


[common_4_all]
ScaleFactor					= 2
isStatic						= true
isFlying						= false
isTransparent				= false
isEnemy							= false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;				HOLES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_hole]
editor_hkey					= 'H'
isLaidOn						= true
LaidOn_Layer 				= 2
isLong							= false

[Hole1]
parent							= common_hole
MeshFilename				= MH_ef_Hit01.png
ScaleFactor					= 2

[Hole2]
parent							= common_hole
MeshFilename				= MH_ef_Hit01.png
ScaleFactor					= 3

[Hole3]
parent							= common_hole
MeshFilename				= MH_ef_Hit01.png
ScaleFactor					= 4

[Hole4]
parent							= common_hole
MeshFilename				= MH_ef_Hit01.png
ScaleFactor					= 6


[Hole5]
parent							= common_hole
MeshFilename				= MH_ef_Hit01.png
ScaleFactor					= 8


[Hole6]
parent							= common_hole
MeshFilename				= MH_ef_Hit01.png
ScaleFactor					= 13
;LifeEffect					= fire_barrel

[Hole7]
parent							= common_hole
MeshFilename				= MH_ef_Hit01.png
ScaleFactor					= 16

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							ROAD
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; extended
[Road1]
MeshFilename				= MH_Road01.png
ScaleFactor					= 10
isLaidOn						= true
isLong							= true
isLongTextured			= false

[Road2]
editor_hkey					= 'R'
MeshFilename				= MH_Road01.png
isLaidOn						= true
LaidOn_Layer 				= 1
isLong							= false
isStatic						= true
ScaleFactor					= 10

[RoadL]
MeshFilename				= MH_Road01_L.png
isLaidOn						= true
LaidOn_Layer 				= 1
isLong							= false
ScaleFactor					= 10

[RoadT]
MeshFilename				= MH_Road01_T.png
isLaidOn						= true
LaidOn_Layer 				= 1
isLong							= false
ScaleFactor					= 10

[RoadX]
MeshFilename				= MH_Road01_X.png
isLaidOn						= true
LaidOn_Layer 				= 1
isLong							= false
ScaleFactor					= 10

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; zones start

[z1r]

MeshFilename	= zone1red.jpg
RotationY = -2.14
isLaidOn	= true
isLong		= false
ScaleFactor	= 10

[z2r]
MeshFilename	= zone2red.jpg
RotationY = -2.14
isLaidOn	= true
isLong		= false
ScaleFactor	= 10

[z3r]
MeshFilename	= zone3red.jpg
RotationY = -2.14
isLaidOn	= true
isLong		= false
ScaleFactor	= 10

[z4r]
MeshFilename	= zone4red.jpg
RotationY = -2.14
isLaidOn	= true
isLong		= false
ScaleFactor	= 10

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; zones end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;						 Paths
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Path1]
MeshFilename				= MH_Path01.png
isLaidOn						= true
isLong							= false
ScaleFactor					= 6

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		Grass+ Basis+ Cracks
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[Basis1]
MeshFilename				= MH_bld_basis1.jpg
isLaidOn						= true
LaidOn_Layer 				= 1
isLong							= false
ScaleFactor					= 17

[Basis2]
MeshFilename				= MH_bld_basis2.jpg
isLaidOn						= true
LaidOn_Layer 				= 1
isLong							= false
ScaleFactor					= 17

[Crack1]
MeshFilename				= MH_gnd_crack1.png
isLaidOn						= true
isLong							= false
LaidOn_Layer 				= 3
ScaleFactor					= 10

[Crack2]
MeshFilename				= MH_gnd_crack2.png
isLaidOn						= true
LaidOn_Layer 				= 3
isLong							= false
ScaleFactor					= 10

[Crack3]
editor_hkey					= '2'
MeshFilename				= MH_gnd_crack3.png
isLaidOn						= true
LaidOn_Layer 				= 3
isLong							= false
ScaleFactor					= 10

[Crack4]
MeshFilename				= MH_gnd_crack4.png
isLaidOn						= true
LaidOn_Layer 				= 3
isLong							= false
ScaleFactor					= 10



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							STONE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[Stone1]
;MeshFilename	= stone1.x
;RotationX	= -1.57
;ScaleFactor	= 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							TREES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  LEAFS TREES

[Tree01]
editor_hkey					= 'T'
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_leafs_01.x
ScaleFactor					= 0.4

[Tree01a]
parent						  = Tree01
ScaleFactor					= 0.3

[Tree01b]
parent						  = Tree01
ScaleFactor					= 0.2


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ROUND TREE

[Tree02]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_rnd_01.x
ScaleFactor					= 0.3

[Tree02a]
parent						  = Tree02
ScaleFactor					= 0.2

[Tree02b]
parent						  = Tree02
ScaleFactor					= 0.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Narrrow green 

[Tree06]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_rnd_nrrw_01.x
ScaleFactor					= 0.3

[Tree06a]
parent						  = Tree06
ScaleFactor					= 0.2

[Tree06b]
parent						  = Tree06
ScaleFactor					= 0.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DEAD TREE MANY BRANCHES

[Tree03]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_dead_01.x
ScaleFactor					= 0.4


[Tree03a]
parent						  = Tree03
ScaleFactor					= 0.3


[Tree03b]
parent						  = Tree03
ScaleFactor					= 0.2


[Tree03c]
parent						  = Tree03
ScaleFactor					= 0.1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DEAD TREE 2 FEW BRANCHES FAT CORE

[Tree04]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_dead_02.x
ScaleFactor					= 0.5


[Tree04a]
parent						  = Tree04
ScaleFactor					= 0.4

[Tree04b]
parent						  = Tree04
ScaleFactor					= 0.3

[Tree04c]
parent						  = Tree04
ScaleFactor					= 0.2

[Tree04d]
parent						  = Tree04
ScaleFactor					= 0.1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PINE TREE

[Tree05a]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_pine_01.x
ScaleFactor					= 0.6


[Tree05b]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_pine_01.x
RotationY						= 0.6
ScaleFactor					= 0.4


[Tree05b]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_pine_01.x
ScaleFactor					= 0.25


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DEAD TREE 3 FEW BRANCHES LONG CORE

[tree_dead_03]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_dead_03.x
ScaleFactor					= 0.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 								Bushes
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Bush01]
editor_hkey					= '3'
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= bush_rnd_01.x
ScaleFactor					= 0.3


[Bush01a]
parent							= Bush01
ScaleFactor					= 0.2

[Bush02]
parent							= Bush01
MeshFilename				= bush_leafs_01.x
ScaleFactor					= 0.3

[Bush03]
parent							= Bush01
MeshFilename				= bush_leafs_02.x
ScaleFactor					= 0.4

[tree_stump_01]
isEnemy							= false
isStatic						= true
isTransparent				= true
MeshFilename				= tree_stump_01.x
JunctionY						= 5
ScaleFactor					= 0.4

[tree_stump_02]
parent							= tree_stump_01
MeshFilename				= tree_stump_02.x
ScaleFactor					= 0.4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Cactus

[Cactus01]
MeshFilename	= MH_cactus1.x
ScaleFactor	= 0.3
isTransparent	= true 

[Cactus02]
MeshFilename	= MH_cactus1.x
ScaleFactor	= 0.17
isTransparent	= true 

[Cactus03]
MeshFilename	= MH_cactus1.x
ScaleFactor	= 0.4
isTransparent	= true 


[Stones01]
MeshFilename	= MH_desert_stone1.png
isLaidOn	= true
isLong		= false
ScaleFactor	= 10

[Stones02]
MeshFilename	= MH_desert_stone1.png
isLaidOn	= true
isLong		= false
ScaleFactor	= 12

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							CARS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[common_car_destroyed]
isEnemy		= false
ScaleFactor					= 4
RotationX						= 3.14
LifeEffect					= smoke_cars

[common_car]
isEnemy							= true
ScaleFactor					= 4
Strength   					= 1
DestroyEffect				= expl_cloud_cars_01
Destroyed2Class			= common_car_destroyed
Score								= 80

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Car1_01_d]
editor_hkey					= 'C'
parent							= common_car_destroyed
MeshFilename				= car1_01.x
RotationZ						= 1.54
RotationY						= 3.14


[Car1_01]
parent							= common_car
MeshFilename				= car1_01.x
Destroyed2Class			= Car1_01_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Car1a_03_d]
parent							= common_car_destroyed
MeshFilename				= car1a_03.x
JunctionY 				  = 10

[Car1a_03]
parent							= common_car
MeshFilename				= car1a_03.x
Destroyed2Class			= Car1a_03_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Car1b_06_d]
parent							= common_car_destroyed
MeshFilename				= car1b_06.x
RotationZ						= -1.54
RotationY						= -3.14

[Car1b_06]
parent							= common_car
MeshFilename				= car1b_06.x
Destroyed2Class			= Car1b_06_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Car2_01_d]
parent							= common_car_destroyed
MeshFilename				= car2_01.x
JunctionY 				  = 10

[Car2_01]
parent							= common_car
MeshFilename				= car2_01.x
Destroyed2Class			= Car2_01_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Car2a_04_d]
parent							= common_car_destroyed
MeshFilename				= car2a_04.x
RotationZ						= 1.54
JunctionY 				  = 10

[Car2a_04]
parent							= common_car
MeshFilename				= car2a_04.x
Destroyed2Class			= Car2a_04_d


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Car2b_05_d]
parent							= common_car_destroyed
MeshFilename				= car2b_05.x
JunctionY 				  = 10

[Car2b_05]
parent							= common_car
MeshFilename				= car2b_05.x
Destroyed2Class			= Car2b_05_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CAR FLIPPED OVER

[Car1_flipped1]
parent							= common_car
MeshFilename				= car1_01.x
ScaleFactor					= 4
RotationX						= 2.14

[Car2_flipped1]
parent							= common_car
MeshFilename				= car1a_03.x
ScaleFactor					= 4
RotationX						= 3.14
JunctionY       		= 20


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							FENCES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_fence]
ScaleFactor					= 4
isTransparent				= true


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; TALL METAL FENCE 1

[fence01_a]
parent							= common_fence
MeshFilename				= fence01_a.x

[fence01_b]
parent							= common_fence
MeshFilename				= fence01_b.x

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; TALL METAL FENCE GATES 1

[fence01_gate_a]
parent							= common_fence
MeshFilename				= fence01_gate_a.x

[fence01_gate_b]
parent							= common_fence
MeshFilename				= fence01_gate_b.x

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LOW METAL FENCE 2

[fence02_a]
parent							= common_fence
MeshFilename				= fence02_a.x

[fence02_b]
parent							= common_fence
MeshFilename				= fence02_b.x

[fence02_c]
parent							= common_fence
MeshFilename				= fence02_c.x

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LOW METAL FENCE 3

[fence03_a]
parent							= common_fence
MeshFilename				= fence03_a.x

[fence03_b]
parent							= common_fence
MeshFilename				= fence03_b.x

[fence032_c]
parent							= common_fence
MeshFilename				= fence03_c.x

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;			 ELECTRICITY POLLS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;; Electricity polls

