# Variables ``` AbortSelectDistance = 1500.000000 ### At this distance (from the center), the selection must be reseted. ActionMusicTimeFade = 5.000000 ### Time to fade off the action musics. ActiveExtrapolation = 0 ### 1 Uses Extrapolation if possible, 0 Uses Interpolation allways AfterDrawCallback = ### This function will be called after draw and reseted. AlarmCallback = ### The alarm Callback function. AlarmFallDelta = -0.125000 ### The alarm status go down. AlarmFallMission = 1.200000 ### The alarm status go down. (if outdoormap and mission) AlarmGrowDelta = 0.045000 ### The alarm status go up. AltMinTestWalkAI = 25.000000 ### Alt. min. to test walk. AltPerpFloorAI = 20000.000000 ### Alt. máx. to get point perp. AlwaysFlushLog = 1 ### Always flush log file (0/1) AlwaysRun = 1 ### 1 allways run, 0 allways walk. AmorPieceWeight = 10.000000 ### Weight that minds 1 armor value AnalizeQuads = 0 ### Analize problems in quads. AngAttackBackCharAI = 0.785398 ### Angle to attack back. AngleStrafeUnderAttackBishopAI = 1.570796 ### Angle of the opponent to strafe under attack. AngleStrafeUnderAttackGearAI = 1.570796 ### Angle of the opponent to strafe under attack. AngleStrafeUnderAttackSentinelAI = 1.570796 ### Angle of the opponent to strafe under attack. ArrowActiveHorizontal = 100.000000 ### The Horizontal distance betweem the both spheres ArrowActiveRadius = 200.000000 ### Indicates the radius between entities to start actions ArrowDeactivationRadius = 400.000000 ### Indicates the radius between entities to start actions ArrowMissionFile = Models/Misc/MMission/MMission ### This file is the floating arrow. ArrowTargetFile = Models/Misc/SMission/SMission ### This file is the floating arrow. ArrowUseFile = Models/Misc/Action/Action ### This file is the floating use arrow. ArrowViewRadius = 500.000000 ### Indicates the radius between entities to view the indicator ASEPublic = 1 ### 'The All-Seeing Eye' server public. AtmosphereLimit = 79543.156250 ### The atmosphere end ATPCAmmoCost = 10.000000 ### Cost Per hit at ATPC ATPCCapsuleExtendedSound = ATPCCapsuleExtended ### ATPC capsule extended sound name ATPCCapsuleExtendedSoundAttEnd = 0.000000 ### ATPC capsule Extended sound att end ATPCCapsuleExtendedSoundAttIni = 0.000000 ### ATPC capsule Extended sound att ini ATPCCapsuleExtendedSoundVol = 0.300000 ### ATPC capsule extended sound volume ATPCCapsuleSound = ATPCCapsule ### ATPC capsule sound name ATPCCapsuleSoundAttEnd = 0.000000 ### ATPC capsule sound att end ATPCCapsuleSoundAttIni = 0.000000 ### ATPC capsule sound att ini ATPCCapsuleSoundRadius = 6000.000000 ### Radius for the Sound Capsule for ATPC ATPCCapsuleSoundVol = 0.300000 ### ATPC capsule sound volume ATPCConvDist = 2000.000000 ### Convergence distance (and Start event) ATPCDelay = 2.000000 ### Recharge time ATPC ATPCExplosionRadius = 1000.000000 ### Radius for the capsule hit for ATPC ATPCExtraDamage = 7 ### The xplosion damage for ATPC ATPCHitForce = 10000.000000 ### The force that have a single ATPC shoot ATPCHitSound = ATPCImpact ### First ATPC puchuing sound name ATPCHitSoundAttEnd = 0.000000 ### First ATPC puchuing att end ATPCHitSoundAttIni = 0.000000 ### First ATPC puchuing att ini ATPCHitSoundVol = 0.500000 ### First ATPC puchuing sound volume ATPCIDAmmo = 2 ### The default weapon idx for the ATPC ATPCIDWeap = 4 ### The default weapon idx for the ATPC ATPCMainDamage = 18 ### The hit damage for ATPC ATPCRange = 100000.000000 ### The maximun range that have the ATPC ATPCShootFile = Models/Weapons/ATPC/Shoot.M3D ### default shoot model for the ATPC ATPCShootSize = 950.000000 ### Max Size of the ATPC Shoot ATPCTrailTime = 0.800000 ### LifeTime of FadeOut Trail Effect for the ATPC ATPCUpgradeDelay = 1.000000 ### Recharge time ATPC (with upgrade) AttackerMarkTime = 1.000000 ### Before this time the attacker will be included in second place at the list AutoScreenShot = 0 ### Auto ScreenShot (0/1) AutoUpdateSpeedFactor = 1.000000 ### AutoUpdateStopValue = 0.000000 ### BackNewsBmp = 2D/News/BackNews.bmp ### render the News Background BankDirectorAgressive = 0 ### The bank director becomes more agressive (indoors) BankerSteal1Sound = pasada-billete1-bank ### Banker Steal sound name BankerSteal2Sound = pasada-billete2-bank ### Banker Steal sound name BankerSteal3Sound = pasada-billete3-bank ### Banker Steal sound name BankerStealPosX = -50.000000 ### Banker Steal Displacement from center BankerStealPosY = 10.000000 ### Banker Steal Displacement from center BankerStealPosZ = -60.000000 ### Banker Steal Displacement from center BankerStealQuanto = 30 ### Money stealed by the banker to the main player BankerStealSoundVol = 0.200000 ### Banker Steal sound volume BankMasterAmmoCost = 0.050000 ### BankMaster AmmoCost Per shoot BankMasterBatonPosX = 0.000000 ### BankMaster Baton Displacement from center BankMasterBatonPosY = 35.000000 ### BankMaster Baton Displacement from center BankMasterBatonPosZ = -85.000000 ### BankMaster Baton Displacement from center BankMasterVacumDist = 1000.000000 ### BankMaster Flash Max Distance BarValue = 0.000000 ### BatchBuildGraph2DAI = 0 ### To Build Graph 2D. BatchBuildGraph3DAI = 0 ### To Build Graph 3D. BertoAmmoCost = 0.030000 ### Berto AmmoCost Per shoot BertoFlashDist = 400.000000 ### Berto Flash Max Distance BertoFlashSound = Flash2 ### Berto Flash sound name BertoFlashSoundVol = 0.600000 ### Berto Flash sound volume BettyHitPosX = 20.000000 ### Betty Hit Displacement from center BettyHitPosY = -120.000000 ### Betty Hit Displacement from center BettyHitPosZ = -65.000000 ### Betty Hit Displacement from center BettyHitRadius = 1000.000000 ### Betty Hit Radius BettyHitTimeFader = 0.250000 ### Betty Effect Time BettyHitTimeSpeed = 0.350000 ### Betty Effect Time BettyHitTopLimit = 300.000000 ### Betty Hit Top Limit (Y) BettyHSpeed = 1.100000 ### Betty Speed Rotation (Horizontal) BettyVSpeed = 1.100000 ### Betty Speed Rotation (Vertical) BishopAmmoCost = 0.025000 ### Bishop AmmoCost Per shoot BishopAngleVariation = 60.000000 ### Angle of Randominzation of the shoot impulse BishopAttackOnAlarm = 0 ### 1 if the bishop attack the player entity on alarm BishopAttackPosX = -15.000000 ### Bishop Attack Displacement from center BishopAttackPosY = 25.000000 ### Bishop Attack Displacement from center BishopAttackPosZ = -135.000000 ### Bishop Attack Displacement from center BishopAttackRandOff = 50.000000 ### Bishop Attack Random Offset from center BishopHitSound = BishopHit ### Bishop hit impact sound name BishopHitSoundVol = 0.170000 ### Bishop hit impact sound volume BishopLivePrice = 1000 ### Bishop live price BishopShootSound = BishopShoot3 ### Bishop shoot impact sound name BishopShootSoundVol = 0.140000 ### Bishop shoot impact sound volume BishopSpecialActionTime = 5.000000 ### Bishop special action time BishopWeaponDamage = 8 ### Bishop damage per hit that make the bishop BlinkTime = 0.100000 ### Blink time BossWalkingTime = 30.000000 ### Boss walking time BossWorkingTime = 60.000000 ### Boss working time BossWorkPlace = ### Boss' work place dummy name BuildDDS = 0 ### Build DDS Textures (0/1) BuildMST = 1 ### Build and load MultiSprite MST files (0/1) BumpDDS = 0 ### Allow compression of bump textures (0/1) BumpMipmap = 0 ### Allow mipmapping for bump textures (0/1) c_caps = 1 ### Detect vertical WorldSphereCollisionTest cases c_hold = 0 ### Freeze WorldSphereCollisionTest calls c_iter = 0 ### c_sbox = 1 ### WorldSphereCollision box cache enable c_sboxmult = 20.000000 ### WorldSphereCollision box mult c_sboxshow = 0 ### WorldSphereCollision box info c_schk = 1 ### Detect WorldSphereCollisionCheck cases c_scts = 0 ### WorldSphereCollisionCheck use: 0=slide, 1=test c_sld2 = 10 ### WorldSphereCollisionSlide2D max. iter. c_sldi = 10 ### WorldSphereCollisionSlide max. iter. CachedTex = 20 ### Max. cached textures CameraCloudAlpha = 240 ### Aplha falue for the clouds CameraCloudBlue = 0 ### Blue falue for the clouds CameraCloudDistance = 2000.000000 ### here start the white fade for de clouds CameraCloudGreen = 60 ### Green falue for the clouds CameraCloudPlaneSize = 1000.000000 ### The size of de gradient of the fade for de clouds CameraCloudRed = 120 ### Red falue for the clouds CameraCloudThickness = 1000.000000 ### The thickness of the cloud fade for de clouds CameraDefViewAspect = 1.333333 ### Default logical viewport aspect ratio CannonScorerColorBlue = 174 ### Cannon Color Blue CannonScorerColorGreen = 241 ### Cannon Color Green CannonScorerColorRed = 251 ### Cannon Color Red CannonScorerNoAmmoSound = NoAmmo ### Sound name for No Ammo Signal CannonScorerNoAmmoSoundVol = 1.000000 ### Sound Volume for No Ammo Signal CharacterConversionSound = DoFlash ### Character Conversion Sound Name CharacterConversionSoundVol = 0.600000 ### Character Conversion Sound Volume CharacterDeathSound = CharDeath ### Character Death Sound name CharacterDeathSoundVol = 1.000000 ### Character Death Sound volume CharacterTeleportDownSound = transporter4 ### Character Teleport Down sound name CharacterTeleportSoundVol = 0.700000 ### Character Teleport sound volume CharacterTeleportUpSound = transporter3 ### Character Teleport Up sound name CharGrav = 3000.000000 ### Characters Gravity. CharProcessReduction = 2000.000000 ### Beyon this distance, the processing speed will be reduced if no visible. CharUsrPushSpeed = 100.000000 ### Speed in cm/seg used to push characters.... ChatEvent = ### ChatEvent(id) only for racer input modes. The chat key has been pressed. ChatMsgPersistence = 1.000000 ### Time that will be printed the chat message CheckInactivityFunc = ### Inactivity time function to launch. CheckInactivityTime = 120.000000 ### Inactivity time in seconds to launch the Function. CinemaBlackBandHeight = 60.000000 ### Modifies the cinema format ClientAddRes = ### ClientAddRes(Num,Descriptor) ClientAfterCreate = ### ClientAfterCreate(EntityName,ResoruceName) ClientConectionStatus = ### String with conection information ClientCreate = ### ClientCreate(EntityName,ResoruceName) ClientDelRes = ### ClientDelRes(Num,Descriptor) ClientPingX = 20.000000 ### X Pos of the ping label ClientPingY = 120.000000 ### Y Pos of the ping label. ClientPPS = 20 ### Number of packets per second that will be send/request to the server [1..20] ClientSetConfig = ### ClientSetConfig(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modifed ClientSetPlayer = ### ClientSetPlayer(EntityName) CloudAmmoNeed = 5 ### The default cost ammunition for the cloud CloudFile = Models/Weapons/Cloud/Cloud.M3D ### Default Model for Debris Cloud CloudIDAmmo = 0 ### Cloud Ammo ID CloudLifeTime = 10.000000 ### Cloud Life Time CloudRechargeTime = -1.500000 ### Cloud Recharge Time CM3_CheckTime = 1 ### Check filetime of CM3 files (0/1) CM3_DeleteM3D = 0 ### Delete M3D file after CM3 creation (0/1) CM3_UseScenes = 1 ### Read/Write CM3 files (0/1/2) CollisionEpsilon = 1.000000 ### Collision epsilon CounterType = 0 ### Indica si se incrementa, se decrementa o se para el contador (0:decrementa, 1:incrementa, 2:se para) CreateCloudFunc = ### Function to be called to create the cloud CreateEMIFunc = ### Function to be called to create the EMI CreateGear = ### This function is called if we need a Gear CreatePolice = ### This function is called if we need a Police CreateSonicFunc = ### Function to be called to create the mine CShow = 0 ### Shows the colission areas CurrentWaypointName = ### Nombre de la siguiente boya en una carrera CurrentWaypointName2 = ### Nombre de la siguiente boya en una carrera (Para el player 2) DangerLifeLevel = 10 ### Percentage of life to show Danger... DangerLifeSound = LifeDanger ### Sound loop for life danger DangerLifeSoundVol = 0.300000 ### Sound Volume for life danger DataPackInterTime = 0.600000 ### DataPack Interpolate Status Time DataPackLaserLong = 225.000000 ### DataPack Long of the Laser DataPackLaserSize = 8.000000 ### DataPack Size of the Laser DDS_CheckMark = 0 ### Check that used textures are not marked (0/1) DDS_MarkSource = 0 ### Mark original texture (0/1) DDS_UseTextures = 1 ### Read DDS Textures (0/1) debug = 3 ### 0 = Nothing, 1 = Something, 2 = Everything, 3 = Everything and much more DecVelBrakeAI = 0.100000 ### Dec. of velocity to brake. DefActionRadius = 2500.000000 ### Default action radius for characters logic DefaultMaxPlayersOnServer = 10 ### Max number of clients conected to a server. DefaultServerAddress = 169.254.224.146 ### Default conection address. DefaultServerPort = 28086 ### Default conection port. DefInterpTime = 0.120000 ### Interpolation value by default. DepthPathRouteInDoorAI = 6 ### Depth Path in Route. DepthPathRouteOutDoorAI = 6 ### Depth Path in Route. DepthSearchPosGoAI = 1 ### Depth to search inside segment fo path. DesktopJumpPrice = 5 ### if desktop jump over any character, the price of money is... DesktopJumpSlideTime = 0.500000 ### Sliding time to jump again. DesktopJumpSpeed = 1000.000000 ### Jump speed in cm/sec DesktopsFunctionaryListName = DesktopsFunctionary ### Desktops functionary list name DevastatorAmmoCost = 1.000000 ### Cost Per hit at Devastator DevastatorBoomSound = DevastatorBoom ### Explosion sound for devastator DevastatorBoomSoundAttEnd = 30000.000000 ### Explosion sound attenuation end for devastator DevastatorBoomSoundAttIni = 0.000000 ### Explosion sound attenuation ini for devastator DevastatorBoomSoundVol = 0.100000 ### Explosion sound volume for devastator DevastatorBulletFile = Models/Weapons/Bullet/Bullet.M3D ### default bullet model for the Devastator DevastatorDistLimit = 40000.000000 ### Distance limit shoots DevastatorExplosionRadius = 1500.000000 ### Explosion radius by a Single Devastator shoot DevastatorExtraDamage = 5.000000 ### Aditional damage about the distance DevastatorHitFile = Models/Weapons/Devastator/Hit.M3D ### default hit model for the Devastator DevastatorHitForce = 12000.000000 ### The force that have a single Devastator shoot cm*TN/sec DevastatorIDAmmo = 0 ### The default weapon idx for the Devastator DevastatorIDWeap = 3 ### The default weapon idx for the Devastator DevastatorMinDamage = 2.000000 ### The base of the minimal damage of Devastator DevastatorRange = 40000.000000 ### The maximun range that have the Devastator DevastatorRechargeTime = 0.250000 ### Time between a single vulcan shoot. DevastatorShootFile = Models/Weapons/Devastator/Shoot.M3D ### default shoot model for the Devastator DevastatorSparksFile = Models/Weapons/Devastator/Sparks.M3D ### default sparks model for the Devastator DevastatorSpreadAngle = 3.500000 ### angle of random values used by Devastator DimWindowReposXAI = 20000.000000 ### Dimension X window to reposition agent. DimWindowReposYAI = 20000.000000 ### Dimension Y window to reposition agent. DisableSkipSlot = 0 ### Don't skip slots in low framerates (0/1) DistActionNurseAI = 1600.000000 ### Distance to action the Nurse. DistBoostAI = 30000.000000 ### Distance Min. to reactivate the Boost. DistBrakeObjAI = 10000.000000 ### Distance brake to objective. DistGetAwayBoostAI = 5000.000000 ### Distance min. get away with boost. DistGetPVisTrafficAI = 200000.000000 ### Distance máx. to repos traffic. DistMaxCheckPauseAI = 15000.000000 ### Distance max. to check pause. DistMaxCheckReposAI = 5000.000000 ### Distance max. to check repos. DistMaxShootBishopAI = 4000.000000 ### Dist. Max. shooting Bishop. DistMaxShootMessengerAI = 4000.000000 ### Dist. Max. shooting Messenger. DistMinCheckPauseAI = 2000.000000 ### Distance to check pause. DistMinCheckReposAI = 1000.000000 ### Distance to check repos. DistMinItemAI = 5000.000000 ### Distance Min. for AI's purposes. DistNextPosGoTargetCharAI = 305.000000 ### Dist. to check new position to go. DistNotGetAwayAI = 45000.000000 ### Distance not get away from enemy. DistRadPauseCharAI = 1000.000000 ### Distance to radius of patrol to determine pause. DistShirkCharAI = 0.100000 ### Factor distance change shirk to move. DominFightingFreezeCadenceShoot = 2 ### Domin fighting freeze cadence shoot DominFightingFreezeControlAim = 6 ### Domin fighting freeze control aim DominMaxRangeDist = 100000.000000 ### Domination max range dist DominMinRangeDist = 10000.000000 ### Domination min range dist DominWithinRangeDist = 20000.000000 ### Domination within range dist DoResetOutPolice = 0 ### if true, the police will be reset. DrawNextFrame = 1 ### If the next frame will be drawed.... DTritusHitTimeFader = 0.200000 ### DTritus Effect Time DTritusHitTimeSpeed = 0.050000 ### DTritus Effect Time DUDVMipmap = 1 ### Allow mipmapping for DUDV textures (0/1) EasyAlarmFallFactor = 1.200000 ### The alarm status go down multiplier for easy mode. ElementModelPath = Models/Elements/ ### Path for the element list EMIAmmoNeed = 5 ### The deault cost ammunition for the EMI EMIFile = Models/Weapons/EMI/EMI.M3D ### Default Model for Electro Magnetic Interference EMIIDAmmo = 2 ### EMI Ammo ID EMILifeTime = 15.000000 ### EMI Life Time EMILowRadiusFactor = 0.400000 ### Radius Low Factor that have the EMI EMIRadius = 1500.000000 ### Radius that have the EMI EMIRechargeTime = 1.500000 ### EMI Recharge Time EMIThunder1Sound = EMIRayo1 ### EMI thunder 1 sound name EMIThunder2Sound = EMIRayo2 ### EMI thunder 2 sound name EMIThunderSoundAttEnd = 0.000000 ### EMI thunder sound attenuation end EMIThunderSoundAttIni = 0.000000 ### EMI thunder sound attenuation ini EMIThunderSoundVol = 0.100000 ### EMI thunder sound volume EndRegenerationSound = EndRegeneration ### Sound for life end Regeneration EndRegenerationSoundVol = 0.300000 ### Sound Volume for life end Regeneration EnemyFireSize = 2.000000 ### The enemy fire indicator size EnergyBarActive = 0 ### if 0, the energy bar action is disable. EnergyRechargeTime = 15.000000 ### Time to recharge the full energy... EngineDebugLevel = 2 ### Extra engine debug info (0/1/2) EnginePathFmt = Models/Vehicles/Engines/%s/%s.m3d ### The full path of the Vehicle Engines. EscapeEvent = ### EscapeEvent(id) event when input is not in ´menu´ mode. FactorDistTestColBackCharAI = 1.500000 ### Factor distance to check collision while backward. FactorDistTestColCharAI = 6.000000 ### Factor distance to check collision. FadeOutFinalTime = 5.000000 ### Fade out final time FallSoundVel = 600.000000 ### Beyond this fallspeed, the fallsound will run... FastGetYSector = 1 ### Fast GetYSector (0/1) FileArrowNextAlpha = 2D/Dialog/NextOption.alpha.tga ### FileArrowNextAlpha bitmap file FileNameMap2D = Levels/Outskirts/2D/Map2D.tga ### 2DMap bitmap file FirstPhotoMessage = ### Message that appears every time you must to use the camere ForceNoActionMusic = 0 ### Deactivates the action music. ForceReload = 0 ### if set to 1, the nex level will be fully reloaded. ForceServerVehicle = 0 ### All the ships will use the server's one Fraglimit = 20 ### Number of frags to win a match... FreeCameraCollide = 1 ### If the camera can collide with the world. FreeSpaceMagnet = 0 ### 1 to activate the freespace sphere FreeSpaceMagnetAccel = 56000.000000 ### Big radius for the freespacemagnet FreeSpaceMagnetCenterX = 0.000000 ### Center of the sphere freespacemagnet FreeSpaceMagnetCenterY = 0.000000 ### Center of the sphere freespacemagnet FreeSpaceMagnetCenterZ = 0.000000 ### Center of the sphere freespacemagnet FreeSpaceMagnetHiRadius = 95000.000000 ### Big radius for the freespacemagnet FreeSpaceMagnetLoRadius = 90000.000000 ### Small radius for the freespacemagnet FullCameraTest = 0 ### Activates/deactivates de camera test. FullScreen = 0 ### 0 = Windowed mode, 1 = Fullscreen mode FullScreenConsoleCallback = ### This function is called when imput an string on fullscreen console. FullTalkTime = 0.000000 ### Time remain to dispear the tex showed... FunctionaryAssignWorkDistance = 600.000000 ### Distance from the chair to reposisionate the functionary FunctionaryEffectFastSound = effectfast ### Functionary Fast Effect sound name FunctionaryEffectFastSoundVol = 0.400000 ### Functionary Fast Effect sound volume FunctionaryMaxTimeToSitDown = 30.000000 ### Functionary max time to sit down FunctionaryMaxtimeToStopWorking = 50.000000 ### Functionary max time to get up FunctionaryMinTimeToSitDown = 15.000000 ### Functionary min time to sit down FunctionaryMintimeToStopWorking = 30.000000 ### Functionary min time to get up FunctionarySpecialActionLow = 0.150000 ### Functionary special action low value (between 0 and 1) FunctionarySpecialActionStatesTransitionTime = 0.500000 ### Functionary special action states transition time FunctionarySpecialActionTime = 1.500000 ### Functionary special action time FXABFakeLimitDistLighting = 20000.000000 ### FXABFakeLimitQuakeFactor = 0.015000 ### FXABFakeLimitQuakeTime = 0.100000 ### FXABFakeLimitRadius = 96000.000000 ### FXABFakeLimitRingRotSpeed = 2.000000 ### FXABFakeLimitSegmentSize = 15000.000000 ### FXABFakeLimitSegmentStep = 0.038000 ### FxAccVariation = 6.000000 ### Speed of variation of Acceleration FX FxAngVariation = 4.000000 ### Speed of variation of Angle FX FXArrowIndicatorFlash_DistGrow = 6500.000000 ### Arrow Indicator Flash FX Distance for Grow FXArrowIndicatorFlash_SizeMax = 6.000000 ### Arrow Indicator Flash FX Max Size (Mult) FXArrowIndicatorFlash_SizeMin = 2.500000 ### Arrow Indicator Flash FX Min Size (Mult) FXBankerStealFile = Models/GFX/BankDirector/BankerSteal.M3D ### Default Model for Banker Steal Effect FXBankMasterAttackFile = Models/GFX/BankMaster/Attack.M3D ### Default Model for BankMaster Attack Effect FXBankMasterSuctionFile = Models/GFX/BankMaster/Suction.M3D ### Default Model for BankMaster Suction Effect FXBertoAttackFile = Models/GFX/Berto/Attack.M3D ### Default Model for Berto Attack Effect FXBertoFlashFile = Models/GFX/Berto/Flash.M3D ### Default Model for Berto Flash Effect FXBettyAttackFile = Models/GFX/Betty/Attack.M3D ### Default Model for Betty Attack Effect FXBettyKillFile = Models/GFX/Betty/Kill.M3D ### Default Model for Betty Kill Effect FXBishopAttackFile = Models/GFX/Bishop/Attack.M3D ### Default Model for Bishop Attack Effects FXBishopSellLifeFile = Models/GFX/Bishop/SellLife.M3D ### Default Model for Bishop Sell Life Effects FxBoostTimeDuration = 2.000000 ### Time of the boost FX FXBossShieldAspect = 0.500000 ### FXBossShieldRadius = 600.000000 ### FXBossShieldScale = 1.500000 ### FXCharacterBlaBliBlaFile = Models/GFX/CharacterBlaBliBla.M3D ### Default Model for BlaBliBla Characters Effect FXCharacterConversionFile = Models/GFX/CharacterConversion.M3D ### Default Model for Character Conversion Effect FXCharacterConversorFile = Models/GFX/CharacterConversor.M3D ### Default Model for Character Conversor Effect FXCharacterDazedFile = Models/GFX/CharacterDazed.M3D ### Default Model for Dazed Characters Effect FXCharacterDeathFile = Models/GFX/CharacterDeath.M3D ### Default Model for Character Death Effect FXCharacterDeathMinDist = 1500.000000 ### Minimun Distance to Camera for Show Character Death Effect FXCharacterPoliceGearConversionFile = Models/GFX/Gear/Conversion.M3D ### Default Model for Gear Conversion Effects FXCharacterSputnikFile = Models/GFX/Sputnik/Sputnik.M3D ### Default Model for Sputnik Effects FXCharacterTeleportFile = Models/GFX/CharacterTeleport.M3D ### Default Model for Character Teleport Effect FXDesktopFallEndDist = 10000.000000 ### Max Distance to show Desktop Fall End Effect FXDesktopFallEndFile = Models/GFX/Desktop/FallEnd.M3D ### Default Model for Desktop Fall End Effect FXDevastatorDistance = 95000.000000 ### Distance of Devastator Explosion Effect FXDevastatorFireScale = 1.500000 ### Devastator Fire Scale FXDevastatorFireTime = 0.220000 ### Devastator Fire Time FXDevastatorRadius = 600.000000 ### Radius of Devastator Explosion Effect FXDevastatorScale = 1.200000 ### Scale of Devastator Explosion Effect FXDTritusAttackFile = Models/GFX/DTritus/Attack.M3D ### Default Model for DTritus Attack Effect FXDTritusKillFile = Models/GFX/DTritus/Kill.M3D ### Default Model for DTritus Kill Effect FXDumbMotorFile = Models/GFX/DumbMotor.M3D ### Default Model for Dumb Motor Effect FXElementsFireDropMaxDist = 200000.000000 ### Maximun Distance to show the Elements Fire Drop Effect FXElementsFireDropRateAtt = 1.250000 ### Rate Attenuation Factor by Distance at Elements Fire Drop Effect FXElementsFireDropSound = FireDrop ### Element FireDrop Sound name FXElementsFireDropSoundAttEnd = 45000.000000 ### Element FireDrop sound attenuation end FXElementsFireDropSoundAttIni = 0.000000 ### Element FireDrop sound attenuation ini FXElementsFireDropSoundVol = 0.500000 ### Element FireDrop Sound volume FXElementsMentalControllerDamageFXMaxDist = 5000.000000 ### Maximun Distance to show the Elements Mental Controller Damage Effect FXElementsMentalControllerDamageSound = FXChispas ### MentalController Damage Lighting sound name FXElementsMentalControllerDamageSoundVol = 1.000000 ### MentalController Damage Lighting sound volume FXElementsMentalControllerMaxDist = 5000.000000 ### Maximun Distance to show the Elements Mental Controller Effect FXEMIFollowTime = 0.025000 ### Time that use the EMI Lighting to follow the curve FXEMIRandRadius = 850.000000 ### Random Radius that have the EMI Lighting FXEMIStepTime = 0.040000 ### Time step to change the follow curve for the EMI Lighting FXEngineBirthRate = 20 ### BirthRate at Trust 0, (always 100 at Max Trust) FXEngineGlowDistFadeFrom = 5000.000000 ### FX Engine Distance to Glow Fade From FXEngineGlowDistFadeMid = 6000.000000 ### FX Engine Distance to Glow Fade Middle FXEngineGlowDistFadeMult = 1.000000 ### FX Engine Distance to Glow Fade Mult FXEngineGlowDistFadeTo = 7000.000000 ### FX Engine Distance to Glow Fade To FXEngineGlowSize = 450.000000 ### FX Engine Glow Size at Distance FXEngineGlowSizeAtt = 0.050000 ### FX Engine Glow Size Attenuation Factor FXEngineGlowSizeMax = 1200.000000 ### FX Engine Glow Size Maximun FXEngineTrailDist = 400.000000 ### Distance of Engine trail segments at Max Trust FXEngineTrailDistSpeedFactor = 0.028000 ### Speed Factor for add to Engine Trail Dist FXEngineTrailHideTime = 5.000000 ### Time to Hide the trail of a Hidden Engine FXEngineTrailOffset = 450.000000 ### Offset Z of Engine trail FXEngineTrailSize = 80.000000 ### Size of Engine trail FXFiredDebrisFile = Models/GFX/FiredDebris.M3D ### Default Model for Fired Debris Effect FXFiredEntitySmokeStep = 1000.000000 ### Fired Entity Smoke Effect Step FXFunctionarySpecialActionFile = Models/GFX/Functionary/SpecialAction.M3D ### Default Model for Functionary Special Action Effects FXGearMissileFile = Models/GFX/Gear/Missile.M3D ### Default Model for Gear Missile Effect FXHammerHitFile = Models/GFX/Nurse/HammerHit.M3D ### Default Model for Nurse Hammer Hit Effect FXHookFadeTime = 0.200000 ### Time of Hook Release Fade FXHookSize = 40.000000 ### Size of Hook FXHookTensor = 7.000000 ### Tensor Power of Hook (0...1) FXInfernoCoreSize = 1250.000000 ### Core Size of the Inferno Explosion Effect FXInfernoExplosionFadeTime = 1.000000 ### Fade Off Time of the Inferno Explosion Effect FXInfernoExplosionMaxDist = 400000.000000 ### Maximun Distance to show the Inferno Explosion Effect FXInfernoExplosionTime = 2.500000 ### Life Time of the Inferno Explosion Effect FXInfernoRayAccMax = 950.000000 ### Maximun Acceleration of a Ray in the Inferno Explosion Effect FXInfernoRayAccMin = 450.000000 ### Minimun Acceleration of a Ray in the Inferno Explosion Effect FXInfernoRayInitSizeMax = 250.000000 ### Maximun Initial Size of a Ray in the Inferno Explosion Effect FXInfernoRayInitSizeMin = 20.000000 ### Minimun Initial Size of a Ray in the Inferno Explosion Effect FXInfernoRayMinSize = 150.000000 ### Min Ray Size of Inferno Explosion Effect FXInfernoRayRadius = 0.300000 ### Ray Radius of Inferno Explosion Effect FXInfernoRaySpeedMax = 19000.000000 ### Maximun Speed of a Ray in the Inferno Explosion Effect FXInfernoRaySpeedMin = 14000.000000 ### Minimun Speed of a Ray in the Inferno Explosion Effect FXItemBlinkFile = Models/GFX/ItemBlink.M3D ### Item Blink FX Model File FXItemFadeFile = Models/GFX/ItemFade.M3D ### Default Model for Item Fade In/Out Effect FXItemFadeMaxDist = 60000.000000 ### Maximun Distance to show the Item Fade Effect FXItemTakeFile = Models/GFX/ItemTake.M3D ### Default Model for Item Take Effect FXLaserBeamHeight = 120.000000 ### The height of the laser beam FXLaserBeamSize = 2200.000000 ### The size of the laser beam FXMaintenanceWorkFile = Models/GFX/Maintenance/Work.M3D ### Default Model for Maintenance Robot Work Effects FXMercenaryDrinkFile = Models/GFX/Mercenary/Drink.M3D ### Default Model for Mercenary Drink Effects FXMercenaryDrinkSmokeFile = Models/GFX/Mercenary/DrinkSmoke.M3D ### Default Model for Mercenary Drink Smoke Effects FXMessengerAttackFile = Models/GFX/Messenger/Attack.M3D ### Default Model for Messenger Attack Effects FXMessengerTakeDataPackFile = Models/GFX/Messenger/TakeDataPack.M3D ### Default Model for Messenger Take DataPack Effects FXMoneyTransferFile = Models/GFX/MoneyTransfer.M3D ### Default Model for Money Transfer Effects FXMotorCalima = 1 ### Motor Calima DUDV Deformation Effect FXMotorCalimaFile = Models/GFX/MotorCalima.M3D ### Default Model for Motor Calima Effect FXMotorCalimaOffset = -95.000000 ### FX Motor Calima Offset FXMotorSmokeFile = Models/GFX/MotorSmoke.M3D ### Default Model for Motor Smoke Effect FXPoliceGearConversionFile = Models/GFX/Police/Conversion.M3D ### Default Model for Police Gear Conversion Effect FXPoliceStealFile = Models/GFX/Police/PoliceSteal.M3D ### Default Model for Police Steal Effect FXRustyChispasSound = FXRustyChispasSound ### Rusty efecto de chispas sound name FXRustyChispasSoundVol = 1.000000 ### Rusty efecto de chispas sound volume FXRustyHitFile = Models/GFX/Rusty/Hit.M3D ### Default Model for Rusty Hit Effect FXSceneBeatPickusFile = Models/GFX/Scenes/BeatPickus.M3D ### Default Model for BeatPickus Scene Effects FXSceneBillArrives_AFile = Models/GFX/Scenes/BillArrives_A.M3D ### Default Model for Bill Arrives A Scene Effects FXSceneBishopsFile = Models/GFX/Scenes/Bishops.M3D ### Default Model for Bishops Scene Effects FXSceneDecontaminationFile = Models/GFX/Scenes/Decontamination.M3D ### Default Model for Decontamination Scene Effects FXSceneEnterMatrixFile = Models/GFX/Scenes/EnterMatrix.M3D ### Default Model for EnterMatrix Scene Effects FXSceneHumanCDFile = Models/GFX/Scenes/HumanCD.M3D ### Default Model for HumanCD Scene Effects FXSceneTheEndBFile = Models/GFX/Scenes/TheEndB.M3D ### Default Model for TheEndB Scene Effects FXSceneYakuzziFile = Models/GFX/Scenes/Yakuzzi.M3D ### Default Model for Yakuzzi Scene Effects FXSebastianFlashFile = Models/GFX/Sebastian/Flash.M3D ### Default Model for Sebastian Flash Effect FXSetOnFireLifePercent = 25 ### Percent of Life to Set On Fire FXShipEditBuildFile = Models/GFX/Sputnik/ShipEditBuild.M3D ### Default Model for ShipEdit Build Effects FXShipExplosionFile = Models/GFX/ShipExplosion.M3D ### Default Model for Ship Explosion FXSmokeDebrisFile = Models/GFX/SmokeDebris.M3D ### Default Model for Smoke Debris Effect FXSonicRadius = 15000.000000 ### Radius of Sonic Mine Explosion Effect FXSonicXpldeFile = Models/Weapons/Sonic/Xplde.M3D ### default Xplode model for the Sonic FxSpeedVariation = 4.000000 ### Speed of variation of Speed FX FXTeslaFadeOutTime = 0.100000 ### Time that use the Tesla to fade out FXTeslaFollowTime = 0.025000 ### Time that use the Tesla to follow the curve FXTeslaRandRadius = 500.000000 ### Random Radius that have the Tesla FXTeslaStepTime = 0.060000 ### Time step to change the follow curve for the Tesla FXTrafficEmbeddedFile = Models/GFX/TrafficEmbeddedFX.M3D ### Default Model for Traffic Embedded Effects FXVehicleAcceleratorFile = Models/GFX/VehicleAccelerator.M3D ### Default Model for Vehicle Accelerator Effect FXVehicleDamageFile = Models/GFX/VehicleDamage.M3D ### Default Model for Vehicle Damage Effect FXVehicleDamageSmokeStep = 350.000000 ### Vehicle Damage Smoke Effect Step FXVehicleDeathTrailFile = Models/GFX/VehicleDeathTrail.M3D ### Default Model for Remaining Vehicle Trails after Death FXVehicleEmbeddedFile = Models/GFX/VehicleEmbeddedFX.M3D ### Default Model for Vehicle Embedded Effects FXVehicleEMIFile = Models/GFX/VehicleEMI.M3D ### Default Model for Vehicle EMI Effect FXVehicleFireFile = Models/GFX/VehicleFire.M3D ### Default Model for Vehicle Fire Effect FXVehicleFloatingFactor = 1.000000 ### Factor of floating Movement of the ship. FXVehicleProbeLight_DistGrow = 4000.000000 ### Vehicle Police Siren FX Distance for Grow FXVehicleProbeLight_SizeMax = 8.000000 ### Vehicle Police Siren FX Max Size (Mult) FXVehicleProbeLight_SizeMin = 2.000000 ### Vehicle Police Siren FX Min Size (Mult) FXVehicleSiren_DistGrow = 1500.000000 ### Vehicle Police Siren FX Distance for Grow FXVehicleSiren_SizeMax = 30.000000 ### Vehicle Police Siren FX Max Size (Mult) FXVehicleSiren_SizeMin = 3.000000 ### Vehicle Police Siren FX Min Size (Mult) FXVehicleSpeedTrailDist = 200.000000 ### Distance of Vehicle Speed Trails segments at Max Speed FXVehicleSpeedTrailFadeOutH = 10000.000000 ### Fade Off Speed Trails by Horizontal Speed FXVehicleSpeedTrailFollowFactor = 0.650000 ### Vehicle Speed Trails follow factor (0...1) FXVehicleSpeedTrailSize = 12.000000 ### Size of Vehicle Speed Trails segments FXVehicleSputnikFile = Models/GFX/Sputnik/VehicleSputnik.M3D ### Default Model for Vehicle Sputnik Effects FxVelVariation = 6.000000 ### Speed of variation of Velocity FX FXVulcanFireScale = 1.300000 ### Vulcan Fire Scale FXVulcanFireTime = 0.100000 ### Vulcan Fire Time FXVulcanHitDistance = 80000.000000 ### Distance of Vulcan Sparks Effect GameSkill = 0 ### Game Skill. (0 = Easy,1 = Normal,2 = Hard). GateKeeperHiddenTime = 5.000000 ### Time iniside the shell of the gatekeeper when attacked GateKeeperStdFar = 1000.000000 ### Standard GateKeeper Distance of View GateKeeperStdFovX = 2.356194 ### Standard GateKeeper FieldOfView GateKeeperStdFovY = 1.570796 ### Standard GateKeeper FieldOfView Gear2PoliceAlways = 1 ### if 0 Gears will become polices only if no alarm GearAttackNPCTime = 10.000000 ### Time attacking an npc character GearAttackSpeed = 0.250000 ### Gear speed (Attack) GearChaseSpeed = 0.750000 ### Gear speed (Chase) GearHitSound = GearHit ### Gear hit impact sound name GearHitSoundVol = 1.000000 ### Gear hit impact sound volume GearLoadWeaponSound = GearLoadWeapon ### Gear Load Weapon sound name GearLoadWeaponSoundVol = 1.000000 ### Gear Load Weapon sound volume GearLostTargetTime = 5.000000 ### Time since the target got lost GearLowWeaponEnergy = 0.130000 ### Gear low weapon energy value (between 0 and 1) GearMissileSound = GearMissile ### Gear missile loop name GearMissileSoundVol = 1.000000 ### Gear missile loop volume GearMissileSpeed = 2500.000000 ### Gear missile speed GearMissileThunder1Sound = GearMissileThunder1 ### Gear missile thunder 1 sound name GearMissileThunder2Sound = GearMissileThunder2 ### Gear missile thunder 2 sound name GearMissileThunderSoundVol = 1.000000 ### Gear missile thunder sound volume GearRageMaxTime = 10.000000 ### Time to get te rage and attack the stupid guys! GearRelaxSpeed = 0.500000 ### Gear speed (Relax) GearRobberyDetection = 30.000000 ### Gear robery detection percentage GearScortSpeed = 0.500000 ### Gear speed (Scort) GearShootDamage = 13 ### Damage by the Armored Gear weapon GearShootDistance = 20000.000000 ### Range in the Armored Gear weapon GearShootFailAlarm = 0.100000 ### The amount that will grow up if a shoot fails... GearShootHitAlarm = 0.150000 ### The amount that will grow up if a shoot hits... GearShootPosX = -50.000000 ### Gear shoot Displacement from center GearShootPosY = -45.000000 ### Gear shoot Displacement from center GearShootPosZ = -180.000000 ### Gear shoot Displacement from center GearShootSound = GearBoom ### Gear Shoot impact sound name GearShootSoundVol = 1.000000 ### Gear Shoot impact sound volume GearStdFar = 1500.000000 ### Standard Gear Distance of View GearStdFovX = 1.570796 ### Standard Gear FieldOfView GearStdFovY = 1.570796 ### Standard Gear FieldOfView GearTargetCrossBlinkTime = 0.100000 ### Gear target cross blink time GearTargetName = ### Gear target entity name GearTargetSphereRadius = 3000.000000 ### Gear target sphere radius GearXplodeRadius = 250.000000 ### Radius of Gear's electric ball explosion. GenCharAcuseAgainTime = 4.000000 ### Time to acuse again after having received damage from the Gear (being acusing the main char) GenCharAcuseTime = 2.000000 ### Minimal time pointing the main character GenCharAlertSpeed = 1.000000 ### GenChar speed (Alert) GenCharAttackActive = 1 ### if 1, the characters can attack. GenCharAttackLimit = 2000.000000 ### Beyond this distance the generic logic does not attack randomly! GenCharAttackSpeed = 0.800000 ### GenChar speed (Attack) GenCharEscapeSpeed = 0.850000 ### GenChar speed (Escape) GenCharGetAwayTime = 4.000000 ### GenChar get away time GenCharMaxSpecialActionTime = 12.000000 ### GenChar max special action time GenCharMinSpecialActionTime = 6.000000 ### GenChar min special action time GenCharPoliceRefuse = 50.000000 ### Percentage of times when the generic char escapes from the police GenCharRelaxSpeed = 0.400000 ### GenChar speed (Relax) GenCharRobberyDetection = 20.000000 ### GenChar robery detection percentage GenCharSpecialActionRadius = 6250000.000000 ### GenChar special action radius GenCharSpecialActionTime = 15.000000 ### GenChar special action time GenCharSpecialChaseSpeed = -1.000000 ### Gen char special chase speed GenCharStdFar = 800.000000 ### Standard GenChar Distance of View GenCharStdFovX = 1.570796 ### Standard GenChar FieldOfViewX GenCharStdFovY = 1.570796 ### Standard GenChar FieldOfViewY GetAwayHumanDist = 600.000000 ### Get away human dist Gravity = 4900.000000 ### Global Gravity GridScaleX = 20000.000000 ### X Scale of the entity grid cell GridScaleY = 20000.000000 ### Y Scale of the entity grid cell GridScaleZ = 20000.000000 ### Z Scale of the entity grid cell GridUseTopLimit = 1 ### 1 if the grid will be limited by the toplimit gvar (usually used in outdoors) GuaranteedChars = ### List of not Forbidden characters in a map. HangarShip1 = SArchbishop1<-MARCHBISHOP1<-MARCHBISHOP1<-<-<-3,0,15,0,15,3,1<-150<-0,0,0,0,0,0 ### 1st Hangar ship values HangarShip2 = SBankMaster1<-MBANKMASTER1<-MBANKMASTER1<-<-<-15,15,3,15,0,6,1<-150<-0,0,0,0,0,0 ### 2nd Hangar ship values HangarShip3 = SMerc3<-MMERC3<-MMERC3<-<-<-0,15,7,0,7,0,1<-150<-0,0,0,0,0,0 ### 3rd Hangar ship values HangarShip4 = SBoss1<-MBOSS1<-MBOSS1<-<-<-0,15,0,0,15,15,1<-185<-0,0,0,0,0,0 ### 4th Hangar ship values HangarShip5 = SMayor1<-MMAYOR1<-<-<-<-0,0,3,3,3,1,1<-80<-0,0,0,0,0,0 ### 5th Hangar ship values HangarShip6 = SBanker1<-MBANKER1<-<-<-<-3,1,1,3,0,0,1<-80<-0,0,0,0,0,0 ### 6th Hangar ship values HangarShip7 = SMerc1<-MMERC1<-<-<-<-1,3,1,0,0,3,1<-80<-0,0,0,0,0,0 ### 7th Hangar ship values HangarShip8 = SPoliBoss1<-MPOLI1<-MPOLIBOSS1<-<-<-0,15,0,7,7,6,1<-150<-0,0,0,0,0,0 ### 8th Hangar ship values HangarShip9 = SFunc1<-MPOLI1<-<-<-<-1,0,0,0,1,0,1<-45<-0,0,0,0,0,0 ### 9th Hangar ship values HeartbeatTime = 60.000000 ### Heartbeat to the master server. HintAppearsTime = 0.500000 ### Time to show the hint in the menu HiRacerFov = 105.000000 ### Camera Field of view in racing conditions. (terminal velocity) HNTrafficCapsule = 3500.000000 ### Mixed Heavy/Normal Radius of the Traffic Segment HookAccel = 20000.000000 ### Acceleration when the hook is plugged at the world. HookEMITime = 3.000000 ### Time of electromagetic interference of the Hook HookPlugFunc = ### HookPlugFunc(VehicleName,state) when the hook changes de state HookRange = 20000.000000 ### The maximun range that have the Hook HTrafficCapsule = 6000.000000 ### Heavy Radius of the Traffic Segment iHangarShip = 3 ### The selected hangar ship iLoadMsgString = 2 ### Loading Message Counter iMap = Levels/Menu ### The first map that will be loaded InfernoAmmoCost = 125 ### Inferno Ammo Cost InfernoArmor = 4 ### The default armor for one swarm missile InfernoBeesSpeed = 2000.000000 ### The Internal Bees Speed that have the Inferno InfernoDistLimit = 40000.000000 ### Distance limit shoots InfernoEngineSound = InfernoEngine ### Inferno Engine sound name InfernoEngineSoundAttEnd = 35000.000000 ### Inferno Engine sound attenuation end InfernoEngineSoundAttIni = 0.000000 ### Inferno Engine sound attenuation ini InfernoEngineSoundDoppler = 1.000000 ### Inferno Engine sound doppler InfernoEngineSoundVol = 0.320000 ### Inferno Engine sound volume InfernoExplosionFile = Models/Weapons/Inferno/Explosion.M3D ### Default Model for Inferno Explosion InfernoFastSpeed = 16000.000000 ### The Fast Speed that have the Inferno InfernoHitForce = 75000.000000 ### The Hit Force Energy that have the Inferno cm*TN/sec InfernoHitSound = InfernoBoom ### Inferno Hit sound name InfernoHitSoundAttEndRadius = 3.000000 ### Inferno Hit sound attenuation end by radius InfernoHitSoundAttIniRadius = 0.000000 ### Inferno Hit sound attenuation ini by radius InfernoHitSoundVol = 0.300000 ### Inferno Hit sound volume InfernoIDAmmo = 1 ### The default ammo idx for the Inferno InfernoIDWeap = 5 ### The default weapon idx for the Inferno InfernoInvUpgExtraDamage = 0.900000 ### Inferno Upgrade (inversed extended damage factor) InfernoLifeTime = 6.500000 ### The maximun lifetime that have the Inferno InfernoMaxDamage = 225.000000 ### Maximun damage of Inferno InfernoMinDamage = 5.000000 ### Minimal damage of Inferno InfernoMissileFile = Models/Weapons/Inferno/Inferno.M3D ### Default Model for Inferno Missile InfernoNormSpeed = 12000.000000 ### The Formal Speed that have the Inferno InfernoRangeBay = 10000.000000 ### Range add per bay that have the Inferno InfernoRangeMin = 10000.000000 ### Range without bays that have the Inferno InfernoTimeDelay = 3.000000 ### Time in seconds between the mis. shoots InfernoTurnSpeed = 20.000000 ### The Turn Speed that have the Inferno InfernoUpgFireFactor = 4.000000 ### Inferno Upgrade Fire Factor InfernoUpgFireTime = 20.000000 ### Inferno Upgrade Fire Time InfernoUpTopSpeed = 4000.000000 ### The Up Speed (Vehicle) that have the Inferno InitRegenerationSound = InitRegeneration ### Sound for life initilaize Regeneration InitRegenerationSoundVol = 0.500000 ### Sound Volume for life initilaize Regeneration InvertMouse = 0 ### 0 = Mouse normal... 1 = Mouse inverted. iOutActionMusic = 11 ### Num of Action Music path for outdoors. iOutRelaxMusic = 4 ### Num of Relax Music path for outdoors. isActionIndoor = 0 ### True if the indoormap uses DinaMusic. isActionMusic = 0 ### Modify this value to start/end the action! IsAutoUpdatable = 0 ### isDemo = 0 ### Retail version IsMapOutDoor = 1 ### Is map outdoor? IsSecondMission = 0 ### Is active any secondary mission? isXbox = 0 ### true if console case isXboxDebug = 0 ### true if can be acessed the debug info. ItemEnerAdds = 375 ### Default Increment to the Item -> Energy Ammo ItemEnerRespawnTime = 20.000000 ### Time to respawn the Item -> Energy Ammo ItemLifeAdds = 50 ### Default Increment to the Item -> Life ItemLifeRespawnTime = 20.000000 ### Time to respawn the Item -> Life ItemMissAdds = 200 ### Default Increment to the Item -> Missile Ammo ItemMissRespawnTime = 20.000000 ### Time to respawn the Item -> Missile Ammo ItemPartAdds = 250 ### Default Increment to the Item -> Particle Ammo ItemPartRespawnTime = 20.000000 ### Time to respawn the Item -> Particle Ammo iTrafficNumber = 7 ### Sets the traffic on the sky JoinServerOnStartup = 0 ### if 1 automaticaly joins in a server. Joy1 = ### User Control definition Joy2 = ### User Control definition Joy3 = ### User Control definition Joy4 = ### User Control definition JunkPointsListName = JunkPoints ### Junk points list name Kb = ### User Control definition LaserAmmoCost = 10.000000 ### Cost Per hit at laser LaserDamage = 3 ### Damage per shoot LaserDistLimit = 20000.000000 ### Distance limit shoots LaserHitFile = Models/Weapons/Laser/Hit.M3D ### default hit model for the laser LaserHitForce = 1000000.000000 ### The force that have a single laser shoot LaserHookFile = Models/Weapons/Laser/Hook.M3D ### default model for the hook LaserHookSparksFile = Models/Weapons/Laser/HookSparks.M3D ### default model for the hook sparks LaserIDAmmo = 3 ### The default weapon idx for the laser LaserIDWeap = 6 ### The default weapon idx for the laser LaserMinSpeed = 50000.000000 ### The minimun Speed of the laser shoots LaserRange = 30000.000000 ### The maximun range that have the laser LaserRicSound = LaserRic ### First Laser puchuing sound name LaserRicSoundVol = 0.150000 ### First Laser puchuing sound volume LaserShootFile = Models/Weapons/Laser/Shoot.M3D ### default shoot model for the laser LaserTimeDelay = 0.200000 ### Time in seconds between the laser shoots LastSaveGameName = ABIndoor - 07:43:26 ### Last SaveGame Name LeaderFlag = ### Leader flag LeaderName = ### Leader name LifeReachedCallback = ### Life reached callback LifeToLaunchCallback = 30 ### Life to launch callback LightmapLinealAtten = 1 ### Use lineal attenuation for lightmap lights (0/1) LimVelRotDinamicMessengerAI = 0.300000 ### Lim. Vel. Rot. Dinamic Messenger. LimVelTurnCharAI = 2.000000 ### Limit velocity to turn. LimVelTurnObjectiveAI = 1.000000 ### Limit velocity to turn. LittlePointingArrowSize = 1.000000 ### The little pointing arrow 0 : no arrow -> 1: normal -> oo LittlePoliceAsksForMoney = 1 ### Little police asks for money LittlePoliceChasingTime = 3.000000 ### Little police chasing time LittlePoliceMaxDistFar = 1500.000000 ### Little police max distance of view acusing LittlePoliceStopAcusingMaxDistFromUser = 4000.000000 ### Little police stop acusing max dist from user LoadMsgString = Vergiss nicht, dass sich dein Raumschiff automatisch zum Zielobjekt dreht, wenn du die Funktion "Raumschiff blockieren" benutzt ### Message that is show while loading LoadTextures = 1 ### Load textures (except Sprite2D ones) (0/1) LogActEvents = 0 ### Drops to the console the log events. LogicAwakeTime = 90.000000 ### Max time dazed for the logical managed characters. LogRumble = 0 ### Log the input and output to the rumble interface. LoRacerFov = 80.000000 ### Camera Field of view in racing conditions. (stoped) MadHuntersTriggeredShipName = ### Ship name that triggers mad hunters appearance MainMissionEvent = ### MainMissionEvent(id) event when input is not in ´menu´ mode. MainMissionStopDist = 1500.000000 ### Main mission stop dist MaintenanceSphereRadiusFactor = 1.000000 ### Maintenance sphere radius factor MaintenanceTimeToNextPos = 8.000000 ### Maintenance time to next pos in cube MaintenanceWorkSound = MaintenanceWorkSound ### Maintenance Work sound name MaintenanceWorkSoundAttEnd = 0.000000 ### Maintenance Work sound attend MaintenanceWorkSoundAttIni = 0.000000 ### Maintenance Work sound attini MaintenanceWorkSoundVol = 0.800000 ### Maintenance Work sound volume MapCollisionBalance = 12.000000 ### Faces per quad balance MapDrawBySector = 1 ### Draw map by sector (0/1) MapDrawSector = -2 ### Draw only the specified sector (def. -2) MapRenderMap = ### Render only the specified materials (ie: wall*) MapRenderMat = ### Render only the specified materials (ie: wall*) MapSortByShader = 0 ### Sort by mat&shader (0/1) MapTriCacheRecalc = 0 ### Always recalc planes MarginCollCharAI = 5.000000 ### Margin to test collision with characters. MarginDetectCollCharAI = 20.000000 ### Margin to detect collision with characters. MasterCommandFunc = ### MasterCommandFunc(string) (master server sends data) MasterServerAddress = 127.0.0.1 ### Master server address for internet. MasterServerPort = 3666 ### Master server port for internet. (0 = No master) MatEmissive = 0.000000 ### Extra amount of emissive lighting Max_Rad_Obj = 10000.000000 ### Min radius of the obj scale MaxAngleReposAI = 0.392699 ### Angle max. to reposition the agent. MaxChasingShips = -1 ### Maximun number of chasing ships. MaxDistAroundReposAI = 20000.000000 ### Distance max. to reposition the agent around point of reposition. MaxDistChaseAI = 15000.000000 ### Distance Max. to objective Chase AI. MaxDistChaseElevatorAI = 20000.000000 ### Distance Max. to objective Chase AI inside hangar. MaxDistElevatorAI = 10000.000000 ### Distance Max. to detect elevator near. MaxDistReposAI = 100000.000000 ### Distance max. to reposition the agent. MaxDistReposNotVisAI = 75000.000000 ### Distance max. to reposition the agent not visible. MaxDistReposStopAI = 150000.000000 ### Distance max. to reposition the agent when camera stopped. MaxDistStopVisObjChaseWithActionAI = 2000.000000 ### Max. distance stopped while is visible objective. MaxDistStopVisObjChaseWithOutActionAI = 1000.000000 ### Max. distance stopped while is visible objective. MaxDominDistChase = 5000.000000 ### Max distance to zone objective in Domination mode. MaxFightingTrafficSize = 4.000000 ### Max fighting traffic size MaxHeightChaseCharAI = 300.000000 ### Max height to chase. MaxMadHunters = 2 ### Max mad hunters MaxMadHuntersDist = 70000.000000 ### Max mad hunters dist MaxMarginObjTrafficAI = 1000.000000 ### . MaxMosquitos = 10 ### Max mosquitos MaxMosquitosDist = 30000.000000 ### Max mosquitos dist MaxNumTrackLowDensityAI = 7 ### Max. number of ships in track with low density. MaxNumTrackNormalDensityAI = 15 ### Max. number of ships in track with normal density. MaxPlayerLives = 50 ### Max player lives MaxPoliceWarnDist = 3000.000000 ### Distance of warnning police messages. MaxRotAI = 20.000000 ### Factor to control rotation. MaxRotCharAI = 7.500000 ### Max. vel. rotation. MaxTalkLineSizePix = 225.000000 ### Size at chat window with the text.... MaxTrafficEnemy = 4 ### Maximun number of attaking traffic. MaxTrafficEnemyTime = 30.000000 ### Max Time attacking of traffic MayorBlabliblaRadius = 1000.000000 ### Radius of Mayor´s Bla-Blas. MayorListenPercent = 50.000000 ### Listen percent probability MayorSleepPercent = 20.000000 ### Sleep when listen probability MercenaryDrinkPosX = 14.000000 ### Mercenary Drink Displacement X from center MercenaryDrinkPosY = 2.000000 ### Mercenary Drink Displacement Y from center MercenaryDrinkPosZ = 28.000000 ### Mercenary Drink Displacement Z from center MessengerAmmoCost = 0.050000 ### Messenger AmmoCost Per shoot MessengerAttackPosX = 0.000000 ### Messenger Attack Displacement from center MessengerAttackPosY = -25.000000 ### Messenger Attack Displacement from center MessengerAttackPosZ = -40.000000 ### Messenger Attack Displacement from center MessengerDataPack = MessengerDataPack ### Desktops functionary list name MessengerDataPackMissionArrow = 2 ### Type of indication of the 'Game of the messengers' mission. MessengerDropCallback = ### Called if a messager drop a datapack MessengerDropPrice = 500 ### The price if a messager drop the tube... MessengerGotoSpeed = 0.350000 ### Messenger speed when carry a tube or go for it. MessengerLightingDist = 2000.000000 ### Max Distance to show Messenger Lighting Effects MessengerObjetiveDistance = 300.000000 ### Distance to the objetive to drop... MessengerPrepareDistance = 1200.000000 ### Distance to the objetive to