forked from ReScrap/ScrapHacks
1557 lines
No EOL
164 KiB
Text
1557 lines
No EOL
164 KiB
Text
FastGetYSector = 1 ### Fast GetYSector (0/1)
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SharedTexuresPath = 2D/Textures/Shared/ ### Default path for shared textures ($name.bmp)
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SM3_CheckTime = 1 ### Check filetime of SM3 files (0/1)
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SM3_UseScenes = 1 ### Read/Write SM3 files (0/1/2)
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CM3_DeleteM3D = 0 ### Delete M3D file after CM3 creation (0/1)
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||
CM3_CheckTime = 1 ### Check filetime of CM3 files (0/1)
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CM3_UseScenes = 1 ### Read/Write CM3 files (0/1/2)
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ShowNodesTree = 0 ### Show nodes tree at model M3D loading time (0/1)
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OptimizeNodes = 7 ### 0=none, 1=delete unused nodes, 2=colapse to bip nodes, 4=AniMask, 7=all
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UseWSM = 0 ### Use ObjTMAfterWSM (0/1)
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R_UsePortals = 0 ### Use portals (0/1)
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R_ShowPortals = 0 ### Show portals (0/1/2/3)
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R_SpriteSector = 1 ### Use sector visibility for sprites
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R_ShowPreIllumVtx = 0 ### Show preilluminated vertex objects (0|1|2)
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R_SkipModelFX = 0 ### Disable model effects (0/1)
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R_TranspZBias = 200.000000 ### Transp. sort z-bias (def. 200.0)
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R_ShowTranspBox = 0 ### Show transparent nodes (0/1)
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R_MeshCache = 1 ### Use mesh cache for non-transparent nodes (0/1, 10=info)
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R_SkinNodeSpace = 1 ### Calculate skinning in node space (pos)
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R_ParticlesZBias = 1 ### Particle ZBias (0/1)
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R_ParticlesAlphaDist = 1 ### Particle Alpha Dist Attenuation
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R_ParticlesLock = 0 ### Particle Lock mode (1=always discard)
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R_ParticlesDraw = 1 ### Render Particle Primitives
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R_ParticlesOne = 0 ### Render only first particle on the Vertex Buffer
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R_MaxSparkSize = 20.000000 ### Max spark size
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R_MinSparkDist = 1.000000 ### Min spark distance to camera
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R_ShowEVA = 0 ### Show vertex anim. (0/1)
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R_UseEVA = 1 ### Use vertex anim. (0/1)
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R_ShowSkin = 0 ### Show skinning (0/1)
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R_UseSkin = 1 ### Use skinning (0/1)
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NodeFXSpringDebug = 0 ### NodeFX Spring override (0/1)
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NodeFXSpringShow = 0 ### NodeFX Spring debug info
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NodeFXSpringMSec = 50 ### NodeFX Spring calc. period (msec)
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NodeFXSpringMidP = 0.500000 ### NodeFX Spring mid-point
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NodeFXSpringRotX = 0.000000 ### NodeFX Spring rotation x (deg)
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NodeFXSpringRot = 0.500000 ### NodeFX Spring rotation coef.
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NodeFXSpringSprng = 0.300000 ### NodeFX Spring coef 1 (spring coef)
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NodeFXSpringDamp1 = 0.000000 ### NodeFX Spring damp 1 (spring damp)
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NodeFXSpringDamp2 = 0.600000 ### NodeFX Spring damp 2 (global damp)
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NodeFXWheelShow = 0 ### NodeFX Wheel debug info
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NodeFXWheelSlide = 1.000000 ### NodeFX Wheel sliding factor
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NodeFXWheelRadius = 1.000000 ### NodeFX Wheel radius multiplier
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R_AnimNodo_Count = 273 ### AnimNodo counter
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OptAnimPosMax = 2000.000000 ### AnimPos compression max dist
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OptAnimFovErr = 0.010000 ### AnimFOV optimization epsilon (deg)
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OptAnimRotErr = 0.030000 ### AnimRot optimization epsilon (deg)
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OptAnimPosErr = 0.010000 ### AnimPos optimization epsilon
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OptimizeAnims = 1 ### 0=none, 1=Compact anims
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VideoScaleBlue = 1.000000 ### Video blue color scale (def. 1.0)
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VideoScaleGreen = 1.000000 ### Video green color scale (def. 1.0)
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VideoScaleRed = 1.000000 ### Video red color scale (def. 1.0)
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VideoScaleRGB = 1.000000 ### Video color scale (def. 1.0)
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VideoGammaRGB = 1.000000 ### Video color gamma (def. 1.0)
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R_LensFlare = 1 ### Render LensFlare (0/1)
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R_VideoLockShow = 0 ### Video frame lock show quad
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R_VideoLockBuf = 1 ### Video frame lock buffers (1/2/3)
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R_VideoLockMode = 2 ### Video frame lock mode (0/1/2/3)
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R_Trails = 1 ### Render Trails (0/1)
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BuildMST = 1 ### Build and load MultiSprite MST files (0/1)
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R_ShowFlaresInfo = 0 ### Show flares debug info (0/1)
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R_SkipFlares = 1 ### Disable flares rendering (0/1)
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LightmapGlowMult = 1.000000 ###
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LightmapDebugTex = 0 ###
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LightmapPackMode = 2 ###
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LightmapLimitUV = 1 ###
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LightmapDxtPadding = 0 ###
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ShowInfoOnSectorError = 0 ### show debug info on sector errors (0/1)
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TXF_Helper = 0 ### TXF helper (exits before write .EMI file) (0/1)
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TXF_CheckFiles = 0 ### check .TXF files (0/1)
