Modders: New Bounty hunter side ready for download
Posted: Sat Mar 19, 2005 5:11 pm
NOTICE:
THIS IS NOT THE PLAYABLE GAMER VERSION THIS IS FOR MODS ONLY TO ADD THE BOUNTY HUNTER SIDE TO THEIR MAPS!
If you want the playable bounty hunter map called BOUNTY HUNTERS: TIBANA GAS MAP check the download section here at gametoast.com
Here are the source files you need to copy to your modid directory:
http://ftp.freenet.de/pub/4players/host ... ounty1.zip
You need to run the localize too to give every unit and weapons a proper name. check this image for the needed entries:
http://people.freenet.de/Santarossa/SWBH_localize.JPG
Here is an example of the Tibana gasmap mission lua:
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local des = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(IMP, "red", "level.Bounty1.objectives.1");
-- AddMissionObjective(IMP, "orange", "level.Bounty1.objectives.2");
-- AddMissionObjective(IMP, "orange", "level.Bounty1.objectives.3");
-- AddMissionObjective(des, "red", "level.Bounty1.objectives.1");
AddMissionObjective(des, "orange", "level.Bounty1.objectives.2");
-- AddMissionObjective(des, "orange", "level.Bounty1.objectives.3");
ReadDataFile("sound\\bes.lvl;bes2gcw")
ReadDataFile("dc:sound\\Bounty1.lvl;Bounty1gcw")
ReadDataFile("dc:SIDE\\des.lvl",
"rep_inf_jet_trooper",
"cis_inf_ig88",
"gen_inf_geonosian",
"gam_inf_gamorreanguard",
"tat_inf_tuskenraider");
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper");
-- ReadDataFile("dc:SIDE\\gam.lvl",
-- "gam_inf_gamorreanguard")
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(des, "Bountyhunter")
SetTeamIcon(des, "all_icon")
AddUnitClass(des, "tat_inf_tuskenraider", 3)
AddUnitClass(des, "rep_inf_jet_trooper", 4)
AddUnitClass(des, "cis_inf_ig88", 3)
AddUnitClass(des, "geo_inf_geonosian", 3)
AddUnitClass(des, "gam_inf_gamorreanguard", 3)
-- SetHeroClass(ALL, "all_inf_lukeskywalker")
-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
-- SetTeamName(3, "locals")
-- AddUnitClass(3, "gam_inf_gamorreanguard",3)
-- SetUnitCount(3, 3)
-- SetTeamAsEnemy(3, ATT)
-- SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
-- AddWalkerType(1, 4)
AddWalkerType(2, 0)
--SetMemoryPoolSize("EntityHover", 12)
--SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:Bounty1\\Bounty1.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\bes.lvl", "bes2gcw_music");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\bes.lvl", "bes2");
OpenAudioStream("sound\\bes.lvl", "bes2");
SetBleedingVoiceOver(des, des, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(des, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, des, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(des, des, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(des, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, des, "imp_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(1, "Allleaving");
SetOutOfBoundsVoiceOver(2, "Impleaving");
SetAmbientMusic(des, 1.0, "all_bes_amb_start", 0,1);
SetAmbientMusic(des, 0.99, "all_bes_amb_middle", 1,1);
SetAmbientMusic(des, 0.1,"all_bes_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end", 2,1);
SetVictoryMusic(des, "all_bes_amb_victory");
SetDefeatMusic (des, "all_bes_amb_defeat");
SetVictoryMusic(IMP, "imp_bes_amb_victory");
SetDefeatMusic (IMP, "imp_bes_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
--SetSoundEffect("BirdScatter", "birdsFlySeq1");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP, des, 0, "imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
SetPlanetaryBonusVoiceOver(IMP, des, 1, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP, des, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
-- SetPlanetaryBonusVoiceOver(IMP, des, 3, "imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP, des, 4, "imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP, des, 5, "imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
SetPlanetaryBonusVoiceOver(IMP, des, 6, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP, des, 7, "imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(des, des, 0, "all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(des, IMP, 0, "all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(des, des, 1, "");
SetPlanetaryBonusVoiceOver(des, IMP, 1, "");
SetPlanetaryBonusVoiceOver(des, des, 2, "all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(des, IMP, 2, "all_bonus_imp_sensors");
-- SetPlanetaryBonusVoiceOver(des, des, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(des, IMP, 3, "all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(des, des, 4, "all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(des, IMP, 4, "all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(des, des, 5, "all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(des, IMP, 5, "all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(des, des, 6, "");
SetPlanetaryBonusVoiceOver(des, IMP, 6, "");
SetPlanetaryBonusVoiceOver(des, des, 7, "all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(des, IMP, 7, "all_bonus_imp_training");--advanced training
-- Camera Stats
--Bounty Hunters Tibana Gas Mine
AddCameraShot(0.396886, -0.098337, -0.885800, -0.219475, 16.630327, 71.330902, -5.915244);
AddCameraShot(-0.354100, 0.035927, -0.929744, -0.094333, -21.197004, 39.442554, -59.111008);
AddCameraShot(0.163476, -0.040911, -0.956210, -0.239299, -54.714043, 47.458599, 16.211294);
AddCameraShot(0.566236, -0.109240, -0.802180, -0.154759, -26.459415, 38.506886, -35.687164);
AddCameraShot(0.037511, 0.000113, -0.999292, 0.003005, 26.337872, 18.173283, -44.835629);
AddCameraShot(0.743877, 0.062943, 0.662977, -0.056098, 132.532440, 20.896219, 82.292892);
AddCameraShot(0.981084, -0.004356, 0.193534, 0.000859, 116.978607, 21.519764, 61.553730);
end
Rends[/img]
THIS IS NOT THE PLAYABLE GAMER VERSION THIS IS FOR MODS ONLY TO ADD THE BOUNTY HUNTER SIDE TO THEIR MAPS!
