Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
110 lines
2.8 KiB
Plaintext
110 lines
2.8 KiB
Plaintext
#
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###################################################################
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# Mech Machine Gun Internal Audio Script
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###################################################################
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#
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[macro]
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ProjectileMisfireResource=MachineGunMisfire01
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ProjectileMisfireVolume=MachineGunMisfireVolume
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ProjectileMisfireComponent=MachineGunMisfireComponent
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#
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ProjectileJamResource=MachineGunJam01
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ProjectileJamVolume=MachineGunJamVolume
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ProjectileJamComponent=MachineGunJamComponent
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#
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ProjectileFireResource=MachineGunFire01
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ProjectileFireVolume=MachineGunFireVolume
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ProjectileFireComponent=MachineGunFireComponent
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#
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ProjectileEjectResource=EjectButton01
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ProjectileEjectComponent=MachineGunEjectComponent
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#
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###################################################################
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# Projectile Fire component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=ProjectileFireResource
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position=FrontDirectPatchPosition
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priority=3
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mix_presence=3
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volume_mix_level=ProjectileFireVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=True
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=0.5
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name=ProjectileFireComponent
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#
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###################################################################
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# Projectile Misfire component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=ProjectileMisfireResource
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position=FrontDirectPatchPosition
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priority=3
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mix_presence=2
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volume_mix_level=ProjectileMisfireVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=ProjectileMisfireComponent
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#
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###################################################################
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# Projectile Jam component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=ProjectileJamResource
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position=FrontDirectPatchPosition
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priority=3
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mix_presence=2
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volume_mix_level=ProjectileJamVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=1.0
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name=ProjectileJamComponent
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#
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###################################################################
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# ProjectileEject component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=ProjectileEjectResource
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position=FrontDirectPatchPosition
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priority=3
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mix_presence=0
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volume_mix_level=ProjectileEjectVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=ProjectileEjectComponent
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