1246744be3
it is close to its target. This gives karts a chance to escape a rubber ball by driving irretically. Also added some debug output to indicate when the ball lost sight of its target (i.e. the ball was going directly to a target, but then the target was suddenly too far away), so perhaps the ball should be removed then? ATM the ball will continue, trying again to hit the leader in the next round. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9921 178a84e3-b1eb-0310-8ba1-8eac791a3b58
89 lines
4.7 KiB
XML
89 lines
4.7 KiB
XML
<?xml version="1.0"?>
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<powerup>
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<item name="zipper" icon="zipper_collect.png" />
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<item name="bowling" icon="bowling-icon.png"
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model="bowling.b3d" speed="4.0"
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min-height="0.2" max-height="1.0"
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force-updown="1" force-to-target="40"
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max-distance="25" />
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<item name="bubblegum" icon="bubblegum-icon.png" />
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<item name="cake" icon="cake-icon.png"
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model="cake.b3d" speed="50"
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min-height="0.2" max-height="1.0"
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force-updown="25" max-distance="90" />
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<item name="anchor" icon="anchor-icon.png"
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model="anchor.b3d" />
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<item name="switch" icon="swap-icon.png" />
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<item name="swatter" icon="swatter-icon.png" />
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<!-- interval: How long a single bounce takes.
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max-height: The maximum height of a bounce.
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min-height: Unused mostly, but defines implicitly
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the starting height (as average of
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max and min height).
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target-distance: When the ball is closer than
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this to the target, it will aim
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directly at the target.
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target-max-angle: Once the ball is aiming for its
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target, it can at most change the angle
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this much per second(!).
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min-interpolation-distance: how far the control
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points (which are center of squads)
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must be from each other. A large value
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allows smoother turning (no abrupt
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change of direction), but a large
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value can result in the ball being
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off track (e.g. a value of 30 results
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on the ramp in sand track that the
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ball goes to the left of the tunnel,
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bouncing on the pyramid). Quite
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catastrophal on the startrack and
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skyline).
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squash-slowdown: How much karts that are
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squashed are slowed down.
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squash-duration: How long karts stay squashed.
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-->
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<item name="rubber-ball" icon="rubber_ball-icon.png"
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model="rubber_ball.b3d" speed="35.0" scale="1 1 1"
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interval="1" max-height="4.0" min-height="0"
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target-distance="50" target-max-angle = "90"
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min-interpolation-distance="10"
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squash-slowdown="0.5" squash-duration="3" />
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<item name="parachute" icon="parachute-icon.png"
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model="parachute.b3d" />
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<item name="plunger" icon="plunger-icon.png"
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model="plunger.b3d" speed="35"
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min-height="0.2" max-height="1.0"
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force-updown="35" force-to-target="15"
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max-distance="25" />
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<!-- Distribution of the items depending on position of the
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kart (first kart, top 33%, middle 33%, bottom 33% (but
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not last), last kart. i
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The order of items must correspond to powerup_manager.hpp.
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The first line (w=...) corresponds to the weights of
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getting a single item, the second line (w-multi) to
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getting three identical items instead of just a single one.
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E.g. as the first kart, you have 3/8 of a chance to get
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a single bubble gum, 1/8 to get a bowling ball or switch,
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and 3/8 to get a triple bubble gum.
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'Global' items which affect all karts (switch) should
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be quite rare, since otherwise the item might be used
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too often (compared with many items which will only
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affect a karts or two). -->
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<!-- bubble cake bowl zipper plunger switch swattr rubber para anvil -->
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<first w="25 5 15 5 10 10 10 0 0 0"
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w-multi=" 0 0 5 0 0 0 0 0 0 0" />
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<top33 w="30 30 30 30 30 10 10 10 10 0"
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w-multi=" 0 10 10 0 10 0 0 0 0 0" />
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<mid33 w="30 30 30 30 30 10 20 20 20 5"
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w-multi=" 0 20 20 20 20 0 0 0 5 0" />
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<end33 w=" 0 30 30 30 30 10 20 30 30 30"
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w-multi=" 0 30 30 30 30 0 0 0 20 0" />
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<last w=" 0 30 30 60 60 0 40 60 60 60"
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w-multi=" 0 30 30 60 60 0 0 0 0 0" />
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<battle w=" 0 30 60 0 0 10 30 0 0 0"
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w-multi=" 0 0 5 0 0 0 0 0 0 0" />
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</powerup>
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