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RadiosityMinDist = 0.600000 ### Min. distance between patches coef
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RadiosityPortals = 0 ### Use portals for radiosity (0/1)
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RadSkipBySectors = 0 ### Use sectors for radiosity (0/1)
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LightmapLinealAtten = 1 ### Use lineal attenuation for lightmap lights (0/1)
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MapRenderMap = ### Render only the specified materials (ie: wall*)
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MapRenderMat = ### Render only the specified materials (ie: wall*)
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MapSortByShader = 0 ### Sort by mat&shader (0/1)
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MapDrawBySector = 1 ### Draw map by sector (0/1)
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MapDrawSector = -2 ### Draw only the specified sector (def. -2)
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RenderSectors = 1 ### Render sectors (0/1)
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RenderMap = 1 ### Render map (0/1)
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R_ForceLMap = -1 ### Force primary/secondary lightmap (def. -1)
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PlayVideoFX = 0 ### Video playback image fx (1=MirrorY,2=MirrorX)
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MovieFramerate = 30 ### Movie FPS for avi recording
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MovieJpegQuality = 95 ### JPEG quality for movies (0..100)
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MovieCacheSize = 256 ### File buffer size for movies (Megabytes)
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MovieUseMemory = 0 ### Movie uses RAM instead of HD (0/1)
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R_Tex_Count = 103 ### Texture counter
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TexturePool = 0 ### 0=pool_default, 1=pool_managed
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SaveDXT5 = 1 ### Save DXT5 textures (0/1)
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BumpDDS = 0 ### Allow compression of bump textures (0/1)
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CachedTex = 20 ### Max. cached textures
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MipmapColor = 0 ### Colorize each mipmap level (0/1)
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MipmapFade = 0 ### Fadeout each mipmap level (0/1)
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SharpenMore = 0 ### Extra sharpen for each mipmap level (0/1)
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TextureLOD = 0 ### Most detailed mipmap level used (0=disable)
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DUDVMipmap = 1 ### Allow mipmapping for DUDV textures (0/1)
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BumpMipmap = 0 ### Allow mipmapping for bump textures (0/1)
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BuildDDS = 0 ### Build DDS Textures (0/1)
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R_ParticlesCount = 540 ### Particles Count
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R_ParticleSector = 1 ### Use sector visibility
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R_ParticleFlags = -1 ### Particle flags
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R_ParticleScale = 1.000000 ### Particle scale
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R_ParticleRate = 0 ### Particle rate
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R_ParticleLife = 1.000000 ### Particle life
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R_ParticleVelScale = 1.000000 ### Particle velocity scale 1
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R_Particles = 1 ### Transform & Show Particles (0/1)
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SpriteScaleWidth = 1.000000 ###
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R_FogAbsDist = 0 ### Fog range is in world coords (0/1)
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R_FogDensity = 0.000000 ### Force fog density (def. 0)
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R_FogColor = -1 ### Force fog color (def. -1)
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R_FogEnable = 1 ### Allow/disable fog (def. 1)
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R_PortalBand = 0 ### Portal clipping viewport margin
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R_PortalClip = 1 ### Use portal viewport for clipping (0/1)
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R_PortalEnd = 1 ### Use end sectors (0/1)
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R_PortalExt = 1 ### Use sector visibility extension (0/1/2)
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R_PortalPos = 1 ### Use sector position cache (0/1)
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R_PortalNorm = 1 ### Use portal plane normal (0/1)
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R_PortalDist = 20.000000 ### Portal min. distance factor
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ShowWorldDummies = ### Show the specified world dummies (ie: DM_*)
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WorldPreIllum = 2 ### World static illum. (0=skip,1=normal,2=selfillum)
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SkyTubeTest = 20000000.000000 ### Sky tube test far plane
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SkyRotation = 0.000000 ### Sky rotation in degrees (Y-axis)
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SkyPosScale = 1.000000 ### Sky position scale
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SkyZBuffer = 0 ### Sky requires ZBuffer
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SkyInit = 1 ### Sky initialization
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RenderSky = 1 ### Transform and render sky nodes
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RenderWorld = 1 ### Transform and render world nodes
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R_StencilViewDisp = 0.000000 ###
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R_StencilRefModels = 2 ###
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R_StencilRefWorld = 2 ###
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R_StencilRefClear = 1 ###
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R_StencilDraw = 1 ### Draw Stencil Shadows
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R_StencilLDir = 2000.000000 ### Dir light shadow distance
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R_StencilFisq = 0 ### Use fast inverse sqrt (0/1)
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R_StencilBBox = 1 ### Discard by approx. object bbox (0/1)
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R_StencilMult = 1.000000 ### Stencil shadows distance mult
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R_StencilTog = 0 ### Toggle stencil shadows
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R_StencilSelf = 1 ### Self-proyected stencil shadows (0/1)
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R_ShowStencil = 0 ### Show stencil shadows (0/1/2/3/4)
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R_StencilShadows = 1 ### Enable stencil shadows (req. reset3d) (-1/0/1)
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AnalizeQuads = 0 ### Analize problems in quads.