; just sticking up
[poll]
editor_hkey					= '0'
MeshFilename				= poll.x
ScaleFactor					= 6.5

[pillar01]
MeshFilename				= poll01.x
ScaleFactor					= 7

[pillar02]
MeshFilename				= poll02.x
ScaleFactor					= 7

[pillar03]
MeshFilename				= poll03.x
ScaleFactor					= 7

[traffic_light]
MeshFilename				= traffic_light.x
ScaleFactor					= 7

[sign_intersec]
MeshFilename				= sign_intersec.x
ScaleFactor					= 7

[sign_nopark]
MeshFilename				= sign_nopark.x
ScaleFactor					= 7

[sign_park]
MeshFilename				= sign_park.x
ScaleFactor					= 7

[sign_stop]
MeshFilename				= sign_stop.x
ScaleFactor					= 7

[sign_wrongway]
MeshFilename				= sign_wrongway.x
ScaleFactor					= 7


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							BARREL & TRASH
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[barrel01]
editor_hkey					= 'V'
MeshFilename				= barrel01.x
JunctionY 					= -4
ScaleFactor					= 4
LifeEffect					= smoke_barrel,fire_barrel
LifeEffect_RY				= -1.56

[barrel04]
MeshFilename				= barrel02.x
JunctionY 					= -4
ScaleFactor					= 4
LifeEffect					= smoke_barrel,fire_barrel
LifeEffect_RY				= -1.56

[city_mailbox01]
MeshFilename				= city_mailbox01.x
ScaleFactor					= 4

[city_trash01]
MeshFilename				= city_trash01.x
ScaleFactor					= 4

[city_bench]
MeshFilename				= city_bench.x
ScaleFactor					= 4


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							COTTAGES (SUBURBS)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_cottage]
editor_hkey					= '5'
ScaleFactor					= 4
isEnemy							= true
Strength						= 10
DestroyEffect				= expl_cloud_cottage_01,expl_ring_cottage_01
;,expl_jibs_cottage_01
Score								= 500

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Destroyed Cottage 1b

[Cottage1b_d4]
parent							= common_cottage                        
isEnemy							= false
MeshFilename				= cottage_01_d.x
Strength						= 0
LifeEffect					= smoke_building,fire_building,flash_firing_house

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Good Cottage 1b

[Cottage1b_d1]
parent							= common_cottage
MeshFilename				= cottage_01.x
Destroyed2Class			= Cottage1b_d4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Destroyed Cottage r1

[Cottage1r_d4]
parent							= common_cottage
isEnemy							= false
MeshFilename				= cottage_03_d.x
Strength						= 0
LifeEffect					= smoke_building,fire_building,flash_firing_house

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Good Cottage 1r

[Cottage1r_d1]
parent							= common_cottage
MeshFilename				= cottage_03.x
Destroyed2Class			= Cottage1r_d4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Destroyed Cottage 2b

[Cottage2b_d4]
parent							= common_cottage
isEnemy							= false
MeshFilename				= cottage_04_d.x
Strength						= 0
LifeEffect					= smoke_building,fire_building,flash_firing_house

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Good Cottage 2b

[Cottage2b_d1]
parent							= common_cottage
MeshFilename				= cottage_04.x
Destroyed2Class			= Cottage2b_d4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Cottage2r_d4]
parent							= common_cottage
isEnemy							= false
MeshFilename				= cottage_02_d.x
Strength						= 0
LifeEffect					= smoke_building,fire_building,flash_firing_house

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Good Cottage 2r

[Cottage2r_d1]
parent							= common_cottage
MeshFilename				= cottage_02.x
Destroyed2Class			= Cottage2r_d4


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		   City Buildings
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_city_building]
editor_hkey					= '6'
isEnemy							= true
ScaleFactor					= 2
Strength						= 10
DestroyEffect				= expl_cloud_citybuilding_01,expl_ring_citybuilding_01
;expl_jibs_citybuilding_01,
Score								= 500


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Destroyed City building 1

[City_building1_destroyed]
parent							= common_city_building
MeshFilename				= city_building1d.x
isEnemy							= false
Strength						= 0
LifeEffect					= smoke_building,fire_building,flash_firing_house

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; City building 1 

[City_building1]
parent								= common_city_building
MeshFilename					= city_building1.x
Destroyed2Class				= City_building1_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Destroyed City building 2

[City_building2_destroyed]
parent								= common_city_building
MeshFilename					= city_building2d.x
isEnemy								= false
Strength							= 0
LifeEffect						= smoke_building,fire_building,flash_firing_house

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; City building 2 

[City_building2]
parent								= common_city_building
MeshFilename					= city_building2.x
Destroyed2Class				= City_building2_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Destroyed City building 3

[City_building3_destroyed]
parent							= common_city_building
MeshFilename				= city_building3d.x
isEnemy							= false
Strength						= 0
LifeEffect					= smoke_building,fire_building,flash_firing_house

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; City building 3 

[City_building3]
parent							= common_city_building
MeshFilename				= city_building3.x
Destroyed2Class			= City_building3_destroyed


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		ENEMY BASES STYLE 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_enemy_base_destoyed]
editor_hkey					= '7'
ScaleFactor					= 3
isEnemy							= false
Strength						= 0
RotationY       		= -1.57
JuctionY						= 5
LifeEffect					= smoke_building,fire_building,flash_firing_house


[common_enemy_base]
ScaleFactor					= 3
isEnemy							= true
Strength						= 10
RotationY       		= -1.57
DestroyEffect				= expl_cloud_bases_01,expl_ring_bases_01
;expl_jibs_bases_01
Score								= 2000


;;;

[Enemy_base1_comm_destroyed]
parent							= common_enemy_base_destoyed
MeshFilename				= base1_communication_d.x


[Enemy_base1_comm]
parent							= common_enemy_base
MeshFilename				= base1_communication.x
Destroyed2Class			= Enemy_base1_comm_destroyed

;;;

[Enemy_base1_power_destroyed]
parent							= common_enemy_base_destoyed
MeshFilename				= base1_power_d.x



[Enemy_base1_power]
parent							= common_enemy_base
MeshFilename				= base1_power.x
ScaleFactor					= 3.5
Destroyed2Class			= Enemy_base1_power_destroyed

;;;

[Enemy_base1_storage_destroyed]
parent							= common_enemy_base_destoyed
MeshFilename				= base1_storage_d.x
ScaleFactor					= 3.9

[Enemy_base1_storage]
parent							= common_enemy_base
MeshFilename				= base1_storage.x
ScaleFactor					= 4
Destroyed2Class			= Enemy_base1_storage_destroyed

;;;

[Enemy_base1_building_destroyed]
parent							= common_enemy_base_destoyed
MeshFilename				= base1_building_d.x
ScaleFactor					= 3.8

[Enemy_base1_building]
parent							= common_enemy_base
MeshFilename				= base1_building.x
ScaleFactor					= 3.9
Destroyed2Class			= Enemy_base1_building_destroyed

;;;
; Enemy Radar

[Enemy_base1_radar_destroyed]
parent							= common_enemy_base_destoyed
MeshFilename				= base1_radar_d.x
ScaleFactor					= 3.5

[Enemy_base1_radar]
parent							= common_enemy_base
MeshFilename				= base1_radar.x
ScaleFactor					= 3.5
isStatic						= false
AnimationSpeed			= 20
ActivationRange 		= 500
MovementSpeed				= 10
MovementProc				= rot_Y_hero
Destroyed2Class			= Enemy_base1_radar_destroyed

;;;

[Enemy_base1_plant_destroyed]
parent							= common_enemy_base_destoyed
MeshFilename				= base1_plant_d.x
ScaleFactor					= 3.5

[Enemy_base1_plant]
parent							= common_enemy_base
MeshFilename				= base1_plant.x
ScaleFactor					= 3.5
Strength						= 5
Destroyed2Class			= Enemy_base1_plant_destroyed



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 	ENEMY BASES STYLE 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_enemy_base2_destoyed]
isEnemy							= false
Strength						= 0
RotationY       		= -1.57
LifeEffect					= smoke_building,fire_building,flash_firing_house


[common_enemy_base2]
isEnemy							= true
ScaleFactor					= 0.3
Strength						= 10
RotationY       		= -1.57
DestroyEffect				= expl_cloud_bases_01,expl_ring_bases_01
;,expl_jibs_bases_01
Score								= 2000


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; STORAGE 01

[Enemy_base2_storage01_destroyed]
editor_hkey	= '8'
parent 							= common_enemy_base2_destoyed
MeshFilename				= base2_storage_01_d.x
ScaleFactor					= 0.35

[Enemy_base2_storage01]
parent							= common_enemy_base2
MeshFilename				= base2_storage_01.x
ScaleFactor					= 0.35
Destroyed2Class			= Enemy_base2_storage01_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; STORAGE 02

;;; Storage 02

[Enemy_base2_storage02_destroyed]
parent 							= common_enemy_base2_destoyed
MeshFilename				= base2_storage_02_d.x
ScaleFactor					= 0.35

[Enemy_base2_storage02]
parent							= common_enemy_base2
MeshFilename				= base2_storage_02.x
ScaleFactor					= 0.35
Destroyed2Class			= Enemy_base2_storage02_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; STORAGE 03

[Enemy_base2_storage03_destroyed]
parent 							= common_enemy_base2_destoyed
MeshFilename				= base2_storage_03_d.x
ScaleFactor					= 0.4


[Enemy_base2_storage03]
parent							= common_enemy_base2
MeshFilename				= base2_storage_03.x
ScaleFactor					= 0.4
Destroyed2Class			= Enemy_base2_storage03_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; OUTPOST 01

[Enemy_base2_outpost01_destroyed]
parent 							= common_enemy_base2_destoyed
MeshFilename				= base2_outpost_01_d.x
ScaleFactor					= 0.32

[Enemy_base2_outpost01]
parent							= common_enemy_base2
MeshFilename				= base2_outpost_01.x
ScaleFactor					= 0.32
Destroyed2Class			= Enemy_base2_outpost01_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; OUTPOST 02

[Enemy_base2_outpost02_destroyed]
parent 							= common_enemy_base2_destoyed
MeshFilename				= base2_outpost_02_d.x
ScaleFactor					= 0.32

[Enemy_base2_outpost02]
parent							= common_enemy_base2
MeshFilename				= base2_outpost_02.x
ScaleFactor					= 0.32
Destroyed2Class			= Enemy_base2_outpost02_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; TOWER 01

[Enemy_base2_tower01_destroyed]
parent							= common_enemy_base2_destoyed
MeshFilename				= base2_tower_01_d.x
ScaleFactor					= 0.19

[Enemy_base2_tower01]
parent							= common_enemy_base2
MeshFilename				= base2_tower_01.x
ScaleFactor					= 0.19
Destroyed2Class			= Enemy_base2_tower01_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LANDING 

[Enemy_base2_landing_destroyed]
parent							= common_enemy_base2_destoyed
MeshFilename				= base2_landing_d.x
ScaleFactor					= 0.25

