; SCR 552 ; Scripts Parser Version 5.5.2 ; (c) Ubi Simulations 1997 ;+++++++++++++++++++++++++++++++++++++++++++ ;+ Actors Editor + ;+++++++++++++++++++++++++++++++++++++++++++ ;+ Version 4.1.0 [May 18 1998] + ; Save date : Tuesday, May 19, 1998, 16h20m ;+++++++++++++++++++++++++++++++++++++++++++ ;########################################## ;########### Model Level ########### ;########################################## {CreateEditorActorModel:Level Type(ActorType) Bitmap("Mod_World.bmp") Family(World) EditorBrain(World\Level\Level) ;___________________ Group Separator ___________________ {MiniStructure:3D_Data(Group_1,Allocated) Control_Translation(Not_Linked,"0.000","0.000","0.000") Current_Action(Not_Linked,NoAction) Initial_Action(Not_Linked,NoAction) Object_Table(Not_Linked,"No Object Table") Object_Table_Init(Not_Linked,"No Object Table") Current_Frame(Not_Linked,0) Repeat_Anim(Not_Linked,0) Next_Event(Not_Linked,0) Draw_Mask(Not_Linked,3452816845) Shadow_Scale_X(Not_Linked,"0.000") Shadow_Scale_Y(Not_Linked,"0.000") Shadow_Material(Not_Linked,"No Material!") Shadow_Quality(Not_Linked,"No shadow") Shadow_Height(Not_Linked,"0.000") Crt_Position(Not_Linked,"0.000","0.000","0.000") } {MiniStructure:Standard_Game(Group_1,Allocated) Family_Type(Not_Linked,0) Model_Type(Not_Linked,0) Perso_Type(Not_Linked,0) Last_Trame(Not_Linked,0) Hit_Points(Not_Linked,15) Initial_Hit_Points(Not_Linked,15) Hit_Points_Max(Not_Linked,0) Initial_Hit_Points_Max(Not_Linked,0) Hit_Points_Max_Max(Not_Linked,0) Desactivate_At_All(Not_Linked,False) Activable(Not_Linked,False) Active(Not_Linked,False) Flag_Out_of_Zone(Not_Linked,"Out Of Action Zone") Flag_Dead_or_Taken(Not_Linked,"Out Of Action Zone") Platform_Type(Not_Linked,None) Linked_To_Sector(Not_Linked,Nothing) Traction_Factor(Not_Linked,0) Actor_Capabilities(Not_Linked,3452816845) CustomBit_1(Not_Linked,False) Initial_CustomBit_1(Not_Linked,False) CustomBit_2(Not_Linked,False) Initial_CustomBit_2(Not_Linked,False) CustomBit_3(Not_Linked,False) Initial_CustomBit_3(Not_Linked,False) CustomBit_4(Not_Linked,False) Initial_CustomBit_4(Not_Linked,False) CustomBit_5(Not_Linked,False) Initial_CustomBit_5(Not_Linked,False) CustomBit_6(Not_Linked,False) Initial_CustomBit_6(Not_Linked,False) CustomBit_7(Not_Linked,False) Initial_CustomBit_7(Not_Linked,False) CustomBit_8(Not_Linked,False) Initial_CustomBit_8(Not_Linked,False) CustomBit_9(Not_Linked,True) Initial_CustomBit_9(Not_Linked,True) CustomBit_10(Not_Linked,True) Initial_CustomBit_10(Not_Linked,True) CustomBit_11(Not_Linked,True) Initial_CustomBit_11(Not_Linked,True) CustomBit_12(Not_Linked,True) Initial_CustomBit_12(Not_Linked,True) CustomBit_13(Not_Linked,True) Initial_CustomBit_13(Not_Linked,True) CustomBit_14(Not_Linked,True) Initial_CustomBit_14(Not_Linked,True) CustomBit_15(Not_Linked,True) Initial_CustomBit_15(Not_Linked,True) CustomBit_16(Not_Linked,True) Initial_CustomBit_16(Not_Linked,True) CustomBit_17(Not_Linked,True) Initial_CustomBit_17(Not_Linked,True) CustomBit_18(Not_Linked,True) Initial_CustomBit_18(Not_Linked,True) CustomBit_19(Not_Linked,True) Initial_CustomBit_19(Not_Linked,True) CustomBit_20(Not_Linked,True) Initial_CustomBit_20(Not_Linked,True) CustomBit_21(Not_Linked,True) Initial_CustomBit_21(Not_Linked,True) CustomBit_22(Not_Linked,True) Initial_CustomBit_22(Not_Linked,True) CustomBit_23(Not_Linked,True) Initial_CustomBit_23(Not_Linked,True) CustomBit_24(Not_Linked,True) Initial_CustomBit_24(Not_Linked,True) CustomBit_25(Not_Linked,True) Initial_CustomBit_25(Not_Linked,True) CustomBit_26(Not_Linked,True) Initial_CustomBit_26(Not_Linked,True) CustomBit_27(Not_Linked,True) Initial_CustomBit_27(Not_Linked,True) CustomBit_28(Not_Linked,True) Initial_CustomBit_28(Not_Linked,True) CustomBit_29(Not_Linked,True) Initial_CustomBit_29(Not_Linked,True) CustomBit_30(Not_Linked,True) Initial_CustomBit_30(Not_Linked,True) CustomBit_31(Not_Linked,True) Initial_CustomBit_31(Not_Linked,True) CustomBit_32(Not_Linked,True) Initial_CustomBit_32(Not_Linked,True) } ;___________________ Group Separator ___________________ {MiniStructure:Dynamics(Group_2,Allocated) Slide_x(Not_Linked,"0.000") Slide_y(Not_Linked,"0.000") Slide_z(Not_Linked,"0.000") } {MiniStructure:Sect_Info(Group_2,Allocated) Current_Sector(Not_Linked,"No Sector!") Previous_Sector(Not_Linked,"No Sector!") } {MiniStructure:Anim_Effect(Group_2,Not_Allocated) } ;___________________ Group Separator ___________________ {MiniStructure:Light(Group_3,Not_Allocated) } {MiniStructure:Collision_Set(Group_3,Not_Allocated) } {MiniStructure:Ways(Group_3,Not_Allocated) } ;___________________ Group Separator ___________________ {MiniStructure:Camera(Group_4,Not_Allocated) } {MiniStructure:Micro(Group_4,Not_Allocated) } {MiniStructure:World(Group_4,Allocated) Snow_Force(Not_Linked,0) Snow_Force_Init(Not_Linked,0) Rain_Force(Not_Linked,0) Rain_Force_Init(Not_Linked,0) Wind_Vector(Not_Linked,"0.000","0.000","0.000") Wind_Vector_Init(Not_Linked,"0.000","0.000","0.000") } {MiniStructure:Take_Put(Group_4,Allocated) } {MiniStructure:Stream(Group_4,Not_Allocated) } {MiniStructure:PrtSource(Group_4,Not_Allocated) } {MiniStructure:Sound(Group_4,Not_Allocated) } {MiniStructure:Magnet(Group_4,Not_Allocated) } }