FITini //--------------------------------------------------------------------------- // // MECH: PUMA // // BASE ID: 17 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 2 [Header] st FileType = "MechType" [General] ul ID = 17 // ID number for this mech type uc Type = 1 // 0 = Inner Sphere, 1 = Clan st Name = "Puma" // mech type description uc Chassis = 0 // Standard Chassis f TonnageClass = 35.0 // 35 tons uc EndoSteel = 1 // does have EndoSteel IS f InternalStructureTonnage = 2.0 // 2.0 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Head = 3 uc CenterTorso = 11 uc LeftTorso = 8 uc RightTorso = 8 uc LeftArm = 6 uc RightArm = 6 uc LeftLeg = 8 uc RightLeg = 8 [Debris] ul RightArmPiece = 0x00000039 ul LeftArmPiece = 0x00000038 ul DestroyedPiece = 0x0000003A [HotSpots] st HotSpotFileName = "pu" l FootprintType = 5 ul Weapon0 = 3 // Which part is this weapon attached to. 3 = Right Arm ul Weapon1 = 3 // Which part is this weapon attached to. 2 = Right Arm ul Weapon2 = 3 // Which part is this weapon attached to. 1 = Left Arm ul Weapon3 = 2 // Which part is this weapon attached to. 1 = Left Arm ul Weapon4 = 2 // Which part is this weapon attached to. 1 = Torso ul Weapon5 = 2 // Which part is this weapon attached to. 1 = Torso ul Weapon6 = 1 // Which part is this weapon attached to. 1 = Torso ul Weapon7 = 0 // Which part is this weapon attached to. 1 = Torso ul Weapon8 = 0 // Which part is this weapon attached to. 1 = Torso ul Weapon9 = 1 // Which part is this weapon attached to. 1 = Torso ul Weapon10 = 1 // Which part is this weapon attached to. 0 = Bottom ul Weapon11 = 1 // Which part is this weapon attached to. 0 = Bottom [ObjectType] st Name = "Puma" // Text string giving a descriptive name (only 8 chars long!!) l Type = 55 // ID number for this mech type l Appearance = 0x0100000A l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters l IconNumber = 18 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 1 //Mech dynamics = 1 [MechDynamics] l maxTorsoYawRate = 360 //Degrees per sec l maxTorsoYaw = 120 //(+/-)Degrees l maxArmYaw = 60 //(+/-)Degrees l maxMechYawRate = 180 //Degrees per sec l maxRightArmYawRate = 180 //Degrees per sec l maxLeftArmYawRate = 180 //Degrees per sec f maxAccel = 3.0 //Meters per sec per sec f maxVelocity = 40.0 //Meters per sec [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd