FITini

// This is the ground tile fire Data File

[ObjectClass]
l ObjectTypeNum = 5

[ObjectType]
st Name 				= "bb"			// Text string giving a descriptive name  (only 8 chars long!!)
l Type					= 41			// ID number for this object type
l Appearance				= 0x02000239		// decimal 569
l Duration				= -1			// Lasts forever = -1
l MaxDamage				= 0			// Number of damage points before BOOM!
l ExplosionObject			= 0			// Object Class Number of explosion for Mech
l DestroyedObject			= 0			// Object Class Number of Destroyed shape for Mech
f ExtentRadius				= 0			// Extent Radius in Meters
l KeepMe				= 1

[FireData]
ul DmgLevel					= 0
ul SoundEffectId			= 22
ul startLoopFrame			= 10
ul endLoopFrame				= 26 // was 27
ul numLoops				= 20
f maxExtentRadius			= 150.0			//How big do I eventually get in terms of setting new fires
f TimeToMaxExtent			= 10.0			//How long does it take me to get there.

l TotalFireShapes 	= 5			//total number of little fires

f FireOffsetX0		= -30.0
l FireRandomOffsetX0	= 20.0
f FireOffsetY0		= -30.0
l FireRandomOffsetY0	= 20.0
f FireDelay0		= 0.0
l FireRandomdelay0	= 15.0

f FireOffsetX1		= 30.0
l FireRandomOffsetX1	= 20.0
f FireOffsetY1		= 30.0
l FireRandomOffsetY1	= 20.0
f FireDelay1		= 0.0
l FireRandomdelay1	= 15.0

f FireOffsetX2		= 30.0
l FireRandomOffsetX2	= 20.0
f FireOffsetY2		= -30.0
l FireRandomOffsetY2	= 20.0
f FireDelay2		= 0.0
l FireRandomdelay2	= 15.0

f FireOffsetX3		= -30.0
l FireRandomOffsetX3	= 20.0
f FireOffsetY3		= 30.0
l FireRandomOffsetY3	= 20.0
f FireDelay3		= 10.0
l FireRandomdelay3	= 10.0

f FireOffsetX4		= 0.0
l FireRandomOffsetX4	= 20.0
f FireOffsetY4		= 0.0
l FireRandomOffsetY4	= 20.0
f FireDelay4		= 0.0
l FireRandomdelay4	= 0.0


FITend

