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- ;//////////////////////////////////////////////////////////////////////////////
- ; FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////
- ;//////////////////////////////////////////////////////////////////////////////
- GameData
- ShellMapName = Maps\ShellMapMD\ShellMapMD.map
- MapName = Assault.map
- MoveHintName = SCMoveHint
- UseTrees = Yes
- UseFPSLimit = Yes
- FramesPerSecondLimit = 30
- ChipsetType = 0
- Windowed = no
- XResolution = 1920
- YResolution = 1080
- MaxShellScreens = 8
- UseCloudMap = Yes
- UseLightMap = Yes
- BilinearTerrainTex = Yes
- TrilinearTerrainTex = Yes
- MultiPassTerrain = Yes
- AdjustCliffTextures = Yes
- StretchTerrain = yes
- UseHalfHeightMap = no
- ShowObjectHealth = Yes
- HideGarrisonFlags = yes
- Use3WayTerrainBlends = 1
- DrawEntireTerrain = yes
- TerrainLOD = DISABLE ; should be handled by options screen.
- TerrainLODTargetTimeMS = 45
- TextureReductionFactor = 0; 1 is half res, 2 querter res, etc.
- RightMouseAlwaysScrolls = Yes
- UseWaterPlane = Yes
- UseCloudPlane = Yes
- UseShadowVolumes = Yes
- UseShadowDecals = Yes
- UseBehindBuildingMarker = no
- DefaultOcclusionDelay = 3000 ; in ms
- OccludedColorLuminanceScale = 5
- WaterPositionX = 0.0
- WaterPositionY = 0.0
- WaterPositionZ = 7.0
- WaterExtentX = 2000.0
- WaterExtentY = 2000.0
- WaterType = 0
- ; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
- DefaultStructureRubbleHeight = 10.0
- ;the following are for vertex animated water
- VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map
- VertexWaterHeightClampLow1 = 0.0
- VertexWaterHeightClampHi1 = 16.3
- VertexWaterAngle1 = 20 ;in degrees
- VertexWaterXPosition1 = 2700.0
- VertexWaterYPosition1 = -750.0
- VertexWaterZPosition1 = 2.9
- VertexWaterXGridCells1 = 65
- VertexWaterYGridCells1 = 360
- VertexWaterGridSize1 = 10.0
- VertexWaterAttenuationA1 = 1.0
- VertexWaterAttenuationB1 = 0.0
- VertexWaterAttenuationC1 = 0.0
- VertexWaterAttenuationRange1 = 20.0
- ;the following are for vertex animated water
- VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map
- VertexWaterHeightClampLow2 = 0.0
- VertexWaterHeightClampHi2 = 31.2
- VertexWaterAngle2 = -12 ;in degrees
- VertexWaterXPosition2 = 282.0
- VertexWaterYPosition2 = -20.0
- VertexWaterZPosition2 = 3.0
- VertexWaterXGridCells2 = 100
- VertexWaterYGridCells2 = 200
- VertexWaterGridSize2 = 11.0
- VertexWaterAttenuationA2 = 1.0
- VertexWaterAttenuationB2 = 0.0
- VertexWaterAttenuationC2 = 0.0
- VertexWaterAttenuationRange2 = 20.0
- ;the following are for vertex animated water
- VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map
- VertexWaterHeightClampLow3 = 0.0
- VertexWaterHeightClampHi3 = 45.0
- VertexWaterAngle3 = -12 ;in degrees
- VertexWaterXPosition3 = 1424.0
- VertexWaterYPosition3 = -270.0
- VertexWaterZPosition3 = 2.0
- VertexWaterXGridCells3 = 75
- VertexWaterYGridCells3 = 360
- VertexWaterGridSize3 = 10.0 ;11.0
- VertexWaterAttenuationA3 = 1.0
- VertexWaterAttenuationB3 = 0.0
- VertexWaterAttenuationC3 = 0.0
- VertexWaterAttenuationRange3 = 20.0
