them different to get a random range.
  71  ;    MaxMoney = 75
  72  ;  End ; A crate specific to the SALVAGER type units
  73  
  74  ;Behavior = ShroudCrateCollide ; A crate that reveals the whole shroud on the map, no Data
  75  
  76  ;Behavior = UnitCrateCollide ; A crate that provides n units of type x
  77  ;;  UnitCount = 1
  78  ;  UnitName = AmericaTankCrusader
  79  ;End
  80  
  81  ;Behavior = VeterancyCrateCollide ; A crate that gives everyone within n distance a level if they are trainable
  82  ;;  EffectRange = 20
  83  ;End
  84  
  85  ; ***Here is a default crate that just needs its Model filled out, and one appropriate Collide module plugged in
  86  
  87  ;Object CrateTemplate
  88  ;  ; *** ART Parameters ***
  89  ;  Draw = W3DModelDraw
  90  ;;    DefaultConditionState
  91  ;      Model = TempBldgSm        ;***Plug model here
  92  ;    End
  93  ;  End
  94  
  95  ;  ; ***DESIGN parameters ***
  96  ;  EditorSorting   = MISC_MAN_MADE
  97  ;  MaxHealth       = 1.0
  98  ;  InitialHealth   = 1.0
  99  
 100  ;  ; *** ENGINEERING Parameters ***  
 101  ;  KindOf = CRATE
 102  ;  Behavior = MoneyCrateCollide      ;***Replace Collide module (and data if needed) here
 103  ;;    MoneyProvided = 2000
 104  ;  End
 105  ;  Geometry = BOX
 106  ;  GeometryMajorRadius = 4.0
 107  ;  GeometryMinorRadius = 4.0
 108  ;  GeometryHeight = 4.0     
 109  ;  GeometryIsSmall = Yes    
 110  
 111  ;End
 112  
 113  ; -=-=-=-=-=-=-=-=- END EXAMPLE -=-=-=-=-=-=-=-=-
 114  
 115  
 116  ; ----------------------------------------------- Crate Data --------------------------------------
 117  
 118  
 119  CrateData SalvageCrateData
 120    CreationChance = 1.0
 121    KilledByType = SALVAGER
 122    KillerScience = SCIENCE_GLA ; Killed by a salvager unit owned by a GLA player
 123  
 124    CrateObject = SalvageCrate 1.0
 125  End
 126  
 127  CrateData EliteTankCrateData
 128    CreationChance = .75
 129    VeterancyLevel = ELITE
 130  
 131    CrateObject = 1000DollarCrate .75
 132    CrateObject = SmallLevelUpCrate .25
 133  End
 134  
 135  CrateData HeroicTankCrateData
 136    CreationChance = 1.0
 137    VeterancyLevel = HEROIC
 138  
 139    CrateObject = 2500DollarCrate .50
 140    CrateObject = MediumLevelUpCrate .25
 141    CrateObject = 2FreeCrusadersCrate .25
 142  End
 143  
 144  
 145  ;------------------------------------------------- Map specific CrateData 
 146  ;------------------------------------------- GLA02
 147  CrateData GLA02_Always100DollarCrate
 148    CreationChance = 1.0
 149    CrateObject = 100DollarCrate 1.0
 150    OwnedByMaker = Yes
 151  End
 152  
 153  CrateData GLA02_Always200DollarCrate
 154    CreationChance = 1.0
 155    CrateObject = 200DollarCrate 1.0
 156    OwnedByMaker = Yes
 157  End
 158  
 159  CrateData GLA02_Always1000DollarCrate
 160    CreationChance = 1.0
 161    CrateObject = 1000DollarCrate 1.0
 162    OwnedByMaker = Yes
 163  End
 164  
 165  CrateData GLA02_Always1500DollarCrate
 166    CreationChance = 1.0
 167    CrateObject = 1500DollarCrate 1.0
 168    OwnedByMaker = Yes
 169  End
 170  
 171  CrateData GLA02_Always2500DollarCrate
 172    CreationChance = 1.0
 173    CrateObject = 2500DollarCrate 1.0
 174    OwnedByMaker = Yes
 175  End
 176  
 177  
 178  
 179  ;------------------------------------------------ Crate Objects -----------------------------------
 180  
 181  ; -----------------------------------------------------------------------------