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ShowMapQDist = 0.000000 ### Show map collision quads distance
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ShowMapQuads = 0 ### Show map collision quads (0/1)
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ShowMapSolid = 0 ### Show map collision solid mode (0/1/2)
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MapTriCacheRecalc = 0 ### Always recalc planes
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MapCollisionBalance = 12.000000 ### Faces per quad balance
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R_SortInvert = 0 ### Invert models sorting (0/1)
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R_SortShow = 0 ### Show sorting info (0/1/2)
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R_SortModels = 1 ### Sort models by distance
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R_SphereVisMult = 1.250000 ### Multiplier for models visibility sphere radius
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R_DistMStencil = 2500.000000 ### Model Stencil distance when not visible
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R_DistMLOD1 = 3.000000 ### Model LOD 1 distance coef.
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R_DrawMLODMin = 0 ### Set most detailed LOD to draw (1..n)
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R_DrawMLODPart = 1 ### Draw model LOD particles (0/1)
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R_DrawMLODMask = 0 ### Draw model LOD Mask
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R_UseMLOD = 1 ### Use model LODs
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R_LightLimit = 4 ### Max. enabled lights per model (0..6)
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R_AnimInterpMult = 1.000000 ### Multiplier of interpolation between animations
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R_SkipAnimInterp = 0 ### Disable interpolation between animations (0/1)
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R_SkipUpdateVis = 0 ### Skip model visibility test (0/1)
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R_ModelFastIsVis = 1 ### Use FastIsVisible for model visibility pre-test (0/1/2)
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R_ModelPortalVis = 1 ### Use portals for model visibility test (0/1)
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R_ShowModelSector = 0 ### Show model sector (0/1/2)
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R_ShowModelLights = 0 ### Show model lights (0/1/2)
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R_ShowModelPos = 0 ### Show model position (0/1/2)
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R_ShowModelBox = 0 ### Show model bounding box (0/1/2/3)
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R_LastDevice = NVIDIA GeForce GTX 1080 [nvldumd.dll] 30.00.14.7212 ### Render Last Device name
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R_GlowFlickBRot = 0.000000 ### GlowFlick bump rot
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R_GlowFlickBump = 0.001500 ### GlowFlick bump scale
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R_GlowFlickRot = 0.100000 ### GlowFlick rot
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R_GlowFlickTile = 6.000000 ### GlowFlick tiling
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R_GlowFlickMod = 0.980000 ### GlowFlick mod coef
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R_CloudEmi = 1.000000 ### Cloud emissive factor
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R_CloudA = 0.300000 ### Cloud alpha factor
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R_CloudB = 1.000000 ### Cloud blue factor
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R_CloudG = 1.000000 ### Cloud green factor
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R_CloudR = 1.000000 ### Cloud red factor
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R_CloudScale2 = 3.000000 ### Cloud scale 2
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R_CloudScale1 = 7.000000 ### Cloud scale 1
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R_CloudVel2y = 0.003000 ### Cloud vy2
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R_CloudVel2x = 0.020000 ### Cloud vx2
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R_CloudVel1y = 0.015000 ### Cloud vy1
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R_CloudVel1x = 0.005000 ### Cloud vx1
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R_AlphaFog = 1 ### Allow fog with alpha blending (0/1/2)
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R_DecalZBias = 10 ### Z-Bias for decals (0..16)
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R_CullMode = 0 ### Triangle culling mode (0=normal, 1=force two-sided)
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R_MaterialLog = 0 ### Log material usage (0/1)
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R_ShowSphereVis = 0 ### Show sphere visibility tests (0/1/2)
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R_UseDefMaterial = 0 ### Use default white material (0/1)
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R_UseDefTexture = 1 ### Use default white texture (0/1/2)
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R_MipFilter = 1 ### MipMap filter (0=point,1=linear)
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R_TexFilter = 2 ### Texture filter (0=point,1=linear,2=anisotropic)
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R_Anisotropy = 8 ### Max. anisotropic texture filter level
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R_MipmapBias = 0.000000 ### Mipmapping bias (def. 0.0)
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R_EnvBumpScale = 1.000000 ### Environment bump mapping scale
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R_EnvBumpBias = 1 ### Adjust bias for DXT1 bump textures (0/1)
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R_EnvMapOffset = 0.500000 ### Environment map offset
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R_EnvMapScale = 0.250000 ### Environment map scale
