Files
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
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>
2026-07-02 13:21:58 -05:00

110 lines
2.8 KiB
Plaintext

#
###################################################################
# Mech Machine Gun Internal Audio Script
###################################################################
#
[macro]
ProjectileMisfireResource=MachineGunMisfire01
ProjectileMisfireVolume=MachineGunMisfireVolume
ProjectileMisfireComponent=MachineGunMisfireComponent
#
ProjectileJamResource=MachineGunJam01
ProjectileJamVolume=MachineGunJamVolume
ProjectileJamComponent=MachineGunJamComponent
#
ProjectileFireResource=MachineGunFire01
ProjectileFireVolume=MachineGunFireVolume
ProjectileFireComponent=MachineGunFireComponent
#
ProjectileEjectResource=EjectButton01
ProjectileEjectComponent=MachineGunEjectComponent
#
###################################################################
# Projectile Fire component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileFireResource
position=FrontDirectPatchPosition
priority=3
mix_presence=3
volume_mix_level=ProjectileFireVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=True
use_attack_time_scale=False
has_compression_curve=True
compression_duration=0.5
name=ProjectileFireComponent
#
###################################################################
# Projectile Misfire component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileMisfireResource
position=FrontDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=ProjectileMisfireVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=False
compression_duration=0.0
name=ProjectileMisfireComponent
#
###################################################################
# Projectile Jam component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileJamResource
position=FrontDirectPatchPosition
priority=3
mix_presence=2
volume_mix_level=ProjectileJamVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=True
compression_duration=1.0
name=ProjectileJamComponent
#
###################################################################
# ProjectileEject component
###################################################################
#
[DirectPatchSource]
location=OriginLocation
resource=ProjectileEjectResource
position=FrontDirectPatchPosition
priority=3
mix_presence=0
volume_mix_level=ProjectileEjectVolume
pitch_mix_offset=0.0
brightness_mix_level=1.0
use_brightness_scale=False
use_attack_time_scale=False
has_compression_curve=False
compression_duration=0.0
name=ProjectileEjectComponent