[Enemy_base2_landing]
parent							= common_enemy_base2
MeshFilename				= base2_landing.x
ScaleFactor					= 0.25
Destroyed2Class			= Enemy_base2_landing_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LAB 01

[Enemy_base2_lab01_destroyed]
parent							= common_enemy_base2_destoyed
MeshFilename				= base2_lab_01_d.x
ScaleFactor					= 0.25

[Enemy_base2_lab01]
parent							= common_enemy_base2
MeshFilename				= base2_lab_01.x
ScaleFactor					= 0.25
Destroyed2Class			= Enemy_base2_lab01_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LAB 01

[Enemy_base2_lab02_destroyed]
parent							= common_enemy_base2_destoyed
MeshFilename				= base2_lab_02_d.x
ScaleFactor					= 0.25

[Enemy_base2_lab02]
parent							= common_enemy_base2
MeshFilename				= base2_lab_02.x
ScaleFactor					= 0.25
Destroyed2Class			= Enemy_base2_lab02_destroyed

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CASTLE 

[Enemy_base2_castle_destroyed]
parent							= common_enemy_base2_destoyed
MeshFilename				= base2_castle_d.x
ScaleFactor					= 0.2

[Enemy_base2_castle]
parent							= common_enemy_base2
MeshFilename				= base2_castle.x
ScaleFactor					= 0.2
Strenght 						= 100
Destroyed2Class			= Enemy_base2_castle_destroyed


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 					Boxes / Containers
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Enemy_container01]
editor_hkey					= '1'
isEnemy							= true
MeshFilename				= container_01.x
RotationY       		= -1.57
ScaleFactor					= 1.4
Strength						= 1
DestroyEffect				= expl_cloud_containers_01,expl_jibs_containers_01,expl_ring_containers_01
Destroyed2Class			= Hole4
Score								= 80

[Enemy_container02]
parent							= Enemy_container01
MeshFilename				= container_02.x
Destroyed2Class			= Hole4



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  ENEMY LIGHT POLLS

[Enemy_pillar_destroyed]
isEnemy							= false
ScaleFactor					= 5
RotationY       		= -1.57
MeshFilename	= pillar_d.x


[Enemy_common_pillar]
isEnemy							= true
isTransparent				= true
ScaleFactor					= 5
Strength						= 1
RotationY       		= -1.57
DestroyEffect				= expl_cloud_containers_01
Destroyed2Class			= Enemy_pillar_destroyed

[Enemy_pillar01]
parent		= Enemy_common_pillar
MeshFilename	= pillar_01.x


[Enemy_pillar02]
parent		= Enemy_common_pillar
MeshFilename	= pillar_02.x


[Enemy_pillar03]
parent		= Enemy_common_pillar
MeshFilename	= pillar_03.x


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							TELEPORTER (LEVEL FINISHING PLACE)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Teleporter]
MeshFilename	= MH_landing.x
ScaleFactor	= 0.9
Strength	= 0
RotationX	= -1.57
RotationY	= -1.57


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							BONUSES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_bonus]
isFlying						= true
ScaleFactor					= 3.5
MovementProc				= bonus
Orientation					= horizontal
isTransparent				= false
LifeEffect					= BonusLifeEffect
LifeEffect_RY				= 1.57
DestroyEffect				= pickup_bonus_01


[BonusAmmoGun]
editor_hkey					= 'U'
parent							= common_bonus
MeshFilename				= ammo_gun.x

[BonusAmmoPlasma]
parent							= common_bonus
MeshFilename				= ammo_plasma.x

[BonusAmmoRocket]
parent							= common_bonus
MeshFilename				= ammo_rocket.x

[BonusBomb]
parent							= common_bonus
MeshFilename				= bonus_bomb.x

[BonusHealth]
parent							= common_bonus
MeshFilename				= bonus_health.x

[BonusLife]
parent							= common_bonus
MeshFilename				= bonus_life.x

[BonusArmor]
parent							= common_bonus
MeshFilename				= bonus_armor.x


[BonusScoreSkeletonHead1]
isFlying						= true
MeshFilename				= bonus_skeleton_head1.x
RotationX						= -0.7
ScaleFactor					= 8.5
MovementProc				= bonus
Orientation					= horizontal
isTransparent				= false
LifeEffect					= BonusLifeEffect01
LifeEffect_RY				= 1.57
DestroyEffect				= pickup_trophy_01
Score 							= 20

[BonusScoreSkeletonHead1_Fly]
parent 							= BonusScoreSkeletonHead1
LifeEffect					= BonusLifeEffect02
Score 							= 25


[BonusScoreSkeletonHead2]
isFlying						= true
MeshFilename				= bonus_skeleton_head2.x
JunctionY						= 3
ScaleFactor					= 8
MovementProc				= bonus
Orientation					= horizontal
isTransparent				= true
LifeEffect					= BonusLifeEffect03
LifeEffect_RY				= 1.57
DestroyEffect				= pickup_trophy_01
Score 							= 35

[BonusScoreSkeletonHead3]
isFlying						= true
MeshFilename				= bonus_skeleton_head3.x
JunctionY						= 3
ScaleFactor					= 7
MovementProc				= bonus
Orientation					= horizontal
isTransparent				= true
LifeEffect					= BonusLifeEffect04
LifeEffect_RY				= 1.57
DestroyEffect				= pickup_trophy_01
Score 							= 35



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                                                        							COMMON WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_weapon]
isStatic	= false
MovementSpeed	= 250
AnimationSpeed	= 1
BulletsCreateProc = forward
BulletsCount	= 1
BulletsMoveProc	= straight
FireEffect	= common_fire

[common_machinegun_weapon]
parent = common_weapon
MeshFilename	= shot_03b.x
ScaleFactor	= 10
Orientation	= camera
Strength	= 0.05
FireEffect	= fire_mgun


[common_plasma_weapon]
isStatic	= false
MovementSpeed	= 250
AnimationSpeed	= 1
BulletsCreateProc = forward
BulletsCount	= 1
BulletsMoveProc	= straight
FireEffect	= common_fire
ScaleFactor	= 0.2
Orientation	= camera
FireEffect_Y	= 22
FireEffect_Z	= 20
DestroyEffect	= hit_plasma_enemies_01

[common_rocket_weapon]
parent = common_weapon
MeshFilename	= rocket03.x
ScaleFactor	= 3
;isTransparent   = true // Will make rocket unpowered !!!
RotationX	= -1.57
RotationY	= 1.57
RotationZ	= 1.57
MovementSpeed	= 220
AnimationSpeed	= 1
Orientation	= camera
BulletsCount	= 2
Strength	= 10
;LifeEffect	= flame_rocketW
LifeEffect_RY	= 3.1415
;DestroyEffect	= hit_rocket
FiringRate	= 0.5
FireEffect_Z    = -15

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;										HERO 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;          HERO MACHINEGUN WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; RED GUN 2 SHOT STRAIGHT

[machinegun1_weapon_Hero]
isStatic					 = false
BulletsCount			 = 1
BulletsCreateProc  = forward
BulletsMoveProc	   = straight	
Orientation		     = camera
MeshFilename			 = shot_bullet_yel.x
ScaleFactor	       = 3
AnimationSpeed	   = 1
Strength				   = 1
FiringRate      	 = 4
MovementSpeed			 = 350
FireEffect				 = spark_gun_hero_01
FireEffect_X			 = 0
FireEffect_Y			 = 6
FireEffect_Z			 = 33
;LifeEffect				 = tail_bullet_hero_01
LifeEffect_RY			 = 3.1415
DestroyEffect			 = hit_machinegun_flash_01,hit_machinegun_jibs_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; YELLOW GUN 2 SHOTS STRAIGHT

[machinegun2_weapon_Hero]
parent 						 = machinegun1_weapon_Hero
BulletsCount	     = 2
FiringRate         = 3
Strength	         = 0.5
FireEffect_X	     = 2
FireEffect_Y			 = 6
FireEffect_Z			 = 33



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE GUN 2 SHOTS STRAIGHT

[machinegun3_weapon_Hero]
parent					   = machinegun1_weapon_Hero
BulletsCount			 = 2
FiringRate         = 4
MovementSpeed			 = 600
Strength					 = 0.5
FireEffect_X			 = 8
FireEffect_Y			 = 2
FireEffect_Z			 = 22


[machinegun4_weapon_Hero]
parent					   = machinegun1_weapon_Hero
BulletsCount			 = 4
FiringRate         = 4
MovementSpeed			 = 1000
Strength					 = 1
FireEffect_X			 = 2
FireEffect_Y			 = 6
FireEffect_Z			 = 33


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;             HERO PLASMA WEAPONS PROPERTIES FAN 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE PLASMA 3 SHOTS FAN

[plasma1_weapon_Hero]
isStatic				   = false
AnimationSpeed		 = 1
BulletsCount			 = 3
BulletsMoveProc	   = straight	
BulletsCreateProc  = fan
MeshFilename			 = shot_bullet_blu.x
ScaleFactor				 = 3
Orientation			   = camera
Strength					 = 1
FiringRate				 = 2
MovementSpeed			 = 360
FireEffect				 = spark_plasma_hero_01
FireEffect_X			 = 2
FireEffect_Y			 = 6
FireEffect_Z			 = 33
;LifeEffect				 = tail_bullet_hero_02
LifeEffect_RY			 = 3.1415
DestroyEffect			 = hit_plasma_flash_01,hit_plasma_jibs_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; RED PLASMA 4 SHOTS FAN


[plasma2_weapon_Hero]
parent 						 = plasma1_weapon_Hero
BulletsCount 			 = 4
Strength 					 = 0.5
FiringRate 				 = 4
MovementSpeed 		 = 900
FireEffect_X			 = 2
FireEffect_Y			 = 6
FireEffect_Z			 = 33


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; GREEN PLASMA 6 SHOTS STRAIGHT

[plasma3_weapon_Hero]
parent 						 = plasma1_weapon_Hero
BulletsCount			 = 10
Strength					 = 0.1
FiringRate				 = 3
MovementSpeed			 = 1000
FireEffect_X			 = 1
FireEffect_Y			 = 6
FireEffect_Z			 = 33



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;      HERO ROCKETS PROPERTIES  
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 1 ROCKET

[rocket1_weapon_Hero]
isStatic					 = false
BulletsCreateProc  = forward
BulletsCount			 = 1
BulletsMoveProc	   = straight	
AnimationSpeed		 = 1
Orientation				 = camera
MeshFilename			 = rocket03.x
ScaleFactor				 = 5.5
RotationX					 = -1.57
RotationY					 = 1.57
RotationZ					 = 1.57
FiringRate				 = 1
MovementSpeed			 = 300
Strength					 = 3
FireEffect				 = spark_rocket_hero_01
FireEffect_X			 = 2
FireEffect_Y			 = 7
FireEffect_Z		   = 20
DestroyEffect			 = hit_cloud_rocket_hero,hit_jibs_rocket_hero_01
;LifeEffect				 = flame_rocketW
LifeEffect_RY			 = 3.1415

