reman3/Rayman_X/cpa/exe/main/GAMEDATA/default/LevelDefault/LevelDefault.ema

192 lines
5.5 KiB
Plaintext

; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997
;+++++++++++++++++++++++++++++++++++++++++++
;+ Actors Editor +
;+++++++++++++++++++++++++++++++++++++++++++
;+ Version 4.1.0 [May 18 1998] <using CTL, ErO, and WAW> +
; Save date : Tuesday, May 19, 1998, 16h20m
;+++++++++++++++++++++++++++++++++++++++++++
;##########################################
;########### Model Level<nomdulevel> ###########
;##########################################
{CreateEditorActorModel:Level<nomdulevel>
Type(ActorType)
Bitmap("Mod_World.bmp")
Family(World)
EditorBrain(World\Level<nomdulevel>\Level<nomdulevel>)
;___________________ 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)
}
}