prepare drop MessengerShootSound = MessengerShoot ### Messenger shoot impact sound name MessengerShootSoundVol = 1.000000 ### Messenger shoot impact sound volume MessengerTakeDataPackSound = MessengerTakeDataPack ### Messenger Take DataPack sound name MessengerTakeDataPackSoundVol = 1.000000 ### Messenger Take DataPack sound volume MessengerTakenCallback = ### Called if a messager takes a datapack MessengerTubeState = 1 ### State of the tube : 0:Empty or 1:filled MinAngleSearchPointAI = 0.010000 ### Angle to search point route. MinAngleSearchPointCharAI = 0.130900 ### Angle to search point route. MinDistBetweenTrafficAI = 5000.000000 ### Distance Min. between two ships of traffic. MinDistChaseAI = 5000.000000 ### Distance Min. to objective Chase AI. MinDistChaseElevatorAI = 10000.000000 ### Distance Min. to objective Chase AI inside hangar. MinDistCMAI = 30000.000000 ### Distance min. use contrameasure. MinDistNodeTrafficAI = 15000.000000 ### Min. distance between nodes of traffic. MinDistReposAI = 75000.000000 ### Distance min. to reposition the agent. MinDistReposNotVisAI = 37500.000000 ### Distance min. to reposition the agent not visible. MinDistReposStopAI = 125000.000000 ### Distance min. to reposition the agent when camera stopped. MinDistStrafeCharAI = 300.000000 ### Min. distance to do while straffing. MinDominDistChase = 1500.000000 ### Min distance to zone objective in Domination mode. MinNumTalksCharAI = 7 ### Time num. talks char. MinPercMadHuntersAttackingIntruder = 0.500000 ### Min perc mad hunters attacking intruder MinPercMosquitosAttackingIntruder = 0.300000 ### Min perc mosquitos attacking intruder MinRotAI = 2.000000 ### Factor to control rotation. MinTalkCharAI = 100.000000 ### Min. diff. alt. to talk between two chars. MinTimeReposAI = 0.050000 ### Min. time to repos vehicle. MinTimeStoppedCharAI = 10.000000 ### Time min. duration state intern stopped char. MinTimeStoppedTurnPatrolCharAI = 5.000000 ### Time min. duration turn to center of patrol char. MinTimeStopTempCharAI = 30.000000 ### Time min. duration state intern. MinTrafficEnemyTime = 1.000000 ### Min Time attacking of traffic MinVoiceVolumeChat = 0.200000 ### voice minimal volume of thrd person speacher. MipmapColor = 0 ### Colorize each mipmap level (0/1) MipmapFade = 0 ### Fadeout each mipmap level (0/1) MissionScorerName = Mission ### Mission scorer name MNTrafficCapsule = 2500.000000 ### Mixed Medium/Normal Radius of the Traffic Segment ModelAmbient = 0 ### Extra ambient light for models (def. 0) ModFileName = ### Modification file name. ModPathName = mods ### Modification path name. MonitorAmbient = 0 ### Ambient light for EnableMonitorLights (def. 0) MosquitosTriggeredShipName = ### Ship name that triggers mosquitos appearance MotionBlurEndTime = 0.000000 ### factor of motion blur fx MotionBlurFactorBegin = 0.000000 ### factor of motion blur fx MotionBlurFactorEnd = 0.000000 ### factor of motion blur fx MotionBlurOffVar = 0.000000 ### factor of motion blur fx MotionBlurTime = 0.000000 ### factor of motion blur fx Motor0Model = MBOSS1 ### The first motor kind Motor1Model = MBOSS1 ### The Second motor kind Motor2Model = ### The Third motor kind Motor3Model = ### The Fourth motor kind MotorDownFactor = 0.250000 ### When the ship engines are hacked, factor used to replace de real engine values MotorTrustRotationX = 0.250000 ### Rotation X Speed produced by the motor trust MotorTrustRotationY = 0.250000 ### Rotation Y Speed produced by the motor trust Mouse = ### User Control definition MouseSensitivityH = 1.000000 ### Horizontal Mouse Sensitivity MouseSensitivityV = 1.000000 ### Vertical Mouse Sensitivity MovieCacheSize = 256 ### File buffer size for movies (Megabytes) MovieFramerate = 30 ### Movie FPS for avi recording MovieJpegQuality = 95 ### JPEG quality for movies (0..100) MovieUseMemory = 0 ### Movie uses RAM instead of HD (0/1) MssnRadarBlinkTime = 5.000000 ### Time blinking if the new mission is assigned. MTrafficCapsule = 4000.000000 ### Medium Radius of the Traffic Segment MusicMainVolume = 0.000000 ### Music main volume (0..1) MusicTimeChange = 15.000000 ### minimun time of musicplay after the fade. NameDebugShirkAI = ### Show info shirk agent. NetItemDistAct = 8000.000000 ### Distance in cm to actualize the item data. NetMaxPlayersInitSend = 4 ### Maximun number of net players send per packet at the startup. NetMaxResourcesSend = 8 ### Maximun number of net resourses send per packet at the startup. NetTimeOut = 240000 ### # Time out for desconection... NewsHead = Betty ### Render the News Head NewsLogoBmp = 2D/News/LogoNews.bmp ### render the News Logo NewsPanelActive = 0 ### render the News Panel in the texture. NewsPanelAspect = 1.330000 ### News Panel aspect ratio NewsPanelCloseSpeed = 4.000000 ### Speed of close of scene NewsPanelDisplacement = 5.000000 ### render the News Panel Head displacement. NewsPanelDistance = 70.000000 ### render the News Panel Head distance. NewsPanelH = 180.000000 ### render the News Logo Size NewsPanelMove = 18.000000 ### render the News Panel Head movement. NewsPanelOpenSpeed = 3.000000 ### Speed of init of scene NewsPanelShowHead = 0 ### render the News Panel Head. NewsPanelW = 270.000000 ### render the News Logo Size NewsPanelX = 350.000000 ### render the News Logo Pos. NewsPanelY = 20.000000 ### render the News Logo Pos NextMissionFirstLineOffsetPC = 60.000000 ### Next mission first line offset PC NextMissionFirstLineOffsetXBox = 4.000000 ### Next mission first line offset XBox NextMissionSecondLineOffsetPC = 80.000000 ### Next mission second line offset PC NextMissionSecondLineOffsetXBox = 24.000000 ### Next mission second line offset XBox NodeFXSpringCoef1 = 0.600000 ### NodeFX Spring coef. 1 NodeFXSpringCoef2 = 0.600000 ### NodeFX Spring coef. 2 NodeFXSpringDebug = 0 ### NodeFX Spring override (0/1) NodeFXSpringMidP = 0.500000 ### NodeFX Spring mid-point NodeFXSpringMSec = 50 ### NodeFX Spring calc. period (msec) NodeFXSpringRot = 0.500000 ### NodeFX Spring rotation coef. NodeFXSpringRotX = 0.000000 ### NodeFX Spring rotation x (deg) NodeFXSpringShow = 0 ### NodeFX Spring debug info NodeFXWheelRadius = 1.000000 ### NodeFX Wheel radius multiplier NodeFXWheelShow = 0 ### NodeFX Wheel debug info NodeFXWheelSlide = 1.000000 ### NodeFX Wheel sliding factor NoiseEndTime = 0.000000 ### factor of noise fx NoiseFactor = 0 ### factor of noise fx NoiseFactorBegin = 0 ### factor of noise fx NoiseTime = 0.000000 ### factor of noise fx NotCleanableByGear = ### Gear do not try to atack this NotShootAI = 0 ### 0 = Shoot AI, 1 = Not Shoot AI NPCSndMotorVolFactor = 2.000000 ### Indicates the extra factor for NPC ship motor engines NTrafficCapsule = 2500.000000 ### Normal Radius of the Traffic Segment NumEnemiesInRadar = 0 ### Number of enemies in the radar NumPointsSearchSegmentCharAI = 3 ### Num. Points to search point in segment. NumProfiles = 3 ### Maximun number of profiles. NumRadarIcons = 9 ### The number of radar icons NumWorkingLoops = 3 ### Num working loops NurseAlarmHit = 0.250000 ### How values must increment when nurse hits NurseAlertSpeed = 1.000000 ### Nurse speed (Alarm) NurseBankerDetect = 30.000000 ### percentage of times when the Nurse escapes from the banker NurseDispDist = 120.000000 ### Nurse hit detector displacement distance NurseDispRad = 75.000000 ### Nurse hit detector Radius NurseEscapeTime = 8.000000 ### Nurse Escape Time NursePoliceRefuse = 50.000000 ### percentage of times when the Nurse escapes from the police NurseRelaxSpeed = 0.300000 ### Nurse speed (Relax) O_Show = 0 ### Show Object Pool debug info on screen OffsetAngOrientCharAI = 0.049087 ### Offset angle to final orient. OffsetAngShootAI = 0.196350 ### Offset angle to shoot. OffsetAngShootBishopAI = 0.196350 ### Offset angle to shoot the Bishop. OffsetAngShootGearAI = 0.196350 ### Offset angle to shoot the Gear. OffsetAngShootMessengerAI = 1.570796 ### Offset angle to shoot the Messenger. OffsetMoveNurseAI = 25.000000 ### Offset to move Nurse. OnAcceptSound = menuclik ### Set the Accept Sound OnAcceptSoundVol = 0.500000 ### Set the Accept sound Volume OnChatString = ### OnChatString(UsrId,UsrString) UsrId is the number id ('net'UsrId) OnClientExit = ### OnClientExit(entityname,ModelName,UsrName) player ship will be deleted OnClientJoin = ### OnClientJoin(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship created OnClientModify = ### OnClientModify(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modified OnCrazyDealFinished = ### Function to be called when a taunt is to be launched OnCrazyDealTarget = ### Function to be called when a crazy deal target is reached OnDefStateCallback = ### Python function to be called when the NPC is forced to have the default state OnDominEnemyDeath = ### Called when an enemy dies OnDominFriendDeath = ### Called when a friend dies OnFinishAutoUpdate = ### Called on finished auto update OnFlash = ### Function to be called when the the player, flash someone OnFocusSound = menufocus ### Set the Focus Sound OnFocusSoundVol = 0.500000 ### Set Volume in the focus of sound OnFunctionaryStartsWorking = ### Function to be called when a functionary sits down and starts working OnGeneralDamage = ### Función callback de daño de propósito general OnItemTakenAI = ### Execute function in Python to take item OnLifeItemTaken = ### Function to be called when an item is taken OnMadHunterDeathMoney = 300 ### Mad hunter death money reward OnMoneyReachCallback = ### Function to be called when money reach 'OnMoneyReachValue' OnMoneyReachValue = 0 ### if money reach these vaule, the call OnMoneyReachCallback OnMosquitoDeathMoney = 100 ### Mosquito death money reward OnNeedMoreChasingTraffic = ### Called if the chasing traffic is not enough OnNeedMoreTraffic = ### Called if the traffic is not enough OnNetBrowseCallback = ### Called every time that server is found in a browsing operation. OnObjectiveNullAI = ### Execute function in Python if objective is null OnParkedOut = ### Callback when a occupied parking zone is free. OnParkingOccupied = ### Callback when a parking zone is occupied. OnPlayerHelpedPolice = ### Called if player helped police OnSleep = ### Function to be called when the the player, as a nurse, sleeps someone OnTaunt = ### Function to be called when a taunt is to be launched OnUsrString = ### OnUsrString(UsrId,UsrString) UsrId is the number id ('net'UsrId) OptAnimFovErr = 0.010000 ### AnimFOV optimization epsilon (deg) OptAnimPosErr = 0.010000 ### AnimPos optimization epsilon OptAnimPosMax = 2000.000000 ### AnimPos compression max dist OptAnimRotErr = 0.030000 ### AnimRot optimization epsilon (deg) OptimizeAnims = 1 ### 0=none, 1=Compact anims OptimizeNodes = 7 ### 0=none, 1=delete unused nodes, 2=colapse to bip nodes, 4=AniMask, 7=all OutActionMusic = Music/Outdoor%d.ogg ### Action Music path for outdoors. OutActionMusicVolume = 0.780000 ### Volume of Action Music path for outdoors. OutRelaxMusic = Music/Track%d.ogg ### Relax Music path for outdoors. OutRelaxMusicVolume = 1.000000 ### Volume of Relax Music path for outdoors. OutWalkCamFar = 400000.000000 ### default clip far distance for characters (outdoor) OutWalkCamNear = 20.000000 ### default clip near distance for characters (outdoor) PadTurnSpeed = 1.000000 ### Aditional rotation for pad controllers. ParkingCharCheckDistance = 15000.000000 ### At this distance, the parking will be check. ParkingCheckRadius = 500.000000 ### Spere to check the position of the item or ship. ParkingVehiCheckDistance = 50000.000000 ### At this distance, the parking will be check. PathInPackFile = ### Used to convert the system to the new pack system... PCPadDeadZone = 0.200000 ### Dead zone for analog controllers. PercEnemiesAttackPlayerWhenWinning = 0.700000 ### CTFEnemies percentage attacking player when he's winning PercFriendsAttackLeaderWhenWinning = 0.500000 ### CTFFriends percentage attacking leader when he's winning PhoneCabWarningDist = 7000.000000 ### PhoneCab warning dist (in meters). PhysicalAspectRatio = 1.333333 ### Physical aspect ratio PilotModel = P_Betty ### Player resource PilotViewDist = 22000.000000 ### Maximun Distance for show the Ship Pilot PlatformRadiusSqr = 1575025 ### Platform radius squared PlayerCTFTeamIsWinning = 0 ### Is player's team winning the CTF? PlayerHelpedPoliceReward = 2000 ### Player helped police reward PlayerMaxLife = 185 ### The max life for the normal ship configuration... PlayerModel = SBoss1 ### Model resource PlayerName = Unnamed Player ### user's nickname PlayerTeamID = 2 ### 0:red, 2:green, 4:Killer PlayVideo = ### Video played at init. PlayVideoFX = 0 ### Video playback image fx (1=MirrorY,2=MirrorX) PoliceAlarmStepSTM = 0.100000 ### Police Alarm Step in any Show Me The Money Action. PoliceBossActionRadius = 1000.000000 ### Radius of PoliceBoss fun FX to the polices. PoliceBossBrupBaseFile = Models/Misc/NutsAndScrew/NutsAndScrew ### Default Model for Police Boss Brup Effect PoliceBossBrupBounce1Sound = PoliceBossBrupBounce1Sound ### Police Boss Brup debris bounce sound1 name PoliceBossBrupBounce2Sound = PoliceBossBrupBounce2Sound ### Police Boss Brup debris bounce sound2 name PoliceBossBrupBounceSoundVol = 0.000000 ### Police Boss Brup debris bounce sound volume PoliceBossBrupDebrisMax = 8 ### Police Boss Brup Max debris number PoliceBossBrupDebrisMin = 4 ### Police Boss Brup Min debris number PoliceBossBrupDirRand = 0.150000 ### Police Boss Brup Random Direction factor PoliceBossBrupPosX = 5.000000 ### Police Boss Brup Displacement from center PoliceBossBrupPosY = 5.000000 ### Police Boss Brup Displacement from center PoliceBossBrupPosZ = -100.000000 ### Police Boss Brup Displacement from center PoliceBossMaxSpecialActionTime = 24.000000 ### PoliceBoss max special action time PoliceBossMinSpecialActionTime = 12.000000 ### PoliceBoss min special action time PoliceLogicBelligerant = 0 ### Must Be Initialized as 1 if Police Map PoliceStealQuanto = 10 ### Money stealed by the banker to the main player PoliceTauntRace = Police ### Taunting race (police, exept in GDB) PoliceWaveEliminated = ### Called if no police active in game. PrimaryMissionDesc = Ich brauche einen Tapetenwechsel... Ich will andere Welten sehen! ### Main Mission Descriptor. PriorityWeapon = Laser, Vulcan, Devastator, Tesla, ATPC, Swarm, Inferno ### The Seventh Weapon ProbTrafficFighting = 100.000000 ### Prob traffic fighting ProgressBar = 1775 ### Progress bar reference value (def. 1000) PythonExecute = import _CrashPad ### This will run a pyhon command. QChatEvent1 = ### QChatEvent1(id) only for racer input modes. The quick chat message has been pressed. QChatEvent2 = ### QChatEvent2(id) only for racer input modes. The quick chat message has been pressed. QChatEvent3 = ### QChatEvent3(id) only for racer input modes. The quick chat message has been pressed. QChatEvent4 = ### QChatEvent4(id) only for racer input modes. The quick chat message has been pressed. QChatEvent5 = ### QChatEvent5(id) only for racer input modes. The quick chat message has been pressed. QChatEvent6 = ### QChatEvent6(id) only for racer input modes. The quick chat message has been pressed. QuickMessageString1 = Die bastard! ### Quick chat messsage QuickMessageString2 = This map sucks ### Quick chat messsage QuickMessageString3 = Good game ### Quick chat messsage QuickMessageString4 = That�s no fair ### Quick chat messsage QuickMessageString5 = There is no rules ### Quick chat messsage QuickMessageString6 = I�m the one and only ### Quick chat messsage R_AlphaFog = 1 ### Allow fog with alpha blending (0/1) R_AnimInterpMult = 1.000000 ### Multiplier of interpolation between animations R_AnimNodo_Count = 5734 ### AnimNodo counter R_Anisotropy = 8 ### Max. anisotropic texture filter level R_CloudA = 0.300000 ### Cloud alpha factor R_CloudB = 1.000000 ### Cloud blue factor R_CloudEmi = 1.000000 ### Cloud emissive factor R_CloudG = 1.000000 ### Cloud green factor R_CloudR = 1.000000 ### Cloud red factor R_CloudScale1 = 7.000000 ### Cloud scale 1 R_CloudScale2 = 3.000000 ### Cloud scale 2 R_CloudVel1x = 0.005000 ### Cloud vx1 R_CloudVel1y = 0.015000 ### Cloud vy1 R_CloudVel2x = 0.020000 ### Cloud vx2 R_CloudVel2y = 0.003000 ### Cloud vy2 R_CoefMLODCharacters = 1500.000000 ### Characters LOD coef. R_CoefMLODEngines = 8000.000000 ### Engines LOD coef. R_CoefMLODMenuElement = 11700.000000 ### MenuElement LOD coef. R_CoefMLODOutElement = 80000.000000 ### OutElement LOD coef. R_CoefMLODPilots = 4500.000000 ### Pilots LOD coef. R_CoefMLODShips = 8000.000000 ### Ships LOD coef. R_CoefMLODTraffic = 12000.000000 ### Traffic LOD coef. R_CreditsAlpha = 0 ### Credits render target alpha R_CreditsClear = 1 ### Credits render target clear R_CreditsPhase = 0 ### Credits render target phase R_CreditsRTarget = 0 ### Init Credits render target (0/1) R_CreditsSizeX = 512 ### Size X of Credits render target (pow2) R_CreditsSizeY = 256 ### Size Y of Credits render target (pow2) R_CreditsX = 0 ### Position X of Credits render target R_CreditsY = 0 ### Position Y of Credits render target R_CullMode = 0 ### Triangle culling mode (0=normal, 1=force two-sided) R_DecalZBias = 2 ### Z-Bias for decals (0..16) R_DistMLOD1 = 1.000000 ### Model LOD 1 distance coef. R_DistMStencil = 2500.000000 ### Model Stencil distance when not visible R_DrawMLODMask = 0 ### Draw model LOD Mask R_DrawMLODMin = 0 ### Set most detailed LOD to draw (1..n) R_DrawMLODPart = 1 ### Draw model LOD particles (0/1) R_EnvBlend = 0 ### MaskEnvMap blend mode (0=Add,1=Blend) R_EnvBump = 1 ### Use EnvBump (0/1) R_EnvBumpBias = 1 ### Adjust bias for DXT1 bump textures (0/1) R_EnvBumpScale = 1.000000 ### Environment bump mapping scale R_EnvMap = 1 ### Use EnvMap (0/1) R_EnvMapOffset = 0.500000 ### Environment map offset R_EnvMapScale = 0.250000 ### Environment map scale R_EnvMapViewDep = 2 ### View-dependent Environment map (0/1/2) R_FogAbsDist = 0 ### Fog range is in world coords (0/1) R_FogColor = -1 ### Force fog color (def. -1) R_FogDensity = 0.000000 ### Force fog density (def. 0) R_FogEnable = 1 ### Allow/disable fog (def. 1) R_ForceFPS = 0.000000 ### FPS force (def. 0.0) R_ForceLMap = -1 ### Force primary/secondary lightmap (def. -1) R_ForcePreRenderTransform = 0 ### Force PreRender Transforms R_GetModelVertex = 1 ### Model GetVertex Active R_GlowFlickBRot = 0.000000 ### GlowFlick bump rot R_GlowFlickBump = 0.001500 ### GlowFlick bump scale R_GlowFlickMod = 0.980000 ### GlowFlick mod coef R_GlowFlickRot = 0.100000 ### GlowFlick rot R_GlowFlickTile = 6.000000 ### GlowFlick tiling R_GlowMap = 1 ### Use GlowMap (0/1) R_LastDevice = NVIDIA GeForce GTX 1080 [nvldumd.dll] 27.21.14.6627 ### Render Last Device name R_LensFlare = 1 ### Render LensFlare (0/1) R_LightAmbient = 0.000000 ### Vertex lighting ambient amount (def. 0.0) R_LightAtten = 5.000000 ### Vertex lighting atten. factor (def. 5.0) R_LightAtten2 = 0 ### Use alternate attenuation mode (0/1) R_LightDefer = 1 ### Use deferred light activation (0/1) R_LightDesat = 0.000000 ### Vertex lighting desaturation (def. 0.0) R_LightEnaD3D = 1 ### Use light enable cache (0/1) R_LightGamma = 1.000000 ### Vertex lighting gamma (def. 1.0) R_LightLimit = 4 ### Max. enabled lights per model (0..6) R_LightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0) R_LightMult2 = 1.000000 ### Vertex lighting multiplier in atten2 mode (def. 1.0) R_LightSector = 1 ### Use light sector (0/1) R_LightSort = 12 ### Max. sorted lights (0..16) R_LightSortI = 1.000000 ### Light sorting intensity weight (def. 1.0) R_LightTarget = 1 ### Use target nodes (0/1) R_LightTrace = 0 ### Use model to light raytracing (0/1) R_LimitFPS = 0.000000 ### FPS limit (def. 0.0) R_MaterialLog = 0 ### Log material usage (0/1) R_MaxSparkSize = 20.000000 ### Max spark size R_MeshCache = 1 ### Use mesh cache for non-transparent nodes (0/1, 10=info) R_MinSparkDist = 1.000000 ### Min spark distance to camera R_MipFilter = 1 ### MipMap filter (0=point,1=linear) R_MipmapBias = 0.000000 ### Mipmapping bias (def. 0.0) R_ModelFastIsVis = 1 ### Use FastIsVisible for model visibility pre-test (0/1/2) R_ModelPortalVis = 1 ### Use portals for model visibility test (0/1) R_NewsPanelRTarget = 1 ### Init NewsPanel render target (0/1) R_NewsPanelSize = 128 ### Size of NewsPanel render target (pow2) R_NewsPanelWire = 0 ### Show the NewsPanel in wireframe mode (0/1) R_NodeSlerp2 = 1 ### Slerp2 mode for nodes (0/1/2) R_Nodo3D_Count = 2505 ### Node3D counter R_NodoR_Count = 5860 ### NodoR counter R_ParticleFlags = -1 ### Particle flags R_ParticleLife = 1.000000 ### Particle life R_ParticleRate = 0 ### Particle rate R_Particles = 1 ### Transform & Show Particles (0/1) R_ParticlesAlphaDist = 1 ### Particle Alpha Dist Attenuation R_ParticleScale = 1.000000 ### Particle scale R_ParticlesCount = 22892 ### Particles Count R_ParticlesDraw = 1 ### Render Particle Primitives R_ParticleSector = 1 ### Use sector visibility R_ParticlesLock = 0 ### Particle Lock mode (1=always discard) R_ParticlesOne = 0 ### Render only first particle on the Vertex Buffer R_ParticlesZBias = 1 ### Particle ZBias (0/1) R_ParticleVelScale = 1.000000 ### Particle velocity scale 1 R_PortalBand = 0 ### Portal clipping viewport margin R_PortalClip = 1 ### Use portal viewport for clipping (0/1) R_PortalDist = 20.000000 ### Portal min. distance factor R_PortalEnd = 1 ### Use end sectors (0/1) R_PortalExt = 1 ### Use sector visibility extension (0/1/2) R_PortalNorm = 1 ### Use portal plane normal (0/1) R_PortalPos = 1 ### Use sector position cache (0/1) R_PShaderCount = 45 ### Count of pixel shader changes (readonly) R_PShaders = 1 ### Use pixel shaders (0/1) R_PSMask = 0 ### Pixel shader mask (def. 0) R_SceneBloomBlurOffset = 0.750000 ### Scene Bloom Blur Offset in Texels R_SceneBloomBlurPasses = 2 ### Scene Bloom Blur Passes R_SceneBloomBlurSize = 0.400000 ### Scene Bloom Blur Target Size (Scene Size Proportional) R_SceneBloomRTarget = 0 ### Init Scene Bloom render target (0/1) R_SceneBlurOffset = 1.500000 ### Scene Blur Offset in Texels R_SceneBlurRTarget = 1 ### Init Scene Blur render target (0/1) R_SceneBlurValue = 0.000000 ### Scene Blur Value R_SceneCheckPixels = 512 ### Scene RenderTarget Caps Maximun different Pixels R_SceneDuDvCheckPixels = 6553 ### Scene DuDv Check Caps Maximun different Pixels R_SceneDuDvFilter = 1 ### Scene DuDv Target Filter (0=point, 1=linear) R_SceneDuDvForced = 0 ### Scene DuDv Target Forced (0/1) R_SceneDuDvPow2 = 0 ### Scene DuDv Pow2 Scene Copy R_SceneDuDvRTarget = 0 ### Init Scene DuDv render target (0/1) R_SceneDuDvScale = 0.150000 ### Scene DuDv Target Scale R_SceneForceLinNonPow2 = -1 ### Force Linear NonPow2 Render Target (-1/0/1) R_SceneForceLinPow2 = -1 ### Force Linear Pow2 Render Target (-1/0/1) R_SceneMotionBlurOff = 0.000000 ### Scene Motion Blur OffScreen R_SceneMotionBlurOffset = 1.000000 ### Scene Motion Blur Offset in Texels R_SceneMotionBlurRTarget = 0 ### Init Scene Motion Blur render target (0/1) R_SceneMotionBlurSize = 0.500000 ### Scene Motion Blur Target Size (Scene Size Proportional) R_SceneMotionBlurValue = 0.000000 ### Scene Motion Blur Value R_SceneRadialBlurOffset = 5.000000 ### Scene Radial Blur Offset R_SceneRadialBlurRTarget = 1 ### Init Scene Radial Blur render target (0/1) R_SceneRadialBlurValue = 0.000000 ### Scene Radial Blur Value R_SceneRTarget = 1 ### Init Scene render target (0/1) R_SceneRTargetSwap = 1 ### Scene render target Swapping (0/1) R_ShowEVA = 0 ### Show vertex anim. (0/1) R_ShowFlaresInfo = 0 ### Show flares debug info (0/1) R_ShowInfo = 0 ### Show rendering info (0..3) R_ShowLBoxMax = 0 ### Show nodes hierarchy and bbox (max. node) R_ShowLBoxMin = 0 ### Show nodes hierarchy and bbox (min. node) R_ShowLBoxName = ### Show nodes hierarchy and bbox (filter) R_ShowLights = 0 ### Show lights (0/1) R_ShowLocalBox = 0 ### Show nodes hierarchy and bbox (0/1) R_ShowModelBox = 0 ### Show model bounding box (0/1/2/3) R_ShowModelLights = 0 ### Show model lights (0/1/2) R_ShowModelPos = 0 ### Show model position (0/1/2) R_ShowModelSector = 0 ### Show model sector (0/1/2) R_ShowPortals = 0 ### Show portals (0/1/2/3) R_ShowPreIllumVtx = 0 ### Show preilluminated vertex objects (0|1|2) R_ShowSkin = 0 ### Show skinning (0/1) R_ShowSphereVis = 0 ### Show sphere visibility tests (0/1/2) R_ShowStencil = 0 ### Show stencil shadows (0/1/2/3/4) R_ShowTranspBox = 0 ### Show transparent nodes (0/1) R_SkipAnim = 0 ### Disable node animation (0/1) R_SkipAnimInterp = 0 ### Disable interpolation between animations (0/1) R_SkipAnimVis = 0 ### Disable node visibility anim (0/1) R_SkipFlares = 1 ### Disable flares rendering (0/1) R_SkipModelFX = 0 ### Disable model effects (0/1) R_SkipNodeFX = 0 ### Disable node effects (0/1) R_SkipNodes = 0 ### Disable node rendering (0/1) R_SkipTrans = 0 ### Disable node transform (0/1) R_SkipTrans2 = 1 ### Disable stencil node transform (0/1) R_SkipUpdateVis = 0 ### Skip model visibility test (0/1) R_SortInvert = 0 ### Invert models sorting (0/1) R_SortModels = 1 ### Sort models by distance R_SortShow = 0 ### Show sorting info (0/1/2) R_SplitScreen = 0 ### Split Screen R_SplitScreenCamera = 0 ### Split Screen Camera Index R_SplitScreenUpdate = 0 ### Split Screen Update Target R_SpotlightAng = 1 ### Discard spotlights by falloff angle (0/1) R_SpriteSector = 1 ### Use sector visibility for sprites R_StencilBBox = 1 ### Discard by approx. object bbox (0/1) R_StencilFisq = 0 ### Use fast inverse sqrt (0/1) R_StencilLDir = 2000.000000 ### Dir light shadow distance R_StencilMult = 1.000000 ### Stencil shadows distance mult R_StencilSelf = 1 ### Self-proyected stencil shadows (0/1) R_StencilShadows = 1 ### Enable stencil shadows (req. reset3d) (-1/0/1) R_StencilTog = 0 ### Toggle stencil shadows R_Tex_Count = 765 ### Texture counter R_TexFilter = 2 ### Texture filter (0=point,1=linear,2=anisotropic) R_Trails = 1 ### Render Trails (0/1) R_TranspZBias = 200.000000 ### Transp. sort z-bias (def. 200.0) R_UseDefMaterial = 0 ### Use default white material (0/1) R_UseDefTexture = 1 ### Use default white texture (0/1/2) R_UseEVA = 1 ### Use vertex anim. (0/1) R_UseMLOD = 1 ### Use model LODs R_UsePortals = 1 ### Use portals (0/1) R_UseSkin = 1 ### Use skinning (0/1) R_VBIBTriLimit = -1 ### RenderVBIB triangle limit (def. -1) R_VideoLockBuf = 1 ### Video frame lock buffers (1/2/3) R_VideoLockMode = 1 ### Video frame lock mode (0/1/2/3) R_VideoLockShow = 0 ### Video frame lock show quad RadarMMSelect = 1 ### 1 if Show only one main mission target (nearest) RadarShowAll = 0 ### Show all the vehicles and chars at the radar RadiosityMinDist = 0.400000 ### Min. distance between patches coef RadiosityPortals = 0 ### Use portals for radiosity (0/1) RADIUS_OBJECTIVE_IN_ROUTE = 4000.000000 ### Radius Points Route. RADIUS_OBJECTIVE_TRAFFIC = 4000.000000 ### Radius Points Traffic. RADIUS_OBJECTIVE_TRAFFIC_INDOOR = 4000.000000 ### Radius Points Traffic InDoor. RADIUS_SHIP_GRAPH = 751.000000 ### Radius Ship to Construct Graph. RadSkipBySectors = 0 ### Use sectors for radiosity (0/1) RegenerationCharStartTime = 10.000000 ### after this time, life´s regeneration starts.