VERSION 666

-,-,-
-,-
-,-
0.5 , 0.5		// LIGHTING strength for shady / lit areas
5.5,   -0.001,   -38.16		// Position of centre of start of grid
180			// Direction that grid faces in 





0		// The number of CHECKPOINTS





1		// The number of SMASHABLE ENVIRONMENT SPECS

// Start of smashable item
0										// flags
&44flyingsaucer								      // Name of trigger &model
remove								// Mode 
0.0001										// Removal threshold
//Connotations
1										// number of possible sounds
5400										// sound id
1										// count
		noncars									// Shrapnel type
		0,0										// Min, max towards you speed
		0										// Impactee velocity factor
		0										// Random velocity (max)
		0										// Random up velocity (max)
		0										// Random normal velocity (max)
		12										// Random spin rate (max)
		
		actorbased									// How the shrapnel bits are initially placed in the World
		-1,-1										// Min number,Max number (-1,-1 means use exactly one of each type of bit)
		100										// % Chance of fire/smoke
		1										// Number of fires/smoke columns
		0,0										// Min,Max smokiness (0 = fire, 1 = black smoke, 2 = grey smoke, 3 = white smoke)
		&44flyingsaucer.act								// Name of actor file
		1										// Number of separate actors in file
		&44flyingsaucer.act								// Actor name
		44flyingsaucer.txt								// Non-car text file to use for the above actor
		
3										// Number of explosion groups
	1,1										// min count, max count
	0,0										// min start delay, max start delay
	0,0.25,0								// offset
	0,0.5									// min x factor, max x factor
	0,0.5									// min y factor, max y factor
	0,0.5									// min z factor, max z factor
	8,8										// min frame rate, max frame rate
	15,30									// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
	8,8										// min count, max count
	0.1,0.3									// min start delay, max start delay
	0,0.25,0								// offset
	0.2,0.7									// min x factor, max x factor
	0.2,0.7									// min y factor, max y factor
	0.2,0.7									// min z factor, max z factor
	7,11									// min frame rate, max frame rate
	7,9										// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
	5,15									// min count, max count
	0.15,0.6								// min start delay, max start delay
	0,0.25,0								// offset
	0.5,1.1									// min x factor, max x factor
	0.5,1.1									// min y factor, max y factor
	0.5,1.1									// min z factor, max z factor
	7,12									// min frame rate, max frame rate
	4,6										// min scaling factor, max scaling factor
	randomrotate							// rotate mode
	7										// number of frames
		50									// opacity
		ex00001							// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

none										// slick material
0										// no. of non car cuboids activated
0

0										// extensions flags
14										// room turn on code
singleshot										// award code
20000
20
130
0
0										// no. run time variable changes

0										// reserved 1
0										// reserved 2
0										// reserved 3
0									





5		// The number of PED SPAWN MATERIALS

Suelo				// Material name
0				// Movement index
65				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

Suelofinal				// Material name
0				// Movement index
66				// Group index
0.5				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

Piramide				// Material name
0				// Movement index
54				// Group index
2				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

gravel64			// Material name
0				// Movement index
49				// Group index
1				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials

Texturaverde				// Material name
0				// Movement index
54				// Group index
2				// Peds per 100 square metres
0				// Number of exclusion materials
0				// Number of exception materials


-		// HORIZON STUFF
HORIZONTE		// Name of sky texture pixelmap (or "none")
7		// Horizontal repetitions of sky texture
60		// Vertical size of sky texture (degrees)
230		// Position of horizon (pixels below top)
COLOUR		// Depth cue mode ("none", "dark" or "fog")
4,0		// Degree of fog/darkness
155,12,11		// Depth cue colour (red, green, blue )
-





1				// The number of SPECIAL EFFECTS VOLUMES

DEFAULT water
0.25				// gravity multiplier
200				// viscosity multiplier
0				// Car damage per millisecond
0.002				// Pedestrian damage per millisecond
0				// camera effect index
1				// sky colour
none				// Windscreen texture to use
5100				// Sound ID of entry noise
5100				// Sound ID of exit noise
2				// Engine noise index
10				// material index





0			// The number of sound generators
-
-
-
-





MapImage.PIX		// The filename of the MAP PICTURE
0 , 0 , 0			// World -> map transformation matrix
0 , 0 , 0
0 , 0 , 0
0 , 0 , 0





START OF FUNK

!flm01a
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
12
8
FLM01A
FLM03A
FLM06A
FLM08A
FLM11A
FLM13A
FLM15A
FLM18A

