This is a sub-page of Darklight Conflict (PlayStation, Sega Saturn).
SCRIPTS.WAD contains all of the game's scripts. Most of them contain commented-out strings as well as developer annotations.
VIEWER.PSX#
#-----------------------------------------------------------------------------------
# COMMENTS
#-----------------------------------------------------------------------------------
# All file names MUST be in upper case.
#-----------------------------------------------------------------------------------
#tim "TEX_FLAG.TIM" #FLAGS
UNIVERSE.UDL#
sector 1#
sun 1
#intensity 10
#hue white
sun 2
#intensity 12
#hue red
sector 2#
sun 1
#intensity 23
#hue white
#rgb 8096 4196 0
sun 2
#intensity 10
#hue green
sector 3#
sun 1
#intensity 40
#hue white
sun 2
#intensity 10
#hue red
sector 4#
sun 1
#intensity 30
#hue cyan
sun 2
#intensity 20
#hue white
sector 5#
sun 1
#intensity 25
#hue white
sun 2
#intensity 25
#hue magenta
sector 6#
sun 1
#intensity 35
#hue white
sun 2
#intensity 16
#hue cyan
sector 7#
sun 1
#intensity 10
#hue red
sun 2
#intensity 30
#hue white
sector 8#
sun 1
#intensity 10
#hue cyan
sector 9#
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Sectors from 9 onwards are the new sectors
sector 11#
sun 1
#intensity 25
#hue yellow
sector 13#
sun 1
#intensity 40
#hue red
sun 2
#intensity 5
#hue red
sector 14#
sun 1
#intensity 40
#hue cyan
sun 2
#intensity 5
#hue red
sector 15#
sun 1
#intensity 20
#hue red
sun 2
#intensity 40
#hue blue
sector 16#
sun 1
#intensity 8
#hue white
sector 17#
sun 1
#intensity 25
#hue yellow
sun 2
#intensity 25
#hue green
sector 18#
# portal 2
# position 2500 -2500 21000
# heading 0 0 -1
# up 0 1 0
sector 19#
sun 1
#intensity 30
#hue blue
sector 20#
sun 2
#intensity 5
#hue blue
sector 22#
sun 1
#intensity 40
#hue cyan
sun 2
#intensity 5
#hue red
sector 23#
sun 1
#intensity 35
#hue green
sun 2
#intensity 14
#hue blue
sector 24#
# portal 3
# position 4500 700 4600
# heading 0 10 -1
# up 0 0 10
sector 25#
sun 2
#intensity 5
#hue white
sector 26#
sun 1
#intensity 40
#hue cyan
sector 27#
sun 1
#intensity 15
#hue yellow
sector 28#
sun 1
#intensity 35
#hue magenta
sun 2
#intensity 5
#hue white
sector 29#
sun 1
#intensity 40
#hue cyan
sector 30#
sun 2
#intensity 40
#hue white
sector 31#
sun 1
#intensity 5
#hue yellow
sun 2
#intensity 40
#hue yellow
sector 32#
# portal 3
# position 7500 6250 2000
# heading 60 0 -1
# up 0 1 40
sector 33#
# Sectors from 33 onwards are the sectors with four portals
sun 1
#intensity 40
#hue magenta
sun 2
#intensity 40
#hue blue
sector 34#
sun 1
#intensity 40
#hue white
sector 36#
sun 1
#intensity 30
#hue yellow
sun 2
#intensity 10
#hue green
sector 37#
sun 1
#intensity 32
#hue white
sun 2
#intensity 12
#hue green
hyperspace#
#============================================================================
# 1..5 short no bolts
# 6..10 +ve and -ve bolts
# 11..13 -ve bolts
# 14..15 +ve bolts
# filename "images\hyper\hyp01.pcx"
# filename "images\hyper\hyp02.pcx"
# filename "images\hyper\hyp03.pcx"
# filename "images\hyper\hyp04.pcx"
# filename "images\hyper\hyp05.pcx"
# filename "images\hyper\hyp06.pcx"
# filename "images\hyper\hyp07.pcx"
# filename "images\hyper\hyp08.pcx"
# filename "images\hyper\hyp09.pcx"
# filename "images\hyper\hyp10.pcx"
# filename "images\hyper\hyp11.pcx"
# filename "images\hyper\hyp12.pcx"
# filename "images\hyper\hyp13.pcx"
# filename "images\hyper\hyp14.pcx"
# filename "images\hyper\hyp15.pcx"
PSX.ODL#
#==========================================================================