 182  Object SalvageCrate
 183    ; *** ART Parameters ***
 184    Draw = W3DScienceModelDraw ModuleTag_01
 185      RequiredScience = SCIENCE_GLA ; Only GLA players and observers can see us.
 186      DefaultConditionState
 187        Model = PMJnkCrate
 188      End
 189    End
 190  
 191    ; ***DESIGN parameters ***
 192    EditorSorting   = MISC_MAN_MADE
 193  
 194    ; *** ENGINEERING Parameters ***  
 195    KindOf = PARACHUTABLE SELECTABLE ;Only Salvage crates are marked Selectable so the Mouse can interact with them and give Salvage voices.  Being dead makes them not actually selectable
 196    
 197    Behavior = SalvageCrateCollide ModuleTag_02
 198      ForbiddenKindOf = PROJECTILE
 199      PickupScience = SCIENCE_GLA   ; Only GLA players can pick this up (Draw module makes it so only they can see it)
 200      ;ExecuteFX = FX_CratePickup    ; FXList to play when sucessfully picked up
 201  
 202      WeaponChance = 100%           ; If we are WeaponSalvager, this is the chance we get a WeaponSet upgrade if not fully upgraded
 203      LevelChance = 25%             ; Either we are just a regular Salvager, or we are fully upgraded.  This is the chance we gain a level
 204      MoneyChance = 75%             ; And this is the chance we get money.  Level + Money = 100%.  Weapon is an idependant FirstChance
 205      MinMoney = 25                 ; If we get money, this is how much we get.  Make them different to get a random range.
 206      MaxMoney = 75
 207    End      
 208  
 209    Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
 210      MinLifetime = 30000   
 211      MaxLifetime = 35000   
 212    End
 213  
 214    Geometry = BOX
 215    GeometryMajorRadius = 12.0
 216    GeometryMinorRadius = 12.0
 217    GeometryHeight = 12.0     
 218    GeometryIsSmall = Yes    
 219    Shadow          = SHADOW_VOLUME
 220  
 221  End
 222  
 223  ; -----------------------------------------------------------------------------
 224  
 225  Object 1000DollarCrate
 226    ; *** ART Parameters ***
 227    Draw = W3DModelDraw ModuleTag_01
 228      DefaultConditionState
 229        Model = PMUNCrate03        ;***Plug model here
 230        ParticleSysBone = FX1 glitter2  
 231      End
 232    End
 233  
 234    ; ***DESIGN parameters ***
 235    DisplayName      = OBJECT:Crate
 236    EditorSorting   = MISC_MAN_MADE
 237    TransportSlotCount = 1                 
 238  
 239    ; *** ENGINEERING Parameters ***  
 240    KindOf = PARACHUTABLE CRATE 
 241    Behavior = MoneyCrateCollide      ModuleTag_ForbiddenChanges
 242      ForbiddenKindOf = PROJECTILE
 243      MoneyProvided = 1000
 244      ;ExecuteFX = FX_CratePickup
 245      ExecuteAnimation       = MoneyPickUp
 246      ExecuteAnimationTime   = 4.0    ; In seconds
 247      ExecuteAnimationZRise  = 15.0   ; Z world units per second to rise
 248      ExecuteAnimationFades  = Yes    ; Animation does/doesn't fade out        
 249    End
 250  
 251    Behavior = SquishCollide ModuleTag_03
 252      ;nothing
 253    End
 254  
 255    Behavior = PhysicsBehavior ModuleTag_04
 256      Mass = 75.0
 257    End
 258    
 259    Shadow              = SHADOW_VOLUME
 260    Geometry = BOX
 261    GeometryMajorRadius = 12.0
 262    GeometryMinorRadius = 12.0
 263    GeometryHeight = 12.0     
 264    GeometryIsSmall = Yes    
 265  
 266  End
 267  
 268  ; -----------------------------------------------------------------------------
 269  Object 2500DollarCrate
 270    ; *** ART Parameters ***
 271    Draw = W3DModelDraw ModuleTag_01
 272      DefaultConditionState
 273        Model = PMUNCrate03        ;***Plug model here
 274        ParticleSysBone = FX1 glitter2  
 275      End
 276    End
 277  
 278    ; ***DESIGN parameters ***
 279    DisplayName      = OBJECT:Crate
