diff --git a/EngineVarRemastered b/EngineVarRemastered new file mode 100644 index 0000000..15547d8 --- /dev/null +++ b/EngineVarRemastered @@ -0,0 +1,1557 @@ +FastGetYSector = 1 ### Fast GetYSector (0/1) +SharedTexuresPath = 2D/Textures/Shared/ ### Default path for shared textures ($name.bmp) +SM3_CheckTime = 1 ### Check filetime of SM3 files (0/1) +SM3_UseScenes = 1 ### Read/Write SM3 files (0/1/2) +CM3_DeleteM3D = 0 ### Delete M3D file after CM3 creation (0/1) +CM3_CheckTime = 1 ### Check filetime of CM3 files (0/1) +CM3_UseScenes = 1 ### Read/Write CM3 files (0/1/2) +ShowNodesTree = 0 ### Show nodes tree at model M3D loading time (0/1) +OptimizeNodes = 7 ### 0=none, 1=delete unused nodes, 2=colapse to bip nodes, 4=AniMask, 7=all +UseWSM = 0 ### Use ObjTMAfterWSM (0/1) +R_UsePortals = 0 ### Use portals (0/1) +R_ShowPortals = 0 ### Show portals (0/1/2/3) +R_SpriteSector = 1 ### Use sector visibility for sprites +R_ShowPreIllumVtx = 0 ### Show preilluminated vertex objects (0|1|2) +R_SkipModelFX = 0 ### Disable model effects (0/1) +R_TranspZBias = 200.000000 ### Transp. sort z-bias (def. 200.0) +R_ShowTranspBox = 0 ### Show transparent nodes (0/1) +R_MeshCache = 1 ### Use mesh cache for non-transparent nodes (0/1, 10=info) +R_SkinNodeSpace = 1 ### Calculate skinning in node space (pos) +R_ParticlesZBias = 1 ### Particle ZBias (0/1) +R_ParticlesAlphaDist = 1 ### Particle Alpha Dist Attenuation +R_ParticlesLock = 0 ### Particle Lock mode (1=always discard) +R_ParticlesDraw = 1 ### Render Particle Primitives +R_ParticlesOne = 0 ### Render only first particle on the Vertex Buffer +R_MaxSparkSize = 20.000000 ### Max spark size +R_MinSparkDist = 1.000000 ### Min spark distance to camera +R_ShowEVA = 0 ### Show vertex anim. (0/1) +R_UseEVA = 1 ### Use vertex anim. (0/1) +R_ShowSkin = 0 ### Show skinning (0/1) +R_UseSkin = 1 ### Use skinning (0/1) +NodeFXSpringDebug = 0 ### NodeFX Spring override (0/1) +NodeFXSpringShow = 0 ### NodeFX Spring debug info +NodeFXSpringMSec = 50 ### NodeFX Spring calc. period (msec) +NodeFXSpringMidP = 0.500000 ### NodeFX Spring mid-point +NodeFXSpringRotX = 0.000000 ### NodeFX Spring rotation x (deg) +NodeFXSpringRot = 0.500000 ### NodeFX Spring rotation coef. +NodeFXSpringSprng = 0.300000 ### NodeFX Spring coef 1 (spring coef) +NodeFXSpringDamp1 = 0.000000 ### NodeFX Spring damp 1 (spring damp) +NodeFXSpringDamp2 = 0.600000 ### NodeFX Spring damp 2 (global damp) +NodeFXWheelShow = 0 ### NodeFX Wheel debug info +NodeFXWheelSlide = 1.000000 ### NodeFX Wheel sliding factor +NodeFXWheelRadius = 1.000000 ### NodeFX Wheel radius multiplier +R_AnimNodo_Count = 273 ### AnimNodo counter +OptAnimPosMax = 2000.000000 ### AnimPos compression max dist +OptAnimFovErr = 0.010000 ### AnimFOV optimization epsilon (deg) +OptAnimRotErr = 0.030000 ### AnimRot optimization epsilon (deg) +OptAnimPosErr = 0.010000 ### AnimPos optimization epsilon +OptimizeAnims = 1 ### 0=none, 1=Compact anims +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) +VideoGammaRGB = 1.000000 ### Video color gamma (def. 1.0) +R_LensFlare = 1 ### Render LensFlare (0/1) +R_VideoLockShow = 0 ### Video frame lock show quad +R_VideoLockBuf = 1 ### Video frame lock buffers (1/2/3) +R_VideoLockMode = 2 ### Video frame lock mode (0/1/2/3) +R_Trails = 1 ### Render Trails (0/1) +BuildMST = 1 ### Build and load MultiSprite MST files (0/1) +R_ShowFlaresInfo = 0 ### Show flares debug info (0/1) +R_SkipFlares = 1 ### Disable flares rendering (0/1) +LightmapGlowMult = 1.000000 ### +LightmapDebugTex = 0 ### +LightmapPackMode = 2 ### +LightmapLimitUV = 1 ### +LightmapDxtPadding = 0 ### +ShowInfoOnSectorError = 0 ### show debug info on sector errors (0/1) +TXF_Helper = 0 ### TXF helper (exits before write .EMI file) (0/1) +TXF_CheckFiles = 0 ### check .TXF files (0/1) +RadiosityMinDist = 0.600000 ### Min. distance between patches coef +RadiosityPortals = 0 ### Use portals for radiosity (0/1) +RadSkipBySectors = 0 ### Use sectors for radiosity (0/1) +LightmapLinealAtten = 1 ### Use lineal attenuation for lightmap lights (0/1) +MapRenderMap = ### Render only the specified materials (ie: wall*) +MapRenderMat = ### Render only the specified materials (ie: wall*) +MapSortByShader = 0 ### Sort by mat&shader (0/1) +MapDrawBySector = 1 ### Draw map by sector (0/1) +MapDrawSector = -2 ### Draw only the specified sector (def. -2) +RenderSectors = 1 ### Render sectors (0/1) +RenderMap = 1 ### Render map (0/1) +R_ForceLMap = -1 ### Force primary/secondary lightmap (def. -1) +PlayVideoFX = 0 ### Video playback image fx (1=MirrorY,2=MirrorX) +MovieFramerate = 30 ### Movie FPS for avi recording +MovieJpegQuality = 95 ### JPEG quality for movies (0..100) +MovieCacheSize = 256 ### File buffer size for movies (Megabytes) +MovieUseMemory = 0 ### Movie uses RAM instead of HD (0/1) +R_Tex_Count = 103 ### Texture counter +TexturePool = 0 ### 0=pool_default, 1=pool_managed +SaveDXT5 = 1 ### Save DXT5 textures (0/1) +BumpDDS = 0 ### Allow compression of bump textures (0/1) +CachedTex = 20 ### Max. cached textures +MipmapColor = 0 ### Colorize each mipmap level (0/1) +MipmapFade = 0 ### Fadeout each mipmap level (0/1) +SharpenMore = 0 ### Extra sharpen for each mipmap level (0/1) +TextureLOD = 0 ### Most detailed mipmap level used (0=disable) +DUDVMipmap = 1 ### Allow mipmapping for DUDV textures (0/1) +BumpMipmap = 0 ### Allow mipmapping for bump textures (0/1) +BuildDDS = 0 ### Build DDS Textures (0/1) +R_ParticlesCount = 540 ### Particles Count +R_ParticleSector = 1 ### Use sector visibility +R_ParticleFlags = -1 ### Particle flags +R_ParticleScale = 1.000000 ### Particle scale +R_ParticleRate = 0 ### Particle rate +R_ParticleLife = 1.000000 ### Particle life +R_ParticleVelScale = 1.000000 ### Particle velocity scale 1 +R_Particles = 1 ### Transform & Show Particles (0/1) +SpriteScaleWidth = 1.000000 ### +R_FogAbsDist = 0 ### Fog range is in world coords (0/1) +R_FogDensity = 0.000000 ### Force fog density (def. 0) +R_FogColor = -1 ### Force fog color (def. -1) +R_FogEnable = 1 ### Allow/disable fog (def. 1) +R_PortalBand = 0 ### Portal clipping viewport margin +R_PortalClip = 1 ### Use portal viewport for clipping (0/1) +R_PortalEnd = 1 ### Use end sectors (0/1) +R_PortalExt = 1 ### Use sector visibility extension (0/1/2) +R_PortalPos = 1 ### Use sector position cache (0/1) +R_PortalNorm = 1 ### Use portal plane normal (0/1) +R_PortalDist = 20.000000 ### Portal min. distance factor +ShowWorldDummies = ### Show the specified world dummies (ie: DM_*) +WorldPreIllum = 2 ### World static illum. (0=skip,1=normal,2=selfillum) +SkyTubeTest = 20000000.000000 ### Sky tube test far plane +SkyRotation = 0.000000 ### Sky rotation in degrees (Y-axis) +SkyPosScale = 1.000000 ### Sky position scale +SkyZBuffer = 0 ### Sky requires ZBuffer +SkyInit = 1 ### Sky initialization +RenderSky = 1 ### Transform and render sky nodes +RenderWorld = 1 ### Transform and render world nodes +R_StencilViewDisp = 0.000000 ### +R_StencilRefModels = 2 ### +R_StencilRefWorld = 2 ### +R_StencilRefClear = 1 ### +R_StencilDraw = 1 ### Draw Stencil Shadows +R_StencilLDir = 2000.000000 ### Dir light shadow distance +R_StencilFisq = 0 ### Use fast inverse sqrt (0/1) +R_StencilBBox = 1 ### Discard by approx. object bbox (0/1) +R_StencilMult = 1.000000 ### Stencil shadows distance mult +R_StencilTog = 0 ### Toggle stencil shadows +R_StencilSelf = 1 ### Self-proyected stencil shadows (0/1) +R_ShowStencil = 0 ### Show stencil shadows (0/1/2/3/4) +R_StencilShadows = 1 ### Enable stencil shadows (req. reset3d) (-1/0/1) +AnalizeQuads = 0 ### Analize problems in quads. +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) +MapTriCacheRecalc = 0 ### Always recalc planes +MapCollisionBalance = 12.000000 ### Faces per quad balance +R_SortInvert = 0 ### Invert models sorting (0/1) +R_SortShow = 0 ### Show sorting info (0/1/2) +R_SortModels = 1 ### Sort models by distance +R_SphereVisMult = 1.250000 ### Multiplier for models visibility sphere radius +R_DistMStencil = 2500.000000 ### Model Stencil distance when not visible +R_DistMLOD1 = 3.000000 ### Model LOD 1 distance coef. +R_DrawMLODMin = 0 ### Set most detailed LOD to draw (1..n) +R_DrawMLODPart = 1 ### Draw model LOD particles (0/1) +R_DrawMLODMask = 0 ### Draw model LOD Mask +R_UseMLOD = 1 ### Use model LODs +R_LightLimit = 4 ### Max. enabled lights per model (0..6) +R_AnimInterpMult = 1.000000 ### Multiplier of interpolation between animations +R_SkipAnimInterp = 0 ### Disable interpolation between animations (0/1) +R_SkipUpdateVis = 0 ### Skip model visibility test (0/1) +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_ShowModelSector = 0 ### Show model sector (0/1/2) +R_ShowModelLights = 0 ### Show model lights (0/1/2) +R_ShowModelPos = 0 ### Show model position (0/1/2) +R_ShowModelBox = 0 ### Show model bounding box (0/1/2/3) +R_LastDevice = NVIDIA GeForce GTX 1080 [nvldumd.dll] 30.00.14.7212 ### Render Last Device name +R_GlowFlickBRot = 0.000000 ### GlowFlick bump rot +R_GlowFlickBump = 0.001500 ### GlowFlick bump scale +R_GlowFlickRot = 0.100000 ### GlowFlick rot +R_GlowFlickTile = 6.000000 ### GlowFlick tiling +R_GlowFlickMod = 0.980000 ### GlowFlick mod coef +R_CloudEmi = 1.000000 ### Cloud emissive factor +R_CloudA = 0.300000 ### Cloud alpha factor +R_CloudB = 1.000000 ### Cloud blue factor +R_CloudG = 1.000000 ### Cloud green factor +R_CloudR = 1.000000 ### Cloud red factor +R_CloudScale2 = 3.000000 ### Cloud scale 2 +R_CloudScale1 = 7.000000 ### Cloud scale 1 +R_CloudVel2y = 0.003000 ### Cloud vy2 +R_CloudVel2x = 0.020000 ### Cloud vx2 +R_CloudVel1y = 0.015000 ### Cloud vy1 +R_CloudVel1x = 0.005000 ### Cloud vx1 +R_AlphaFog = 1 ### Allow fog with alpha blending (0/1/2) +R_DecalZBias = 10 ### Z-Bias for decals (0..16) +R_CullMode = 0 ### Triangle culling mode (0=normal, 1=force two-sided) +R_MaterialLog = 0 ### Log material usage (0/1) +R_ShowSphereVis = 0 ### Show sphere visibility tests (0/1/2) +R_UseDefMaterial = 0 ### Use default white material (0/1) +R_UseDefTexture = 1 ### Use default white texture (0/1/2) +R_MipFilter = 1 ### MipMap filter (0=point,1=linear) +R_TexFilter = 2 ### Texture filter (0=point,1=linear,2=anisotropic) +R_Anisotropy = 8 ### Max. anisotropic texture filter level +R_MipmapBias = 0.000000 ### Mipmapping bias (def. 0.0) +R_EnvBumpScale = 1.000000 ### Environment bump mapping scale +R_EnvBumpBias = 1 ### Adjust bias for DXT1 bump textures (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_VBIBTriLimit = -1 ### RenderVBIB triangle limit (def. -1) +R_PShaderCount = 159 ### Count of pixel shader changes (readonly) +R_PSMask = 0 ### Pixel shader mask (def. 0) +R_PShaders = 1 ### Use pixel shaders (0/1) +R_GlowMap = 1 ### Use GlowMap (0/1) +R_EnvBump = 1 ### Use EnvBump (0/1) +R_EnvMap = 1 ### Use EnvMap (0/1) +R_EnvBlend = 0 ### MaskEnvMap blend mode (0=Add,1=Blend) +R_NodoR_Count = 1876 ### NodoR counter +R_Nodo3D_Count = 339 ### Node3D counter +R_NodeSlerp2 = 1 ### Slerp2 mode for nodes (0/1/2) +R_SkipNodeFX = 0 ### Disable node effects (0/1) +R_SkipAnimVis = 0 ### Disable node visibility anim (0/1) +R_SkipAnim = 0 ### Disable node animation (0/1) +R_SkipTrans2 = 1 ### Disable stencil node transform (0/1) +R_SkipTrans = 0 ### Disable node transform (0/1) +R_SkipNodes = 0 ### Disable node rendering (0/1) +R_ShowLBoxName = ### Show nodes hierarchy and bbox (filter) +R_ShowLBoxMax = 0 ### Show nodes hierarchy and bbox (max. node) +R_ShowLBoxMin = 0 ### Show nodes hierarchy and bbox (min. node) +R_ShowLocalBox = 0 ### Show nodes hierarchy and bbox (0/1) +R_LightMultName = ### Use lightmult only in specified lights (ie: Omni02*) +R_SpotlightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0) +R_SpotlightClamp = 0.000000 ### Vertex lighting clamp (def. 0.0) +R_SpotlightAtten = 15.000000 ### Vertex lighting atten. factor (def. 5.0) +R_SpotlightAdjust = 1 ### use spotlight specific atten/clamp/mult +MonitorAmbient = 0 ### Ambient light for EnableMonitorLights (def. 0) +R_LightMult2 = 1.000000 ### Vertex lighting multiplier in atten2 mode (def. 1.0) +R_LightAtten2 = 0 ### Use alternate attenuation mode (0/1) +R_LightSector = 1 ### Use light sector (0/1) +R_LightEnaD3D = 1 ### Use light enable cache (0/1) +R_LightTrace = 0 ### Use model to light raytracing (0/1) +R_LightDefer = 1 ### Use deferred light activation (0/1) +R_LightTarget = 1 ### Use target nodes (0/1) +R_SpotlightAng = 1 ### Discard spotlights by falloff angle (0/1) +R_LightSortI = 1.000000 ### Light sorting intensity weight (def. 1.0) +R_LightSort = 12 ### Max. sorted lights (0..16) +R_LightAmbient = 0.000000 ### Vertex lighting ambient amount (def. 0.0) +R_LightDesat = 0.000000 ### Vertex lighting desaturation (def. 