FITini // This is the ground tile fire Data File [ObjectClass] l ObjectTypeNum = 5 [ObjectType] st Name = "bb" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000239 // decimal 569 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [FireData] ul DmgLevel = 0 ul SoundEffectId = 22 ul startLoopFrame = 10 ul endLoopFrame = 26 // was 27 ul numLoops = 20 f maxExtentRadius = 150.0 //How big do I eventually get in terms of setting new fires f TimeToMaxExtent = 10.0 //How long does it take me to get there. l TotalFireShapes = 5 //total number of little fires f FireOffsetX0 = -30.0 l FireRandomOffsetX0 = 20.0 f FireOffsetY0 = -30.0 l FireRandomOffsetY0 = 20.0 f FireDelay0 = 0.0 l FireRandomdelay0 = 15.0 f FireOffsetX1 = 30.0 l FireRandomOffsetX1 = 20.0 f FireOffsetY1 = 30.0 l FireRandomOffsetY1 = 20.0 f FireDelay1 = 0.0 l FireRandomdelay1 = 15.0 f FireOffsetX2 = 30.0 l FireRandomOffsetX2 = 20.0 f FireOffsetY2 = -30.0 l FireRandomOffsetY2 = 20.0 f FireDelay2 = 0.0 l FireRandomdelay2 = 15.0 f FireOffsetX3 = -30.0 l FireRandomOffsetX3 = 20.0 f FireOffsetY3 = 30.0 l FireRandomOffsetY3 = 20.0 f FireDelay3 = 10.0 l FireRandomdelay3 = 10.0 f FireOffsetX4 = 0.0 l FireRandomOffsetX4 = 20.0 f FireOffsetY4 = 0.0 l FireRandomOffsetY4 = 20.0 f FireDelay4 = 0.0 l FireRandomdelay4 = 0.0 FITend