If you want the playable bounty hunter map called BOUNTY HUNTERS: TIBANA GAS MAP check the download section here at gametoast.com
Here are the source files you need to copy to your modid directory:
http://ftp.freenet.de/pub/4players/host ... ounty1.zip
You need to run the localize too to give every unit and weapons a proper name. check this image for the needed entries:
http://people.freenet.de/Santarossa/SWBH_localize.JPG
Here is an example of the Tibana gasmap mission lua:
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local des = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(IMP, "red", "level.Bounty1.objectives.1");
-- AddMissionObjective(IMP, "orange", "level.Bounty1.objectives.2");
-- AddMissionObjective(IMP, "orange", "level.Bounty1.objectives.3");
-- AddMissionObjective(des, "red", "level.Bounty1.objectives.1");
AddMissionObjective(des, "orange", "level.Bounty1.objectives.2");
-- AddMissionObjective(des, "orange", "level.Bounty1.objectives.3");
ReadDataFile("sound\\bes.lvl;bes2gcw")
ReadDataFile("dc:sound\\Bounty1.lvl;Bounty1gcw")
ReadDataFile("dc:SIDE\\des.lvl",
"rep_inf_jet_trooper",
"cis_inf_ig88",
"gen_inf_geonosian",
"gam_inf_gamorreanguard",
"tat_inf_tuskenraider");
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper");
-- ReadDataFile("dc:SIDE\\gam.lvl",
-- "gam_inf_gamorreanguard")
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(des, "Bountyhunter")
SetTeamIcon(des, "all_icon")
AddUnitClass(des, "tat_inf_tuskenraider", 3)
AddUnitClass(des, "rep_inf_jet_trooper", 4)
AddUnitClass(des, "cis_inf_ig88", 3)
AddUnitClass(des, "geo_inf_geonosian", 3)
AddUnitClass(des, "gam_inf_gamorreanguard", 3)
-- SetHeroClass(ALL, "all_inf_lukeskywalker")
-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
-- SetTeamName(3, "locals")
-- AddUnitClass(3, "gam_inf_gamorreanguard",3)
-- SetUnitCount(3, 3)
-- SetTeamAsEnemy(3, ATT)
-- SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
-- AddWalkerType(1, 4)
AddWalkerType(2, 0)
--SetMemoryPoolSize("EntityHover", 12)
--SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:Bounty1\\Bounty1.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\bes.lvl", "bes2gcw_music");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
OpenAudioStream("sound\\bes.lvl", "bes2");
OpenAudioStream("sound\\bes.lvl", "bes2");
SetBleedingVoiceOver(des, des, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(des, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, des, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(des, des, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(des, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, des, "imp_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(1, "Allleaving");
SetOutOfBoundsVoiceOver(2, "Impleaving");
SetAmbientMusic(des, 1.0, "all_bes_amb_start", 0,1);
SetAmbientMusic(des, 0.99, "all_bes_amb_middle", 1,1);
SetAmbientMusic(des, 0.1,"all_bes_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end", 2,1);
SetVictoryMusic(des, "all_bes_amb_victory");
SetDefeatMusic (des, "all_bes_amb_defeat");
SetVictoryMusic(IMP, "imp_bes_amb_victory");
SetDefeatMusic (IMP, "imp_bes_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
--SetSoundEffect("BirdScatter", "birdsFlySeq1");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP, des, 0, "imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
SetPlanetaryBonusVoiceOver(IMP, des, 1, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP, des, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
-- SetPlanetaryBonusVoiceOver(IMP, des, 3, "imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP, des, 4, "imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP, des, 5, "imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
SetPlanetaryBonusVoiceOver(IMP, des, 6, "");
SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP, des, 7, "imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(des, des, 0, "all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(des, IMP, 0, "all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(des, des, 1, "");
SetPlanetaryBonusVoiceOver(des, IMP, 1, "");
SetPlanetaryBonusVoiceOver(des, des, 2, "all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(des, IMP, 2, "all_bonus_imp_sensors");
-- SetPlanetaryBonusVoiceOver(des, des, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(des, IMP, 3, "all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(des, des, 4, "all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(des, IMP, 4, "all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(des, des, 5, "all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(des, IMP, 5, "all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(des, des, 6, "");
SetPlanetaryBonusVoiceOver(des, IMP, 6, "");
SetPlanetaryBonusVoiceOver(des, des, 7, "all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(des, IMP, 7, "all_bonus_imp_training");--advanced training
-- Camera Stats
--Bounty Hunters Tibana Gas Mine
AddCameraShot(0.396886, -0.098337, -0.885800, -0.219475, 16.630327, 71.330902, -5.915244);
AddCameraShot(-0.354100, 0.035927, -0.929744, -0.094333, -21.197004, 39.442554, -59.111008);
AddCameraShot(0.163476, -0.040911, -0.956210, -0.239299, -54.714043, 47.458599, 16.211294);
AddCameraShot(0.566236, -0.109240, -0.802180, -0.154759, -26.459415, 38.506886, -35.687164);
AddCameraShot(0.037511, 0.000113, -0.999292, 0.003005, 26.337872, 18.173283, -44.835629);
AddCameraShot(0.743877, 0.062943, 0.662977, -0.056098, 132.532440, 20.896219, 82.292892);
AddCameraShot(0.981084, -0.004356, 0.193534, 0.000859, 116.978607, 21.519764, 61.553730);
end
Rends[/img]