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 2 ROCKETS

[rocket2_weapon_Hero]
parent						 = rocket1_weapon_Hero
BulletsCount			 = 2
FireEffect_X	     = 4
Strength					 = 3
MovementSpeed	     = 400
FireEffect_X			 = 8
FireEffect_Y			 = 5
FireEffect_Z			 = 11


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;            HERO BOMB PROPERTIES  
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[bomb1_weapon_Hero]
parent						 = rocket1_weapon_Hero
BulletsCount			 = 1
MeshFilename			 = bonus_bomb.x
ScaleFactor				 = 4.5
Strength					 = 100
MovementSpeed			 = 130
FiringRate				 = 1
FireEffect				 = spark_bomb_hero_01
FireEffect_X			 = 4
FireEffect_Y			 = 3
FireEffect_Z		   = -15
DestroyEffect			 = expl_bomb_hero_01,expl_jibs_bomb_hero_01,expl_ring_bomb_hero_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 				  HERO PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Hero]
isEnemy						 = false
isStatic				   = false
isFlying					 = true
Orientation			   = horizontal
AnimationSpeed		 = 200
MeshFilename			 = hero_01.x
ScaleFactor				 = 0.6
;RotationZ					 = 1.57
RotationY					 = 1.57
MovementSpeed			 = 70
Strength					 = 100
WeaponClass				 = machinegun1_weapon_Hero
PlasmaClass				 = plasma1_weapon_Hero
RocketClass				 = rocket1_weapon_Hero
BombClass					 = bomb1_weapon_Hero
DestroyEffect			 = expl_cloud_hero_01,expl_ring_hero_01,expl_jibs_hero_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;							ENEMIES PROPERTIES 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[common_robot]
isStatic	= false
isEnemy		= true
ActivationRange = 640
Destroyed2Class	= Hole3
DestroyEffect	= explosion_flash,expl_cloud_skeleton_01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;	     	ROBOCOP WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ROBOCOP WEAPON 1 (2 bullets) BLUE PLASMA

[machinegun1_robocop]
isStatic						= false
BulletsCount				= 2
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
Orientation					= camera
AnimationSpeed			= 1
MeshFilename				= shot_02v.x
ScaleFactor					= 0.13
FiringRate					= 1
MovementSpeed				= 250
Strength    				= 5
FireEffect					= spark_laser_robocop_smallcyber_01
FireEffect_X				= 10
FireEffect_Y				= 45
FireEffect_Z				= 30
DestroyEffect				= hit_plasma_enemies_01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ROBOCOP WEAPON 1 (2 bullets) YELLOW PLASMA
[plasma1_robocop]
parent 							= machinegun1_robocop
MeshFilename				= shot_02y.x
BulletsCount				= 2
ScaleFactor					= 0.13
FiringRate					= 1
Strength    				= 5
MovementSpeed				= 240
FireEffect_X				= 10
FireEffect_Y				= 56
FireEffect_Z				= 52


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ROBOCOP WEAPON 3 (2 ROCKETS) 

[rocket1_robocop]
parent							= common_rocket_weapon
MeshFilename				= rocket01.x
MovementSpeed				= 230
ScaleFactor 				= 4
FireEffect					= spark_rocket_all_enemies_01
FireEffect_X				= 8
FireEffect_Y				= 35
;FireEffect_Z				= 25
FiringRate					= 1
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		 ROBOCOPS PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DEAD ROBOCOP

[Robocop_destroyed]
;MeshFilename			 = robocop_d.x
;MeshFilename			 = cyber_dead_01
;RotationY					 = 4.71
;ScaleFactor				 = 2.7
MeshFilename				= cyber_dead_01.png
isLaidOn						= true
LaidOn_Layer 				= 3
isLong							= false
ScaleFactor					= 6


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ROBOCOP 1 BLUE WITH 2 GUNS

[Robocop_blu_straight]       
editor_hkey				 	= 'M'
ActivationRange 	 	= 640
isStatic					 	= false
isEnemy						 	= true
MeshFilename	     	= robocop1_blue.x
ScaleFactor					= 3
RotationY	         	= 4.71
Strength					 	= 5
MovementProc		   	= straight
MovementSpeed			 	= 20
AnimationSpeed		 	= 1.8
WeaponClass				 	= machinegun1_robocop
Destroyed2Class		 	= Robocop_destroyed
DestroyEffect	 		 	= expl_cloud_robocop_smallcyber_01,expl_ring_robocop_smallcyber_01,expl_jibs_robocop_smallcyber_01
Score								= 400
BonusList					  = BonusScoreSkeletonHead2

[Robocop_blu_constraint]       
parent 						 = Robocop_blu_straight
MovementSpeed			 = 25
MovementProc			 = constraintwalk


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ROBOCOP 2 YELLOW WITH 2 GUNS

[Robocop_yel_straight]       
parent 						 = Robocop_blu_straight
MeshFilename			 = robocop2_yellow.x
ScaleFactor				 = 3.3
Strength					 = 5
WeaponClass				 = plasma1_robocop


[Robocop_yel_constraint]       
parent					   = Robocop_yel_straight
MovementSpeed			 = 25
MovementProc			 = constraintwalk


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ROBOCOP 3 WITH 2 ROCKETS

[Robocop_red_straight]       
parent 						 = Robocop_blu_straight
MeshFilename			 = robocop3_red.x
ScaleFactor			   = 3.6
Strength				   = 5
WeaponClass				 = rocket1_robocop



[Robocop_red_constraint]       
parent 						 = Robocop_red_straight
MovementSpeed			 = 25
MovementProc		   = constraintwalk


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		 SMALL CYBERS WEAPONS PROPERIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE CYBER WEAPON 1

[plasma1_smallcyber]
isStatic						= false
BulletsCreateProc 	= forward
BulletsCount				= 1
BulletsMoveProc			= straight
Orientation					= camera
MeshFilename				= shot_03r.x
ScaleFactor					= 0.09
AnimationSpeed			= 1
MovementSpeed				= 300
Strength						= 7
FiringRate					= 1
FireEffect					= spark_laser_robocop_smallcyber_01
FireEffect_X				= 18
FireEffect_Y				= 50
FireEffect_Z				= 45
DestroyEffect				= hit_plasma_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; YELLOW CYBER WEAPON 2

[plasma2_smallcyber]
isStatic						= false
BulletsCount				= 1
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
Orientation					= camera
MeshFilename				= shot_03o.x
ScaleFactor					= 0.08
AnimationSpeed			= 1
MovementSpeed				= 350
Strength						= 8
FiringRate					= 1
FireEffect					= spark_laser_robocop_smallcyber_01
FireEffect_X				= 19.6
FireEffect_Y				= 55
FireEffect_Z				= 34


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; RED CYBER WEAPON 1

[rocket2_weapon_heavyrobot]
parent 							= common_rocket_weapon
MeshFilename				= rocket01.x
ScaleFactor 				= 4
BulletsCount 				= 1
MovementSpeed 			= 175
FiringRate					= 1
FireEffect					= spark_rocket_all_enemies_01
FireEffect_X				= 20
FireEffect_Y				= 52
FireEffect_Z				= 32
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 		SMALL CYBERS PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Common_SmallCyber_Destroyed]
isEnemy							= false
;MeshFilename				= cyber_d.x
;RotationY						= 4.71
;ScaleFactor					= 2.5
MeshFilename				= cyberheavy_dead_01.png
isLaidOn						= true
LaidOn_Layer 				= 3
isLong							= false
ScaleFactor					= 6


[Common_SmallCyber]
ActivationRange 		= 640
isStatic						= false
isEnemy							= true
Strength						= 7
RotationY						= 4.71
MovementSpeed				= 12
AnimationSpeed			= 1.4
MovementProc				= straight
Destroyed2Class			= Common_SmallCyber_Destroyed
DestroyEffect				= expl_cloud_robocop_smallcyber_01,expl_ring_robocop_smallcyber_01,expl_jibs_robocop_smallcyber_01
Score								= 600
BonusCreation				= static
BonusList					  = BonusScoreSkeletonHead2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SMALL CYBER BLUE 1

[SmallCyber_blu_straight]       
parent 							= Common_SmallCyber
MeshFilename				= cybersmall1_blue.x
ScaleFactor					= 2.7
WeaponClass					= plasma1_smallcyber



[SmallCyber_blu_constraint]       
parent 							= SmallCyber_blu_straight
MovementSpeed				= 25
MovementProc				= constraintwalk


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SMALL CYBER YELLOW 2

[SmallCyber_yel_straight]
parent 							= Common_SmallCyber
MeshFilename				= cybersmall2_yellow.x
ScaleFactor					= 2.7
Strength						= 7
WeaponClass					= plasma2_smallcyber


[SmallCyber_yel_constraint]
parent 							= SmallCyber_yel_straight
MovementSpeed				= 25
MovementProc				= constraintwalk


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SMALL CYBER RED 3

[SmallCyber_red_straight]       
editor_hkey					= 'N'
parent 							= SmallCyber_blu_straight
MeshFilename				= cybersmall3_red.x
WeaponClass					= rocket2_weapon_heavyrobot


[SmallCyber_red_constraint]       
parent 							= SmallCyber_red_straight
MovementProc				= constraintwalk


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;				    HEAVY CYBERS 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		HEAVY CYBERS WEAPONS PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; WEAPON 1 FOR RED HEAVY CYBER

[machinegun1_heavycyber]
isStatic						= false
Orientation					= camera
BulletsCount				= 2
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
MeshFilename				= shot_13.x
ScaleFactor					= 0.03
MovementSpeed 			= 230
Strength						= 7
FiringRate					= 1.5
FireEffect					= spark_laser_heavycyber_flyingrobot_01
FireEffect_X				= 12
FireEffect_Y				= 68
FireEffect_Z				= 68
DestroyEffect				= hit_plasma_enemies_01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; WEAPON 2 FOR YELLOW HEAVY CYBER

[plasma1_heavycyber]
parent 							= machinegun1_heavycyber
BulletsCount				= 2
MeshFilename				= shot_fire_01.x
Strength						= 10
ScaleFactor					= 3.5
MovementSpeed 			= 250
FiringRate					= 0.5
FireEffect_X				= 10
FireEffect_Y				= 68
FireEffect_Z				= 58


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; WEAPON 3 FOR BLUE HEAVY CYBER

[rocket1_weapon_heavyrobot]
parent 							= common_rocket_weapon
MeshFilename				= rocket02.x
MovementSpeed 			= 200
ScaleFactor 				= 5
FireEffect					= spark_rocket_all_enemies_01
FireEffect_X				= 10
FireEffect_Y				= 45
FireEffect_Z				= 28
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 	  HEAVY CYBERS PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[Common_HeavyCyber_Destroyed]
isEnemy							= false
;MeshFilename				= cyber_d.x
;ScaleFactor					= 3.5
MeshFilename				= cyberheavy_dead_01.png
isLaidOn						= true
LaidOn_Layer 				= 3
isLong							= false
ScaleFactor					= 6.5