# PSX.ODL Playstion Darklight Object Description Language File
#==========================================================================
#
#objects
#
#==========================================================================
# cycleclut x y num_clrs speed
# &(RECT){769,432,11,(int)(ONE*0.25)});
#==========================================================================
#PC checked
drone with gun#
# armed with "laser cannon"
ovtank#
#"gun" barrel
# non-critical
# armed with "laser cannon"
#"gun" barrel
# non-critical
# armed with "laser cannon"
piratetruck (unused)#
#--------------------------------------------------------------------------
#unique PSX
#type "piratetruck"
# zdefs 3
# tmdfile "M\PIR_TRCK.MOD"
# group "pirates"
# viewer
# #title "Pirate Truck"
# distance 300
# section 0
# #engine
# # position 0 0 -120
# # scale 0.0475 0.0475 0.02125
# # tmdid 42
# dynamics
# mass 10000
# linear drag 70
# yaw drag 100
# pitch drag 100
# bank drag 100
# vertical stability 0
# linear thrust 100
# angular thrust 0.8
# components
# normal "body"
# strength 2000
# structure
# "body"
#end type
#--------------------------------------------------------------------------
#unique PSX
#type "piratetruck2"
# zdefs 3
# tmdfile "M\TRUCK2.MOD"
# group "pirates"
# viewer
# #title "Pirate Truck2"
# distance 300
# section 0
# #engine
# # position 0 0 -120
# # scale 0.0475 0.0475 0.02125
# # tmdid 42
# dynamics
# mass 10000
# linear drag 70
# yaw drag 100
# pitch drag 100
# bank drag 100
# vertical stability 0
# linear thrust 100
# angular thrust 0.8
# components
# normal "body"
# strength 2000
# normal "container"
# strength 2000
# structure
# "body"
# "container"
#end type
#--------------------------------------------------------------------------
#type "piratetruck3"
# zdefs 3
# tmdfile "M\TRUCK3.MOD"
# group "pirates"
# viewer
# #title "Pirate Truck3"
# distance 300
# section 0
# #engine
# # position 0 0 -120
# # scale 0.0475 0.0475 0.02125
# # tmdid 42
# dynamics
# mass 10000
# linear drag 70
# yaw drag 100
# pitch drag 100
# bank drag 100
# vertical stability 0
# linear thrust 100
# angular thrust 0.8
# components
# normal "body"
# strength 2000
# normal "container"
# strength 2000
# structure
# "body"
# "container"
#end type
replite1/satlite2 (unused)#
#--------------------------------------------------------------------------
##PSX unique
#type "replite1"
# zdefs 3
# cycleclut 961 74 15 0.25
# tmdfile "M\REP_LITE.MOD"
# group "reptons"
# viewer
# #title "repalite 1"
# distance 40
# section 0
# dynamics
# mass 1000
# linear drag 70
# yaw drag 100
# pitch drag 100
# bank drag 100
# vertical stability 0
# linear thrust 50
# angular thrust 0
# components
# normal "body" strength 50
# structure
# "body"
#end type
#--------------------------------------------------------------------------
#PSX unique
#type "satlite2"
# zdefs 3
# cycleclut 960 75 6 0.15
# tmdfile "M\SAT02.TMD"
# group "reptons"
# viewer
# #title "satalite 2"
# distance 40
# section 0
# dynamics
# mass 1000
# linear drag 70
# yaw drag 100
# pitch drag 100
# bank drag 100
# vertical stability 0
# linear thrust 50
# angular thrust 0
# components
# normal "body" strength 250
# structure
# "body"
#end type
satlite3 (unused)#
#--------------------------------------------------------------------------
#PSX unique object
#type "satlite3"
# zdefs 3
# tmdfile "M\SAT03.TMD"
# group "ovons"
# viewer
# #title "satalite 3"
# distance 40
# section 0
# dynamics
# mass 600
# linear drag 70
# yaw drag 100
# pitch drag 100
# bank drag 100
# vertical stability 0
# linear thrust 100
# angular thrust 0.8
# components
# normal "body" strength 250
# structure
# "body"
#end type