 280    EditorSorting   = MISC_MAN_MADE
 281    TransportSlotCount = 1                 
 282  
 283    ; *** ENGINEERING Parameters ***  
 284    KindOf = PARACHUTABLE CRATE 
 285    Behavior = MoneyCrateCollide     ModuleTag_ForbiddenChanges 
 286      ForbiddenKindOf = PROJECTILE
 287      MoneyProvided = 2500
 288      ;ExecuteFX = FX_CratePickup
 289      ExecuteAnimation       = MoneyPickUp
 290      ExecuteAnimationTime   = 4.0    ; In seconds
 291      ExecuteAnimationZRise  = 15.0   ; Z world units per second to rise
 292      ExecuteAnimationFades  = Yes    ; Animation does/doesn't fade out           
 293    End
 294  
 295    Behavior = SquishCollide ModuleTag_03
 296      ;nothing
 297    End
 298    Shadow              = SHADOW_VOLUME
 299    Geometry = BOX
 300    GeometryMajorRadius = 12.0
 301    GeometryMinorRadius = 12.0
 302    GeometryHeight = 12.0     
 303    GeometryIsSmall = Yes    
 304  
 305  End
 306  
 307  ; -----------------------------------------------------------------------------
 308  Object SmallLevelUpCrate
 309    ; *** ART Parameters ***
 310    Draw = W3DModelDraw ModuleTag_01
 311      DefaultConditionState
 312        Model = PMCrates        ;***Plug model here
 313      End
 314    End
 315  
 316    ; ***DESIGN parameters ***
 317    DisplayName      = OBJECT:Crate
 318    EditorSorting   = MISC_MAN_MADE
 319  
 320    ; *** ENGINEERING Parameters ***  
 321    KindOf = PARACHUTABLE CRATE 
 322    Behavior = VeterancyCrateCollide       ModuleTag_02
 323      ForbiddenKindOf = PROJECTILE
 324      EffectRange = 100
 325      ;ExecuteFX = FX_CratePickup
 326    End
 327    Geometry = BOX
 328    GeometryMajorRadius = 4.0
 329    GeometryMinorRadius = 4.0
 330    GeometryHeight = 4.0     
 331    GeometryIsSmall = Yes    
 332    Shadow              = SHADOW_VOLUME
 333  End
 334  
 335  ; -----------------------------------------------------------------------------
 336  Object MediumLevelUpCrate
 337    ; *** ART Parameters ***
 338    Draw = W3DModelDraw ModuleTag_01
 339      DefaultConditionState
 340        Model = PMCrates        ;***Plug model here
 341      End
 342    End
 343  
 344    ; ***DESIGN parameters ***
 345    DisplayName      = OBJECT:Crate
 346    EditorSorting   = MISC_MAN_MADE
 347  
 348    ; *** ENGINEERING Parameters ***  
 349    KindOf = PARACHUTABLE CRATE 
 350    Behavior = VeterancyCrateCollide       ModuleTag_02
 351      ForbiddenKindOf = PROJECTILE
 352      ;ExecuteFX = FX_CratePickup
 353      EffectRange = 250
 354    End
 355    Geometry = BOX
 356    GeometryMajorRadius = 4.0
 357    GeometryMinorRadius = 4.0
 358    GeometryHeight = 4.0     
 359    GeometryIsSmall = Yes    
 360    Shadow              = SHADOW_VOLUME
 361  End
 362  
 363  ; -----------------------------------------------------------------------------
 364  Object 2FreeCrusadersCrate
 365    ; *** ART Parameters ***
 366    Draw = W3DModelDraw ModuleTag_01
 367      DefaultConditionState
 368        Model = PMCrates        ;***Plug model here
 369      End
 370    End
 371  
 372    ; ***DESIGN parameters ***
 373    DisplayName      = OBJECT:Crate
 374    EditorSorting   = MISC_MAN_MADE
 375  
 376  
 377    ; *** ENGINEERING Parameters ***  
 378    KindOf = PARACHUTABLE CRATE 
 379    Behavior = UnitCrateCollide ModuleTag_02
 380      ForbiddenKindOf = PROJECTILE
 381      ;ExecuteFX = FX_CratePickup
 382      UnitCount = 2
 383      UnitName = AmericaTankCrusader
 384    End
 385    Shadow              = SHADOW_VOLUME
 386    Geometry = BOX
 387    GeometryMajorRadius = 4.0
 388    GeometryMinorRadius = 4.0
 389    GeometryHeight = 4.0     
 390    GeometryIsSmall = Yes    
 391  
 392  End
 393  
 394  ; -----------------------------------------------------------------------------
 395  ;RTO Look Here
