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untitled Javascript Code
Posted by: LCID Fire | July 25, 2010 @ 6:37am
Javascript Code
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{ "className": "Mothership" "mexDataFile": "Rl0/LOD0/Mothership.mex" "lodFile": "Mothership.lod" "physics": { "mass": 10000.0 // ship mass [fighter = 1] "momentOfInertiaX": 10000.0 // resistance to rotation "momentOfInertiaY": 10000.0 // don't allow mothership to rotate about Y,Z (pitch, roll) "momentOfInertiaZ": 10000.0 "immobile": false // indicates object is immobile "maxVelocity": 235.0 // [fighter = 1000] "thrust": { "default": 35.0 // acceleration (m/s^2) [1-1000 approx. range] }, "rotation": { "max": 10.0, // maximum rotation speed [don't make faster than ~10] "default": 0.02 "defaultYaw": 0.25 } } "logic": { "buildCost": 3200 // resource units to build "buildTime": 300 // time in seconds to build "maxhealth": 96000 //hit points "groupSize" : 1 // size of group ships of this type tend to form "repairTime" : 10 // every this many seconds "repairDamage" : 25 // this much damage is repaired "blastRadiusShockWave": 1.0 "blastRadiusDamage": 125 "canBuildShips": true //ship can build ships "canReceiveShips": true // other ships can dock in this ship "canReceiveResources": true // Resource Collectors,etc can deposit resources in this ship "canReceiveShipsPermanently": true // ships can dock permanently here "canBuildBigShips": true // can build Destroyers, Carriers, Heavy Cruisers, etc. "canReceiveFighters": true "canReceiveCorvettes" : true "canReceiveResourceCollectors" : true "canReceiveOtherNonCapitalShips" : true "pumpFuelRate": 300.0 //how fast carrier pumps fuel in. "repairOtherShipRate": 1 //how fast carrier heals damaged ships. Must be an integer "clearanceDirection": 2 //(0=up,1=right,2=forward,4=down,5=left,6=back) "clearanceDistance" : 100.0 // how far ships go away from this ship when they are just built. ; Note that this number is added to the minimum collision distance. dockShipRange 1300.0 ; how close ships should get before considering docking (to ship surface) surroundDistance 1000.0 ; how far ships will minimally disperse themselves from this ship after ; they are built. Note that this number is added to the minimum collision distance. surroundDistanceRand 1000.0 ; random number between 0 and x added to surroundDistance surroundRotYMinAng -35.0 ; ship may be positioned between min and max degrees elevation surroundRotYMaxAng 35.0 surroundRotZMinAng -180.0 ; ship may be positioned between min and max degrees angle surroundRotZMaxAng 180.0 canTargetMultipleTargets TRUE rotateToRetaliate TRUE "turn": { "default": 0.2 // speed at which ship tries to turn (1=standard) } "weapons": //Weapons //=-----= //NUMBER_OF_GUNS 12 //(one BIG gun) //GUN 8 //Desired Range = 6500 //ADD this amount: 399 to compensate for centrepoint //ADD this amount: 750 to compensate for stopping distance [ { "className": "Gimble", "audio": { "sound": GS_LargeIonCannon }, "logic": { "damageLow": 20, // damage variance per shot - low (continuous damage for BULLET_Beam) "damageHigh": 25, // damage variance per shot - high "minAngle": 0, "maxAngle": 6, "fireTime": 6.0, // fire repeat rate (reciprocal = shots/second) }, bullet: { "className": Beam, "lifeTime": 2.0, "range": 7649.0, // distance bullets travel before disappearing "length": 7649.0, // visual only. Length of bullet on screen "physics": { "maxVelocity": 0.0, // measured in m/s. "mass": 0.0 //mass of bullet } } }, { //GUN 9 //Desired Range = 6500 //ADD this amount: 464 to compensate for centrepoint //ADD this amount: 750 to compensate for stopping distance "className": "Gimble", "audio": { "sound": GS_LargeIonCannon }, "logic": { "damageLow": 20, // damage variance per shot - low (continuous damage for BULLET_Beam) "damageHigh": 24, // damage variance per shot - high "minAngle": 0, "maxAngle": 6, "fireTime": 3.0 //fire repeat rate (reciprocal = shots/second) }, "bullet": { "type": Beam, "length": 7714.0, //visual only. Length of bullet on screen "range": 7714.0, // distance bullets travel before disappearing "lifeTime": 2.0, "physics": { "maxVelocity": 0.0, //measured in m/s. "mass": 0.0 //mass of bullet }, } }, //GUN 0 { "className": "Gimble", "name": "gun0", "audio": { "sound": GS_SmallProjectile }, "logic": { "damageLow": 10, //damage variance per shot - low "damageHigh": 12, //damage variance per shot - high "minAngle": 0, "maxAngle": 120, "fireTime": 0.1, // fire repeat rate (reciprocal = shots/second) "burstFireTime": 1.8, "burstWaitTime": 1.9 }, "bullet": { "range": 5500.0, //distance bullets travel before disappearing "length": 20.0, //visual only. Length of bullet on screen "physics": { "maxVelocity": 15000.0 //measured in m/s. "mass": 0.0 //mass of bullet } } }, //GUN 1 { "copyOfName": "gun0" }, //GUN 2 //Desired Range = 4000 //ADD this amount: 930 to compensate for centrepoint //ADD this amount: 750 to compensate for stopping distance { "copyOfName": "gun0" }, //GUN 3 //Desired Range = 4000 //ADD this amount: 585 to compensate for centrepoint //ADD this amount: 750 to compensate for stopping distance { "copyOfName": "gun0" }, //GUN 4 //Desired Range = 4000 //ADD this amount: 611 to compensate for centrepoint //ADD this amount: 750 to compensate for stopping distance { "copyOfName": "gun0" }, //GUN 5 //Desired Range = 4000 //ADD this amount: 835 to compensate for centrepoint //ADD this amount: 750 to compensate for stopping distance { "copyOfName": "gun0" }, //GUN 6 //Desired Range = 4000 //ADD this amount: 506 to compensate for centrepoint //ADD this amount: 750 to compensate for stopping distance { "copyOfName": "gun0" }, //GUN 7 //Desired Range = 4000 //ADD this amount: 458 to compensate for centrepoint //ADD this amount: 750 to compensate for stopping distance { "copyOfName": "gun0" }, //GUN 10 { "copyOfName": "gun0" }, //GUN 11 { "copyOfName": "gun0" } ], "docks": [ //NUMBER_OF_DOCK_POINTS 3 { "className": "DockingCone", "name": "In", "flyAwayDistance": 5000, "minDistance": 1000, "maxDistance": 6000 }, { "className": "DockingCone", "copyOfName": "In" "flyAwayDistance": 5000, "minDistance": 1000, "maxDistance": 6000 }, { "className": "LaunchPoint", "name": "Out1", "flyAwayDistance": 800, "minDistance": 800, "maxDistance": 800, "headingDirection": BACK, "upDirection": UP } ] NUMBER_OF_SALVAGE_POINTS 6 NUM_NEEDED_FOR_SALVAGE 99 ;number of ships needed to capture a craft NEED_BIGR1 TRUE NEED_BIGR2 TRUE WILL_FIT_CARRIER FALSE ; format: name,type SalvagePoint Point1,AttachPoint SalvagePoint Point2,AttachPoint SalvagePoint Point3,AttachPoint SalvagePoint Point4,AttachPoint SalvagePoint Point5,AttachPoint SalvagePoint Point6,AttachPoint "lights": [ //NUMBER_OF_NAV_LIGHTS 10 // format is NavLight name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name { "name": "antenna1", "type": Lights.DEFAULT, "blinkRate": 2, "startDelay": 0.5, "endDelay": 0.5, "size": 30, "minLod": 3, "textureName": "etg/textures/glow32" }, { "copyOfName": "antenna1", "name": "antenna2", "type": NAVLIGHT_Default, "blinkRate": 2, "startDelay": 1, "endDelay": 0, "size": 30, "minLod": 3, "textureName": "etg/textures/glow32" }, { "copyOfName": "antenna2", "name": "antenna3" }, { "copyOfName": "antenna1", "name": "antenna4", "type": Lights.DEFAULT, "blinkrate": 1.5, "startdelay": 0.75, "size": 0, 30, 3 }, { "copyOfName": "antenna1", "name": "front1", "type": Lights.DEFAULT, "blinkrate": 1, "startdelay": 2, "size": 0, 20, 3 }, { "copyOfName": "front1", "name": "front2" }, { "copyOfName": "antenna1", "name": "hangar1", "type": Lights.DEFAULT, "blinkrate": 2, "startdelay": 0.5, "size": 0, 25, 3 }, { "copyOfName": "hangar1", "name": "hangar2" }, { "copyOfName": "antenna1", "name": "hangar3", "type": Lights.DEFAULT, "blinkrate": 1.5, "startdelay": 0.5, "size": 1, 25, 3 }, { "copyOfName": "hangar3", "name":"hangar4" } ] ;Explosions ;=--------= explosionType ET_CarrierExplosion "engines": [ //Engine trails This is the top engine //=-----------= //trailAngle 90.0 //trailWidth 1075.0 //trailHeight 260.0 { "trailWidth": 450.0 "trailHeight": 300.0 "trailLength": 550.0 "trailStyle": 3 "trailScaleCap": 0.00025 } //Engine #2 This is the second to top engine //=-------= //trailAngle 90.0 //trailWidth 1075.0 //trailHeight 150.0 //trailWidth2 450.0 //trailHeight2 300.0 //trailLength2 550.0 //trailStyle2 3 //trailScaleCap2 0.00025 //Engine #3 This is the third to top engine //=-------= //trailAngle 90.0 //trailWidth 1075.0 //trailHeight 150.0 //Engine #4 This is the bottom engine //=-------= //trailAngle 90.0 //trailWidth 1075.0 //trailHeight 150.0 ] minimumZoomDistance 1550 renderlistFade 2700.0 renderlistLimit 18000.0 }
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