(char) RegenerationCharTimeRate = 1.000000 ### between RegenerationTimeRate sec, 1 point regenerates.(char) RegenerationItem = RegenerationBar ### Name of the bar item to make the regeneration RegenerationSound = Regeneration ### Sound loop for life Regeneration RegenerationSoundPitchMax = 10.000000 ### Full life pitch for life Regeneration RegenerationSoundPitchMin = -10.000000 ### 0 life pitch for life Regeneration RegenerationSoundVol = 0.400000 ### Sound Volume for life Regeneration RegenerationStartTime = 3.000000 ### after this time, life´s regeneration starts.(ship) RegenerationTimeRate = 0.100000 ### between RegenerationTimeRate sec, 1 point regenerates.(ship) RelaxSeatsFunctionaryListName = RelaxSeatsFunctionary ### Relax seats functionary list name RemainTalkTime = 0.000000 ### Time remain to dispear the tex showed... RenderLightmap = 1 ### Render lightmap mode (0/1/2) RenderMap = 1 ### Render map (0/1) RenderModels = 1 ### Render models (0/1) RenderSectors = 1 ### Render sectors (0/1) RenderSky = 1 ### Transform and render sky nodes RenderUseVB = 1 ### Use Vertex Buffers (0/1) RenderWorld = 1 ### Transform and render world nodes RestoreUpgradeFunc = ### Function to be called when an upgrade is restored RustyHitPosX = -50.000000 ### Rusty Hit Displacement from center RustyHitPosY = -65.000000 ### Rusty Hit Displacement from center RustyHitPosZ = -135.000000 ### Rusty Hit Displacement from center S_PitchScale = 1.000000 ### Pitch scale (def. 1.0) S_PlayMute = ### Mute all sounds but those specified here S_PriorityMode = 1 ### Priority mode (0=time,1=vol,2=time&vol) S_Show = 0 ### Show sound debug info on screen (0/1/2) S_SkipPlay = 0 ### Disable sound playing (0/1) S_SkipUpdates = 0 ### Disable sound updates (0/1) S_StreamBufferSize = 200 ### Buffer size for streaming (ms) S_VoiceoverFadein = 4.000000 ### Voiceover fadein speed S_VoiceoverFadeout = 2.000000 ### Voiceover fadeout speed S_VoiceoverVolume = 0.600000 ### Voiceover relative volume SaveDXT5 = 1 ### Save DXT5 textures (0/1) ScorerMarginH = 12 ### Horizontal Margin for Scorer ScorerMarginV = 10 ### Vertical Margin for Scorer ScorerMarker = 1 ### Show Scorer Focus Marker ScorerMarkerColor = 11853055 ### Scorer Focus Marker Color ScorerMarkerSpeed = 6.000000 ### Scorer Focus Marker Speed SecondaryMissionDesc = ### Secondary Mission Descriptor. SelectedLanguage = German ### Actual language. SentinelAbortyNPCAttDist = 4000.000000 ### At this distance, if not seen will abort the NPC attack SentinelAcuseSpeed = 0.600000 ### Sentinel speed (Acuse) SentinelAcuseTime = 3.000000 ### Time following the main after out of viewrange (Acuse) SentinelBankerDetect = 30.000000 ### percentage of times when the eye acuse the banker SentinelBankerNPCDetect = 50.000000 ### percentage of times when the eye acuse the banker (for npcs) SentinelGotoRadius = 300.000000 ### Radius to the viewpoint (Goto) SentinelGotoSpeed = 1.000000 ### Sentinel speed (Goto order) SentinelGotoTime = 5.000000 ### Time following the xtrange viewpoint (Goto) SentinelInspectSpeed = 0.250000 ### Sentinel speed (Inspect) SentinelInspectTime = 3.000000 ### Time following the main after out of viewrange (Inspect) SentinelLaserScanerDist = 4500.000000 ### Max Distance to show Sentinel Laser Scaner SentinelNextGotoTime = 5.000000 ### Sentinel time between goto orders. SentinelRelaxSpeed = 0.250000 ### Sentinel speed (Relax) SentinelSearchSpeed = 1.000000 ### Sentinel speed (Search) SentinelStdFar = 1000.000000 ### Standard Sentinel Distance of View SentinelStdFovX = 2.356194 ### Standard Sentinel FieldOfView SentinelStdFovY = 1.570796 ### Standard Sentinel FieldOfView SentinelSuspectSpeed = 0.500000 ### Sentinel speed (Suspect) SentinelSuspectTime = 3.000000 ### Time following the main after out of viewrange (Suspect) ServerDataRateLimit = 20480 ### Rate Limit in bytes per second ServerMapList = ['FZ'] ### List of maps to play the game. ServerMinSendDelay = 5 ### Mininimal delay between packets (in seconds). ServerName = Unnamed Server ### Name of the network server ServerType = TeamDM ### Type of server game. SetUpCloudFunc = ### Function to be called to set up the cloud properties SetUpEMIFunc = ### Function to be called to set up the EMI properties SetUpSonicFunc = ### Function to be called to set up the mine properties SharedTexuresPath = 2D/Textures/Shared/ ### Default path for shared textures ($name.bmp) SharpenMore = 0 ### Extra sharpen for each mipmap level (0/1) ShipExplosionMaxDist = 250000.000000 ### Maximun Distance to show the Ship Explosion Effect ShipPathFmt = Models/Vehicles/Ships/%s/%s.m3d ### The full path of the Ships ShootAI = 0 ### 0 = AI cannot shoot, 1 = AI can shoot. ShootBishopAI = 3 ### Factor shoot Bishop. ShootGearAI = 3 ### Factor shoot Gear. ShootMessengerAI = 2 ### Factor shoot Messenger. ShortDistShootAI = 20000.000000 ### Short Distance for weapons short distance. ShowAI = 1 ### 0 = No Show, 1 = Show Inf. AI ShowAStarAI = 0 ### Show info AStar. ShowCharAI = ### Show Features character. ShowClientPing = 0 ### true if show the ping label ShowConsoleLog = 1 ### 1 to show allways the console ShowCredits = 0 ### Show credits on main menu? ShowDummy = ### Show dummys in map. ShowInfoOnSectorError = 0 ### show debug info on sector errors (0/1) ShowInfoRegAI = -1 ### Show info region when creation graph. ShowMapCollision = 0 ### Show map collision planes (0/1) ShowMapQDist = 0.000000 ### Show map collision quads distance ShowMapQuads = 0 ### Show map collision quads (0/1) ShowMapSolid = 0 ### Show map collision solid mode (0/1/2) ShowMapWireFrame = 0 ### Show map wireframe mode (0/1/2) ShowNetStatus = 1 ### true if show the networking status. ShowNodes2DAI = 0 ### 0 = No Show, 1 = Show Regions, 2 = Show Portals, 3 = Show Link's Portals, 4 = Show Portals + Links. ShowNodesAI = 0 ### Show info graph. ShowNodesTree = 0 ### Show nodes tree at model M3D loading time (0/1) ShowNumTrafficAI = 0 ### Show info traffic num. ShowPathAI = 0 ### 0 = No Show, 1 = Show ShowProgressBar = 1 ### Show loading progress bar (0/1) ShowSceneCamera = 0 ### Show cutscene camera name and frame number ShowShirkAI = 0 ### Show info shirk. ShowSplashScreen = 1 ### Show loading screen (0/1) ShowStopShipAI = 0 ### Info of agents stopped. ShowTestCanGoAI = 0 ### Show points to test can go to point. ShowTrafficAI = 0 ### Show info traffic. ShowTSCMode = 1 ### Show TSC info (0=instant,1=by seconds) ShowVehAI = ### Show Features vehicle. ShowVehWeapAI = ### Show Features Weapon vehicle. SkyInit = 1 ### Sky initialization SkyPosScale = 1.000000 ### Sky position scale SkyRotation = 0.000000 ### Sky rotation in degrees (Y-axis) SkyTubeTest = 20000000.000000 ### Sky tube test far plane SkyZBuffer = 0 ### Sky requires ZBuffer SM3_CheckTime = 1 ### Check filetime of SM3 files (0/1) SM3_UseScenes = 1 ### Read/Write SM3 files (0/1/2) SndLoopCharNPCMul = 2.500000 ### Multiplicador de volumen para los loops de los npcs SonicAmmoNeed = 2 ### Sonic Ammo Need SonicArmor = 25 ### Sonic Armor SonicIDAmmo = 1 ### Sonic Ammo ID SonicLifeTime = 5.000000 ### Sonic Life Time SonicRechargeTime = -0.750000 ### Sonic Recharge Time SoundAutoplayVolume = -60.000000 ### Sound autoplay volume (dB) SoundBits = 16 ### Bits (8/16) SoundChannels = 24 ### Sound channels (max. 32) SoundDistAttenuation = 0.050000 ### Sound distance attenuation factor SoundDopplerLevel = 1.000000 ### Sound doppler effect level SoundFrequency = 44100 ### Frequency (11025/22050/44100) SoundInit = 1 ### Initialize sound system SoundMainVolume = 0.000000 ### Sound main volume (0..1) SoundPanningFactor = 12.000000 ### Sound panning factor (dB) SoundShowSetMode = 0 ### Sound show SetMode info SoundStereo = 1 ### 0 = Mono, 1 = Stereo SoundSwapChannels = 0 ### 0 = Normal, 1 = Swap left/right channels SoundUseHardware = 1 ### 0 = Software only, 1 = Use hardware if available SpecialActionActive = 2 ### the special action status. 0-Disable 1-Blink 2-Enable SplashScreenFade = 400 ### Splash screens fade time SplitScreen = 0 ### Is split Screen SputnikJunyardTimeToPissPlayer = 60.000000 ### SputnikJunyard time to piss player StdMaxLife = 100 ### Standard max life for characters and soon. STrafficCapsule = 1500.000000 ### Small/Minimal Radius of the Traffic Segment StreamPath = Sounds/Stream/ ### Stream default path StrMoneyUpdate = 0.100000 ### Time to update the Money Scorer SuperDealAvaliable = 0 ### 1 if superdeal is avaliable SwarmAmmoCost1 = 7 ### Swarm Ammo Cost 1 SwarmAmmoCost2 = 13 ### Swarm Ammo Cost 2 SwarmAmmoCost3 = 18 ### Swarm Ammo Cost 3 SwarmAmmoCost4 = 22 ### Swarm Ammo Cost 4 SwarmArmor = 2 ### The default armor for one swarm missile SwarmBeeExplosionFile = Models/Weapons/Swarm/BeeExplosion.M3D ### Default Model for Swarm Bee Explosion SwarmBeeRadius = 24.000000 ### The Radius add per Bee that have the swarm SwarmBeeSound = SwarmBang ### Swarm Bee Death sound name SwarmBeeSoundAttEnd = 35000.000000 ### Swarm Bee sound attenuation end SwarmBeeSoundAttIni = 0.000000 ### Swarm Bee sound attenuation ini SwarmBeeSoundVol = 0.250000 ### Swarm Bee Death sound volume SwarmBeesSpeed = 20000.000000 ### The Internal Bees Speed that have the swarm SwarmDamage = 4 ### Damage per mis. SwarmDeathTime = 0.500000 ### The time for bee death that have the swarm SwarmDistLimit = 40000.000000 ### Distance limit shoots SwarmEngineSound = SwarmEngine ### Swarm Engine sound name SwarmEngineSoundAttEnd = 35000.000000 ### Swarm Engine sound attenuation end SwarmEngineSoundAttIni = 0.000000 ### Swarm Engine sound attenuation ini SwarmEngineSoundDoppler = 1.000000 ### Swarm Engine sound doppler SwarmEngineSoundVol = 0.350000 ### Swarm Engine sound volume SwarmExplosionFile = Models/Weapons/Swarm/Explosion.M3D ### Default Model for Swarm Explosion SwarmFastSpeed = 40000.000000 ### The Fast Speed that have the swarm SwarmHitForce = 200.000000 ### The Hit Force Energy that have the swarm SwarmHitSound = SwarmBoom ### Swarm Hit sound name SwarmHitSoundAttEnd = 35000.000000 ### Swarm Hit sound attenuation end SwarmHitSoundAttIni = 0.000000 ### Swarm Hit sound attenuation ini SwarmHitSoundVol = 0.450000 ### Swarm Hit sound volume SwarmIDAmmo = 1 ### The default ammo idx for the swarm SwarmIDWeap = 1 ### The default weapon idx for the Swarm SwarmLifeTime = 4.500000 ### The maximun lifetime that have the swarm SwarmMinRadius = 250.000000 ### The Minimun Radius that have the swarm SwarmMissileFile = Models/Weapons/Swarm/Swarm.M3D ### Default Model for Swarm Missile SwarmNormSpeed = 20000.000000 ### The Formal Speed that have the swarm SwarmNumber1 = 7 ### Swarm Number 1 SwarmNumber2 = 6 ### Swarm Number 2 SwarmNumber3 = 5 ### Swarm Number 3 SwarmNumber4 = 4 ### Swarm Number 4 SwarmRange = 60000.000000 ### The maximun range that have the swarm SwarmRangeUPG = 120000.000000 ### The maximun range that have the swarm SwarmTimeDelay = 1.500000 ### Time in seconds between the mis. shoots SwarmTurnSpeed = 60.000000 ### The Turn Speed that have the swarm SwarmTurnSpeedUPG = 100.000000 ### The Turn Speed that have the swarm with Upgrade SwarmUpTopSpeed = 4000.000000 ### The Up Speed (Vehicle) that have the swarm TargetScorerSwitchSound = SwitchTarget ### Sound name