0.0) +R_LightGamma = 1.000000 ### Vertex lighting gamma (def. 1.0) +R_LightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0) +R_LightAtten = 5.000000 ### Vertex lighting atten. factor (def. 5.0) +R_ShowLights = 0 ### Show lights (0/1) +EngineDebugLevel = 10 ### Extra engine debug info (0/1/2) +LoadTextures = 1 ### Load textures (except Sprite2D ones) (0/1) +MatEmissive = 0.000000 ### Extra amount of emissive lighting +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) +S_StreamBufferSize = 200 ### Buffer size for streaming (ms) +S_VoiceoverFadeout = 2.000000 ### Voiceover fadeout speed +S_VoiceoverFadein = 4.000000 ### Voiceover fadein speed +S_VoiceoverVolume = 0.600000 ### Voiceover relative volume +VSync = 0 ### Fullscreen Vertical Sync (0/1) +ShowTSCMode = 1 ### Show TSC info (0=instant,1=by seconds) +AutoScreenShot = 0 ### Auto ScreenShot (0/1) +R_ForceFPS = 0.000000 ### FPS force (def. 0.0) +R_LimitFPS = 0.000000 ### FPS limit (def. 0.0) +R_ShowInfo = 0 ### Show rendering info (0..3) +R_SplitScreenUpdate = 0 ### Split Screen Update Target +R_SplitScreenCamera = 0 ### Split Screen Camera Index +R_SplitScreen = 0 ### Split Screen +R_CreditsAlpha = 0 ### Credits render target alpha +R_CreditsPhase = 0 ### Credits render target phase +R_CreditsClear = 1 ### Credits render target clear +R_CreditsY = 0 ### Position Y of Credits render target +R_CreditsX = 0 ### Position X of Credits render target +R_CreditsSizeY = 256 ### Size Y of Credits render target (pow2) +R_CreditsSizeX = 512 ### Size X of Credits render target (pow2) +R_CreditsRTarget = 0 ### Init Credits render target (0/1) +R_SceneBlurOffset = 1.500000 ### Scene Blur Offset in Texels +R_SceneBlurValue = 0.000000 ### Scene Blur Value +R_SceneBlurRTarget = 1 ### Init Scene Blur render target (0/1) +R_SceneRadialBlurOffset = 5.000000 ### Scene Radial Blur Offset +R_SceneRadialBlurValue = 0.000000 ### Scene Radial Blur Value +R_SceneRadialBlurRTarget = 1 ### Init Scene Radial Blur render target (0/1) +R_SceneMotionBlurSize = 0.500000 ### Scene Motion Blur Target Size (Scene Size Proportional) +R_SceneMotionBlurOffset = 1.000000 ### Scene Motion Blur Offset in Texels +R_SceneMotionBlurOff = 0.000000 ### Scene Motion Blur OffScreen +R_SceneMotionBlurValue = 0.000000 ### Scene Motion Blur Value +R_SceneMotionBlurRTarget = 1 ### Init Scene Motion Blur render target (0/1) +R_SceneBloomBlurSize = 0.400000 ### Scene Bloom Blur Target Size (Scene Size Proportional) +R_SceneBloomBlurOffset = 0.750000 ### Scene Bloom Blur Offset in Texels +R_SceneBloomBlurPasses = 2 ### Scene Bloom Blur Passes +R_SceneBloomRTarget = 1 ### Init Scene Bloom render target (0/1) +R_SceneDuDvCheckPixels = 6553 ### Scene DuDv Check Caps Maximun different Pixels +R_SceneDuDvForced = 0 ### Scene DuDv Target Forced (0/1) +R_SceneDuDvScale = 0.150000 ### Scene DuDv Target Scale +R_SceneDuDvFilter = 1 ### Scene DuDv Target Filter (0=point, 1=linear) +R_SceneDuDvRTarget = 1 ### Init Scene DuDv render target (0/1) +R_SceneCheckPixels = 512 ### Scene RenderTarget Caps Maximun different Pixels +R_SceneForceLinNonPow2 = -1 ### Force Linear NonPow2 Render Target (-1/0/1) +R_SceneForceLinPow2 = -1 ### Force Linear Pow2 Render Target (-1/0/1) +R_SceneRTargetSwap = 1 ### Scene render target Swapping (0/1) +R_SceneRTarget = 1 ### Init Scene render target (0/1) +R_NewsPanelWire = 0 ### Show the NewsPanel in wireframe mode (0/1) +R_NewsPanelSize = 128 ### Size of NewsPanel render target (pow2) +R_NewsPanelRTarget = 1 ### Init NewsPanel render target (0/1) +ShowSceneCamera = 0 ### Show cutscene camera name and frame number +CameraDefViewAspect = 1.333333 ### Default logical viewport aspect ratio +PhysicalAspectRatio = 1.333333 ### Physical aspect ratio +ShowProgressBar = 1 ### Show loading progress bar (0/1) +ProgressBar = 1000 ### Progress bar reference value (def. 1000) +SplashScreenFade = 400 ### Splash screens fade time +ShowSplashScreen = 1 ### Show loading screen (0/1) +PlayVideo = ### Video played at init. +TimerFreqMult = 1 ### Timer frequency multiplier (def. 1, disable QPF=0) +FullScreen = 0 ### 0 = Windowed mode, 1 = Fullscreen mode +VideoWidth = 1920 ### Screen width +VideoHeight = 1080 ### Screen height +VideoBPP = 32 ### Bits per pixel +CollisionEpsilon = 1.000000 ### Collision epsilon +ModelAmbient = 0 ### Extra ambient light for models (def. 0) +RenderUseVB = 1 ### Use Vertex Buffers (0/1) +RenderModels = 1 ### Render models (0/1) +ShowMapCollision = 0 ### Show map collision planes (0/1) +RenderLightmap = 1 ### Render lightmap mode (0/1/2) +ShowMapWireFrame = 0 ### Show map wireframe mode (0/1/2) +ViewerModel = ### Model used in viewer mode +ViewerAnim = ### Model animation used in viewer mode +ViewerModelOffsetY = 0.000000 ### Viewer model offset (Y axis) +ViewerFOV = 0.000000 ### Viewer camera fov (0.0 = original fov) +ViewerClipFar = 800000.000000 ### Viewer camera far clip plane +ViewerClipNear = 5.000000 ### Viewer camera near clip plane +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) +ViewerCameraAnim = 0 ### Viewer camera anim (0/1) +ComputeMapTextSaving = 0 ### if 1 writes the map text saving info +c_sboxmult = 20.000000 ### WorldSphereCollision box mult +c_sboxshow = 0 ### WorldSphereCollision box info +c_sbox = 1 ### WorldSphereCollision box cache enable +c_sld2 = 10 ### WorldSphereCollisionSlide2D max. iter. +c_sldi = 10 ### WorldSphereCollisionSlide max. iter. +c_scts = 0 ### WorldSphereCollisionCheck use: 0=slide, 1=test +c_schk = 1 ### Detect WorldSphereCollisionCheck cases +c_caps = 1 ### Detect vertical WorldSphereCollisionTest cases +c_hold = 0 ### Freeze WorldSphereCollisionTest calls +c_iter = 0 ### +R_ForcePreRenderTransform = 0 ### Force PreRender Transforms +R_GetModelVertex = 1 ### Model GetVertex Active +R_CoefMLODMenuElement = 11700.000000 ### MenuElement LOD coef. +R_CoefMLODOutElement = 80000.000000 ### OutElement LOD coef. +R_CoefMLODCharacters = 1500.000000 ### Characters LOD coef. +R_CoefMLODTraffic = 12000.000000 ### Traffic LOD coef. +R_CoefMLODEngines = 8000.000000 ### Engines LOD coef. +R_CoefMLODPilots = 4500.000000 ### Pilots LOD coef. +R_CoefMLODShips = 8000.000000 ### Ships LOD coef. +InactiveBackgroundApp = 1 ### 1=application inactive in background +ReRunAtExitParams = ### empty string is not rerun. else... the parameters. +isDemo = 0 ### Retail version +isDolby = 0 ### true if Dolby 5.1 is supported +isXbox = 0 ### true if console case +XboxFileCacheSize = 0 ### if value > 0 uses a file cache of size 'value' Kbs. +isXboxDebug = 0 ### true if can be acessed the debug info. +LoadMsgString = ### Message that is show while loading +iLoadMsgString = 0 ### Loading Message Counter +JoinServerOnStartup = 0 ### if 1 automaticaly joins in a server. +DefaultMaxPlayersOnServer = 128 ### Max number of clients conected to a server. +DefaultServerAddress = 185.253.155.124 ### Default conection address. +DefaultServerPort = 28086 ### Default conection port. +MakeDedicated = 0 ### +AfterDrawCallback = ### This function will be called after draw and reseted. +DrawNextFrame = 1 ### If the next frame will be drawed.... +ForceReload = 0 ### if set to 1, the nex level will be fully reloaded. +DisableSkipSlot = 0 ### Don't skip slots in low framerates (0/1) +Viewer = 0 ### 0(default) : Normal game, 1 : Init Viewer +iMap = Levels/Menu ### The first map that will be loaded +ModPathName = ### Modification path name. +ModFileName = ### Modification file name. +SplitScreen = 0 ### Is split Screen +ShowCredits = 0 ### Show credits on main menu? +IsSecondMission = 0 ### Is active any secondary mission? +IsMapOutDoor = 0 ### Is map outdoor? +Max_Rad_Obj = 10000.000000 ### Min radius of the obj scale +GridScaleY = 20000.000000 ### Y Scale of the entity grid cell +GridScaleX = 20000.000000 ### X Scale of the entity grid cell +GridScaleZ = 20000.000000 ### Z Scale of the entity grid cell +XBRumblePadPad = 1.000000 ### [0..1] rumble power of pad. +XBInvertLRVehicle = 0 ### if true, invert the L&R buttons (vehicle) +XBVehicleAsFPS = 0 ### if true, controlled as FPS (vehicle) +XBVDigitalAsAnalog = 0 ### if true, the cross is digital (vehicle) +XBInvertVehicleYPad = 1 ### Invert Y Axis in pad (vehicle) +XBInvertLRChar = 0 ### if true, invert the L&R buttons (character) +XBCameraAutoPad = 0 ### if true, the camera automaticaly turns (character) +XBCDigitalAsAnalog = 0 ### if true, the cross is digital (character) +XBInvertCharYPad = 0 ### Invert Y Axis in pad (character) +XBNumControllers = 0 ### number of plugged controllers +XboxCanSave = 1 ### Can save games. +NumProfiles = 3 ### Maximun number of profiles. +XboxSaveName6 = ### Save game isues. +XboxSaveName5 = ### Save game isues. +XboxSaveName4 = ### Save game isues. +XboxSaveName3 = ### Save game isues. +XboxSaveName2 = ### Save game isues. +XboxSaveName1 = ### Save game isues. +XboxSaveName0 = ### Save game isues. +XboxProfileName = ### the current save game profile name. If '' no savegame file. +XboxSavePath = ### the current save game directory. If '' no savegame file. +GameSkill = 1 ### Game Skill. (0 = Easy,1 = Normal,2 = Hard). +ServerType = FlagHunt ### Type of server game. +ServerMapList = ['FZ', 'OM'] ### List of maps to play the game. +Fraglimit = 20 ### Number of frags to win a match... +ChatEvent = ### ChatEvent(id) only for racer input modes. The chat key has been pressed. +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. +MainMissionEvent = ### MainMissionEvent(id) event when input is not in ´menu´ mode. +EscapeEvent = ### EscapeEvent(id) event when input is not in ´menu´ mode. +TopLimit = 9000.000000 ### The hi map limit, after the atmosphere +AtmosphereLimit = 6726.000000 ### The atmosphere end +Gravity = 4900.000000 ### Global Gravity +PriorityWeapon = Laser, Vulcan, Devastator, Tesla, ATPC, Swarm, Inferno ### The Seventh Weapon +O_Show = 0 ### Show Object Pool debug info on screen +ElementModelPath = Models/Elements/ ### Path for the element list +FXVehicleAcceleratorFile = Models/GFX/VehicleAccelerator.M3D ### Default Model for Vehicle Accelerator Effect +ShipExplosionMaxDist = 250000.000000 ### Maximun Distance to show the Ship Explosion Effect +FXShipExplosionFile = Models/GFX/ShipExplosion.M3D ### Default Model for Ship Explosion +FXSmokeDebrisFile = Models/GFX/SmokeDebris.M3D ### Default Model for Smoke Debris Effect +FXFiredDebrisFile = Models/GFX/FiredDebris.M3D ### Default Model for Fired Debris Effect +FXFiredEntitySmokeStep = 1000.000000 ### Fired Entity Smoke Effect Step +FXVehicleDamageSmokeStep = 350.000000 ### Vehicle Damage Smoke Effect Step +FXSceneTheEndBFile = Models/GFX/Scenes/TheEndB.M3D ### Default Model for TheEndB 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 +FXSceneBeatPickusFile = Models/GFX/Scenes/BeatPickus.M3D ### Default Model for BeatPickus Scene Effects +FXSceneYakuzziFile = Models/GFX/Scenes/Yakuzzi.M3D ### Default Model for Yakuzzi 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 +FXItemBlinkFile = Models/GFX/ItemBlink.M3D ### Item Blink FX Model File +FXItemTakeFile = Models/GFX/ItemTake.M3D ### Default Model for Item Take Effect +FXItemFadeFile = Models/GFX/ItemFade.M3D ### Default Model for Item Fade In/Out Effect +FXShipEditBuildFile = Models/GFX/Sputnik/ShipEditBuild.M3D ### Default Model for ShipEdit Build Effects +FXElementsMentalControllerDamageFXMaxDist = 5000.000000 ### Maximun Distance to show the Elements Mental Controller Damage Effect +FXElementsMentalControllerDamageSoundVol = 1.000000 ### MentalController Damage Lighting sound volume +FXElementsMentalControllerDamageSound = FXChispas ### MentalController Damage Lighting sound name +FXElementsMentalControllerMaxDist = 5000.000000 ### Maximun Distance to show the Elements Mental Controller Effect +FXABFakeLimitQuakeTime = 0.100000 ### +FXABFakeLimitQuakeFactor = 0.015000 ### +FXABFakeLimitSegmentStep = 0.038000 ### +FXABFakeLimitSegmentSize = 15000.000000 ### +FXABFakeLimitRingRotSpeed = 2.000000 ### +FXABFakeLimitDistLighting = 20000.000000 ### +FXABFakeLimitRadius = 96000.000000 ### +FXElementsFireDropSoundAttEnd = 0.000000 ### Element FireDrop sound attenuation end +FXElementsFireDropSoundAttIni = 0.000000 ### Element FireDrop sound attenuation ini +FXElementsFireDropSoundVol = 1.000000 ### Element FireDrop Sound volume +FXElementsFireDropSound = FXElementsFireDropSound ### Element FireDrop Sound name +FXElementsFireDropRateAtt = 1.250000 ### Rate Attenuation Factor by Distance at Elements Fire Drop Effect +FXElementsFireDropMaxDist = 200000.000000 ### Maximun Distance to show the Elements Fire Drop Effect +FXCharacterPoliceGearConversionFile = Models/GFX/Gear/Conversion.M3D ### Default Model for Gear Conversion Effects +FXFunctionarySpecialActionFile = Models/GFX/Functionary/SpecialAction.M3D ### Default Model for Functionary Special Action Effects +CharacterConversionSoundVol = 1.000000 ### Character Conversion Sound Volume +CharacterConversionSound = CharacterConversionSound ### Character Conversion Sound Name +FXCharacterConversionFile = Models/GFX/CharacterConversion.M3D ### Default Model for Character Conversion Effect +FXCharacterSputnikFile = Models/GFX/Sputnik/Sputnik.M3D ### Default Model for Sputnik Effects +CharacterDeathSoundVol = 1.000000 ### Character Death Sound volume +CharacterDeathSound = CharacterDeath ### Character Death Sound name +FXCharacterDeathMinDist = 1500.000000 ### Minimun Distance to Camera for Show Character Death Effect +FXCharacterDeathFile = Models/GFX/CharacterDeath.M3D ### Default Model for Character Death Effect +FXCharacterConversorFile = Models/GFX/CharacterConversor.M3D ### Default Model for Character Conversor Effect +FXCharacterTeleportFile = Models/GFX/CharacterTeleport.M3D ### Default Model for Character Teleport Effect +CharacterTeleportSoundVol = 1.000000 ### Character Teleport sound volume +CharacterTeleportDownSound = CharacterTeleport ### Character Teleport Down sound name +CharacterTeleportUpSound = CharacterTeleport ### Character Teleport Up sound name +FXCharacterBlaBliBlaFile = Models/GFX/CharacterBlaBliBla.M3D ### Default Model for BlaBliBla Characters Effect +FXCharacterDazedFile = Models/GFX/CharacterDazed.M3D ### Default Model for Dazed Characters Effect +FXMoneyTransferFile = Models/GFX/MoneyTransfer.M3D ### Default Model for Money Transfer Effects +ShowDummy = ### Show dummys in map. +GridUseTopLimit = 0 ### 1 if the grid will be limited by the toplimit gvar (usually used in outdoors) +OnPurchase = ### +S_PlayMute = ### Mute all sounds but those specified here +S_PitchScale = 1.000000 ### Pitch scale (def. 1.0) +S_PriorityMode = 1 ### Priority mode (0=time,1=vol,2=time&vol) +S_SkipUpdates = 0 ### Disable sound updates (0/1) +S_SkipPlay = 0 ### Disable sound playing (0/1) +S_Show = 0 ### Show sound debug info on screen (0/1/2) +SoundInit = 1 ### Initialize sound system +SoundChannels = 24 ### Sound channels (max. 32) +SoundUseHardware = 1 ### 0 = Software only, 1 = Use hardware if available +SoundSwapChannels = 0 ### 0 = Normal, 1 = Swap left/right channels +SoundFrequency = 44100 ### Frequency (11025/22050/44100) +SoundBits = 16 ### Bits (8/16) +SoundStereo = 1 ### 0 = Mono, 1 = Stereo +VoiceMainVolume = 0.000000 ### Voice main volume (0..1) +MusicMainVolume = 0.000000 ### Music main volume (0..1) +SoundMainVolume = 0.000000 ### Sound main volume (0..1) +StreamPath = Sounds/Stream/ ### Stream default path +VoicePath = Sounds/Voices/ ### Voice default path +SoundShowSetMode = 0 ### Sound show SetMode info +SoundPanningFactor = 12.000000 ### Sound panning factor (dB) +SoundDistAttenuation = 0.500000 ### Sound distance attenuation factor +SoundDopplerLevel = 1.000000 ### Sound doppler effect level +SoundAutoplayVolume = -60.000000 ### Sound autoplay volume (dB) +WarnVoiceVolume = 1.000000 ### Voice maximal volume of police messages. +MaxPoliceWarnDist = 3000.000000 ### Distance of warnning police messages. +MinVoiceVolumeChat = 0.200000 ### voice minimal volume of thrd person speacher. +ForceNoActionMusic = 0 ### Deactivates the action music. +useDynamicMusic = 1 ### Uses dynamic music when set to true. +isActionIndoor = 0 ### True if the indoormap uses DinaMusic. +isActionMusic = 0 ### Modify this value to start/end the action! +MusicTimeChange = 15.000000 ### minimun time of musicplay after the fade. +ActionMusicTimeFade = 5.000000 ### Time to fade off the action musics. +OutActionMusicVolume = 0.780000 ### Volume of Action Music path for outdoors. +iOutActionMusic = 11 ### Num of Action Music path for outdoors. +OutActionMusic = Music/Outdoor%d.ogg ### Action Music path for outdoors. +OutRelaxMusicVolume = 1.000000 ### Volume of Relax Music path for outdoors. +iOutRelaxMusic = 4 ### Num of Relax Music path for outdoors. +OutRelaxMusic = Music/Track%d.ogg ### Relax Music path for outdoors. +VoicePlayDelay = 0.500000 ### Delay to play an specific voice. +PythonExecute = print 'No PythonExecute' ### This will run a pyhon command. +LastMasterCommandSent = ### +ServerDataRateLimit = 409600000 ### Rate Limit in bytes per second +MasterCommandFunc = ### MasterCommandFunc(string) (master server sends data) +HeartbeatTime = 30.000000 ### Heartbeat to the master server. +MasterServerAddress = scrapland.mercurysteam.com ### Master server address for internet. +MasterServerPort = 5000 ### Master server port for internet. (0 = No master) +OnNetBrowseCallback = ### Called every time that server is found in a browsing operation. +OnChatString = ### OnChatString(UsrId,UsrString) UsrId is the number id ('net'UsrId) +OnUsrString = ### OnUsrString(UsrId,UsrString) UsrId is the number id ('net'UsrId) +ClientConectionStatus = ### String with conection information +ServerMinSendDelay = 5 ### Mininimal delay between packets (in seconds). +OnClientModify = ### OnClientModify(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modified +OnClientJoin = ### OnClientJoin(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship created +OnClientExit = ### OnClientExit(entityname,ModelName,UsrName) player ship will be deleted +ServerName = Unnamed Server ### Name of the network server +ServerRemotePassword = ### Password for client remote control(server). If empty, no remote control allowed. +UseServerPassword = 0 ### if the server needs password to join, set to true. +ServerPassword = dtritus ### The server's password. +ForceServerVehicle = 0 ### All the ships will use the server's one +ClientRemotePassword = ### Password for client remote control(client). If empty, no remote control allowed. +ClientPassword = sesame ### The password needed to join to the server's match. +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) +ClientAfterCreate = ### ClientAfterCreate(EntityName,ResoruceName) +ClientCreate = ### ClientCreate(EntityName,ResoruceName) +ClientDelRes = ### ClientDelRes(Num,Descriptor) +ClientAddRes = ### ClientAddRes(Num,Descriptor) +NetMaxPlayersInitSend = 4 ### Maximun number of net players send per packet at the startup. +NetTimeOut = 240000 ### # Time out for desconection... +NetMaxResourcesSend = 8 ### Maximun number of net resourses send per packet at the startup. +LogNetData = 0 ### Log client network data for debuging. +BrowserCode = ### +ASEPublic = 1 ### 'The All-Seeing Eye' server public. +WindFxScorerShow = 0 ### Shows Wind FX info +WindFxScorerFwAngle = 45.000000 ### Foward angle Wind FX tests +WindFxScorerFadeFactor = 5.000000 ### Fade in and out for Wind FX +WindFxScorerVertical = 5000.000000 ### Vertical check for Wind FX +WindFxScorerHorizontal = 10000.000000 ### Horizontal check for Wind FX +WindFxScorerSpeedPitch = 5.000000 ### semitones for speed +WindFxScorerSpeedVol = 3.000000 ### Sound Volume allways if speed factor +WindFxScorerSoundVol = 1.000000 ### Sound Volume for Wind FX +WindFxScorerSound = FastFXWind ### Sound name for Wind FX +WeaponChangeFadeTime = 0.100000 ### Time to fade the fade Weapon Change Scorer +WeaponChangeShowTime = 1.000000 ### Time to show the fade Weapon Change Scorer +CurrentWaypointName2 = ### Nombre de la siguiente boya en una carrera (Para el player 2) +CurrentWaypointName = ### Nombre de la siguiente boya en una carrera +FadeOutFinalTime = 5.000000 ### Fade out final time +CounterType = 0 ### Indica si se incrementa, se decrementa o se para el contador (0:decrementa, 1:incrementa, 2:se para) +TimeToFinishCurrentMission = 0.000000 ### Tiempo actual para que acabe la misión (en segundos) +TimeToCancelCurrentMission = 21.000000 ### Tiempo actual para cancelar la misión (en segundos) +TimeSpecialUseTimer = 0.000000 ### Temporizador definido por el usuario para usos varios. +TimeInactiveTimer = 121.000000 ### Tiempo actual para que se cancele la misión por inactividad (en segundos) +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) +TextTypingSoundVol = 1.000000 ### Set the Text Typing Sound Volume +TextTypingSound = keyboard%d ### Set the Text Typing Sound +EnemyFireSize = 2.000000 ### The enemy fire indicator size +LittlePointingArrowSize = 1.000000 ### The little pointing arrow 0 : no arrow -> 1: normal -> oo +TargetScorerSwitchSoundVol = 1.000000 ### Sound Volume for switching target +TargetScorerSwitchSound = SwitchTarget ### Sound name for switching target +FullTalkTime = 0.000000 ### Time remain to dispear the tex showed... +RemainTalkTime = 0.000000 ### Time remain to dispear the tex showed... +MaxTalkLineSizePix = 300.000000 ### Size at chat window with the text.... +TimeToAbortChatText = 0.500000 ### This time must be keeped press the action button to abort the current chat. +FileArrowNextAlpha = 2D/Dialog/NextOption.alpha.tga ### FileArrowNextAlpha bitmap file +EndRegenerationSoundVol = 1.000000 ### Sound Volume for life end Regeneration +EndRegenerationSound = EndRegeneration ### Sound for life end Regeneration +InitRegenerationSoundVol = 1.000000 ### Sound Volume for life initilaize Regeneration +InitRegenerationSound = InitRegeneration ### Sound for life initilaize Regeneration +RegenerationSoundPitchMax = 10.000000 ### Full life pitch for life Regeneration +RegenerationSoundPitchMin = -10.000000 ### 0 life pitch for life Regeneration +RegenerationSoundVol = 1.000000 ### Sound Volume for life Regeneration +RegenerationSound = Regeneration ### Sound loop for life Regeneration +DangerLifeSoundVol = 1.000000 ### Sound Volume for life danger +DangerLifeSound = LifeDanger ### Sound loop for life danger +DangerLifeLevel = 10 ### Percentage of life to show Danger... +WarningLifeLevel = 25 ### Percentage of life to show Warning... +SpecialActionActive = 2 ### the special action status. 0-Disable 1-Blink 2-Enable +GearTargetName = ### Gear target entity name +GearTargetSphereRadius = 3000.000000 ### Gear target sphere radius +GearTargetCrossBlinkTime = 0.100000 ### Gear target cross blink time +ShowConsoleLog = 0 ### 1 to show allways the console +FullScreenConsoleCallback = ### This function is called when imput an string on fullscreen console. +HintAppearsTime = 0.500000 ### Time to show the hint in the menu +XboxSavingMsgStr = XBox_Saving_Msg_ ### the remain 'Saving...' text message in language table. +XboxSavingMsg = 0.000000 ### the remain time to hide de 'Saving...' message. +XboxNoPadMsgP = 0 ### if 1 shows the 'please insert the pad' for player 2. +XboxNoPadMsg = 0 ### if 1 shows the 'please insert the pad'. +XboxNoPadMsgPBig = 0 ### if 1 shows the 'please insert the pad' big (to start game). +CameraCloudBlue = 255 ### Blue falue for the clouds +CameraCloudGreen = 255 ### Green falue for the clouds +CameraCloudRed = 255 ### Red falue for the clouds +CameraCloudAlpha = 0 ### Aplha falue for the clouds +CameraCloudThickness = 500.000000 ### The thickness of the cloud fade for de clouds +CameraCloudPlaneSize = 1000.000000 ### The size of de gradient of the fade for de clouds +CameraCloudDistance = 4000.000000 ### here start the white fade for de clouds +MotionBlurOffVar = 0.000000 ### factor of motion blur fx +MotionBlurEndTime = 0.000000 ### factor of motion blur fx +MotionBlurTime = 0.000000 ### factor of motion blur fx +MotionBlurFactorEnd = 0.000000 ### factor of motion blur fx +MotionBlurFactorBegin = 0.000000 ### factor of motion blur fx +NoiseEndTime = 0.000000 ### factor of noise fx +NoiseTime = 0.000000 ### factor of noise fx +NoiseFactor = 0 ### factor of noise fx +NoiseFactorBegin = 0 ### factor of noise fx +CinemaBlackBandHeight = 60.000000 ### Modifies the cinema format +CameraScene = 0 ### Camera Scene mode active +ScorerMarkerSpeed = 6.000000 ### Scorer Focus Marker Speed +ScorerMarkerColor = 11853055 ### Scorer Focus Marker Color +ScorerMarker = 1 ### Show Scorer Focus Marker +ScorerMarginV = 10 ### Vertical Margin for Scorer +ScorerMarginH = 12 ### Horizontal Margin for Scorer +OnAcceptSoundVol = 0.500000 ### Set the Accept sound Volume +OnAcceptSound = menuclik ### Set the Accept Sound +OnFocusSoundVol = 0.500000 ### Set Volume in the focus of sound +OnFocusSound = menufocus ### Set the Focus Sound +CShow = 0 ### Shows the colission areas +SuperDealAvaliable = 0 ### 1 if superdeal is avaliable +NumEnemiesInRadar = 0 ### Number of enemies in the radar +RadarMMSelect = 1 ### 1 if Show only one main mission target (nearest) +RadarShowAll = 0 ### Show all the vehicles and chars at the radar +NumRadarIcons = 9 ### The number of radar icons +FileNameMap2D = 2D/Black.tga ### 2DMap bitmap file +NewsPanelCloseSpeed = 4.000000 ### Speed of close of scene +NewsPanelOpenSpeed = 3.000000 ### Speed of init of scene +NewsPanelH = 180.000000 ### render the News Logo Size +NewsPanelW = 270.000000 ### render the News Logo Size +NewsPanelY = 20.000000 ### render the News Logo Pos +NewsPanelX = 350.000000 ### render the News Logo Pos. +NewsPanelMove = 18.000000 ### render the News Panel Head movement. +NewsPanelDisplacement = 5.000000 ### render the News Panel Head displacement. +NewsPanelDistance = 70.000000 ### render the News Panel Head distance. +NewsHead = Betty ### Render the News Head +BackNewsBmp = 2D/News/BackNews.bmp ### render the News Background +NewsLogoBmp = 2D/News/LogoNews.bmp ### render the News Logo +NewsPanelAspect = 1.330000 ### News Panel aspect ratio +NewsPanelShowHead = 0 ### render the News Panel Head. +NewsPanelActive = 0 ### render the News Panel in the texture. +ShowNetStatus = 0 ### true if show the networking status. +ShowClientPing = 0 ### true if show the ping label +ClientPingX = 20.000000 ### X Pos of the ping label +ClientPingY = 120.000000 ### Y Pos of the ping label. +FirstPhotoMessage = Press Left button to take the picture. ### Message that appears every time you must to use the camere +NextMissionSecondLineOffsetXBox = 24.000000 ### Next mission second line offset XBox +NextMissionFirstLineOffsetXBox = 4.000000 ### Next mission first line offset XBox +NextMissionSecondLineOffsetPC = 80.000000 ### Next mission second line offset PC +NextMissionFirstLineOffsetPC = 60.000000 ### Next mission first line offset PC +ChatMsgPersistence = 1.000000 ### Time that will be printed the chat message +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 +CannonScorerColorBlue = 174 ### Cannon Color Blue +CannonScorerColorGreen = 241 ### Cannon Color Green +CannonScorerColorRed = 251 ### Cannon Color Red +CannonScorerNoAmmoSoundVol = 1.000000 ### Sound Volume for No Ammo Signal +CannonScorerNoAmmoSound = NoAmmo ### Sound name for No Ammo Signal +IsAutoUpdatable = 0 ### +AutoUpdateSpeedFactor = 1.000000 ### +AutoUpdateStopValue = 0.000000 ### +BarValue = 0.000000 ### +BlinkTime = 0.100000 ### Blink time +OnFinishAutoUpdate = ### Called on finished auto update +MissionScorerName = Mission ### Mission scorer name +TimeToMsg = 0.000000 ### Tiempo restante hasta que desaparezca el mensaje +MaxChasingShips = -1 ### Maximun number of chasing ships. +MaxTrafficEnemy = 4 ### Maximun number of attaking traffic. +MinTrafficEnemyTime = 1.000000 ### Min Time attacking of traffic +MaxTrafficEnemyTime = 30.000000 ### Max Time attacking of traffic +MaxFightingTrafficSize = 4.000000 ### Max fighting traffic size +ProbTrafficFighting = 100.000000 ### Prob traffic fighting +TrafficFightingMaxDist = 50000.000000 ### Traffic fighting max dist +TrafficRemovalDist = 100000.000000 ### Traffic removal dist +TrafficDamageTolerance = 10 ### Life Points to be your enemy +iTrafficNumber = 10 ### Sets the traffic on the sky +PlayerHelpedPoliceReward = 2000 ### Player helped police reward +OnPlayerHelpedPolice = ### Called if player helped police +OnNeedMoreChasingTraffic = ### Called if the chasing traffic is not enough +OnNeedMoreTraffic = ### Called if the traffic is not enough +SputnikJunyardTimeToPissPlayer = 60.000000 ### SputnikJunyard time to piss player +SentinelBankerNPCDetect = 50.000000 ### percentage of times when the eye acuse the banker (for npcs) +SentinelBankerDetect = 30.000000 ### percentage of times when the eye acuse the banker +SentinelAbortyNPCAttDist = 4000.000000 ### At this distance, if not seen will abort the NPC attack +SentinelGotoSpeed = 1.000000 ### Sentinel speed (Goto order) +SentinelInspectSpeed = 0.250000 ### Sentinel speed (Inspect) +SentinelSuspectSpeed = 0.500000 ### Sentinel speed (Suspect) +SentinelAcuseSpeed = 0.600000 ### Sentinel speed (Acuse) +SentinelSearchSpeed = 1.000000 ### Sentinel speed (Search) +SentinelRelaxSpeed = 0.250000 ### Sentinel speed (Relax) +SentinelNextGotoTime = 5.000000 ### Sentinel time between goto orders. +SentinelGotoRadius = 300.000000 ### Radius to the viewpoint (Goto) +SentinelGotoTime = 5.000000 ### Time following the xtrange viewpoint (Goto) +SentinelInspectTime = 3.000000 ### Time following the main after out of viewrange (Inspect) +SentinelSuspectTime = 3.000000 ### Time following the main after out of viewrange (Suspect) +SentinelAcuseTime = 3.000000 ### Time following the main after out of viewrange (Acuse) +SentinelStdFar = 1000.000000 ### Standard Sentinel Distance of View +SentinelStdFovY = 1.570796 ### Standard Sentinel FieldOfView +SentinelStdFovX = 2.356194 ### Standard Sentinel FieldOfView +MadHuntersTriggeredShipName = ### Ship name that triggers mad hunters appearance +MosquitosTriggeredShipName = ### Ship name that triggers mosquitos appearance +MaxMadHuntersDist = 70000.000000 ### Max mad hunters dist +MaxMadHunters = 2 ### Max mad hunters +MaxMosquitosDist = 30000.000000 ### Max mosquitos dist +MaxMosquitos = 10 ### Max mosquitos +MinPercMadHuntersAttackingIntruder = 0.500000 ### Min perc mad hunters attacking intruder +MinPercMosquitosAttackingIntruder = 0.300000 ### Min perc mosquitos attacking intruder +OnMadHunterDeathMoney = 300 ### Mad hunter death money reward +OnMosquitoDeathMoney = 100 ### Mosquito death money reward +PlatformRadiusSqr = 1575025 ### Platform radius squared +NumWorkingLoops = 3 ### Num working loops +JunkPointsListName = JunkPoints ### Junk points list name +LifeReachedCallback = ### Life reached callback +LifeToLaunchCallback = 30 ### Life to launch callback +RegenerationItem = RegenerationBar ### Name of the bar item to make the regeneration +RegenerationCharTimeRate = 1.000000 ### between RegenerationTimeRate sec, 1 point regenerates.(char) +RegenerationCharStartTime = 10.000000 ### after this time, life´s regeneration starts.(char) +RegenerationTimeRate = 0.100000 ### between RegenerationTimeRate sec, 1 point regenerates.(ship) +RegenerationStartTime = 3.000000 ### after this time, life´s regeneration starts.(ship) +PoliceBossMaxSpecialActionTime = 24.000000 ### PoliceBoss max special action time +PoliceBossMinSpecialActionTime = 12.000000 ### PoliceBoss min special action time +OnParkedOut = ### Callback when a occupied parking zone is free. +OnParkingOccupied = ### Callback when a parking zone is occupied. +ParkingCheckRadius = 500.000000 ### Spere to check the position of the item or ship. +ParkingVehiCheckDistance = 50000.000000 ### At this distance, the parking will be check. +ParkingCharCheckDistance = 15000.000000 ### At this distance, the parking will be check. +PhoneCabWarningDist = 7000.000000 ### PhoneCab warning dist (in meters). +TimeBetweeenWarnings = 90.000000 ### Time betweeen warnings. +TimeBetweeenTaunts2 = 15.000000 ### Time betweeen taunts when the Boss controls all the robots. +TimeBetweeenTaunts = 22.000000 ### Time betweeen general taunts. +OnTaunt = ### Function to be called when a taunt is to be launched +NursePoliceRefuse = 50.000000 ### percentage of times when the Nurse escapes from the police +NurseBankerDetect = 30.000000 ### percentage of times when the Nurse escapes from the banker +NurseEscapeTime = 8.000000 ### Nurse Escape Time +NurseAlertSpeed = 1.000000 ### Nurse speed (Alarm) +NurseRelaxSpeed = 0.300000 ### Nurse speed (Relax) +OnMoneyReachValue = 0 ### if money reach these vaule, the call OnMoneyReachCallback +OnMoneyReachCallback = ### Function to be called when money reach 'OnMoneyReachValue' +StrMoneyUpdate = 0.100000 ### Time to update the Money Scorer +MessengerGotoSpeed = 1.000000 ### Messenger speed when carry a tube or go for it. +MessengerDataPack = MessengerDataPack ### Desktops functionary list name +MessengerDropPrice = 500 ### The price if a messager drop the tube... +MessengerTakenCallback = ### Called if a messager takes a datapack +MessengerDropCallback = ### Called if a messager drop a datapack +MessengerPrepareDistance = 1200.000000 ### Distance to the objetive to prepare drop +MessengerObjetiveDistance = 300.000000 ### Distance to the objetive to drop... +MessengerTubeState = 1 ### State of the tube : 0:Empty or 1:filled +MessengerDataPackMissionArrow = 2 ### Type of indication of the 'Game of the messengers' mission. +MaintenanceSphereRadiusFactor = 1.000000 ### Maintenance sphere radius factor +MaintenanceTimeToNextPos = 8.000000 ### Maintenance time to next pos in cube +SecondaryMissionDesc = ### Secondary Mission Descriptor. +PrimaryMissionDesc = ### Main Mission Descriptor. +MainMissionStopDist = 1500.000000 ### Main mission stop dist +LittlePoliceChasingTime = 3.000000 ### Little police chasing time +LittlePoliceStopAcusingMaxDistFromUser = 4000.000000 ### Little police stop acusing max dist from user +LittlePoliceMaxDistFar = 1500.000000 ### Little police max distance of view acusing +LittlePoliceAsksForMoney = 1 ### Little police asks for money +PoliceLogicBelligerant = 0 ### Must Be Initialized as 1 if Police Map +CreatePolice = ### This function is called if we need a Police +CreateGear = ### This function is called if we need a Gear +GetAwayHumanDist = 600.000000 ### Get away human dist +OnDefStateCallback = ### Python function to be called when the NPC is forced to have the default state +GenCharSpecialChaseSpeed = -1.000000 ### Gen char special chase speed +GenCharPoliceRefuse = 50.000000 ### Percentage of times when the generic char escapes from the police +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 +GenCharAttackLimit = 2000.000000 ### Beyond this distance the generic logic does not attack randomly! +GenCharStdFar = 800.000000 ### Standard GenChar Distance of View +GenCharStdFovY = 1.570796 ### Standard GenChar FieldOfViewY +GenCharStdFovX = 1.570796 ### Standard GenChar FieldOfViewX +GenCharRobberyDetection = 20.000000 ### GenChar robery detection percentage +GenCharGetAwayTime = 4.000000 ### GenChar get away time +GenCharSpecialActionTime = 15.000000 ### GenChar special action time +GenCharMaxSpecialActionTime = 12.000000 ### GenChar max special action time +GenCharMinSpecialActionTime = 6.000000 ### GenChar min special action time +GenCharSpecialActionRadius = 6250000.000000 ### GenChar special action radius +GenCharAttackSpeed = 0.800000 ### GenChar speed (Attack) +GenCharEscapeSpeed = 0.850000 ### GenChar speed (Escape) +GenCharAlertSpeed = 1.000000 ### GenChar speed (Alert) +GenCharRelaxSpeed = 0.400000 ### GenChar speed (Relax) +GenCharAttackActive = 1 ### if 1, the characters can attack. +Gear2PoliceAlways = 1 ### if 0 Gears will become polices only if no alarm +GearRobberyDetection = 30.000000 ### Gear robery detection percentage +GearAttackNPCTime = 10.000000 ### Time attacking an npc character +GearLostTargetTime = 5.000000 ### Time since the target got lost +GearScortSpeed = 0.500000 ### Gear speed (Scort) +GearAttackSpeed = 0.250000 ### Gear speed (Attack) +GearChaseSpeed = 0.750000 ### Gear speed (Chase) +GearRelaxSpeed = 0.500000 ### Gear speed (Relax) +GearStdFar = 1500.000000 ### Standard Gear Distance of View +GearStdFovY = 1.570796 ### Standard Gear FieldOfView +GearStdFovX = 1.570796 ### Standard Gear FieldOfView +GateKeeperStdFar = 1000.000000 ### Standard GateKeeper Distance of View +GateKeeperStdFovY = 1.570796 ### Standard GateKeeper FieldOfView +GateKeeperStdFovX = 2.356194 ### Standard GateKeeper FieldOfView +GateKeeperHiddenTime = 5.000000 ### Time iniside the shell of the gatekeeper when attacked +OnFunctionaryStartsWorking = ### Function to be called when a functionary sits down and starts working +FunctionaryAssignWorkDistance = 600.000000 ### Distance from the chair to reposisionate the functionary +FunctionarySpecialActionTime = 1.500000 ### Functionary special action time +FunctionarySpecialActionStatesTransitionTime = 0.500000 ### Functionary special action states transition time +FunctionaryMaxtimeToStopWorking = 50.000000 ### Functionary max time to get up +FunctionaryMintimeToStopWorking = 30.000000 ### Functionary min time to get up +FunctionaryMaxTimeToSitDown = 30.000000 ### Functionary max time to sit down +FunctionaryMinTimeToSitDown = 15.000000 ### Functionary min time to sit down +RelaxSeatsFunctionaryListName = RelaxSeatsFunctionary ### Relax seats functionary list name +DesktopsFunctionaryListName = DesktopsFunctionary ### Desktops functionary list name +DoResetOutPolice = 0 ### if true, the police will be reset. +PoliceWaveEliminated = ### Called if no police active in game. +OnDominFriendDeath = ### Called when a friend dies +LeaderName = ### Leader name +OnDominEnemyDeath = ### Called when an enemy dies +DominFightingFreezeControlAim = 6 ### Domin fighting freeze control aim +DominFightingFreezeCadenceShoot = 2 ### Domin fighting freeze cadence shoot +DominWithinRangeDist = 20000.000000 ### Domination within range dist +DominMinRangeDist = 10000.000000 ### Domination min range dist +DominMaxRangeDist = 100000.000000 ### Domination max range dist +MaxDominDistChase = 5000.000000 ### Max distance to zone objective in Domination mode. +MinDominDistChase = 1500.000000 ### Min distance to zone objective in Domination mode. +PercFriendsAttackLeaderWhenWinning = 0.500000 ### CTFFriends percentage attacking leader when he's winning +LeaderFlag = ### Leader flag +PercEnemiesAttackPlayerWhenWinning = 0.700000 ### CTFEnemies percentage attacking player when he's winning +PlayerCTFTeamIsWinning = 0 ### Is player's team winning the CTF? +BossWalkingTime = 30.000000 ### Boss walking time +BossWorkingTime = 60.000000 ### Boss working time +BossWorkPlace = ### Boss' work place dummy name +BishopAttackOnAlarm = 0 ### 1 if the bishop attack the player entity on alarm +BishopSpecialActionTime = 5.000000 ### Bishop special action time +NotCleanableByGear = ### Gear do not try to atack this +DefActionRadius = 2500.000000 ### Default action radius for characters logic +GearRageMaxTime = 10.000000 ### Time to get te rage and attack the stupid guys! +LogicAwakeTime = 90.000000 ### Max time dazed for the logical managed characters. +BankDirectorAgressive = 0 ### The bank director becomes more agressive (indoors) +PoliceTauntRace = Police ### Taunting race (police, exept in GDB) +GuaranteedChars = ### List of not Forbidden characters in a map. + ','+char1+','+char2+',' +UsrDefChar = Dtritus ### Standard main character type +AlarmCallback = ### The alarm Callback function. +AlarmGrowDelta = 0.100000 ### The alarm status go up. +AlarmFallMission = 1.000000 ### The alarm status go down. (if outdoormap and mission) +AlarmFallDelta = -0.050000 ### The alarm status go down. +EasyAlarmFallFactor = 1.200000 ### The alarm status go down multiplier for easy mode. +PCPadDeadZone = 0.200000 ### Dead zone for analog controllers. +Pad4 = ### User Control definition +Pad3 = ### User Control definition +Pad2 = ### User Control definition +Pad1 = ### User Control definition +PCPadForeground = 1 ### +IsUsingMouse = 1 ### +MainPcPad = -1 ### -1= all +PCPadConnected = 0 ### +Mouse = ### User Control definition +InvertMouse = 0 ### 0 = Mouse normal... 1 = Mouse inverted. +MouseSensitivityV = 1.000000 ### Vertical Mouse Sensitivity +MouseSensitivityH = 1.000000 ### Horizontal Mouse Sensitivity +Kb = ### User Control definition +PauseInactivityTime = 0 ### Pause Inactivity time if need. +CheckInactivityTime = 120.000000 ### Inactivity time in seconds to launch the Function. +CheckInactivityFunc = ### Inactivity time function to launch. +LogRumble = 0 ### Log the input and output to the rumble interface. +OnCrazyDealTarget = ### Function to be called when a crazy deal target is reached +OnCrazyDealFinished = ### Function to be called when a taunt is to be launched +LastSaveGameName = ### Last SaveGame Name +SelectedLanguage = English ### Actual language. +BuildPackPrompt = 1 ### disgusting final message +BuildPackExclude = ### Pack build filelist exclusion pattern +BuildPackInclude = ### Pack build filelist inclusion pattern +PathInPackFile = ### Used to convert the system to the new pack system... +OnGeneralDamage = ### Función callback de daño de propósito general +StdMaxLife = 100 ### Standard max life for characters and soon. +VulcanHitUseNormal = 1 ### Use the Normal of Hitted point at Vulcan Hit +FXVulcanHitDistance = 80000.000000 ### Distance of Vulcan Sparks Effect +VulcanRicSoundAttEnd = 0.000000 ### Vulcan puchuing sound att end +VulcanRicSoundAttIni = 0.000000 ### Vulcan puchuing sound att ini +VulcanRic2SoundVol = 1.000000 ### Third Vulcan puchuing sound volume +VulcanRic2Sound = VulcanRic2 ### Third Vulcan puchuing sound name +VulcanRic1SoundVol = 1.000000 ### Second Vulcan puchuing sound volume +VulcanRic1Sound = VulcanRic1 ### Second Vulcan puchuing sound name +VulcanRic0SoundVol = 1.000000 ### First Vulcan puchuing sound volume +VulcanRic0Sound = VulcanRic0 ### First Vulcan puchuing sound name +VulcanDamageEasy = 1 ### Vulcan damage per slot (easy Set) +VulcanDamage = 2 ### Vulcan damage per slot +VulcanDistLimitUPG = 40000.000000 ### Distance limit shoots(UPGRADE) +VulcanDistLimit = 26666.666016 ### Distance limit shoots +VulcanTimeDelayUPG = 0.075000 ### Time between vulcan shoots (UPGRADE) +VulcanTimeDelay = 0.100000 ### Time between vulcan shoots +VulcanAmmoCost = 0.500000 ### Cost Per hit at vulcan +VulcanRange = 40000.000000 ### The maximun range that have the vulcan +VulcanHitForce = 2000000.000000 ### The force that have a single vulcan shoot +VulcanHitFile = Models/Weapons/Vulcan/Hit.M3D ### default hit model for the vulcan +VulcanBulletFile = Models/Weapons/Debris/Bullet/Bullet.M3D ### default bullet model for the vulcan +VulcanIDAmmo = 0 ### The default weapon idx for the vulcan +FXTeslaRandRadius = 500.000000 ### Random Radius that have the Tesla +FXTeslaStepTime = 0.060000 ### Time step to change the follow curve for the Tesla +FXTeslaFollowTime = 0.025000 ### Time that use the Tesla to follow the curve +FXTeslaFadeOutTime = 0.100000 ### Time that use the Tesla to fade out +TeslaDistLimit = 15000.000000 ### Distance limit shoots +TeslaTrackForce = 10000.000000 ### Traking force that have a single tesla shoot with upgrade (TN/Seg) +TeslaMinAngRangeUpgPad = 17.000000 ### The minimun angle range with upgrade (no hit case at tesla) Pad Controller +TeslaMinAngRangeUpg = 10.000000 ### The minimun angle range with upgrade (no hit case at tesla) +TeslaShootFile = Models/Weapons/Tesla/Shoot.M3D ### default shoot model for the Tesla +TeslaUpRangeTime = 0.250000 ### Time to the min to the max ang range if not hit (tesla) +TeslaDownRangeTimePad = 2.000000 ### Time to the max to the min ang range if not hit (tesla) Pad Controller +TeslaDownRangeTime = 0.500000 ### Time to the max to the min ang range if not hit (tesla) +TeslaAmmoCost = 0.500000 ### Cost Per hit at tesla +TeslaMaxAngRangePad = 40.000000 ### The maximun angle range (hit case at tesla) Pad Controller +TeslaMaxAngRange = 20.000000 ### The maximun angle range (hit case at tesla) +TeslaMinAngRangePad = 10.000000 ### The minimun angle range (no hit case at tesla) Pad Controller +TeslaMinAngRange = 3.000000 ### The minimun angle range (no hit case at tesla) +TeslaRange = 15000.000000 ### The maximun range that have the tesla +TeslaHitForce = 500000.000000 ### The force that have a single tesla shoot +TeslaIDAmmo = 2 ### The default weapon idx for the tesla +SwarmHitSoundAttEnd = 0.000000 ### Swarm Hit sound attenuation end +SwarmHitSoundAttIni = 0.000000 ### Swarm Hit sound attenuation ini +SwarmHitSoundVol = 1.000000 ### Swarm Hit sound volume +SwarmHitSound = SwarmBoom ### Swarm Hit sound name +SwarmBeeSoundAttEnd = 0.000000 ### Swarm Bee sound attenuation end +SwarmBeeSoundAttIni = 0.000000 ### Swarm Bee sound attenuation ini +SwarmBeeSoundVol = 0.500000 ### Swarm Bee Death sound volume +SwarmBeeSound = SwarmBang ### Swarm Bee Death sound name +SwarmEngineSoundDoppler = 1.000000 ### Swarm Engine sound doppler +SwarmEngineSoundAttEnd = 0.000000 ### Swarm Engine sound attenuation end +SwarmEngineSoundAttIni = 0.000000 ### Swarm Engine sound attenuation ini +SwarmEngineSoundVol = 0.750000 ### Swarm Engine sound volume +SwarmEngineSound = SwarmEngine ### Swarm Engine sound name +SwarmNumber4 = 4 ### Swarm Number 4 +SwarmNumber3 = 5 ### Swarm Number 3 +SwarmNumber2 = 6 ### Swarm Number 2 +SwarmNumber1 = 7 ### Swarm Number 1 +SwarmAmmoCost4 = 22 ### Swarm Ammo Cost 4 +SwarmAmmoCost3 = 18 ### Swarm Ammo Cost 3 +SwarmAmmoCost2 = 13 ### Swarm Ammo Cost 2 +SwarmAmmoCost1 = 7 ### Swarm Ammo Cost 1 +SwarmBeeRadius = 24.000000 ### The Radius add per Bee that have the swarm +SwarmMinRadius = 250.000000 ### The Minimun Radius that have the swarm +SwarmDistLimit = 40000.000000 ### Distance limit shoots +SwarmDamage = 4 ### Damage per mis. +SwarmTimeDelay = 1.500000 ### Time in seconds between the mis. shoots +SwarmRangeUPG = 120000.000000 ### The maximun range that have the swarm +SwarmRange = 60000.000000 ### The maximun range that have the swarm +SwarmHitForce = 200.000000 ### The Hit Force Energy that have the swarm +SwarmTurnSpeedUPG = 100.000000 ### The Turn Speed that have the swarm with Upgrade +SwarmTurnSpeed = 60.000000 ### The Turn Speed that have the swarm +SwarmUpTopSpeed = 4000.000000 ### The Up Speed (Vehicle) that have the swarm +SwarmBeesSpeed = 20000.000000 ### The Internal Bees Speed that have the swarm +SwarmFastSpeed = 40000.000000 ### The Fast Speed that have the swarm +SwarmNormSpeed = 20000.000000 ### The Formal Speed that have the swarm +SwarmBeeExplosionFile = Models/Weapons/Swarm/BeeExplosion.M3D ### Default Model for Swarm Bee Explosion +SwarmExplosionFile = Models/Weapons/Swarm/Explosion.M3D ### Default Model for Swarm Explosion +SwarmMissileFile = Models/Weapons/Swarm/Swarm.M3D ### Default Model for Swarm Missile +SwarmArmor = 2 ### The default armor for one swarm missile +SwarmDeathTime = 0.500000 ### The time for bee death that have the swarm +SwarmLifeTime = 4.500000 ### The maximun lifetime that have the swarm +SwarmIDAmmo = 1 ### The default ammo idx for the swarm +FXSonicRadius = 15000.000000 ### Radius of Sonic Mine Explosion Effect +FXSonicXpldeFile = Models/Weapons/Sonic/Xplde.M3D ### default Xplode model for the Sonic +SonicLifeTime = 0.000000 ### Sonic Life Time +SonicRechargeTime = 0.000000 ### Sonic Recharge Time +SonicArmor = 0 ### Sonic Armor +SonicAmmoNeed = 0 ### Sonic Ammo Need +SonicIDAmmo = 0 ### Sonic Ammo ID +SetUpSonicFunc = ### Function to be called to set up the mine properties +CreateSonicFunc = ### Function to be called to create the mine +FXHookSize = 40.000000 ### Size of Hook +FXHookTensor = 7.000000 ### Tensor Power of Hook (0...1) +FXHookFadeTime = 0.200000 ### Time of Hook Release Fade +FXLaserBeamHeight = 120.000000 ### The height of the laser beam +FXLaserBeamSize = 2200.000000 ### The size of the laser beam +HookAccel = 20000.000000 ### Acceleration when the hook is plugged at the world. +HookRange = 20000.000000 ### The maximun range that have the Hook +HookEMITime = 3.000000 ### Time of electromagetic interference of the Hook +LaserRicSoundVol = 1.000000 ### First Laser puchuing sound volume +LaserRicSound = VulcanRic0 ### First Laser puchuing sound name +LaserMinSpeed = 50000.000000 ### The minimun Speed of the laser shoots +LaserDistLimit = 20000.000000 ### Distance limit shoots +LaserDamage = 3 ### Damage per shoot +LaserTimeDelay = 0.200000 ### Time in seconds between the laser shoots +LaserAmmoCost = 10.000000 ### Cost Per hit at laser +LaserRange = 30000.000000 ### The maximun range that have the laser +LaserHitForce = 2000000.000000 ### The force that have a single laser shoot +LaserHookSparksFile = Models/Weapons/Laser/HookSparks.M3D ### default model for the hook sparks +LaserHookFile = Models/Weapons/Laser/Hook.M3D ### default model for the hook +LaserShootFile = Models/Weapons/Laser/Shoot.M3D ### default shoot model for the laser +LaserHitFile = Models/Weapons/Laser/Hit.M3D ### default hit model for the laser +LaserIDAmmo = 0 ### The default weapon idx for the laser +FXInfernoExplosionMaxDist = 400000.000000 ### Maximun Distance to show the Inferno Explosion Effect +FXInfernoExplosionFadeTime = 1.000000 ### Fade Off Time of the Inferno Explosion Effect +FXInfernoExplosionTime = 2.500000 ### Life Time of the Inferno Explosion Effect +FXInfernoCoreSize = 1250.000000 ### Core Size of 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 +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 +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 +FXInfernoRayMinSize = 150.000000 ### Min Ray Size of Inferno Explosion Effect +FXInfernoRayRadius = 0.300000 ### Ray Radius of Inferno Explosion Effect +InfernoInvUpgExtraDamage = 0.900000 ### Inferno Upgrade (inversed extended damage factor) +InfernoUpgFireFactor = 4.000000 ### Inferno Upgrade Fire Factor +InfernoUpgFireTime = 20.000000 ### Inferno Upgrade Fire Time +InfernoMaxDamage = 225.000000 ### Maximun damage of Inferno +InfernoMinDamage = 5.000000 ### Minimal damage of Inferno +InfernoHitSoundAttEndRadius = 1.800000 ### Inferno Hit sound attenuation end by radius +InfernoHitSoundAttIniRadius = 0.800000 ### Inferno Hit sound attenuation ini by radius +InfernoHitSoundVol = 1.000000 ### Inferno Hit sound volume +InfernoHitSound = InfernoBoom ### Inferno Hit sound name +InfernoEngineSoundDoppler = 1.000000 ### Inferno Engine sound doppler +InfernoEngineSoundAttEnd = 45000.000000 ### Inferno Engine sound attenuation end +InfernoEngineSoundAttIni = 5000.000000 ### Inferno Engine sound attenuation ini +InfernoEngineSoundVol = 0.750000 ### Inferno Engine sound volume +InfernoEngineSound = InfernoEngine ### Inferno Engine sound name +InfernoAmmoCost = 125 ### Inferno Ammo Cost +InfernoRangeBay = 10000.000000 ### Range add per bay that have the Inferno +InfernoRangeMin = 10000.000000 ### Range without bays that have the Inferno +InfernoDistLimit = 40000.000000 ### Distance limit shoots +InfernoHitForce = 75000.000000 ### The Hit Force Energy that have the Inferno cm*TN/sec +InfernoTimeDelay = 3.000000 ### Time in seconds between the mis. shoots +InfernoTurnSpeed = 20.000000 ### The Turn Speed that have the Inferno +InfernoUpTopSpeed = 4000.000000 ### The Up Speed (Vehicle) that have the Inferno +InfernoBeesSpeed = 2000.000000 ### The Internal Bees Speed that have the Inferno +InfernoFastSpeed = 16000.000000 ### The Fast Speed that have the Inferno +InfernoNormSpeed = 12000.000000 ### The Formal Speed that have the Inferno +InfernoExplosionFile = Models/Weapons/Inferno/Explosion.M3D ### Default Model for Inferno Explosion +InfernoMissileFile = Models/Weapons/Inferno/Inferno.M3D ### Default Model for Inferno Missile +InfernoArmor = 4 ### The default armor for one swarm missile +InfernoLifeTime = 6.500000 ### The maximun lifetime that have the Inferno +InfernoIDAmmo = 1 ### The default ammo idx for the Inferno +EMIThunderSoundAttEnd = 0.000000 ### EMI thunder sound attenuation end +EMIThunderSoundAttIni = 0.000000 ### EMI thunder sound attenuation ini +EMIThunderSoundVol = 1.000000 ### EMI thunder sound volume +EMIThunder2Sound = EMIThunder2Sound ### EMI thunder 2 sound name +EMIThunder1Sound = EMIThunder1Sound ### EMI thunder 1 sound name +FXEMIRandRadius = 850.000000 ### Random Radius that have the EMI Lighting +FXEMIStepTime = 0.040000 ### Time step to change the follow curve for the EMI Lighting +FXEMIFollowTime = 0.025000 ### Time that use the EMI Lighting to follow the curve +EMILowRadiusFactor = 0.200000 ### Radius Low Factor that have the EMI +EMIRadius = 1250.000000 ### Radius that have the EMI +EMIFile = Models/Weapons/EMI/EMI.M3D ### Default Model for Electro Magnetic Interference +EMILifeTime = 10.000000 ### EMI Life Time +EMIRechargeTime = 1.500000 ### EMI Recharge Time +EMIAmmoNeed = 5 ### The deault cost ammunition for the EMI +EMIIDAmmo = 0 ### EMI Ammo ID +SetUpEMIFunc = ### Function to be called to set up the EMI properties +CreateEMIFunc = ### Function to be called to create the EMI +FXDevastatorScale = 1.200000 ### Scale of Devastator Explosion Effect +FXDevastatorRadius = 600.000000 ### Radius of Devastator Explosion Effect +FXDevastatorDistance = 95000.000000 ### Distance of Devastator Explosion Effect +DevastatorDistLimit = 40000.000000 ### Distance limit shoots +DevastatorExtraDamage = 5.000000 ### Aditional damage about the distance +DevastatorMinDamage = 2.000000 ### The base of the minimal damage of Devastator +DevastatorRechargeTime = 0.250000 ### Time between a single vulcan shoot. +DevastatorHitForce = 12000.000000 ### The force that have a single Devastator shoot cm*TN/sec +DevastatorExplosionRadius = 500.000000 ### Explosion radius by a Single Devastator shoot +DevastatorSpreadAngle = 4.000000 ### angle of random values used by Devastator +DevastatorAmmoCost = 1.000000 ### Cost Per hit at Devastator +DevastatorRange = 40000.000000 ### The maximun range that have the Devastator +DevastatorBoomSoundAttEnd = 0.000000 ### Explosion sound attenuation end for devastator +DevastatorBoomSoundAttIni = 0.000000 ### Explosion sound attenuation ini for devastator +DevastatorBoomSoundVol = 1.000000 ### Explosion sound volume for devastator +DevastatorBoomSound = DevastatorBoom ### Explosion sound for devastator +DevastatorSparksFile = Models/Weapons/Devastator/Sparks.M3D ### default sparks model for the Devastator +DevastatorShootFile = Models/Weapons/Devastator/Shoot.M3D ### default shoot model for the Devastator +DevastatorHitFile = Models/Weapons/Devastator/Hit.M3D ### default hit model for the Devastator +DevastatorBulletFile = Models/Weapons/Debris/Bullet/Bullet.M3D ### default bullet model for the Devastator +DevastatorIDAmmo = 0 ### The default weapon idx for the Devastator +CloudFile = Models/Weapons/Cloud/Cloud.M3D ### Default Model for Debris Cloud +CloudLifeTime = 0.000000 ### Cloud Life Time +CloudRechargeTime = 0.000000 ### Cloud Recharge Time +CloudIDAmmo = 0 ### Cloud Ammo ID +CloudAmmoNeed = 20 ### The default cost ammunition for the cloud +SetUpCloudFunc = ### Function to be called to set up the cloud properties +CreateCloudFunc = ### Function to be called to create the cloud +ATPCShootSize = 950.000000 ### Max Size of the ATPC Shoot +ATPCTrailTime = 0.800000 ### LifeTime of FadeOut Trail Effect for the ATPC +ATPCCapsuleExtendedSoundAttEnd = 0.000000 ### ATPC capsule Extended sound att end +ATPCCapsuleExtendedSoundAttIni = 0.000000 ### ATPC capsule Extended sound att ini +ATPCCapsuleExtendedSoundVol = 1.000000 ### ATPC capsule extended sound volume +ATPCCapsuleExtendedSound = ATPCCapsuleExtended ### ATPC capsule extended sound name +ATPCCapsuleSoundAttEnd = 0.000000 ### ATPC capsule sound att end +ATPCCapsuleSoundAttIni = 0.000000 ### ATPC capsule sound att ini +ATPCCapsuleSoundVol = 1.000000 ### ATPC capsule sound volume +ATPCCapsuleSound = ATPCCapsule ### ATPC capsule sound name +ATPCHitSoundAttEnd = 0.000000 ### First ATPC puchuing att end +ATPCHitSoundAttIni = 0.000000 ### First ATPC puchuing att ini +ATPCHitSoundVol = 1.000000 ### First ATPC puchuing sound volume +ATPCHitSound = ATPCImpact ### First ATPC puchuing sound name +ATPCExtraDamage = 10 ### The xplosion damage for ATPC +ATPCMainDamage = 20 ### The hit damage for ATPC +ATPCCapsuleSoundRadius = 6000.000000 ### Radius for the Sound Capsule for ATPC +ATPCExplosionRadius = 1000.000000 ### Radius for the capsule hit for ATPC +ATPCConvDist = 2000.500000 ### Convergence distance (and Start event) +ATPCUpgradeDelay = 1.750000 ### Recharge time ATPC (with upgrade) +ATPCDelay = 2.500000 ### Recharge time ATPC +ATPCAmmoCost = 10.000000 ### Cost Per hit at ATPC +ATPCRange = 100000.000000 ### The maximun range that have the ATPC +ATPCHitForce = 10000.000000 ### The force that have a single ATPC shoot +ATPCShootFile = Models/Weapons/ATPC/Shoot.M3D ### default shoot model for the ATPC +ATPCIDAmmo = 0 ### The default weapon idx for the ATPC +InfernoIDWeap = 7 ### The default weapon idx for the Inferno +SwarmIDWeap = 6 ### The default weapon idx for the Swarm +TeslaIDWeap = 5 ### The default weapon idx for the tesla +ATPCIDWeap = 4 ### The default weapon idx for the ATPC +DevastatorIDWeap = 3 ### The default weapon idx for the Devastator +VulcanIDWeap = 2 ### The default weapon idx for the vulcan +LaserIDWeap = 1 ### The default weapon idx for the laser +HookPlugFunc = ### HookPlugFunc(VehicleName,state) when the hook changes de state +RestoreUpgradeFunc = ### Function to be called when an upgrade is restored +UseTrafficCollisionSkip = 1 ### 1 if uses 0 if not +STrafficCapsule = 1500.000000 ### Small/Minimal Radius of the Traffic Segment +NTrafficCapsule = 2500.000000 ### Normal Radius of the Traffic Segment +MNTrafficCapsule = 2500.000000 ### Mixed Medium/Normal Radius of the Traffic Segment +HNTrafficCapsule = 3500.000000 ### Mixed Heavy/Normal Radius of the Traffic Segment +MTrafficCapsule = 4000.000000 ### Medium Radius of the Traffic Segment +HTrafficCapsule = 6000.000000 ### Heavy Radius of the Traffic Segment +TrafficSpeed = 5600.000000 ### Terminal speed for the traffic +FXDumbMotorFile = Models/GFX/DumbMotor.M3D ### Default Model for Dumb Motor Effect +FXMotorCalimaOffset = -95.000000 ### FX Motor Calima Offset +FXMotorCalimaFile = Models/GFX/MotorCalima.M3D ### Default Model for Motor Calima Effect +FXMotorCalima = 1 ### Motor Calima DUDV Deformation Effect +FXMotorSmokeFile = Models/GFX/MotorSmoke.M3D ### Default Model for Motor Smoke Effect +FXVehicleDeathTrailFile = Models/GFX/VehicleDeathTrail.M3D ### Default Model for Remaining Vehicle Trails after Death +FXEngineGlowSizeAtt = 0.050000 ### FX Engine Glow Size Attenuation Factor +FXEngineGlowSizeMax = 1200.000000 ### FX Engine Glow Size Maximun +FXEngineGlowSize = 450.000000 ### FX Engine Glow Size at Distance +FXEngineGlowDistFadeTo = 7000.000000 ### FX Engine Distance to Glow Fade To +FXEngineGlowDistFadeMid = 6000.000000 ### FX Engine Distance to Glow Fade Middle +FXEngineGlowDistFadeFrom = 5000.000000 ### FX Engine Distance to Glow Fade From +FXEngineGlowDistFadeMult = 1.000000 ### FX Engine Distance to Glow Fade Mult +FXEngineTrailOffset = 850.000000 ### Offset Z of Engine trail +FXEngineTrailDistSpeedFactor = 0.028000 ### Speed Factor for add to Engine Trail Dist +FXEngineTrailDist = 400.000000 ### Distance of Engine trail segments at Max Trust +FXEngineTrailHideTime = 5.000000 ### Time to Hide the trail of a Hidden Engine +FXEngineTrailSize = 80.000000 ### Size of Engine trail +FXEngineBirthRate = 20 ### BirthRate at Trust 0, (always 100 at Max Trust) +EnginePathFmt = Models/Vehicles/Engines/%s/%s.m3d ### The full path of the Vehicle Engines. +PilotViewDist = 22000.000000 ### Maximun Distance for show the Ship Pilot +MotorTrustRotationY = 0.250000 ### Rotation Y Speed produced by the motor trust +MotorTrustRotationX = 0.250000 ### Rotation X Speed produced by the motor trust +FxBoostTimeDuration = 2.000000 ### Time of the boost FX +FxAccVariation = 6.000000 ### Speed of variation of Acceleration FX +FxVelVariation = 6.000000 ### Speed of variation of Velocity FX +FxAngVariation = 4.000000 ### Speed of variation of Angle FX +FxSpeedVariation = 4.000000 ### Speed of variation of Speed FX +VehicleCrashMinTime = 1.000000 ### Safe Last crash time detector. +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 +VehicleCrashAccMed = 336000.000000 ### Beyond this value, is a medium crash cm/seg^2 +VehicleCrashAccLo = 168000.000000 ### Maximun SpeedChange to detect crash in cm/seg^2 +PlayerTeamID = 0 ### 0:red, 2:green, 4:Killer +PlayerName = [BJZ] Earthnuker ### user's nickname +PlayerMaxLife = 55 ### The max life for the normal ship configuration... +PlayerModel = SPoli1 ### Model resource +PilotModel = P_Police ### Player resource +Motor0Model = MPOLI1 ### The first motor kind +Motor1Model = ### The Second motor kind +Motor2Model = ### The Third motor kind +Motor3Model = ### The Fourth motor kind +WeaponBayList = 0,0,0,1,0,0,1 ### List of mounted weapons(codified) A bits,B bits.... +iHangarShip = 8 ### The selected hangar ship +HangarShip9 = SPoli1<-MPOLI1<-<-<-<-0,0,0,1,0,0,1<-55<-0,0,0,0,0,0 ### 9th Hangar ship values +HangarShip8 = SPoliBoss1<-MPOLIBOSS1<-MPOLIBOSS1<-<-<-0,15,0,7,7,6,1<-150<-0,0,0,0,0,0 ### 8th Hangar ship values +HangarShip7 = SMerc1<-MMERC1<-<-<-<-1,3,1,0,0,3,1<-160<-0,0,0,0,0,0 ### 7th Hangar ship values +HangarShip6 = SBanker1<-MBANKER1<-<-<-<-3,1,1,3,0,0,1<-80<-0,0,0,0,0,0 ### 6th Hangar ship values +HangarShip5 = SMayor1<-MMAYOR1<-<-<-<-0,0,3,3,3,1,1<-80<-0,0,0,0,0,0 ### 5th Hangar ship values +HangarShip4 = SBetty1<-MBETTY1<-<-<-<-1,1,3,0,3,0,1<-80<-0,0,0,0,0,0 ### 4th 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 +HangarShip2 = SBankMaster1<-MBANKMASTER1<-MBANKMASTER1<-<-<-15,15,3,15,0,6,1<-150<-0,0,0,0,0,0 ### 2nd Hangar ship values +HangarShip1 = SBoss1<-MBOSS1<-MBOSS1<-<-<-6,6,6,6,15,6,1<-235<-0,0,0,0,0,0 ### 1st Hangar ship values +FreeSpaceMagnetCenterZ = 0.000000 ### Center of the sphere freespacemagnet +FreeSpaceMagnetCenterY = 0.000000 ### Center of the sphere freespacemagnet +FreeSpaceMagnetCenterX = 0.000000 ### Center of the sphere freespacemagnet +FreeSpaceMagnetAccel = 56000.000000 ### Big radius for the freespacemagnet +FreeSpaceMagnetHiRadius = 95000.000000 ### Big radius for the freespacemagnet +FreeSpaceMagnetLoRadius = 90000.000000 ### Small radius for the freespacemagnet +FreeSpaceMagnet = 0 ### 1 to activate the freespace sphere +VeCharsPathFmt = Models/Vehicles/Characters/%s/%s.m3d ### The full path of the Vehicle Characters. +ShipPathFmt = Models/Vehicles/Ships/%s/%s.m3d ### The full path of the Ships +VehicleEditingMode = 0 ### 1 to set the vehicle entities in editing mode. +FXVehicleFloatingFactor = 1.000000 ### Factor of floating Movement of the ship. +NPCSndMotorVolFactor = 3.000000 ### Indicates the extra factor for NPC ship motor engines +HiRacerFov = 105.000000 ### Camera Field of view in racing conditions. (terminal velocity) +LoRacerFov = 80.000000 ### Camera Field of view in racing conditions. (stoped) +MotorDownFactor = 0.250000 ### When the ship engines are hacked, factor used to replace de real engine values +AmorPieceWeight = 10.000000 ### Weight that minds 1 armor value +FXDevastatorFireTime = 0.220000 ### Devastator Fire Time +FXDevastatorFireScale = 1.500000 ### Devastator Fire Scale +FXVulcanFireTime = 0.100000 ### Vulcan Fire Time +FXVulcanFireScale = 