[Common_HeavyCyber]
ActivationRange 		= 630
isStatic						= false
isEnemy							= true
RotationY						= 4.71
MovementSpeed				= 40
AnimationSpeed			= 1.8
MovementProc				= constraintwalk
Strength						= 15
Destroyed2Class			= Common_HeavyCyber_Destroyed
DestroyEffect				= expl_cloud_heavycyber_flyingrobot_01,expl_ring_heavycyber_flyingrobot_01,expl_jibs_heavycyber_flyingrobot_01
Score								= 800
BonusCreation				= static
BonusList						= BonusScoreSkeletonHead3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; RED HEAVY CYBER  1
[HeavyCyber1]       
parent 							= Common_HeavyCyber
MeshFilename				= cyberheavy1_red.x
ScaleFactor					= 3.5
WeaponClass					= machinegun1_heavycyber



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; YELLOW HEAVY CYBER 2
[HeavyCyber2]       
parent 							= Common_HeavyCyber
MeshFilename				= cyberheavy2_yellow.x
ScaleFactor					= 3.7
WeaponClass					= plasma1_heavycyber



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE HEAVY CYBER 3
[HeavyCyber3]
parent 							= Common_HeavyCyber
MeshFilename				= cyberheavy3_blue.x
ScaleFactor					= 3.7
WeaponClass					= rocket1_weapon_heavyrobot








;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;	  HEAVY ROBOTS FLYING ON PADS   
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;     WEAPONS PROPERTIES										
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  FLYING ROBOT WEAPON 1 BLUE

[plasma1_flyingrobot]
isStatic						= false
BulletsCount				= 2
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
Orientation					= camera
MeshFilename				= shot_08r.x
ScaleFactor					= 0.1
MovementSpeed				= 300
Strength						= 3
FiringRate					= 1
FireEffect					= spark_laser_heavycyber_flyingrobot_01
FireEffect_X				= 8
FireEffect_Y				= 40
FireEffect_Z				= 45
DestroyEffect				= hit_plasma_enemies_01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  FLYING ROBOT WEAPON 2 YELLOW

[plasma2_flyingrobot]
parent 							= plasma1_flyingrobot
BulletsCount				= 2
MeshFilename				= shot_08y.x
ScaleFactor					= 0.1
FiringRate					= 1
Strength						= 3
FireEffect_X				= 8
FireEffect_Y				= 40
FireEffect_Z				= 35


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  FLYING ROBOT WEAPON 3 ROCKET

[rocket1_flyingrobot]
parent							= common_rocket_weapon
MeshFilename				= rocket03.x
ScaleFactor					= 3.3
MovementSpeed 			= 200
Strength 						= 10
FiringRate					= 1
FireEffect					= spark_rocket_all_enemies_01
FireEffect_X				= 8.5
FireEffect_Y				= 40
FireEffect_Z				= 25



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 	 FLYING HEAVY ROBOTS PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; COMMON FLYING HEAVY  ROBOT

;[common_flying_robot_destroyed]
;isEnemy							= false
;MeshFilename				= flying_robot_d.x
;JunctionY 					= -125
;RotationY						= 4.71
;RotationX						= -0.6
;ScaleFactor  				= 2.5
;Strength						= 0
;LifeEffect					= smoke_mesh

[common_flying_robot]
ActivationRange 		= 600
isTransparent				= true
isStatic						= false
isFlying						= true
isEnemy							= true
Orientation					= horizontal
RotationY						= 4.71
ScaleFactor  				= 2.5
MovementSpeed				= 100
AnimationSpeed			= 3
Strength						= 15
MovementProc				= constraintwalk
Destroyed2Class			= Hole7
DestroyEffect				= expl_cloud_heavycyber_flyingrobot_01,expl_ring_heavycyber_flyingrobot_01,expl_jibs_heavycyber_flyingrobot_01
Score		= 1000
BonusCreation				= static
BonusList						= BonusScoreSkeletonHead3


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  FLYING HEAVY ROBOT 1

[flying_robot1]
parent 							= common_flying_robot
MeshFilename				= flying_robot1.x
WeaponClass					= plasma1_flyingrobot


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  FLYING HEAVY ROBOT 2

[flying_robot2]
parent 							= common_flying_robot
MeshFilename				= flying_robot2.x
WeaponClass					= plasma2_flyingrobot



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  FLYING HEAVY ROBOT 3

[flying_robot3]
parent 							= common_flying_robot
MeshFilename				= flying_robot3.x
WeaponClass					= rocket1_flyingrobot


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;				 						FIGHTERS WEAPON PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  BLUE BALL ONE SHOT 

[plasma1_weapon_fighter1a]
isStatic						= false
BulletsCount				= 1
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
Orientation					= camera
MeshFilename				= shot_02r.x
;RotationX 					= -1.57
ScaleFactor					= 0.15
AnimationSpeed			= 1
Strength						= 5
MovementSpeed				= 250
FiringRate  				= 1
FireEffect					= spark_laser_skeleton_01
FireEffect_X				= 0
FireEffect_Y				= 0
FireEffect_Z				= 25
DestroyEffect				= hit_plasma_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  RED PLASMA ONE SHOT STRAIGHT

[plasma1_weapon_fighter2a]
isStatic						= false
BulletsCount				= 1
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
Orientation					= camera
MeshFilename				= shot_02g.x
ScaleFactor					= 0.1
AnimationSpeed			= 1
MovementSpeed				= 250
Strength						= 6
FiringRate  				= 1
FireEffect					= spark_laser_skeleton_01
FireEffect_X				= 0
FireEffect_Y				= 4
FireEffect_Z				= 20
DestroyEffect				= hit_plasma_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;											 FIGHTERS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_fighter]
ActivationRange 	 = 650
isStatic					 = false
isEnemy					   = true
isFlying			     = true
Orientation 			 = horizontal
ScaleFactor				 = 0.09
RotationY				   = 1.57
MovementSpeed			 = 85
Strength					 = 1
Destroyed2Class		 = Hole5
DestroyEffect			 = expl_cloud_fighters_01,expl_ring_fighters_01,expl_jibs_fighters_01
BonusList					 = BonusScoreSkeletonHead1_Fly
Score							 = 200

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 1 

[Fighter1a_flystraight]
parent 						 = common_fighter
MeshFilename			 = fighter1a.x
MovementProc			 = flystraight
MovementSpeed			 = 40
WeaponClass				 = plasma1_weapon_fighter1a

[Fighter1a_flythrough]
parent 						 = common_fighter
MeshFilename			 = fighter1a.x
MovementSpeed			 = 150
MovementProc			 = flythrough

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 2 

[Fighter2a_flystraight]
parent 						 = common_fighter
MeshFilename			 = fighter2a.x
MovementProc			 = flystraight
MovementSpeed			 = 20
WeaponClass				 = plasma1_weapon_fighter2a

[Fighter2a_constraint]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter2a.x
Strength				   = 20
MovementProc			 = constraintwalk


[Fighter2a_flythrough]
parent 						 = common_fighter
MeshFilename	     = fighter2a.x
MovementSpeed	     = 140
MovementProc	     = flythrough


[Fighter2a_mine]
parent 						 = common_fighter
MeshFilename	     = fighter2a.x
JunctionY          = 30
MovementSpeed	     = 10
MovementProc	     = mine

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 3 


[Fighter3a_flystraight]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter3a.x
ScaleFactor				 = 0.07

[Fighter3a_flyon]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter3a.x
ScaleFactor				 = 0.07
MovementProc			 = straight


[Fighter3a_constraint]
parent 					   = Fighter2a_flystraight
MeshFilename			 = fighter3a.x
ScaleFactor				 = 0.07
MovementSpeed			 = 100
Strength					 = 10
MovementProc			 = constraintwalk


[Fighter3a_flythrough]
parent 						 = Fighter2a_flythrough
MeshFilename	  	 = fighter3a.x
ScaleFactor				 = 0.07


[Fighter3a_mine]
parent 						 = Fighter2a_mine
MeshFilename			 = fighter3a.x
ScaleFactor				 = 0.07
JunctionY 			   = 30

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 4 

[Fighter4a_flystraight]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter4a.x

[Fighter4a_flyon]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter4a.x
MovementProc			 = straight

[Fighter4a_constraint]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter4a.x
MovementSpeed			 = 100
MovementProc			 = constraintwalk

[Fighter4a_flythrough]
parent 						 = Fighter2a_flythrough
MeshFilename			 = fighter4a.x

[Fighter4_mine]
parent 						 = common_fighter
MeshFilename			 = fighter4a.x
JunctionY 				 = 30
MovementSpeed			 = 10
MovementProc			 = mine

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 5 

[Fighter5a_flystraight]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter5a.x

[Fighter5a_flyon]
parent 			       = Fighter2a_flystraight
MeshFilename			 = fighter5a.x
MovementProc			 = straight

[Fighter5a_constraint]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter5a.x
MovementSpeed			 = 100
Strength					 = 10
MovementProc			 = constraintwalk

[Fighter5a_flythrough]
parent 						 = Fighter2a_flythrough
MeshFilename			 = fighter5a.x

[Fighter5_mine]
parent 						 = common_fighter
MeshFilename			 = fighter5a.x
JunctionY 				 = 30
MovementSpeed	     = 10
MovementProc	     = mine

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 6

[Fighter6a_flystraight]
parent 					   = Fighter2a_flystraight
MeshFilename			 = fighter6a.x
MovementSpeed			 = 40

[Fighter6a_flyon]
parent 						 = Fighter2a_flystraight
MeshFilename	     = fighter6a.x
MovementProc	     = straight
MovementSpeed	     = 80

[Fighter6a_constraint]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter6a.x
MovementSpeed			 = 100
Strength				   = 10
MovementProc			 = constraintwalk

[Fighter6a_mine]
parent 						 = common_fighter
MeshFilename		   = fighter6a.x
JunctionY 				 = 30
MovementSpeed		   = 10
MovementProc			 = mine

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 7

[Fighter7a_flystraight]
parent 					   = Fighter2a_flystraight
MeshFilename	     = fighter7a.x
MovementSpeed			 = 40

[Fighter7a_flyon]
parent             = Fighter2a_flystraight
MeshFilename			 = fighter7a.x
MovementProc			 = straight
MovementSpeed			 = 80

[Fighter7a_constraint]
parent 						 = Fighter2a_flystraight
MeshFilename		   = fighter7a.x
MovementSpeed			 = 100
Strength					 = 10
MovementProc			 = constraintwalk

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 8

[Fighter8a_flystraight]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter8a.x
ScaleFactor				 = 0.068
Movem	entSpeed			 = 40

[Fighter8a_flyon]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter8a.x
ScaleFactor				 = 0.068
MovementProc			 = straight
MovementSpeed			 = 80

[Fighter8a_constraint]
parent 					   = Fighter2a_flystraight
MeshFilename			 = fighter8a.x
ScaleFactor			   = 0.068
MovementSpeed			 = 100
Strength					 = 10
MovementProc			 = constraintwalk

[Fighter8a_mine]
parent 						 = common_fighter
MeshFilename		   = fighter8a.x
ScaleFactor				 = 0.068
JunctionY 				 = 30
MovementSpeed			 = 10
MovementProc			 = mine


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FIGHTER 9

[Fighter9a_flystraight]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter9a.x
MovementSpeed		   = 40

