\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                         Blue Bikini
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

INFO
\/\/

Bikini color change, and slightly.. edited hair.

INSTALLATION
\/\/\/\/\/\/

Make a backup of eaither your Pixelmap folder.. Thats DATA\PIXELMAP, Or BIK.PIX, wich is DATA\PIXELMAP\BIK.PIX

Assuming you have a backup, Extract into your main carmageddon folder.
Enjoy.

Chages to Pedestrian.txt

You will need to search for FLG, after you find it, you need to replace all the text related to Flg ped with the folowing.

NEXT PEDESTRIAN
// **************** FLAG WAVEY BASTARD MAN ****************
99										// Reference number
0.325									// Height
1000										// Points value
20										// Hit points
1,4032								// Exploding noises
-1										// Falling noise
0.00002									// Acceleration
1										// Image index
IDENTITY.TAB
FLG.PIX
STDPED.MAT
2										// Index of fatal car-impact action
4										// Index of non-fatal car-impact action
1										// Index of after-non-fatal-impact action
5										// Index of fatal falling action
6										// Index of non-fatal falling action
3										// Index of giblets action
8										// Number of actions
// Action #0 - stand there, looking nervous
0,100								// Danger level, percentage chance
0,0									// Initial speed, looping speed
20.0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,4							// Max bearing, sequence index
// Action #1 - turn frightened and run like fuck
7,100								// Danger level, percentage chance
0,0.0008							// Initial speed, looping speed
0.05								// Reaction time for this action
1,4002							// Sounds
4									// Number of sequences for this action
90,0							// Max bearing, sequence index
180,2							// Max bearing, sequence index
270,1							// Max bearing, sequence index
360,3							// Max bearing, sequence index

// Action #2 - fatal car collision
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4014							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
// Action #3 - turning into giblets
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,6							// Max bearing, sequence index
// Action #4 - non-fatal car collision
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4002							// Sounds
1									// Number of sequences for this action
360,7							// Max bearing, sequence index
// Action #5 - fatal ground collision
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4014							// Sounds
1									// Number of sequences for this action
360,5							// Max bearing, sequence index
// Action #6 - non-fatal ground collision
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
1,4002							// Sounds
1									// Number of sequences for this action
360,7							// Max bearing, sequence index
// Action #7 - wave that flag baby.....
1000,0								// Danger level, percentage chance
0,0									// Initial speed, looping speed
0									// Reaction time for this action
0									// Sounds
1									// Number of sequences for this action
360,8							// Max bearing, sequence index
9										// Number of sequences
// Sequence #0 - turn frightened and run away to their right
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4									// Number of looping frames
FLGRUNA1.PIX
0,0,not flipped
FLGRUNA2.PIX
0,0,not flipped
FLGRUNA3.PIX
0,0,not flipped
FLGRUNA2.PIX
0,0,not flipped

// Sequence #1 - turn frightened and run towards to their left
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4									// Number of looping frames
FLGRUNT1.PIX
0,0,flipped
FLGRUNT2.PIX
0,0,flipped
FLGRUNT3.PIX
0,0,flipped
FLGRUNT2.PIX
0,0,flipped

// Sequence #2 - turn frightened and run towards to their right
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4									// Number of looping frames
FLGRUNT1.PIX
0,0,not flipped
FLGRUNT2.PIX
0,0,not flipped
FLGRUNT3.PIX
0,0,not flipped
FLGRUNT2.PIX
0,0,not flipped

// Sequence #3 - turn frightened and run away to their left
collide								// Include this frame in collision calcs
speed								// Frame rate type
0.08,8								// Min frame rate, max frame rate,
3									// Number of initial frames
FLGSHK.PIX
0,0,flipped
FLGSTL1.PIX
0,0,flipped
FLGSHK.PIX
0,0,not flipped
4									// Number of looping frames
FLGRUNA1.PIX
0,0,flipped
FLGRUNA2.PIX
0,0,flipped
FLGRUNA3.PIX
0,0,flipped
FLGRUNA2.PIX
0,0,flipped

// Sequence #4 - stationary, looking from side to side
collide								// Include this frame in collision calcs
variable							// Frame rate type
1,6									// Min frame rate, max frame rate,
0									// Number of initial frames
2									// Number of looping frames
FLGSTL1.PIX
0,0,flipped
FLGSTL2.PIX
0,0,flipped


// Sequence #5 - fatal collision with car
don't collide						// Exclude this frame in collision calcs
variable							// Frame rate type
9,10									// Min frame rate, max frame rate,
4									// Number of initial frames
FLGHIT1.PIX
0,0,not flipped
FLGHIT2.PIX
0,0,not flipped
FLGHIT3.PIX
0,0,not flipped
FLGHIT4.PIX
0,0,not flipped
2									// Number of looping frames
FLGDED1.PIX
0,0,not flipped
FLGDED2.PIX
0,0,not flipped

// Sequence #6 - turning into giblets
don't collide						// Exclude this frame in collision calcs
fixed								// Frame rate type
1									// Number of initial frames
CHUNKS.PIX
0,0,not flipped
0									// Number of looping frames

// Sequence #7 - non-fatal collision with car
collide								// Include this frame in collision calcs
variable								// Frame rate type
12,12									// Min frame rate, max frame rate,
2									// Number of initial frames
FLGHIT1.PIX
0,0,not flipped
FLGHIT2.PIX
0,0,not flipped
0									// Number of looping frames

// Sequence #8 - flag waving jobby bastard
collide								// Include this frame in collision calcs
variable							// Frame rate type
9,10									// Min frame rate, max frame rate,
0									// Number of initial frames
4									// Number of looping frames
FLGWAV1.PIX
0,0,not flipped
FLGWAV2.PIX
0,0,not flipped
FLGWAV3.PIX
0.07,0,not flipped
FLGWAV4.PIX
0.07,0,not flipped

Should be simple. Be sure you dont paste over any other peds while scrolling down!

Email:
------
carmaxinegeddon@gmail.com

Stuff:
------
www.cwaboard.co.uk
www.carmageddon.com
http://rr2000.toshiba-3.com