1.300000 ### Vulcan Fire Scale +WindFXSmokeSizeDiv = 850.000000 ### Wind FX Smoke Size Divisor +WindFXSmokeMaxDist = 3000.000000 ### Wind FX Smoke Maximun Distance +WindFXSmokeMinVel = 7000.000000 ### Wind FX Smoke Minimun Vehicle Speed +WindFXSmokeTimeStep = 0.025000 ### Wind FX Smoke Minimun Time Step +WindFxSmoke = 1 ### Wind FX Smoke +WindFxSmokeFile = Models/GFX/WindFX.M3D ### Default Model for WindFX Smoke Effect +FXVehicleFireFile = Models/GFX/VehicleFire.M3D ### Default Model for Vehicle Fire Effect +FXVehicleSputnikFile = Models/GFX/Sputnik/VehicleSputnik.M3D ### Default Model for Vehicle Sputnik Effects +FXVehicleEMIFile = Models/GFX/VehicleEMI.M3D ### Default Model for Vehicle EMI Effect +FXVehicleDamageFile = Models/GFX/VehicleDamage.M3D ### Default Model for Vehicle Damage Effect +FXSetOnFireLifePercent = 25 ### Percent of Life to Set On Fire +FXVehicleSpeedTrailFollowFactor = 0.650000 ### Vehicle Speed Trails follow factor (0...1) +FXVehicleSpeedTrailFadeOutH = 10000.000000 ### Fade Off Speed Trails by Horizontal Speed +FXVehicleSpeedTrailSize = 12.000000 ### Size of Vehicle Speed Trails segments +FXVehicleSpeedTrailDist = 200.000000 ### Distance of Vehicle Speed Trails segments at Max Speed +VehicleBlockSwitchAdvance = 0 ### 1 minds that blockstrafe switchs forward and backwards to strafe up and strafe down +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) +VehicleCenterPadBounce = 0.750000 ### Vehicle control for pad controllers. +VehicleCenterPadLock = 0.000000 ### Vehicle control for pad controllers. +XtrTimeWSwitchNo = 1.000000 ### Additonal time to switch the weapon if no ammo when press fire event. +TimeWSwitchNo = 2.000000 ### time to auto switch the weapon if the fire button is pressed when no ammo. +AttackerMarkTime = 1.000000 ### Before this time the attacker will be included in second place at the list +TgtRegenerationTime = 1.000000 ### After this time, the cycling list will be regenerated +ItemMissRespawnTime = 20.000000 ### Time to respawn the Item -> Missile Ammo +ItemMissAdds = 200 ### Default Increment to the Item -> Missile Ammo +ItemEnerRespawnTime = 20.000000 ### Time to respawn the Item -> Energy Ammo +ItemEnerAdds = 375 ### Default Increment to the Item -> Energy Ammo +ItemPartRespawnTime = 20.000000 ### Time to respawn the Item -> Particle Ammo +ItemPartAdds = 250 ### Default Increment to the Item -> Particle Ammo +OnLifeItemTaken = ### Function to be called when an item is taken +ItemLifeRespawnTime = 20.000000 ### Time to respawn the Item -> Life +ItemLifeAdds = 50 ### Default Increment to the Item -> Life +ErrorFix = 1.000000 ### +ErrorMax = 10000.000000 ### +ErrorMin = 50.000000 ### +ActiveExtrapolation = 0 ### 1 Uses Extrapolation if possible, 0 Uses Interpolation allways +MssnRadarBlinkTime = 5.000000 ### Time blinking if the new mission is assigned. +WeapHitClientResetTime = 1.000000 ### Tolerance to reset the values of the queue of hits to the client +FXArrowIndicatorFlash_SizeMax = 6.000000 ### Arrow Indicator Flash FX Max Size (Mult) +FXArrowIndicatorFlash_SizeMin = 2.500000 ### Arrow Indicator Flash FX Min Size (Mult) +FXArrowIndicatorFlash_DistGrow = 6500.000000 ### Arrow Indicator Flash FX Distance for Grow +ArrowActiveHorizontal = 100.000000 ### The Horizontal distance betweem the both spheres +ArrowDeactivationRadius = 400.000000 ### Indicates the radius between entities to start actions +ArrowActiveRadius = 200.000000 ### Indicates the radius between entities to start actions +ArrowViewRadius = 500.000000 ### Indicates the radius between entities to view the indicator +ArrowTargetFile = Models/Misc/SMission/SMission ### This file is the floating arrow. +ArrowMissionFile = Models/Misc/MMission/MMission ### This file is the floating arrow. +ArrowUseFile = Models/Misc/Action/Action ### This file is the floating use arrow. +NetItemDistAct = 8000.000000 ### Distance in cm to actualize the item data. +FXItemFadeMaxDist = 60000.000000 ### Maximun Distance to show the Item Fade Effect +FXVehicleProbeLight_SizeMax = 8.000000 ### Vehicle Police Siren FX Max Size (Mult) +FXVehicleProbeLight_SizeMin = 2.000000 ### Vehicle Police Siren FX Min Size (Mult) +FXVehicleProbeLight_DistGrow = 4000.000000 ### 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) +FXVehicleSiren_DistGrow = 1500.000000 ### Vehicle Police Siren FX Distance for Grow +FXTrafficEmbeddedFile = Models/GFX/TrafficEmbeddedFX.M3D ### Default Model for Traffic Embedded Effects +FXVehicleEmbeddedFile = Models/GFX/VehicleEmbeddedFX.M3D ### Default Model for Vehicle Embedded Effects +FXBossShieldAspect = 0.500000 ### +FXBossShieldScale = 1.500000 ### +FXBossShieldRadius = 600.000000 ### +DataPackInterTime = 0.600000 ### DataPack Interpolate Status Time +DataPackLaserLong = 225.000000 ### DataPack Long of the Laser +DataPackLaserSize = 8.000000 ### DataPack Size of the Laser +MessengerLightingDist = 2000.000000 ### Max Distance to show Messenger Lighting Effects +FXRustyChispasSoundVol = 1.000000 ### Rusty efecto de chispas sound volume +FXRustyChispasSound = FXRustyChispasSound ### Rusty efecto de chispas sound name +SentinelLaserScanerDist = 4500.000000 ### Max Distance to show Sentinel Laser Scaner +SndLoopCharNPCMul = 2.500000 ### Multiplicador de volumen para los loops de los npcs +FallSoundVel = 600.000000 ### Beyond this fallspeed, the fallsound will run... +TimeToAbortSelectChar = 30.000000 ### Time to call AbortSelectFunc in chars if inactive. +CharProcessReduction = 2000.000000 ### Beyon this distance, the processing speed will be reduced if no visible. +EnergyBarActive = 1 ### if 0, the energy bar action is disable. +CharUsrPushSpeed = 100.000000 ### Speed in cm/seg used to push characters.... +AbortSelectDistance = 1500.000000 ### At this distance (from the center), the selection must be reseted. +EnergyRechargeTime = 15.000000 ### Time to recharge the full energy... +CharGrav = 1960.000000 ### Characters Gravity. +AlwaysRun = 1 ### 1 allways run, 0 allways walk. +WalkCameraCenter = 0.000000 ### 0 is none else is the time to back to the standard view. +PadTurnSpeed = 1.000000 ### Aditional rotation for pad controllers. +FXSebastianFlashFile = Models/GFX/Sebastian/Flash.M3D ### Default Model for Sebastian Flash Effect +RustyHitPosZ = -135.000000 ### Rusty Hit Displacement from center +RustyHitPosY = -65.000000 ### Rusty Hit Displacement from center +RustyHitPosX = -50.000000 ### Rusty Hit Displacement from center +FXRustyHitFile = Models/GFX/Rusty/Hit.M3D ### Default Model for Rusty Hit Effect +PoliceBossBrupBounceSoundVol = 0.000000 ### Police Boss Brup debris bounce sound volume +PoliceBossBrupBounce2Sound = PoliceBossBrupBounce2Sound ### Police Boss Brup debris bounce sound2 name +PoliceBossBrupBounce1Sound = PoliceBossBrupBounce1Sound ### Police Boss Brup debris bounce sound1 name +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 +PoliceBossBrupPosZ = -100.000000 ### Police Boss Brup Displacement from center +PoliceBossBrupPosY = 5.000000 ### Police Boss Brup Displacement from center +PoliceBossBrupPosX = 5.000000 ### Police Boss Brup Displacement from center +PoliceBossBrupBaseFile = Models/Misc/NutsAndScrew/NutsAndScrew ### Default Model for Police Boss Brup Effect +PoliceBossActionRadius = 1000.000000 ### Radius of PoliceBoss fun FX to the polices. +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 +PoliceAlarmStepSTM = 0.100000 ### Police Alarm Step in any Show Me The Money Action. +PoliceStealQuanto = 10 ### Money stealed by the banker to the main player +NurseAlarmHit = 0.250000 ### How values must increment when nurse hits +NurseDispRad = 75.000000 ### Nurse hit detector Radius +NurseDispDist = 120.000000 ### Nurse hit detector displacement distance +FXHammerHitFile = Models/GFX/Nurse/HammerHit.M3D ### Default Model for Nurse Hammer Hit Effect +OnSleep = ### Function to be called when the the player, as a nurse, sleeps someone +MessengerTakeDataPackSoundVol = 1.000000 ### Messenger Take DataPack sound volume +MessengerTakeDataPackSound = MessengerTakeDataPack ### Messenger Take DataPack sound name +MessengerShootSoundVol = 1.000000 ### Messenger shoot impact sound volume +MessengerShootSound = MessengerShoot ### Messenger shoot impact sound name +MessengerAttackPosZ = -40.000000 ### Messenger Attack Displacement from center +MessengerAttackPosY = -25.000000 ### Messenger Attack Displacement from center +MessengerAttackPosX = 0.000000 ### Messenger Attack Displacement from center +FXMessengerTakeDataPackFile = Models/GFX/Messenger/TakeDataPack.M3D ### Default Model for Messenger Take DataPack Effects +FXMessengerAttackFile = Models/GFX/Messenger/Attack.M3D ### Default Model for Messenger Attack Effects +MessengerAmmoCost = 0.050000 ### Messenger AmmoCost Per shoot +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 +MercenaryDrinkPosZ = 28.000000 ### Mercenary Drink Displacement Z from center +MercenaryDrinkPosY = 2.000000 ### Mercenary Drink Displacement Y from center +MercenaryDrinkPosX = 14.000000 ### Mercenary Drink Displacement X from center +MayorSleepPercent = 20.000000 ### Sleep when listen probability +MayorListenPercent = 50.000000 ### Listen percent probability +MayorBlabliblaRadius = 1000.000000 ### Radius of Mayor´s Bla-Blas. +FXMaintenanceWorkFile = Models/GFX/Maintenance/Work.M3D ### Default Model for Maintenance Robot Work Effects +MaintenanceWorkSoundAttEnd = 0.000000 ### Maintenance Work sound attend +MaintenanceWorkSoundAttIni = 0.000000 ### Maintenance Work sound attini +MaintenanceWorkSoundVol = 0.800000 ### Maintenance Work sound volume +MaintenanceWorkSound = MaintenanceWorkSound ### Maintenance Work sound name +OnFlash = ### Function to be called when the the player, flash someone +GearLowWeaponEnergy = 0.130000 ### Gear low weapon energy value (between 0 and 1) +GearMissileSpeed = 2500.000000 ### Gear missile speed +FXGearMissileFile = Models/GFX/Gear/Missile.M3D ### Default Model for Gear Missile Effect +GearXplodeRadius = 250.000000 ### Radius of Gear's electric ball explosion. +GearShootPosZ = -180.000000 ### Gear shoot Displacement from center +GearShootPosY = -45.000000 ### Gear shoot Displacement from center +GearShootPosX = -50.000000 ### Gear shoot Displacement from center +GearMissileThunderSoundVol = 1.000000 ### Gear missile thunder sound volume +GearMissileThunder2Sound = GearMissileThunder2 ### Gear missile thunder 2 sound name +GearMissileThunder1Sound = GearMissileThunder1 ### Gear missile thunder 1 sound name +GearMissileSoundVol = 1.000000 ### Gear missile loop volume +GearMissileSound = GearMissile ### Gear missile loop name +GearHitSoundVol = 1.000000 ### Gear hit impact sound volume +GearHitSound = GearHit ### Gear hit impact sound name +GearShootSoundVol = 1.000000 ### Gear Shoot impact sound volume +GearShootSound = GearBoom ### Gear Shoot impact sound name +GearLoadWeaponSoundVol = 1.000000 ### Gear Load Weapon sound volume +GearLoadWeaponSound = GearLoadWeapon ### Gear Load Weapon sound name +GearShootHitAlarm = 0.150000 ### The amount that will grow up if a shoot hits... +GearShootFailAlarm = 0.100000 ### The amount that will grow up if a shoot fails... +GearShootDistance = 20000.000000 ### Range in the Armored Gear weapon +GearShootDamage = 13 ### Damage by the Armored Gear weapon +FunctionaryEffectFastSoundVol = 1.000000 ### Functionary Fast Effect sound volume +FunctionaryEffectFastSound = FunctionaryEffectFastSound ### Functionary Fast Effect sound name +FunctionarySpecialActionLow = 0.150000 ### Functionary special action low value (between 0 and 1) +DTritusHitTimeFader = 0.200000 ### DTritus Effect Time +DTritusHitTimeSpeed = 0.050000 ### DTritus Effect Time +FXDTritusKillFile = Models/GFX/DTritus/Kill.M3D ### Default Model for DTritus Kill Effect +FXDTritusAttackFile = Models/GFX/DTritus/Attack.M3D ### Default Model for DTritus Attack 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 +DesktopJumpSlideTime = 0.500000 ### Sliding time to jump again. +DesktopJumpPrice = 5 ### if desktop jump over any character, the price of money is... +DesktopJumpSpeed = 1000.000000 ### Jump speed in cm/sec +BishopHitSoundVol = 1.000000 ### Bishop hit impact sound volume +BishopHitSound = BishopHit ### Bishop hit impact sound name +BishopShootSoundVol = 1.000000 ### Bishop shoot impact sound volume +BishopShootSound = BishopShoot ### Bishop shoot impact sound name +BishopAttackRandOff = 50.000000 ### Bishop Attack Random Offset from center +BishopAttackPosZ = -135.000000 ### Bishop Attack Displacement from center +BishopAttackPosY = 25.000000 ### Bishop Attack Displacement from center +BishopAttackPosX = -15.000000 ### Bishop Attack Displacement from center +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 +BishopAngleVariation = 60.000000 ### Angle of Randominzation of the shoot impulse +BishopAmmoCost = 0.025000 ### Bishop AmmoCost Per shoot +BishopWeaponDamage = 8 ### Bishop damage per hit that make the bishop +BishopLivePrice = 1000 ### Bishop live price +MaxPlayerLives = 50 ### Max player lives +BettyHSpeed = 1.100000 ### Betty Speed Rotation (Horizontal) +BettyVSpeed = 1.100000 ### Betty Speed Rotation (Vertical) +BettyHitPosZ = -65.000000 ### Betty Hit Displacement from center +BettyHitPosY = -120.000000 ### Betty Hit Displacement from center +BettyHitPosX = 20.000000 ### Betty Hit Displacement from center +FXBettyKillFile = Models/GFX/Betty/Kill.M3D ### Default Model for Betty Kill Effect +FXBettyAttackFile = Models/GFX/Betty/Attack.M3D ### Default Model for Betty Attack Effect +BettyHitTopLimit = 300.000000 ### Betty Hit Top Limit (Y) +BettyHitRadius = 1000.000000 ### Betty Hit Radius +BettyHitTimeFader = 0.250000 ### Betty Effect Time +BettyHitTimeSpeed = 0.350000 ### Betty Effect Time +BertoFlashSoundVol = 1.000000 ### Berto Flash sound volume +BertoFlashSound = BertoFlash ### Berto Flash sound name +FXBertoFlashFile = Models/GFX/Berto/Flash.M3D ### Default Model for Berto Flash Effect +FXBertoAttackFile = Models/GFX/Berto/Attack.M3D ### Default Model for Berto Attack Effect +BertoFlashDist = 400.000000 ### Berto Flash Max Distance +BertoAmmoCost = 0.030000 ### Berto AmmoCost Per shoot +BankMasterBatonPosZ = -85.000000 ### BankMaster Baton Displacement from center +BankMasterBatonPosY = 35.000000 ### BankMaster Baton Displacement from center +BankMasterBatonPosX = 0.000000 ### BankMaster Baton Displacement from center +FXBankMasterSuctionFile = Models/GFX/BankMaster/Suction.M3D ### Default Model for BankMaster Suction Effect +FXBankMasterAttackFile = Models/GFX/BankMaster/Attack.M3D ### Default Model for BankMaster Attack Effect +BankMasterVacumDist = 1000.000000 ### BankMaster Flash Max Distance +BankMasterAmmoCost = 0.050000 ### BankMaster AmmoCost Per shoot +FXBankerStealFile = Models/GFX/BankDirector/BankerSteal.M3D ### Default Model for Banker Steal Effect +BankerStealSoundVol = 1.000000 ### Banker Steal sound volume +BankerSteal3Sound = BankerSteal ### Banker Steal sound name +BankerSteal2Sound = BankerSteal ### Banker Steal sound name +BankerSteal1Sound = BankerSteal ### Banker Steal sound name +BankerStealPosZ = -60.000000 ### Banker Steal Displacement from center +BankerStealPosY = 10.000000 ### Banker Steal Displacement from center +BankerStealPosX = -50.000000 ### Banker Steal Displacement from center +BankerStealQuanto = 30 ### Money stealed by the banker to the main player +FullCameraTest = 0 ### Activates/deactivates de camera test. +OutWalkCamFar = 400000.000000 ### default clip far distance for characters (outdoor) +OutWalkCamNear = 20.000000 ### default clip near distance for characters (outdoor) +WalkCamFar = 100000.000000 ### default clip far distance for characters (indoor) +WalkCamNear = 10.000000 ### default clip near distance for characters (indoor) +VehicleCamFar = 500000.000000 ### default clip far distance for vehicles +VehicleCamNear = 50.000000 ### default clip near distance for vehicles +FreeCameraCollide = 1 ### If the camera can collide with the world. +VehicleCamDist2 = 1000.000000 ### Default camera distance for vehicles in cm +VehicleCamDist = 1000.000000 ### Default camera distance for vehicles in cm +AlwaysFlushLog = 1 ### Always flush log file (0/1) +LogFile = log.html ### Log File to write the console debug log. ONLY works as argument in command line. +debug = 10 ### 0 = Nothing, 1 = Something, 2 = Everything, 3 = Everything and much more +ShowTestCanGoAI = 0 ### Show points to test can go to point. +ShowInfoRegAI = -1 ### Show info region when creation graph. +AltPerpFloorAI = 20000.000000 ### Alt. máx. to get point perp. +BatchBuildGraph2DAI = 0 ### To Build Graph 2D. +ShowNodes2DAI = 0 ### 0 = No Show, 1 = Show Regions, 2 = Show Portals, 3 = Show Link's Portals, 4 = Show Portals + Links. +AltMinTestWalkAI = 25.000000 ### Alt. min. to test walk. +ViewerIniAI = 0 ### To initialize AI in Viewer. +BatchBuildGraph3DAI = 0 ### To Build Graph 3D. +ShowNodesAI = 0 ### Show info graph. +RADIUS_OBJECTIVE_IN_ROUTE = 4000.000000 ### Radius Points Route. +DistGetPVisTrafficAI = 200000.000000 ### Distance máx. to repos traffic. +MaxNumTrackNormalDensityAI = 15 ### Max. number of ships in track with normal density. +MaxNumTrackLowDensityAI = 7 ### Max. number of ships in track with low density. +MinDistNodeTrafficAI = 15000.000000 ### Min. distance between nodes of traffic. +ShowNumTrafficAI = 0 ### Show info traffic num. +ShowTrafficAI = 0 ### Show info traffic. +ShowAStarAI = 0 ### Show info AStar. +TimeChangeWeapCMAI = 1.000000 ### Time to change weapon CM. +TimeChangeWeapAI = 10.000000 ### Time to change weapon. +TimeShootCMAI = 0.500000 ### Time Continue Shooting CM. +TimeShootAI = 1.000000 ### Time Continue Shooting. +ShortDistShootAI = 20000.000000 ### Short Distance for weapons short distance. +MinDistCMAI = 30000.000000 ### Distance min. use contrameasure. +OffsetAngShootAI = 0.196350 ### Offset angle to shoot. +ShowVehWeapAI = ### Show Features Weapon vehicle. +ShowStopShipAI = 0 ### Info of agents stopped. +MinTimeReposAI = 0.050000 ### Min. time to repos vehicle. +DecVelBrakeAI = 0.100000 ### Dec. of velocity to brake. +MinAngleSearchPointAI = 0.010000 ### Angle to search point route. +DepthSearchPosGoAI = 1 ### Depth to search inside segment fo path. +LimVelTurnObjectiveAI = 1.000000 ### Limit velocity to turn. +TimeReactTurnAI = 2.000000 ### Time reaction turn AI (in sec.). +DistBrakeObjAI = 10000.000000 ### Distance brake to objective. +VelTurnAI = 1400.000000 ### Velocity Min. to turn curves (cm/s). +DistBoostAI = 30000.000000 ### Distance Min. to reactivate the Boost. +TimeMaxReachBoostAI = 4.000000 ### Time Max. to reach the objective to activate boost. +MaxRotAI = 20.000000 ### Factor to control rotation. +MinRotAI = 2.000000 ### Factor to control rotation. +ShowVehAI = ### Show Features vehicle. +OnObjectiveNullAI = ### Execute function in Python if objective is null +OnItemTakenAI = ### Execute function in Python to take item +VelTrafficLightRotAI = 5556.000000 ### Vel. traffic light to rotate. +VelReposStopAI = 7000.000000 ### Vel. to repos agent back to camera. +VelReposBackAI = 3000.000000 ### Vel. to repos agent back to camera. +RADIUS_OBJECTIVE_TRAFFIC_INDOOR = 4000.000000 ### Radius Points Traffic InDoor. +RADIUS_OBJECTIVE_TRAFFIC = 4000.000000 ### Radius Points Traffic. +DimWindowReposYAI = 20000.000000 ### Dimension Y window to reposition agent. +DimWindowReposXAI = 20000.000000 ### Dimension X window to reposition agent. +MaxDistAroundReposAI = 20000.000000 ### Distance max. to reposition the agent around point of reposition. +MaxAngleReposAI = 0.392699 ### Angle max. to reposition the agent. +MaxMarginObjTrafficAI = 1000.000000 ### . +MinDistBetweenTrafficAI = 5000.000000 ### Distance Min. between two ships of traffic. +MaxDistChaseAI = 15000.000000 ### Distance Max. to objective Chase AI. +MinDistChaseAI = 5000.000000 ### Distance Min. to objective Chase AI. +MaxDistChaseElevatorAI = 20000.000000 ### Distance Max. to objective Chase AI inside hangar. +MinDistChaseElevatorAI = 10000.000000 ### Distance Min. to objective Chase AI inside hangar. +MaxDistElevatorAI = 10000.000000 ### Distance Max. to detect elevator near. +TimeDamageAI = 3.000000 ### Time in sec. control damage. +DistGetAwayBoostAI = 5000.000000 ### Distance min. get away with boost. +DistNotGetAwayAI = 45000.000000 ### Distance not get away from enemy. +DistMinItemAI = 5000.000000 ### Distance Min. for AI's purposes. +ShootAI = 0 ### 0 = AI cannot shoot, 1 = AI can shoot. +MinDistReposAI = 75000.000000 ### Distance min. to reposition the agent. +MaxDistReposAI = 100000.000000 ### Distance max. to reposition the agent. +MinDistReposStopAI = 125000.000000 ### Distance min. to reposition the agent when camera stopped. +MaxDistReposStopAI = 150000.000000 ### Distance max. to reposition the agent when camera stopped. +MinDistReposNotVisAI = 37500.000000 ### Distance min. to reposition the agent not visible. +MaxDistReposNotVisAI = 75000.000000 ### Distance max. to reposition the agent not visible. +DepthPathRouteOutDoorAI = 6 ### Depth Path in Route. +OffsetMoveNurseAI = 25.000000 ### Offset to move Nurse. +DistActionNurseAI = 1600.000000 ### Distance to action the Nurse. +ShowPathAI = 0 ### 0 = No Show, 1 = Show +DistMaxShootMessengerAI = 4000.000000 ### Dist. Max. shooting Messenger. +TimeShootMessengerAI = 1.000000 ### Time shooting Messenger. +OffsetAngShootMessengerAI = 1.570796 ### Offset angle to shoot the Messenger. +ShootMessengerAI = 3 ### Factor shoot Messenger. +OffsetAngShootGearAI = 0.196350 ### Offset angle to shoot the Gear. +ShootGearAI = 3 ### Factor shoot Gear. +TimeBetwChangeStateAI = 0.050000 ### Time between change state +AngleStrafeUnderAttackSentinelAI = 1.570796 ### Angle of the opponent to strafe under attack. +TimeStrafeUnderAttackSentinelAI = 2.000000 ### Angle of the opponent to strafe under attack sentinel. +LimVelRotDinamicMessengerAI = 0.300000 ### Lim. Vel. Rot. Dinamic Messenger. +VelRotDinamicMessengerAI = 3.000000 ### Vel. Rot. Dinamic Messenger. +TimeStrafeUnderAttackGearAI = 3.000000 ### Angle of the opponent to strafe under attack. +AngleStrafeUnderAttackGearAI = 1.570796 ### Angle of the opponent to strafe under attack. +TimeStrafeUnderAttackBishopAI = 3.000000 ### Angle of the opponent to strafe under attack. +AngleStrafeUnderAttackBishopAI = 1.570796 ### Angle of the opponent to strafe under attack. +TimeStrafeLostObjCharAI = 1.500000 ### Time to do strafe when lost objective. +FactorDistTestColBackCharAI = 1.500000 ### Factor distance to check collision while backward. +FactorDistTestColCharAI = 6.000000 ### Factor distance to check collision. +TimeBetweenEventCollCharAI = 5.000000 ### Time between events collision between agents. +TimeTestCollCharAI = 0.000000 ### Time to control time between tests collision between agents. +TimeStopCollCharAI = 1.000000 ### Time to control time between tests collision between agents when stopped. +TimeEventCollCharAI = 1.000000 ### Time to control event collision between agents. +MarginDetectCollCharAI = 20.000000 ### Margin to detect collision with characters. +MarginCollCharAI = 5.000000 ### Margin to test collision with characters. +MaxDistStopVisObjChaseWithOutActionAI = 1000.000000 ### Max. distance stopped while is visible objective. +MaxDistStopVisObjChaseWithActionAI = 2000.000000 ### Max. distance stopped while is visible objective. +MinDistStrafeCharAI = 300.000000 ### Min. distance to do while straffing. +MinAngleSearchPointCharAI = 0.130900 ### Angle to search point route. +DistNextPosGoTargetCharAI = 305.000000 ### Dist. to check new position to go. +NumPointsSearchSegmentCharAI = 3 ### Num. Points to search point in segment. +OffsetAngOrientCharAI = 0.049087 ### Offset angle to final orient. +MaxRotCharAI = 7.500000 ### Max. vel. rotation. +LimVelTurnCharAI = 2.000000 ### Limit velocity to turn. +DistShirkCharAI = 0.100000 ### Factor distance change shirk to move. +NameDebugShirkAI = ### Show info shirk agent. +ShowShirkAI = 0 ### Show info shirk. +ShowCharAI = ### Show Features character. +MinTalkCharAI = 100.000000 ### Min. diff. alt. to talk between two chars. +MinNumTalksCharAI = 7 ### Time num. talks char. +MinTimeStoppedTurnPatrolCharAI = 5.000000 ### Time min. duration turn to center of patrol char. +MinTimeStoppedCharAI = 10.000000 ### Time min. duration state intern stopped char. +MinTimeStopTempCharAI = 30.000000 ### Time min. duration state intern. +DistRadPauseCharAI = 1000.000000 ### Distance to radius of patrol to determine pause. +DistMaxCheckReposAI = 5000.000000 ### Distance max. to check repos. +DistMinCheckReposAI = 1000.000000 ### Distance to check repos. +DistMaxCheckPauseAI = 15000.000000 ### Distance max. to check pause. +DistMinCheckPauseAI = 2000.000000 ### Distance to check pause. +AngAttackBackCharAI = 0.785398 ### Angle to attack back. +MaxHeightChaseCharAI = 300.000000 ### Max height to chase. +DepthPathRouteInDoorAI = 6 ### Depth Path in Route. +DistMaxShootBishopAI = 4000.000000 ### Dist. Max. shooting Bishop. +TimeShootBishopAI = 2.000000 ### Time shooting Bishop. +OffsetAngShootBishopAI = 0.196350 ### Offset angle to shoot the Bishop. +ShootBishopAI = 3 ### Factor shoot Bishop. +NotShootAI = 0 ### 0 = Shoot AI, 1 = Not Shoot AI +ShowAI = 1 ### 0 = No Show, 1 = Show Inf. AI +DefInterpTime = 0.120000 ### Interpolation value by default. +LogActEvents = 0 ### Drops to the console the log events.\ \ No newline at end of file