[Fighter9a_flyon]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter9a.x
MovementProc			 = straight
MovementSpeed			 = 80

[Fighter9a_constraint]
parent 						 = Fighter2a_flystraight
MeshFilename			 = fighter9a.x
MovementSpeed		   = 100
Strength					 = 15
MovementProc			 = constraintwalk

[Fighter9a_mine]
parent 						 = common_fighter
MeshFilename			 = fighter9a.x
JunctionY 				 = 30
MovementSpeed			 = 10
MovementProc			 = mine


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;		  FLYING HIGH FLAT SPYROBOT PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FLYING HIGH COMMON SPYROBOT 

[common_SpyRobot_destoyed]
; not used 2/16/05
isEnemy							= false
isFlying						= false
MeshFilename				= spy_robot_d.x
RotationX						= -2
RotationY					 	= 1.57
ScaleFactor	        = 2.5
JunctionY						= -140
LifeEffect					= smoke_mesh

[common_SpyRobot]
ActivationRange 	 = 650
isStatic					 = false
isEnemy					   = true
isFlying			     = true
Orientation 			 = horizontal
ScaleFactor	       = 2.5
RotationX					 = -1.57
RotationY					 = 1.57
MovementSpeed			 = 85
Strength					 = 1
WeaponClass				 = common_weapon
Destroyed2Class		 = Hole5
DestroyEffect			 = expl_cloud_fighters_01,expl_ring_fighters_01,expl_jibs_fighters_01
Score							 = 175
BonusList					 = BonusScoreSkeletonHead1_Fly
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FLYING HIGH FLAT SPYROBOT 1

[SpyRobot1_straight]
editor_hkey				 = 'F'
parent 				     = common_SpyRobot
MeshFilename			 = spy_robot01.x
MovementProc			 = flystraight

[SpyRobot1_flyon]
parent 						 = common_SpyRobot
MeshFilename			 = spy_robot01.x
MovementProc			 = straight
MovementSpeed			 = 100

[SpyRobot1_diagonal]
parent 						 = common_SpyRobot
MeshFilename			 = spy_robot01.x
MovementSpeed			 = 170
MovementProc			 = flythrough

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FLYING HIGH YELLOW FLAT SPYROBOT 2

[SpyRobot2_straight]
parent 						 = common_SpyRobot
MeshFilename			 = spy_robot02.x
MovementProc			 = flystraight

[SpyRobot2_flyon]
parent 						 = common_SpyRobot
MeshFilename			 = spy_robot02.x
MovementProc			 = straight
MovementSpeed			 = 100

[SpyRobot2_diagonal]
parent 						 = common_SpyRobot
MeshFilename			 = spy_robot02.x
MovementSpeed			 = 170
MovementProc			 = flythrough


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FLYING HIGH RED FLAT SPYROBOT 3

[SpyRobot3_straight]
parent 			       = common_SpyRobot
MeshFilename			 = spy_robot03.x
MovementProc			 = flystraight

[SpyRobot3_flyon]
parent 						 = common_SpyRobot
MeshFilename			 = spy_robot03.x
MovementProc			 = straight

[SpyRobot3_diagonal]
parent 						 = common_SpyRobot
MeshFilename			 = spy_robot03.x
MovementSpeed			 = 170
MovementProc			 = flythrough

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; FLYING HIGH SPYROBOT BALL 1


[common_SpyRobotBall_destoyed]
editor_hkey				  = 'D'
isEnemy							= false
isFlying						= false
MovementProc			  = mine
MovementSpeed				= 1
MeshFilename				= spy_robot_ball_d.x
ScaleFactor	        = 4.5
RotationY					  = 1.57
RotationX						= 1.57
JunctionY						= 5
LifeEffect					= smoke_mesh

[common_SpyRobotBall]
ActivationRange 	 = 650
isStatic					 = false
isEnemy					   = true
isFlying			     = true
Orientation 			 = horizontal
ScaleFactor	       = 4.5
RotationY					 = -1.57
MovementSpeed			 = 70
Strength					 = 1
WeaponClass				 = common_weapon
Destroyed2Class		 = Hole4
DestroyEffect			 = expl_cloud_fighters_01,expl_ring_fighters_01,expl_jibs_fighters_01
Score							 = 145
BonusList					 = BonusScoreSkeletonHead1_Fly

[SpyRobotBall1_straight]
parent 			       	= common_SpyRobotBall
MeshFilename 				= spy_robot_ball01.x
MovementProc			  = flystraight
Destroyed2Class		  = Hole4

[SpyRobotBall1_constraint]
parent 			       	= common_SpyRobotBall
MeshFilename 				= spy_robot_ball01.x
MovementProc			  = constraintwalk
WeaponClass				 	= plasma1_weapon_fighter2a
Destroyed2Class		  = Hole4

[SpyRobotBall1_flyon]
parent 			       	= common_SpyRobotBall
MeshFilename 				= spy_robot_ball01.x
MovementSpeed			 	= 50
MovementProc			  = straight
Score							 	= 155



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 	FLYING GUNSHIPS WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ORANGE BULLETS GUN

[plasma1_flybyside]
isStatic						= false
BulletsCount				= 1
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
MeshFilename				= shot_12.x
ScaleFactor					= 0.03
AnimationSpeed			= 1
Orientation					= camera
Strength						= 2
FiringRate  				= 10
MovementSpeed				= 400
FireEffect					= spark_gun_gunships_01
FireEffect_X				= 0
FireEffect_Y				= 4
FireEffect_Z				= 60
DestroyEffect				= hit_plasma_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE BALLS FLY STRAIGHT

[plasma1_straight]
parent 							= plasma1_flybyside
BulletsCount				= 1
Strength						= 1
FiringRate  				= 4
FireEffect					= spark_plasma_gunships_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE BALLS FLY BY SIDE

[plasma2_flybyside]
parent 							= plasma1_flybyside
BulletsCount				= 2
MeshFilename				= shot_11.x
ScaleFactor					= 0.03
FiringRate  				= 6
FireEffect_X				= 15
FireEffect_Y				= 22
FireEffect_Z				= 22

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE BALLS FLY STRAIGHT

[plasma2_straight]
parent 							= plasma2_flybyside
BulletsCount				= 2
Strength						= 1
FiringRate				  = 4
FireEffect					= spark_plasma_gunships_01
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MACHINEGUN BALLS FLY BY SIDE

[machinegun1_weapon_flybyside]
parent 							= plasma1_flybyside
BulletsCount				= 2
MeshFilename				= shot_02y.x
ScaleFactor					= 0.055
Strength						= 1
FiringRate  				= 12
FireEffect					= spark_gun_gunships_01
FireEffect_X				= 9
FireEffect_Y				= 10
FireEffect_Z				= 25

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; YELLOW MACHGUN FLY STRAIGHT

[machinegun1_weapon_straight]
parent 							= machinegun1_weapon_flybyside
FiringRate  				= 4


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;      FLYING STRAIGHT GUNSHIPS PROPERTIES;											        
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE GUNSHIP 1 STRAIGHT

[Gunship_blu_straight]
editor_hkey				 = 'K'
ActivationRange 	 = 600
isStatic				   = false
isEnemy						 = true
isFlying					 = true
Orientation 			 = horizontal
MeshFilename			 = MH_Gunship01.x
ScaleFactor     	 = 0.6
RotationY					 = -1.57
RotationX					 = -1.57
MovementProc			 =	flystraight
MovementSpeed			 = 30
Strength					 = 5
WeaponClass			   = plasma1_straight
Destroyed2Class		 = Hole7
DestroyEffect			 = expl_cloud_fighters_01,expl_ring_gunships_01,expl_jibs_gunships_01
Score							 = 1500
BonusCreation 		 = static
BonusList					 = BonusHealth



[Gunship_blu_diagonal]
ActivationRange 	 = 650
parent					   = Gunship_blu_straight
MovementProc			 = flythrough

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; YELLOW GUNSHIP 1 STRAIGHT

[Gunship_yel_straight]
parent 						 = Gunship_blu_straight
MeshFilename			 = MH_Gunship02.x
WeaponClass				 = plasma2_straight

[Gunship_yel_constraint]
parent 						 = Gunship_blu_straight
MeshFilename			 = MH_Gunship02.x
MovementSpeed			 = 60
MovementProc		   = constraintwalk
WeaponClass				 = plasma2_straight
BonusList					 = BonusScoreSkeletonHead3


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; RED GUNSHIP 1 STRAIGHT

[Gunship_red_straight]
parent 					    = Gunship_blu_straight
MeshFilename	      = MH_Gunship03.x
WeaponClass	        = machinegun1_weapon_straight

[Gunship_red_constraint]
parent 						 = Gunship_yel_constraint
MeshFilename			 = MH_Gunship03.x
WeaponClass				 = machinegun1_weapon_straight
BonusList					 = BonusScoreSkeletonHead3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   							FLYING BY SIDES GUNSHIPS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BLUE GUNSHIP 1 BY SIDE

[Gunship_blu_flybyside]
editor_hkey				 = 'L'
ActivationRange 	 = 600
isStatic				   = false
isEnemy						 = true
isFlying					 = true
Orientation 			 = horizontal
MeshFilename			 = MH_Gunship01.x
ScaleFactor     	 = 0.6
RotationY					 = -1.57
RotationX					 = -1.57
Strength					 = 6
MovementProc			 = flybysides
MovementSpeed			 = 160
WeaponClass				 = plasma1_flybyside
Destroyed2Class	   = Hole7
DestroyEffect			 = expl_cloud_fighters_01,expl_ring_gunships_01,expl_jibs_gunships_01
Score							 = 1500
BonusList					 = BonusScoreSkeletonHead3

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; YELLOW GUNSHIP 1 BY SIDE

[Gunship_yel_flybyside]
parent 						 = Gunship_blu_flybyside
MeshFilename			 = MH_Gunship02.x
WeaponClass			   = plasma2_flybyside

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; RED GUNSHIP 1 BY SIDE

[Gunship_red_flybyside]
parent					   = Gunship_blu_flybyside
MeshFilename			 = MH_Gunship03.x
WeaponClass				 = machinegun1_weapon_flybyside



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;        	 TRANSPORT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[common_transport]
isStatic						= false
isFlying						= true
isEnemy							= true
Orientation					= horizontal
ScaleFactor     		= 3
MovementSpeed				= 100
MovementProc				= flytransport
Destroyed2Class			= Hole1
DestroyEffect				= expl_cloud_skeleton_01
Score								= 4000

[transport1]
ActivationRange 		= 350
parent 							= common_transport
MeshFilename				= transport.x
RotationY						= 4.71
AnimationSpeed			= 0.7
Strength						= 90
;WeaponClass				 = plasma_red
isTransparent				= true


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;									 BOSSES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS1 ROBOCOP BLUE WEAPON

[plasma_weapon_boss1]
isStatic						= false
Orientation					= camera
BulletsCount				= 2
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
MeshFilename				= shot_07.x
ScaleFactor					= 0.09
Strength						= 0.2
FiringRate					= 6
MovementSpeed				= 400
FireEffect					= common_fire
FireEffect_X				= 18
FireEffect_Y				= 1.5
FireEffect_Z				= 70
DestroyEffect				= hit_plasma_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  DESTROYED BOSS1