for switching target TargetScorerSwitchSoundVol = 1.000000 ### Sound Volume for switching target TeslaAmmoCost = 0.300000 ### Cost Per hit at tesla TeslaDistLimit = 20000.000000 ### Distance limit shoots TeslaDownRangeTime = 0.500000 ### Time to the max to the min ang range if not hit (tesla) TeslaDownRangeTimePad = 2.000000 ### Time to the max to the min ang range if not hit (tesla) Pad Controller TeslaHitForce = 500000.000000 ### The force that have a single tesla shoot TeslaIDAmmo = 2 ### The default weapon idx for the tesla TeslaIDWeap = 2 ### The default weapon idx for the tesla TeslaMaxAngRange = 25.000000 ### The maximun angle range (hit case at tesla) TeslaMaxAngRangePad = 40.000000 ### The maximun angle range (hit case at tesla) Pad Controller TeslaMinAngRange = 5.000000 ### The minimun angle range (no hit case at tesla) TeslaMinAngRangePad = 10.000000 ### The minimun angle range (no hit case at tesla) Pad Controller TeslaMinAngRangeUpg = 12.000000 ### The minimun angle range with upgrade (no hit case at tesla) TeslaMinAngRangeUpgPad = 17.000000 ### The minimun angle range with upgrade (no hit case at tesla) Pad Controller TeslaRange = 20000.000000 ### The maximun range that have the tesla TeslaShootFile = Models/Weapons/Tesla/Shoot.M3D ### default shoot model for the Tesla TeslaTrackForce = 20000.000000 ### Traking force that have a single tesla shoot with upgrade (TN/Seg) TeslaUpRangeTime = 0.250000 ### Time to the min to the max ang range if not hit (tesla) TextTypingSound = keyboard%d ### Set the Text Typing Sound TextTypingSoundVol = 0.200000 ### Set the Text Typing Sound Volume TextureLOD = 0 ### Most detailed mipmap level used (0=disable) TgtRegenerationTime = 1.000000 ### After this time, the cycling list will be regenerated TimeBetwChangeStateAI = 0.050000 ### Time between change state TimeBetweeenTaunts = 22.000000 ### Time betweeen general taunts. TimeBetweeenTaunts2 = 15.000000 ### Time betweeen taunts when the Boss controls all the robots. TimeBetweeenWarnings = 90.000000 ### Time betweeen warnings. TimeBetweenEventCollCharAI = 5.000000 ### Time between events collision between agents. TimeChangeWeapAI = 10.000000 ### Time to change weapon. TimeChangeWeapCMAI = 1.000000 ### Time to change weapon CM. TimeDamageAI = 3.000000 ### Time in sec. control damage. TimeEventCollCharAI = 1.000000 ### Time to control event collision between agents. TimeInactiveTimer = 121.000000 ### Tiempo actual para que se cancele la misión por inactividad (en segundos) TimeMaxReachBoostAI = 4.000000 ### Time Max. to reach the objective to activate boost. TimeReactTurnAI = 2.000000 ### Time reaction turn AI (in sec.). TimerFreqMult = 1 ### Timer frequency multiplier (def. 1, disable QPF=0) TimeShootAI = 1.000000 ### Time Continue Shooting. TimeShootBishopAI = 2.000000 ### Time shooting Bishop. TimeShootCMAI = 0.500000 ### Time Continue Shooting CM. TimeShootMessengerAI = 1.000000 ### Time shooting Messenger. TimeSpecialUseTimer = 0.000000 ### Temporizador definido por el usuario para usos varios. TimeStopCollCharAI = 1.000000 ### Time to control time between tests collision between agents when stopped. TimeStrafeLostObjCharAI = 1.500000 ### Time to do strafe when lost objective. TimeStrafeUnderAttackBishopAI = 3.000000 ### Angle of the opponent to strafe under attack. TimeStrafeUnderAttackGearAI = 3.000000 ### Angle of the opponent to strafe under attack. TimeStrafeUnderAttackSentinelAI = 2.000000 ### Angle of the opponent to strafe under attack sentinel. TimeTestCollCharAI = 0.000000 ### Time to control time between tests collision between agents. TimeToAbortChatText = 0.500000 ### This time must be keeped press the action button to abort the current chat. TimeToAbortSelectChar = 30.000000 ### Time to call AbortSelectFunc in chars if inactive. TimeToCancelCurrentMission = 21.000000 ### Tiempo actual para cancelar la misión (en segundos) TimeToFinishCurrentMission = 0.000000 ### Tiempo actual para que acabe la misión (en segundos) TimeToMsg = 0.000000 ### Tiempo restante hasta que desaparezca el mensaje TimeWarning = 31.000000 ### Cuando quede esta cantidad de tiempo se avisa al usuario de que se de prisa o se cancelará la apuesta loca (en segundos) TimeWSwitchNo = 2.000000 ### time to auto switch the weapon if the fire button is pressed when no ammo. TopLimit = 83091.750000 ### The hi map limit, after the atmosphere TrafficDamageTolerance = 10 ### Life Points to be your enemy TrafficFightingMaxDist = 50000.000000 ### Traffic fighting max dist TrafficRemovalDist = 100000.000000 ### Traffic removal dist TrafficSpeed = 5600.000000 ### Terminal speed for the traffic TXF_CheckFiles = 0 ### check .TXF files (0/1) useDynamicMusic = 1 ### Uses dynamic music when set to true. UseTrafficCollisionSkip = 1 ### 1 if uses 0 if not UseWSM = 0 ### Use ObjTMAfterWSM (0/1) UsrDefChar = Dtritus ### Standard main character type VeCharsPathFmt = Models/Vehicles/Characters/%s/%s.m3d ### The full path of the Vehicle Characters. VehicleAttackModeMaxDist = 20000.000000 ### If attack mode in the pad controller is pressed, minimal distance from objective (auto forwards) VehicleAttackModeMinDist = 15000.000000 ### If attack mode in the pad controller is pressed, minimal distance from objective (auto backwards) VehicleCamDist = 1000.000000 ### Default camera distance for vehicles in cm VehicleCamDist2 = 1000.000000 ### Default camera distance for vehicles in cm VehicleCamFar = 500000.000000 ### default clip far distance for vehicles VehicleCamNear = 50.000000 ### default clip near distance for vehicles VehicleCenterPadBounce = 0.750000 ### Vehicle control for pad controllers. VehicleCenterPadLock = 0.000000 ### Vehicle control for pad controllers. VehicleCrashAccHev = 672000.000000 ### Beyond this value, is a Heavy crash cm/seg^2 VehicleCrashAccHi = 504000.000000 ### Beyond this value, is a serious crash cm/seg^2 VehicleCrashAccLo = 168000.000000 ### Maximun SpeedChange to detect crash in cm/seg^2 VehicleCrashAccMed = 336000.000000 ### Beyond this value, is a medium crash cm/seg^2 VehicleCrashMinTime = 1.000000 ### Safe Last crash time detector. VehicleEditingMode = 0 ### 1 to set the vehicle entities in editing mode. VelReposBackAI = 3000.000000 ### Vel. to repos agent back to camera. VelReposStopAI = 7000.000000 ### Vel. to repos agent back to camera. VelRotDinamicMessengerAI = 4.000000 ### Vel. Rot. Dinamic Messenger. VelTrafficLightRotAI = 5556.000000 ### Vel. traffic light to rotate. VelTurnAI = 1400.000000 ### Velocity Min. to turn curves (cm/s). VideoBPP = 32 ### Bits per pixel VideoGammaRGB = 1.000000 ### Video color gamma (def. 1.0) VideoHeight = 1080 ### Screen height VideoScaleBlue = 1.000000 ### Video blue color scale (def. 1.0) VideoScaleGreen = 1.000000 ### Video green color scale (def. 1.0) VideoScaleRed = 1.000000 ### Video red color scale (def. 1.0) VideoScaleRGB = 1.000000 ### Video color scale (def. 1.0) VideoWidth = 1920 ### Screen width Viewer = 0 ### 0(default) : Normal game, 1 : Init Viewer ViewerAnim = ### Model animation used in viewer mode ViewerCameraAnim = 0 ### Viewer camera anim (0/1) ViewerCameraInv = 1 ### Viewer camera rotation: 0 = normal, 1 = inverted ViewerCameraTgt = 0 ### Viewer camera mode: 0 = free, 1 = target ViewerCameraVel = 1.000000 ### Viewer camera velocity (m/s) ViewerClipFar = 800000.000000 ### Viewer camera far clip plane ViewerClipNear = 5.000000 ### Viewer camera near clip plane ViewerFOV = 0.000000 ### Viewer camera fov (0.0 = original fov) ViewerIniAI = 0 ### To initialize AI in Viewer. ViewerModel = ### Model used in viewer mode ViewerModelOffsetY = 0.000000 ### Viewer model offset (Y axis) VoiceMainVolume = 0.000000 ### Voice main volume (0..1) VoicePath = Sounds/Voices/ ### Voice default path VoicePlayDelay = 0.500000 ### Delay to play an specific voice. VSync = 1 ### Fullscreen Vertical Sync (0/1) VulcanAmmoCost = 0.500000 ### Cost Per hit at vulcan VulcanBulletFile = Models/Weapons/Bullet/Bullet.M3D ### default bullet model for the vulcan VulcanDamage = 2 ### Vulcan damage per slot VulcanDamageEasy = 1 ### Vulcan damage per slot (easy Set) VulcanDistLimit = 26666.000000 ### Distance limit shoots VulcanDistLimitUPG = 40000.000000 ### Distance limit shoots(UPGRADE) VulcanHitFile = Models/Weapons/Vulcan/Hit.M3D ### default hit model for the vulcan VulcanHitForce = 1000000.000000 ### The force that have a single vulcan shoot VulcanHitUseNormal = 1 ### Use the Normal of Hitted point at Vulcan Hit VulcanIDAmmo = 0 ### The default weapon idx for the vulcan VulcanIDWeap = 0 ### The default weapon idx for the vulcan VulcanRange = 40000.000000 ### The maximun range that have the vulcan VulcanRic0Sound = VulcanRic0 ### First Vulcan puchuing sound name VulcanRic0SoundVol = 0.150000 ### First Vulcan puchuing sound volume VulcanRic1Sound = VulcanRic1 ### Second Vulcan puchuing sound name VulcanRic1SoundVol = 0.150000 ### Second Vulcan puchuing sound volume VulcanRic2Sound = VulcanRic2 ### Third Vulcan puchuing sound name VulcanRic2SoundVol = 0.150000 ### Third Vulcan puchuing sound volume VulcanRicSoundAttEnd = 0.000000 ### Vulcan puchuing sound att end VulcanRicSoundAttIni = 0.000000 ### Vulcan puchuing sound att ini VulcanTimeDelay = 0.100000 ### Time between vulcan shoots VulcanTimeDelayUPG = 0.075000 ### Time between vulcan shoots (UPGRADE) WalkCameraCenter = 0.000000 ### 0 is none else is the time to back to the standard view. WalkCamFar = 100000.000000 ### default clip far distance for characters (indoor) WalkCamNear = 10.000000 ### default clip near distance for characters (indoor) WarningLifeLevel = 25 ### Percentage of life to show Warning... WarnVoiceVolume = 1.000000 ### Voice maximal volume of police messages. WeapHitClientResetTime = 1.000000 ### Tolerance to reset the values of the queue of hits to the client WeaponBayList = 0,15,0,0,15,15,1 ### List of mounted weapons(codified) A bits,B bits.... WeaponChangeFadeTime = 0.100000 ### Time to fade the fade Weapon Change Scorer WeaponChangeShowTime = 1.000000 ### Time to show the fade Weapon Change Scorer WindFxScorerFadeFactor = 5.000000 ### Fade in and out for Wind FX WindFxScorerFwAngle = 50.000000 ### Foward angle Wind FX tests WindFxScorerHorizontal = 10000.000000 ### Horizontal check for Wind FX WindFxScorerShow = 0 ### Shows Wind FX info WindFxScorerSound = FastFXWind ### Sound name for Wind FX WindFxScorerSoundVol = 0.300000 ### Sound Volume for Wind FX WindFxScorerSpeedPitch = 7.000000 ### semitones for speed WindFxScorerSpeedVol = 0.200000 ### Sound Volume allways if speed factor WindFxScorerVertical = 5000.000000 ### Vertical check for Wind FX WindFxSmoke = 1 ### Wind FX Smoke WindFxSmokeFile = Models/GFX/WindFX.M3D ### Default Model for WindFX Smoke Effect WindFXSmokeMaxDist = 3000.000000 ### Wind FX Smoke Maximun Distance WindFXSmokeMinVel = 7000.000000 ### Wind FX Smoke Minimun Vehicle Speed WindFXSmokeSizeDiv = 850.000000 ### Wind FX Smoke Size Divisor WindFXSmokeTimeStep = 0.025000 ### Wind FX Smoke Minimun Time Step WorldPreIllum = 2 ### World static illum. (0=skip,1=normal,2=selfillum) XBCameraAutoPad = 1 ### if true, the camera automaticaly turns (character) XBCDigitalAsAnalog = 0 ### if true, the cross is digital (character) XBInvertCharYPad = 1 ### Invert Y Axis in pad (character) XBInvertLRChar = 0 ### if true, invert the L&R buttons (character) XBInvertLRVehicle = 0 ### if true, invert the L&R buttons (vehicle) XBInvertVehicleYPad = 1 ### Invert Y Axis in pad (vehicle) XBNumControllers = 0 ### number of plugged controllers XboxCanSave = 1 ### Can save games. XboxNoPadMsg = 0 ### if 1 shows the 'please insert the pad'. XboxNoPadMsgBig = 0 ### if 1 shows the 'please insert the pad' big (to start game). XboxNoPadMsgP = 0 ### if 1 shows the 'please insert the pad' for player 2. XboxNoPadMsgPBig = 0 ### if 1 shows the 'please insert the pad' big (to start game). XboxProfileName = ### the current save game profile name. If '' no savegame file. XboxSaveName0 = ### Save game isues. XboxSaveName1 = ### Save game isues. XboxSaveName2 = ### Save game isues. XboxSaveName3 = ### Save game isues. XboxSaveName4 = ### Save game isues. XboxSaveName5 = ### Save game isues. XboxSaveName6 = ### Save game isues. XboxSavePath = ### the current save game directory. If '' no savegame file. XboxSavingMsg = 0.000000 ### the remain time to hide de 'Saving...' message. XboxSavingMsgStr = XBox_Saving_Msg_ ### the remain 'Saving...' text message in language table. XBRumblePadPad = 1.000000 ### [0..1] rumble power of pad. XBVDigitalAsAnalog = 0 ### if true, the cross is digital (vehicle) XBVehicleAsFPS = 0 ### if true, controlled as FPS (vehicle) XtrTimeWSwitchNo = 1.000000 ### Additonal time to switch the weapon if no ammo when press fire event. ```