NEXT FUNK

CSTPLATEc
constant
piss off
no fucking lighting bastards
frames
approximate
continuous
12
20
CSTPLATEc
CSTPLATEd
CSTPLATEe
CSTPLATEf
CSTPLATEg
CSTPLATEh
CSTPLATEi
CSTPLATEj
CSTPLATEk
CSTPLATEl
CSTPLATEll
CSTPLATEl
CSTPLATEk
CSTPLATEj
CSTPLATEi
CSTPLATEh
CSTPLATEg
CSTPLATEf
CSTPLATEe
CSTPLATEd

NEXT FUNK

UFOTOPSD
constant
roll
continuous
0,-2
no fucking lighting
no animation you cunt

NEXT FUNK

UFOBOTSD
constant
roll
continuous
0,-2
no fucking lighting
no animation you cunt

NEXT FUNK

UFOBLACK
constant
roll
continuous
0,-2
no fucking lighting
no animation you cunt

END OF FUNK





START OF GROOVE
END OF GROOVE





START OF OPPONENT PATHS

10                             // Number of path nodes
   5.5,   -0.001,   -38.16   // Node #0
   5.5,   -0.001,   -36.16   // Node #1
  -9.5,   -0.001,   -36.16   // Node #2
-9.5,   -0.001,   -13.4   // Node #3
36.3,   -0.001,   -13.4   // Node #4
36.3,   -0.001,   1.22   // Node #5
-9.3,   -0.001,   16   // Node #6
-38,   -0.001,   16   // Node #7
-38,   -0.001,  -62   // Node #8
5.5,   -0.001,   -62   // Node #9

10                                         // Number of path sections
   0,   1,   0, 255,   0, 255,    1.0,    0   // Section #0
   1,   2,   0, 255,   0, 255,    1.0,    0   // Section #1
   2,   3,   0, 255,   0, 255,    1.0,    0   // Section #2
   3,   4,   0, 255,   0, 255,    1.0,    0   // Section #3
   4,   5,   0, 255,   0, 255,    1.0,    0   // Section #4
   5,   6,   0, 255,   0, 255,    1.0,    0   // Section #5
   6,   7,   0, 255,   0, 255,    1.0,    0   // Section #6
   7,   8,   0, 255,   0, 255,    1.0,    0   // Section #7
   8,   9,   0, 255,   0, 255,    1.0,    0   // Section #8
   9,   0,   0, 255,   0, 255,    1.0,    0   // Section #9

0                                                             // Number of cop start points

END OF OPPONENT PATHS





START OF DRONE PATHS

2     // version
10    // n_nodes
	
// 0:
	36.25, -0.74, -36
	Mover01
	0
	1
		1, 0, 0, 2

// 1:
	36.25, -0.74, 1.5
	NONE
	0
	1
		2, 0, 0, 2

// 2:
	-32, -0.74, 1.5
	NONE
	0
	1
		3, 0, 0, 2

// 3:
	-32, -0.74, 55.75
	NONE
	0
	1
		4, 0, 0, 2

// 4:
	5.75, -0.74, 55.75
	NONE
	0
	1
		5, 0, 0, 2

// 5:
	5.75, -0.74, -36
	Mover01
	0
	1
		6, 0, 0, 2

// 6:
	-9.5, -0.74, -36
	NONE
	0
	1
		7, 0, 0, 2

// 7:
	-9.5, -0.74, -14
	Mover01
	0
	1
		8, 0, 0, 2

// 8:
	14.25, -0.74, -14
	NONE
	0
	1
		9, 0, 0, 2

// 9:
	14.25, -0.74, -36.25
	NONE
	0
	1
		0, 0, 0, 2

END OF DRONE PATHS





1				// The number of DRIVING SURFACE TYPES

// Default material
1			// car wall friction
1			// tyre road friction
1			// downforce
0			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1			// sparkiness
1			// "room for expansion"
SKIDMARK.MAT	// the filename of tire marks





10		// The number of NONCAR TYPES

22nopark_s.txt
02lamp.txt
08wastebin.txt
32scrapcar01.txt
01citree1.txt
27tree02.txt
26tree08.txt
16telegraph.txt
06palmtree.txt
44flyingsaucer.txt




3					// The number of TIRE DUST TYPES

61 , 84 , 33			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"

92 , 51 , 34			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"

227 , 209 , 143			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"





1			// Number of MULTIPLAYER START POINTS

4.5 , 0.5 , 9.3		// #1	, Start point coordinates
180				//	, Starting angle	





1				// Number of splash files
CASPLASH.PIX		// Name of pixelmap files for splashes

1
Ilion_City.TXT		// Track's filename (Ejemplo: NewMap.txt)