[Boss1_Fighter_d]
MeshFilename			 = boss1_fighter.x
ScaleFactor 			 = 0.27
RotationY					 = 1.57
JunctionY					 = -160
LifeEffect				 = smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  BOSS1 ROBOCOP BLUE

[Boss1_Fighter]       
editor_hkey				 = 'B'
ActivationRange 	 = 600
isStatic					 = false
isEnemy					   = true
isFlying					 = true
Orientation				 = horizontal
MeshFilename			 = boss1_fighter.x
ScaleFactor 			 = 0.27
RotationY					 = 1.57
MovementSpeed			 = 200
AnimationSpeed		 = 0
Strength				   = 50
WeaponClass				 = plasma_weapon_boss1
MovementProc		   = fire
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss1_Fighter_d
BonusCreation	     = static
BonusList					 = BonusLife


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  WEAPON ROCKET BOSS2

[plasma_weapon_boss2]
isStatic				   = false
BulletsCreateProc  = forward
BulletsMoveProc	   = straight
BulletsCount	     = 1
Orientation	       = camera
MeshFilename			 = shot_12.x
ScaleFactor				 = 0.07
;RotationX					 = -1.57
Strength					 = 5
MovementSpeed			 = 300
FiringRate				 = 1
FireEffect_X			 = 0
FireEffect_Y	     = 2
FireEffect_Z	     = 30
;LifeEffect				 = flame_rocketW
LifeEffect_RY			 = 3.1415

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  DESTROYED BOSS2

[Boss2_Fighter_d]
MeshFilename	    	= boss2_fighter.x
RotationY						= -1.54
ScaleFactor	      	= 0.27
JunctionY						= -150
LifeEffect				  = smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  BOSS2

[Boss2_Fighter]
parent			       = Boss1_Fighter
MeshFilename			 = boss2_fighter.x
ScaleFactor				 = 0.27
MovementSpeed			 = 300
MovementProc			 = constraintwalk
WeaponClass				 = plasma_weapon_boss2
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss2_Fighter_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS3  WEAPON

[rocket_weapon_boss3]
parent 						 = plasma_weapon_boss1
MeshFilename	     = rocket01.x
ScaleFactor	       = 5
;RotationZ					 = -1.54
FiringRate	       = 1
Strength	         = 5
MovemenSpeed       = 200
FireEffect				 = common_fire
FireEffect_X	     = 23
FireEffect_Y	     = -25
FireEffect_Z	     = 90
;LifeEffect				 = flame_rocketW
LifeEffect_RY			 = 3.1415
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  DESTROYED BOSS3

[Boss3_Fighter_d]
isStatic					= true
isEnemy						= false
MeshFilename	    = boss3_fighter.x
RotationY					= 1.54
ScaleFactor	      = 0.27
JunctionY					= -120
LifeEffect				= smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS3

[Boss3_Fighter]
parent			       = Boss1_Fighter
MeshFilename			 = boss3_fighter.x
ScaleFactor				 = 0.27
MovementSpeed			 = 300
MovementProc			 = constraintwalk
;MovementProc			 = fire
WeaponClass				 = rocket_weapon_boss3
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss3_Fighter_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS4 WEAPON

[plasma_weapon_boss4]
parent 						 = plasma_weapon_boss1
BulletsCount			 = 1
MeshFilename			 = shot_02g.x
;RotationZ					 = -1.57
ScaleFactor				 = 0.23
FiringRate         = 5
Strength					 = 1
FireEffect			   = common_fire
FireEffect_X			 = 0
FireEffect_Y			 = 10
FireEffect_Z			 = 65

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS4 DEAD

[Boss4_Fighter_d]
isStatic					= true
isEnemy						= false
MeshFilename	    = boss4_fighter.x
ScaleFactor       = 0.25
RotationY					= 1.54
RotationX					= -1
ScaleFactor	      = 0.27
JunctionY					= -120
LifeEffect				= smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  BOSS4 FIGHTER

[Boss4_Fighter]
parent 					   = Boss1_Fighter
MeshFilename	     = boss4_fighter.x
ScaleFactor        = 0.25
MovementProc			 = constraintwalk
WeaponClass	       = plasma_weapon_boss4
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss4_Fighter_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS5 WEAPON

[rocket_weapon_boss5]
parent 						 = rocket_weapon_boss3
BulletsCount	     = 2
MeshFilename			 = rocket02.x
FiringRate 				 = 1.5
Strength 					 = 3
FireEffect			   = common_fire
FireEffect_X	     = 22
FireEffect_Y	     = -25
FireEffect_Z	     = 75
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS5 DEAD

[Boss5_Fighter_d]
isStatic					= true
isEnemy						= false
MeshFilename	    = boss5_fighter.x
ScaleFactor       = 0.25
RotationY					= 1.54
RotationX					= -1
ScaleFactor	      = 0.27
JunctionY					= -120
LifeEffect				= smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  BOSS5 FIGHTER

[Boss5_Fighter]
parent 						 = Boss1_Fighter
MeshFilename	     = boss5_fighter.x
ScaleFactor        = 0.25
RotationY	         = 1.57
MovementProc			 = constraintwalk
WeaponClass				 = rocket_weapon_boss5
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss5_Fighter_d


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS6 WEAPON

[plasma_weapon_boss6]
parent						 = plasma_weapon_boss4
BulletsCount			 = 10
BulletsMoveProc	   = straight	
BulletsCreateProc  = fan
MeshFilename			 = shot_02y.x
RotationY					 = 3.14
ScaleFactor				 = 0.27
FiringRate         = 2
Strength 					 = 0.5
FireEffect			   = common_fire
FireEffect_X			 = 2
FireEffect_Y			 = 10
FireEffect_Z			 = 70

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS6 DEAD

[Boss6_Fighter_d]
isStatic					= true
isEnemy						= false
MeshFilename	    = boss6_fighter.x
ScaleFactor       = 0.25
RotationY					= 1.54
RotationX					= -1
ScaleFactor	      = 0.27
JunctionY					= -120
LifeEffect				= smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  BOSS6 FIGHTER

[Boss6_Fighter]
parent 					   = Boss1_Fighter
ActivationRange	   = 500
MeshFilename	     = boss6_fighter.x
ScaleFactor        = 0.25
MovementProc			 = fire
WeaponClass	       = plasma_weapon_boss6
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss6_Fighter_d


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS7 WEAPON

[rocket_weapon_boss7]
parent 						 = rocket_weapon_boss3
BulletsCount	     = 2
MeshFilename			 = rocket03.x
FiringRate 				 = 3
Strength 					 = 5
FireEffect			   = common_fire
FireEffect_X	     = 26
FireEffect_Y	     = 10
FireEffect_Z	     = 55
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS7 DEAD

[Boss7_Fighter_d]
isStatic					= true
isEnemy						= false
MeshFilename	    = boss7_fighter.x
ScaleFactor       = 0.25
RotationY					= 1.54
RotationX					= -1
ScaleFactor	      = 0.27
JunctionY					= -120
LifeEffect				= smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  BOSS7 FIGHTER

[Boss7_Fighter]
parent 						 = Boss1_Fighter
MeshFilename	     = boss7_fighter.x
ScaleFactor        = 0.25
RotationY	         = 1.57
WeaponClass				 = rocket_weapon_boss7
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss7_Fighter_d


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS8 WEAPON

[rocket_weapon_boss8]
parent 						 = rocket_weapon_boss3
BulletsCount	     = 2
MeshFilename			 = rocket01.x
FiringRate 				 = 1
Strength 					 = 5
FireEffect			   = common_fire
FireEffect_X	     = 3
FireEffect_Y	     = 0
FireEffect_Z	     = 55
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS8 DEAD

[Boss8_Fighter_d]
isStatic					= true
isEnemy						= false
MeshFilename	    = boss8_fighter.x
ScaleFactor       = 0.25
RotationY					= 1.54
RotationX					= -1
ScaleFactor	      = 0.27
JunctionY					= -120
LifeEffect				= smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS8 FIGHTER

[Boss8_Fighter]
parent 						 = Boss1_Fighter
MeshFilename	     = boss8_fighter.x
;RotationX					 = -3.14
ScaleFactor        = 0.25
RotationY	         = 1.57
WeaponClass				 = rocket_weapon_boss8
MovementProc			 = constraintwalk
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss8_Fighter_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS9 WEAPON

[plasma_weapon_boss9]
parent						 = plasma_weapon_boss4
BulletsCount			 = 10
BulletsMoveProc	   = straight	
BulletsCreateProc  = fan
MeshFilename			 = shot_02g.x
RotationY					 = 3.14
ScaleFactor				 = 0.27
FiringRate         = 10
Strength 					 = 1
FireEffect			   = common_fire
FireEffect_X			 = 0
FireEffect_Y			 = 10
FireEffect_Z			 = 40

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS9 DEAD

[Boss9_Fighter_d]
isStatic					= true
isEnemy						= false
MeshFilename	    = boss9_fighter.x
ScaleFactor       = 0.25
RotationY					= 1.54
;RotationX					= -1
ScaleFactor	      = 0.27
JunctionY					= -120
LifeEffect				= smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS9 FIGHTER

[Boss9_Fighter]
parent 						 = Boss1_Fighter
MeshFilename	     = boss9_fighter.x
;RotationX					 = -3.14
ScaleFactor        = 0.25
RotationY	         = 1.57
WeaponClass				 = plasma_weapon_boss9
;MovementProc			 = fire
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss9_Fighter_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS8 WEAPON

[rocket_weapon_boss10]
parent 						 = rocket_weapon_boss3
BulletsCount	     = 2
MeshFilename			 = rocket01.x
FiringRate 				 = 1
Strength 					 = 5
FireEffect			   = common_fire
FireEffect_X	     = 3
FireEffect_Y	     = 0
FireEffect_Z	     = 55
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS10 DEAD

[Boss10_Fighter_d]
isStatic					= true
isEnemy						= false
MeshFilename	    = boss10_fighter.x
ScaleFactor       = 0.25
RotationY					= 1.54
RotationX					= -1
ScaleFactor	      = 0.27
JunctionY					= -120
LifeEffect				= smoke_black_bosses_01,fire_bosses_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BOSS10 FIGHTER

[Boss10_Fighter]
parent 						 = Boss1_Fighter
MeshFilename	     = boss10_fighter.x
;RotationX					 = -3.14
ScaleFactor        = 0.25
RotationY	         = 1.57
WeaponClass				 = rocket_weapon_boss10
MovementProc			 = constraintwalk
DestroyEffect			 = expl_boss_01,expl_ring_bosses_01,expl_jibs_bosses_01
Destroyed2Class		 = Boss10_Fighter_d

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                                      							 SKELETONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                                           SKELETONS WEAPONS PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SKELETONS WEAPON 1 (red) 