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R_EnvMapViewDep = 2 ### View-dependent Environment map (0/1/2)
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R_VBIBTriLimit = -1 ### RenderVBIB triangle limit (def. -1)
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R_PShaderCount = 159 ### Count of pixel shader changes (readonly)
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R_PSMask = 0 ### Pixel shader mask (def. 0)
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R_PShaders = 1 ### Use pixel shaders (0/1)
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R_GlowMap = 1 ### Use GlowMap (0/1)
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R_EnvBump = 1 ### Use EnvBump (0/1)
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R_EnvMap = 1 ### Use EnvMap (0/1)
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R_EnvBlend = 0 ### MaskEnvMap blend mode (0=Add,1=Blend)
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R_NodoR_Count = 1876 ### NodoR counter
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R_Nodo3D_Count = 339 ### Node3D counter
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R_NodeSlerp2 = 1 ### Slerp2 mode for nodes (0/1/2)
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R_SkipNodeFX = 0 ### Disable node effects (0/1)
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R_SkipAnimVis = 0 ### Disable node visibility anim (0/1)
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R_SkipAnim = 0 ### Disable node animation (0/1)
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R_SkipTrans2 = 1 ### Disable stencil node transform (0/1)
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R_SkipTrans = 0 ### Disable node transform (0/1)
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R_SkipNodes = 0 ### Disable node rendering (0/1)
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R_ShowLBoxName = ### Show nodes hierarchy and bbox (filter)
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R_ShowLBoxMax = 0 ### Show nodes hierarchy and bbox (max. node)
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R_ShowLBoxMin = 0 ### Show nodes hierarchy and bbox (min. node)
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R_ShowLocalBox = 0 ### Show nodes hierarchy and bbox (0/1)
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R_LightMultName = ### Use lightmult only in specified lights (ie: Omni02*)
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R_SpotlightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0)
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R_SpotlightClamp = 0.000000 ### Vertex lighting clamp (def. 0.0)
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R_SpotlightAtten = 15.000000 ### Vertex lighting atten. factor (def. 5.0)
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R_SpotlightAdjust = 1 ### use spotlight specific atten/clamp/mult
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MonitorAmbient = 0 ### Ambient light for EnableMonitorLights (def. 0)
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R_LightMult2 = 1.000000 ### Vertex lighting multiplier in atten2 mode (def. 1.0)
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R_LightAtten2 = 0 ### Use alternate attenuation mode (0/1)
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R_LightSector = 1 ### Use light sector (0/1)
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R_LightEnaD3D = 1 ### Use light enable cache (0/1)
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R_LightTrace = 0 ### Use model to light raytracing (0/1)
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R_LightDefer = 1 ### Use deferred light activation (0/1)
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R_LightTarget = 1 ### Use target nodes (0/1)
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R_SpotlightAng = 1 ### Discard spotlights by falloff angle (0/1)
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R_LightSortI = 1.000000 ### Light sorting intensity weight (def. 1.0)
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R_LightSort = 12 ### Max. sorted lights (0..16)
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R_LightAmbient = 0.000000 ### Vertex lighting ambient amount (def. 0.0)
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R_LightDesat = 0.000000 ### Vertex lighting desaturation (def. 0.0)
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R_LightGamma = 1.000000 ### Vertex lighting gamma (def. 1.0)
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R_LightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0)
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R_LightAtten = 5.000000 ### Vertex lighting atten. factor (def. 5.0)
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R_ShowLights = 0 ### Show lights (0/1)
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EngineDebugLevel = 10 ### Extra engine debug info (0/1/2)
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LoadTextures = 1 ### Load textures (except Sprite2D ones) (0/1)
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MatEmissive = 0.000000 ### Extra amount of emissive lighting
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||
DDS_CheckMark = 0 ### Check that used textures are not marked (0/1)
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DDS_MarkSource = 0 ### Mark original texture (0/1)
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DDS_UseTextures = 1 ### Read DDS Textures (0/1)
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||
S_StreamBufferSize = 200 ### Buffer size for streaming (ms)
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||
S_VoiceoverFadeout = 2.000000 ### Voiceover fadeout speed
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||
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)
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||
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
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||
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.\ |