forked from ReScrap/ScrapHacks
		
	
		
			
				
	
	
		
			1557 lines
		
	
	
		
			No EOL
		
	
	
		
			164 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			1557 lines
		
	
	
		
			No EOL
		
	
	
		
			164 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
| 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              = <Callback function>                 ### 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                      = <Callback function>                 ### ChatEvent(id) only for racer input modes.   The chat key has been pressed.
 | ||
| QChatEvent1                    = <Callback function>                 ### QChatEvent1(id) only for racer input modes. The quick chat message has been pressed.
 | ||
| QChatEvent2                    = <Callback function>                 ### QChatEvent2(id) only for racer input modes. The quick chat message has been pressed.
 | ||
| QChatEvent3                    = <Callback function>                 ### QChatEvent3(id) only for racer input modes. The quick chat message has been pressed.
 | ||
| QChatEvent4                    = <Callback function>                 ### QChatEvent4(id) only for racer input modes. The quick chat message has been pressed.
 | ||
| QChatEvent5                    = <Callback function>                 ### QChatEvent5(id) only for racer input modes. The quick chat message has been pressed.
 | ||
| QChatEvent6                    = <Callback function>                 ### QChatEvent6(id) only for racer input modes. The quick chat message has been pressed.
 | ||
| MainMissionEvent               = <Callback function>                 ### MainMissionEvent(id) <Mission menu> event when input is not in ´menu´ mode.
 | ||
| EscapeEvent                    = <Callback function>                 ### EscapeEvent(id) <MainMenu> 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                     = <Callback function>                 ### 
 | ||
| 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              = <Callback function>                 ### 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            = <Callback function>                 ### Called every time that server is found in a browsing operation.
 | ||
| OnChatString                   = <Callback function>                 ### OnChatString(UsrId,UsrString) UsrId is the number id ('net'UsrId)
 | ||
| OnUsrString                    = <Callback function>                 ### OnUsrString(UsrId,UsrString) UsrId is the number id ('net'UsrId)
 | ||
| ClientConectionStatus          =                                     ### String with conection information
 | ||
| ServerMinSendDelay             = 5                                   ### Mininimal delay between packets (in seconds).
 | ||
| OnClientModify                 = <Callback function>                 ### OnClientModify(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modified
 | ||
| OnClientJoin                   = <Callback function>                 ### OnClientJoin(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship created
 | ||
| OnClientExit                   = <Callback function>                 ### 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                = <Callback function>                 ### ClientSetConfig(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modifed
 | ||
| ClientSetPlayer                = <Callback function>                 ### ClientSetPlayer(EntityName)
 | ||
| ClientAfterCreate              = <Callback function>                 ### ClientAfterCreate(EntityName,ResoruceName)
 | ||
| ClientCreate                   = <Callback function>                 ### ClientCreate(EntityName,ResoruceName)
 | ||
| ClientDelRes                   = <Callback function>                 ### ClientDelRes(Num,Descriptor)
 | ||
| ClientAddRes                   = <Callback function>                 ### 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      = <Callback function>                 ### 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             = <Callback function>                 ### 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           = <Callback function>                 ### Called if player helped police
 | ||
| OnNeedMoreChasingTraffic       = <Callback function>                 ### Called if the chasing traffic is not enough
 | ||
| OnNeedMoreTraffic              = <Callback function>                 ### 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            = <Callback function>                 ### 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 function>                 ### Callback when a occupied parking zone is free.
 | ||
| OnParkingOccupied              = <Callback function>                 ### 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                        = <Callback function>                 ### 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           = <Callback function>                 ### 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         = <Callback function>                 ### Called if a messager takes a datapack
 | ||
| MessengerDropCallback          = <Callback function>                 ### 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                   = <Callback function>                 ### This function is called if we need a Police
 | ||
| CreateGear                     = <Callback function>                 ### This function is called if we need a Gear
 | ||
| GetAwayHumanDist               = 600.000000                          ### Get away human dist
 | ||
| OnDefStateCallback             = <Callback function>                 ### 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     = <Callback function>                 ### 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           = <Callback function>                 ### Called if no police active in game.
 | ||
| OnDominFriendDeath             = <Callback function>                 ### Called when a friend dies
 | ||
| LeaderName                     =                                     ### Leader name
 | ||
| OnDominEnemyDeath              = <Callback function>                 ### 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                  = <Callback function>                 ### 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                           = <List of defines>                   ### User Control definition
 | ||
| Pad3                           = <List of defines>                   ### User Control definition
 | ||
| Pad2                           = <List of defines>                   ### User Control definition
 | ||
| Pad1                           = <List of defines>                   ### User Control definition
 | ||
| PCPadForeground                = 1                                   ### 
 | ||
| IsUsingMouse                   = 1                                   ### 
 | ||
| MainPcPad                      = -1                                  ### -1= all
 | ||
| PCPadConnected                 = 0                                   ### 
 | ||
| Mouse                          = <List of defines>                   ### User Control definition
 | ||
| InvertMouse                    = 0                                   ### 0 = Mouse normal... 1 = Mouse inverted.
 | ||
| MouseSensitivityV              = 1.000000                            ### Vertical Mouse Sensitivity
 | ||
| MouseSensitivityH              = 1.000000                            ### Horizontal Mouse Sensitivity
 | ||
| Kb                             = <List of defines>                   ### User Control definition
 | ||
| PauseInactivityTime            = 0                                   ### Pause Inactivity time if need.
 | ||
| CheckInactivityTime            = 120.000000                          ### Inactivity time in seconds to launch the Function.
 | ||
| CheckInactivityFunc            = <Callback function>                 ### Inactivity time function to launch.
 | ||
| LogRumble                      = 0                                   ### Log the input and output to the rumble interface.
 | ||
| OnCrazyDealTarget              = <Callback function>                 ### Function to be called when a crazy deal target is reached
 | ||
| OnCrazyDealFinished            = <Callback function>                 ### 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                = <Callback function>                 ### 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                 = <Callback function>                 ### Function to be called to set up the mine properties
 | ||
| CreateSonicFunc                = <Callback function>                 ### 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                   = <Callback function>                 ### Function to be called to set up the EMI properties
 | ||
| CreateEMIFunc                  = <Callback function>                 ### 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                 = <Callback function>                 ### Function to be called to set up the cloud properties
 | ||
| CreateCloudFunc                = <Callback function>                 ### 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                   = <Callback function>                 ### HookPlugFunc(VehicleName,state) when the hook changes de state
 | ||
| RestoreUpgradeFunc             = <Callback function>                 ### 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                = <Callback function>                 ### 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                        = <Callback function>                 ### 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                        = <Callback function>                 ### 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              = <Callback function>                 ### Execute function in Python if objective is null
 | ||
| OnItemTakenAI                  = <Callback function>                 ### 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.\ |