[plasma_red]
isStatic						= false
Orientation					= camera
BulletsCount				= 1
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
MeshFilename				= shot_02r.x
ScaleFactor					= 0.12
Strength						= 3
FiringRate					= 1
MovementSpeed				= 300
AnimationSpeed			= 1
FireEffect					= spark_laser_skeleton_01
FireEffect_X				= 7
FireEffect_Y				= 45
FireEffect_Z				= 37
DestroyEffect				= hit_plasma_enemies_01

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SKELETONS WEAPON 2 PLASMA (blue)

[plasma_blue]
parent 							= plasma_red
MeshFilename				= shot_02b.x
BulletsCount				= 1
FireEffect_X				= 7
FireEffect_Y				= 45
FireEffect_Z				= 37


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SKELETONS WEAPON 3 PLASMA (red)

[plasma_red2]                                    
parent 							= plasma_red
MeshFilename				= shot_02r.x
BulletsCount				= 2
FireEffect_X				= 3.5
FireEffect_Y				= 45
FireEffect_Z				= 37


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SKELETONS WEAPON 4 PLASMA (blue)

[plasma_blue2]
parent 							= plasma_red
MeshFilename				= shot_02b.x
BulletsCount				= 2
FireEffect_X				= 3.5
FireEffect_Y				= 45
FireEffect_Z				= 37


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;                SKELETONS PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; COMMON SKELETONS

[common_skeleton_destroyed]
isEnemy	     			 = false
;MeshFilename			 = skeleton_d.x
;ScaleFactor	  		 = 4.6
;RotationY					 = 4.71
MeshFilename				= skeleton_dead_01.png
isLaidOn						= true
LaidOn_Layer 				= 3
isLong							= false
ScaleFactor					= 4

[common_skeleton]
ActivationRange 	 = 680
isStatic       		 = false
isEnemy		      	 = true
ScaleFactor     	 = 5.6
MovementSpeed	  	 = 100
AnimationSpeed		 = 1.8
Strength      		 = 1
RotationY	         = 4.71
JunctionY       	 = 3
DestroyEffect	 		 = expl_cloud_skeleton_01,expl_ring_skeleton_01,expl_jibs_skeletons_01
BonusList       	 = BonusScoreSkeletonHead1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SKELETON 1 PROPERTIES WITH 1 GUN RED PLASMA

[skeleton1b_1gun_01_straight]
editor_hkey	       = 'S'
parent					 	 = common_skeleton
MeshFilename			 = skeleton1b_1gun_01.x
MovementProc	     = straight
MovementSpeed	     = 10
AnimationSpeed	   = 1.4
WeaponClass	       = plasma_red
Destroyed2Class	   = common_skeleton_destroyed
Score							 = 100


[skeleton1b_1gun_01_constraint]
parent 					   = skeleton1b_1gun_01_straight
MovementProc	     = constraintwalk
MovementSpeed	     = 60
AnimationSpeed	   = 1

[skeleton1b_1gun_01_waiting]
parent             = skeleton1b_1gun_01_straight
ActivationRange    = 500
MovementProc	     = gradient
AnimationSpeed		 = 0.2
MovementSpeed	     = 60

[skeleton1b_1gun_01_standby]
parent             = skeleton1b_1gun_01_straight
ActivationRange    = 600
MovementProc	     = fire

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SKELETON 2 PROPERTIES WITH 1 GUN BLUE PLASMA

[skeleton2b_1gun_02_straight]
parent					   = common_skeleton
MeshFilename			 = skeleton2b_1gun_02.x
MovementProc	   	 = straight
MovementSpeed		   = 10
AnimationSpeed		 = 1.4
WeaponClass				 = plasma_blue
Destroyed2Class		 = common_skeleton_destroyed
Score							 = 100

[skeleton2b_1gun_02_constraint]
parent 					   = skeleton2b_1gun_02_straight
MovementProc	     = constraintwalk
MovementSpeed	     = 60
AnimationSpeed	   = 1

[skeleton2b_1gun_02_waiting]
parent             = skeleton2b_1gun_02_straight
ActivationRange    = 500
MovementProc	     = gradient
AnimationSpeed		 = 0.2
MovementSpeed	     = 60

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SKELETON 3 PROPERTIES WITH 2 GUNS RED PLASMA

[skeleton3b_2gun_01_straight]
parent  					 = common_skeleton
MeshFilename			 = skeleton3b_2gun_01.x
MovementSpeed			 = 10
AnimationSpeed		 = 1.4
MovementProc			 = straight
WeaponClass				 = plasma_red2
Destroyed2Class	   = common_skeleton_destroyed
Score							 = 150

[skeleton3b_2gun_01_constraint]
parent 					   = skeleton3b_2gun_01_straight
MovementProc	     = constraintwalk
MovementSpeed	     = 60
AnimationSpeed	   = 1

[skeleton3b_2gun_01_waiting]
parent             = skeleton3b_2gun_01_straight
ActivationRange    = 500
MovementProc	     = gradient
AnimationSpeed		 = 0.2
MovementSpeed	     = 60

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SKELETON 4 PROPERTIES WITH 2 GUNS BLUE PLASMA

[skeleton4b_2gun_02_straight]
editor_hkey		 	   = 'E'
parent					   = common_skeleton
MeshFilename		   = skeleton4b_2gun_02.x
MovementProc			 = straight
MovementSpeed		   = 10
AnimationSpeed		 = 1.4
WeaponClass				 = plasma_blue2
Destroyed2Class		 = common_skeleton_destroyed
Score							 = 150

[skeleton4b_2gun_02_constraint]
parent 					   = skeleton4b_2gun_02_straight
MovementProc	     = constraintwalk
MovementSpeed	     = 60
AnimationSpeed	   = 1

[skeleton4b_2gun_02_waiting]
parent             = skeleton4b_2gun_02_straight
ActivationRange    = 500
MovementProc	     = gradient
AnimationSpeed		 = 0.2
MovementSpeed	     = 60




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 			 GROUND GUNS PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; COMMON GROUND GUN

[common_GroundGun]
parent 							= common_robot
ActivationRange 		= 650
ScaleFactor					= 2.5
RotationX						= -1.57
Destroyed2Class			= Hole1
Score								= 350


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; GROUND GUN WEAPON 1-2 PROPERTIES

[plasma1_groundgun]
isStatic						= false
Orientation					= camera
BulletsCount				= 2
BulletsCreateProc 	= forward
BulletsMoveProc			= straight
MeshFilename				= shot_06.x
ScaleFactor					= 0.07
Strength						= 3
FiringRate					= 1
MovementSpeed				= 400
FireEffect					= common_fire
FireEffect_X				= 6.9
FireEffect_Y				= 1.5
FireEffect_Z				= 60
DestroyEffect				= hit_plasma_enemies_01


[plasma2_groundgun]
parent 							= plasma1_groundgun
MeshFilename				= shot_07.x
ScaleFactor 				= 0.065
FiringRate					= 1
FireEffect_X				= 7
FireEffect_Y				= 6
FireEffect_Z				= 35


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;	    GROUND GUN 1 PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; GROUND GUN 1 DESTROYED

; not used 2/16/05
[groundgun1d]
parent 							= Hole7
;RotationY						= -2.14

[gun1]
parent 							= common_robot
MeshFilename				= gun01.x
ScaleFactor					= 2.5
RotationX						= -1.57
Orientation					= horizontal
MovementSpeed				= 3
AnimationSpeed			= 1
MovementProc				= fire
JunctionY						= 22
JunctionZ						= 8
WeaponClass					= plasma1_groundgun

[turret1]
parent 							= common_robot
MeshFilename				= turret01.x
ScaleFactor					= 2.5
RotationX						= -1.57
MovementProc				= rot_Y_hero
Orientation					= horizontal
ChildObjClass				= gun1

[groundgun1]
editor_hkey					= 'G'
parent 							= common_GroundGun
MeshFilename				= groundgun01.x
Strength						= 4
ChildObjClass				= turret1
Destroyed2Class			= groundgun1d
DestroyEffect	 		  = expl_cloud_groundguns_01,expl_ring_groundguns_01,expl_jibs_groundguns_01
BonusCreation	      = static
BonusList					  = BonusAmmoRocket

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;	    GROUND GUN 2 PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; GROUND GUN2 WEAPON yellow round bullet


; not used 2/16/05
;[groundgun2d]
;parent 							= common_GroundGun
;MeshFilename				= groundgun_d02.x
;isEnemy							= false
;LifeEffect					= smoke_mesh

[gun2]
parent 							= common_robot
MeshFilename				= gun02.x
ScaleFactor					= 2.5
RotationX						= -1.57
Orientation					= horizontal
WeaponClass					= plasma2_groundgun
MovementSpeed				= 3
AnimationSpeed			= 1
MovementProc				= fire
JunctionY						= 22
JunctionZ						= 8
;LifeEffect					= flame_rocketW
LifeEffect_RY				= 3.1415

[turret2]
parent 							= common_robot
MeshFilename				= turret02.x
RotationX						= -1.57
MovementProc				= rot_Y_hero
Orientation					= horizontal
ChildObjClass				= gun2
ScaleFactor					= 2.5

[groundgun2]
parent 							= common_GroundGun
MeshFilename				= groundgun02.x
Strength						= 4
ChildObjClass				= turret2
Destroyed2Class			= Hole7
DestroyEffect	 		  = expl_cloud_groundguns_01,expl_ring_groundguns_01,expl_jibs_groundguns_01
BonusCreation	     = static
BonusList					  = BonusAmmoRocket

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;	    GROUND GUN 3 PROPERTIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; GROUND GUN3 WEAPON

[groundgun_weapon_rocket1]
parent          		= common_rocket_weapon
ScaleFactor					= 3.9
FiringRate					= 1
FireEffect_X				= 7
FireEffect_Y				= 4
FireEffect_Z				= 45
DestroyEffect       = hit_cloud_rocket_enemies_01,hit_jibs_rocket_enemies_01


; not used 2/16/05
;[groundgun3d]
;parent 							= common_GroundGun
;MeshFilename				= groundgun_d03.x
;isEnemy							= false
;LifeEffect					= smoke_mesh

[gun3]
parent 							= common_robot
MeshFilename				= gun03.x
ScaleFactor					= 2.5
RotationX						= -1.57
Orientation					= horizontal
WeaponClass					= groundgun_weapon_rocket1
MovementSpeed				= 3
AnimationSpeed			= 1
MovementProc				= fire
JunctionY						= 22
JunctionZ						= 8

[turret3]
parent 							= common_robot
MeshFilename				= turret03.x
RotationX						= -1.57
MovementProc				= rot_Y_hero
Orientation					= horizontal
ChildObjClass				= gun3
ScaleFactor					= 2.5

[groundgun3]
parent 							= common_GroundGun
MeshFilename				= groundgun03.x
Strength						= 4
ChildObjClass				= turret3
Destroyed2Class			= Hole7
DestroyEffect	 		  = expl_cloud_groundguns_01,expl_ring_groundguns_01,expl_jibs_groundguns_01
BonusCreation	      = static
BonusList					  = BonusAmmoRocket