 396  ; -----------------------------------------------------------------------------
 397  
 398  ; -----------------------------------------------------------------------------
 399  Object 100DollarCrate
 400    ; *** ART Parameters ***
 401    Draw = W3DModelDraw ModuleTag_01
 402      DefaultConditionState
 403        Model = PMUNCrate03        ;***Plug model here
 404        ParticleSysBone = FX1 glitter2 
 405      End
 406    End
 407  
 408    ; ***DESIGN parameters ***
 409    DisplayName      = OBJECT:Crate
 410    EditorSorting   = MISC_MAN_MADE
 411    TransportSlotCount = 1                 
 412  
 413    ; *** ENGINEERING Parameters ***  
 414    KindOf = PARACHUTABLE CRATE 
 415    Behavior = MoneyCrateCollide      ModuleTag_ForbiddenChanges
 416      ForbiddenKindOf = PROJECTILE
 417      MoneyProvided = 100
 418      ;ExecuteFX = FX_CratePickup
 419      ExecuteAnimation       = MoneyPickUp
 420      ExecuteAnimationTime   = 4.0    ; In seconds
 421      ExecuteAnimationZRise  = 15.0   ; Z world units per second to rise
 422      ExecuteAnimationFades  = Yes    ; Animation does/doesn't fade out            
 423    End
 424  
 425    Behavior = SquishCollide ModuleTag_03
 426      ;nothing
 427    End
 428  
 429    Behavior = PhysicsBehavior ModuleTag_04
 430      Mass = 75.0
 431    End
 432    Shadow              = SHADOW_VOLUME
 433    Geometry = BOX
 434    GeometryMajorRadius = 12.0
 435    GeometryMinorRadius = 12.0
 436    GeometryHeight = 12.0     
 437    GeometryIsSmall = Yes    
 438  
 439  End
 440  
 441  ; -----------------------------------------------------------------------------
 442  
 443  Object 200DollarCrate
 444    ; *** ART Parameters ***
 445    Draw = W3DModelDraw ModuleTag_01
 446      DefaultConditionState
 447        Model = PMUNCrate03        ;***Plug model here
 448        ParticleSysBone = FX1 glitter2 
 449      End
 450    End
 451  
 452    ; ***DESIGN parameters ***
 453    DisplayName      = OBJECT:Crate
 454    EditorSorting   = MISC_MAN_MADE
 455    TransportSlotCount = 1                 
 456  
 457    ; *** ENGINEERING Parameters ***  
 458    KindOf = PARACHUTABLE CRATE 
 459    Behavior = MoneyCrateCollide      ModuleTag_ForbiddenChanges
 460      ForbiddenKindOf = PROJECTILE
 461      MoneyProvided = 200
 462      ;ExecuteFX = FX_CratePickup
 463      ExecuteAnimation       = MoneyPickUp
 464      ExecuteAnimationTime   = 4.0    ; In seconds
 465      ExecuteAnimationZRise  = 15.0   ; Z world units per second to rise
 466      ExecuteAnimationFades  = Yes    ; Animation does/doesn't fade out            
 467    End
 468  
 469    Behavior = SquishCollide ModuleTag_03
 470      ;nothing
 471    End
 472  
 473    Behavior = PhysicsBehavior ModuleTag_04
 474      Mass = 75.0
 475    End
 476  
 477    Geometry = BOX
 478    GeometryMajorRadius = 12.0
 479    GeometryMinorRadius = 12.0
 480    GeometryHeight = 12.0     
 481    GeometryIsSmall = Yes    
 482    Shadow              = SHADOW_VOLUME
 483  End
 484  
 485  ; -----------------------------------------------------------------------------
 486  Object 100DollarCrateForBuildings
 487    ; *** ART Parameters ***
 488    Draw = W3DModelDraw ModuleTag_01
 489      DefaultConditionState
 490        Model = PMUNCrate03        ;***Plug model here
 491        ParticleSysBone = FX1 glitter2 
 492      End
 493    End
 494  
 495    ; ***DESIGN parameters ***
 496    DisplayName      = OBJECT:Crate
 497    EditorSorting   = MISC_MAN_MADE
 498    TransportSlotCount = 1                 
 499  
 500    ; *** ENGINEERING Parameters ***  
 501    KindOf = PARACHUTABLE CRATE 
 502    Behavior = MoneyCrateCollide      ModuleTag_ForbiddenChanges
 503      ForbiddenKindOf = PROJECTILE
 504      MoneyProvided = 100
 505      BuildingPickup = Yes