generator (unused)#
#--------------------------------------------------------------------------
#type "generator"
# zdefs 3
# tmdfile "O\OVN_GENY.TMD"
# group "ovons"
# viewer
# #title "Fence Generator"
# distance 40
# section 0
# dynamics
# mass 600
# linear drag 70
# yaw drag 100
# pitch drag 100
# bank drag 100
# vertical stability 0
# linear thrust 100
# angular thrust 0.8
# components
# normal "body"
# strength 250
# structure
# "body"
#end type
WEAPONS#
# tmdfile "FUCK.TMD"
TITLE.MDL#
#set waypoint to 250 0 -60 relative to "title"
#wait until distance between "target" and waypoint < 100
DEMO.MDL#
# create hero "repbomb"
# create hero "repftr02"
M70.MDL#
#message "FIGHTER WAVE FROM PORTAL"
#message "GUNSHIP WAVE"
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
#message "1111"
#message "FIGHTER WAVE FROM PORTAL"
#message "GUNSHIP WAVE"
#speech 17
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
#message "22222"
#message "BATTLE SUITS"
#message "FIGHTER WAVE FROM PORTAL"
#speech 16
#message "GUNSHIP WAVE"
#speech 17
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
#message "33333"
#message "BATTLE SUITS"
#message "FIGHTER WAVE FROM PORTAL"
#speech 16
#message "GUNSHIP WAVE"
#speech 17
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
#message "44444"
#message "BATTLE SUITS"
#message "FIGHTER WAVE FROM PORTAL"
#speech 16
#message "GUNSHIP WAVE"
#message "BOMBER WAVE FROM PORTAL"
#message "HARD WAVE"
M72.MDL#
in sector 4
#create hero master gunpost "reppod02"
#wave 1
# WAVE 2
# WAVE 3
# WAVE 4
# WAVE 5
# WAVE 6
# WAVE 7
# WAVE 8
# WAVE 9
#wave 10
M73.MDL#
#WAVE 1
#WAVE 2
#WAVE 3
#wave 4
#wave 5
#wave 6
#wave 7
#WAVE 8
#WAVE 9
#WAVE 10
M74.MDL#
#WAVE 1
#WAVE 2
#WAVE 3
#WAVE 4
#WAVE 5
#WAVE 6
#WAVE 7
#WAVE 8
#WAVE 9
ARCADE.MDL#
# create "fourmum"
# label "mothership"
# position 0 0 5000
# heading 1 0 0 up 0 1 0
create hero "repftr02"
# heading 1 0 0 up 0 1 0
ARCADE05.MDL#
#message "Good launch pilot!"
DOCKTEST.MDL#
# message "Stick this BIG message up your slac rectal cavity, and suck my GIGANTIC cock."
#terminate if number of "ovons" in sector 1 > 2
in sector 1
#position 0 -600 0 relative to portal 1.1
# create "ovftr01"
# position 0 -600 0 relative to portal 1.1
# position random 10000 9000 relative to portal 1.1
# task wait until flag "shuttle" is true
# then attack "hero"
# task hunt
#autorun "autotest" forever #10 times
procedure "spawn"
#wait until distance between "hero" and "spawn" < 400
#launch down from "hangar 1" of "spawn"
#task go to 0 -200 0 relative to "spawn"
# then attack "hero"
#
#procedure "autotest"
#
#wait until number of "ovons" in sector 1 = 0
#
#in sector 1
# create "ovftr01"
# #position random 90 100 relative to "hero"
# position 0 500 0 relative to "hero"
# pointing at "hero"
# #pointing at random 200000 400000 relative to "hero"
# task cloak then decloak
#
#end procedure
#
#autorun "autotest" forever
#
VIEWER.TXT#
#type"neutral ovftr01"
#type"repton ovftr01"
#type"ovescape"
#type"ovgsdel"
#type"ovontank"
#type"ovhen"
#type"farm control"
#type"ovon hyper missile"
#type"ovpod"
#type"ovbigpod"
#type"ovondish"
#type"ovnpost"
#type"ovtransport"
#type"ovndump"
#type"ovyard"
#type"ovbase"
#type"rescape"
#type"reppulse"
#type"repsuply"
#type"repcrane"
#type"bomb trainer"
#type"repbase"
#type"reptran"
#type"container"
#type"repshut"
#type"drone with gun"
#type"drone with engine"
#type"piratetruck"
#type"supply"
#type"shuttle"
#type"satlite2"
#type"satlite3"
#type"fence"
#type"generator"
#type"mushroom"
#type"nano mine"
#type"mine"