 506      ;ExecuteFX = FX_CratePickup
 507      ExecuteAnimation       = MoneyPickUp
 508      ExecuteAnimationTime   = 4.0    ; In seconds
 509      ExecuteAnimationZRise  = 15.0   ; Z world units per second to rise
 510      ExecuteAnimationFades  = Yes    ; Animation does/doesn't fade out            
 511    End
 512  
 513    Behavior = SquishCollide ModuleTag_03
 514      ;nothing
 515    End
 516  
 517    Behavior = PhysicsBehavior ModuleTag_04
 518      Mass = 75.0
 519    End
 520  
 521    Geometry = BOX
 522    GeometryMajorRadius = 12.0
 523    GeometryMinorRadius = 12.0
 524    GeometryHeight = 12.0     
 525    GeometryIsSmall = Yes    
 526    Shadow              = SHADOW_VOLUME
 527  End
 528  
 529  ; -----------------------------------------------------------------------------
 530  Object SupplyDropZoneCrate 
 531    ; *** ART Parameters ***
 532    Draw = W3DModelDraw ModuleTag_01
 533      DefaultConditionState
 534        Model = PMUNCrate03    ;***Plug model here
 535        Animation = PMUNCrate03.PMUNCrate03    
 536        AnimationMode = LOOP
 537        ParticleSysBone = FX1 glitter2 
 538      End
 539    End
 540  
 541    ; ***DESIGN parameters ***
 542    DisplayName      = OBJECT:Crate
 543    EditorSorting   = MISC_MAN_MADE
 544    TransportSlotCount = 1                 
 545  
 546    ; *** ENGINEERING Parameters ***  
 547    KindOf = PARACHUTABLE CRATE 
 548    Behavior = MoneyCrateCollide      ModuleTag_ForbiddenChanges
 549      ForbiddenKindOf = PROJECTILE
 550      MoneyProvided = 250
 551      BuildingPickup = Yes
 552      ;ExecuteFX = FX_CratePickup
 553      ExecuteAnimation       = MoneyPickUp
 554      ExecuteAnimationTime   = 4.0    ; In seconds
 555      ExecuteAnimationZRise  = 15.0   ; Z world units per second to rise
 556      ExecuteAnimationFades  = Yes    ; Animation does/doesn't fade out            
 557    End
 558  
 559    Behavior = SquishCollide ModuleTag_03
 560      ;nothing
 561    End
 562  
 563    Behavior = PhysicsBehavior ModuleTag_04
 564      Mass = 75.0
 565    End
 566  
 567    Geometry = BOX
 568    GeometryMajorRadius = 12.0
 569    GeometryMinorRadius = 12.0
 570    GeometryHeight = 12.0     
 571    GeometryIsSmall = Yes    
 572    Shadow              = SHADOW_VOLUME
 573  End
 574  
 575  ; -----------------------------------------------------------------------------
 576  Object 1500DollarCrate
 577    ; *** ART Parameters ***
 578    Draw = W3DModelDraw ModuleTag_01
 579      DefaultConditionState
 580        Model = PMUNCrate03        ;***Plug model here
 581        ParticleSysBone = FX1 glitter2  
 582      End
 583    End
 584  
 585    ; ***DESIGN parameters ***
 586    DisplayName      = OBJECT:Crate
 587    EditorSorting   = MISC_MAN_MADE
 588    TransportSlotCount = 1                 
 589  
 590    ; *** ENGINEERING Parameters ***  
 591    KindOf = PARACHUTABLE CRATE 
 592    Behavior = MoneyCrateCollide      ModuleTag_ForbiddenChanges
 593      ForbiddenKindOf = PROJECTILE
 594      MoneyProvided = 1500
 595      ;ExecuteFX = FX_CratePickup
 596      ExecuteAnimation       = MoneyPickUp
 597      ExecuteAnimationTime   = 4.0    ; In seconds
 598      ExecuteAnimationZRise  = 15.0   ; Z world units per second to rise
 599      ExecuteAnimationFades  = Yes    ; Animation does/doesn't fade out            
 600    End
 601  
 602    Behavior = SquishCollide ModuleTag_03
 603      ;nothing
 604    End
 605  
 606    Behavior = PhysicsBehavior ModuleTag_04
 607      Mass = 75.0
 608    End
 609  
 610    Geometry = BOX
 611    GeometryMajorRadius = 12.0
 612  
 613    GeometryMinorRadius = 12.0
 614    GeometryHeight = 12.0     
 615    GeometryIsSmall = Yes    
 616    Shadow              = SHADOW_VOLUME
 617  End
 618  
 619  


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