- ;the following are for vertex animated water
- VertexWaterAvailableMaps4 = Maps\USA06\USA06.map
- VertexWaterHeightClampLow4 = 0.0
- VertexWaterHeightClampHi4 = 16.3
- VertexWaterAngle4 = 45 ;in degrees
- VertexWaterXPosition4 = 2700.0
- VertexWaterYPosition4 = -750.0
- VertexWaterZPosition4 = 2.9
- VertexWaterXGridCells4 = 65
- VertexWaterYGridCells4 = 360
- VertexWaterGridSize4 = 10.0
- VertexWaterAttenuationA4 = 1.0
- VertexWaterAttenuationB4 = 0.0
- VertexWaterAttenuationC4 = 0.0
- VertexWaterAttenuationRange4 = 20.0
- DownwindAngle = -0.785 ; Northeast! AKA "Away and to the right"
- DrawSkyBox = Yes
- SkyBoxPositionZ = -100.0 ; lowers center of skybox under terrain
- SkyBoxScale = 30 ; good for default 96 x 96 map, make 17.5 for 256x256
- CameraPitch = 37.5
- CameraYaw = 0.0
- CameraHeight = 232.0
- MaxCameraHeight = 700.0
- MinCameraHeight = 20.0
- CameraAdjustSpeed = 0.5 ; between 0 and 1 - this is how fast the camera snaps to the desired height
- ScrollAmountCutoff = 50.0 ; arbitrary units - above this value, we don't update height while scrolling
- EnforceMaxCameraHeight = No ; Obey max camera height while scrolling?
- TerrainHeightAtEdgeOfMap = 100.0
- UnitDamagedThreshold = 0.7
- UnitReallyDamagedThreshold = 0.35
- GroundStiffness = 0.
- StructureStiffness = 0.
- ; acceleration due to gravity, in dist/sec^2
- ; note that our distance units are roughly one foot, so
- ; this corresponds to earth-normal gravity (32 ft/sec^2)
- ;Gravity = -32.0
- ; this "feels" better... (srj)
- Gravity = -64.0
- PartitionCellSize = 40.0
- ParticleScale = 1.0 ;
- AutoFireParticleSmallPrefix = FireS
- AutoFireParticleSmallSystem = FireFactionSmall
- AutoFireParticleSmallMax = 2
- AutoFireParticleMediumPrefix = FireM
- AutoFireParticleMediumSystem = FireFactionMedium
- AutoFireParticleMediumMax = 1
- AutoFireParticleLargePrefix = FireL
- AutoFireParticleLargeSystem = FireFactionLarge
- AutoFireParticleLargeMax = 1
- AutoSmokeParticleSmallPrefix = SmokeS
- AutoSmokeParticleSmallSystem = SmokeFactionSmall
- AutoSmokeParticleSmallMax = 4
- AutoSmokeParticleMediumPrefix = SmokeM
- AutoSmokeParticleMediumSystem = SmokeFactionMedium
- AutoSmokeParticleMediumMax = 2
- AutoSmokeParticleLargePrefix = SmokeL
- AutoSmokeParticleLargeSystem = SmokeFactionLarge
- AutoSmokeParticleLargeMax = 1
- AutoAflameParticlePrefix = Aflame
- AutoAflameParticleSystem = FireBuildingSmall
- AutoAflameParticleMax = 4
- HistoricDamageLimit = 5000 ; how long to retain historical-damage for weapons that need it, in msec
- AmmoPipScaleFactor = 1.5
- ContainerPipScaleFactor = 1.5
- AmmoPipScreenOffset = X:-1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
- ContainerPipScreenOffset = X:1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
- AmmoPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform
- ContainerPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform
- LevelGainAnimationName = LevelGainedAnimation
- LevelGainAnimationTime = 4.0
- LevelGainAnimationZRise = 15.0
- GetHealedAnimationName = GetHealedAnimation
- GetHealedAnimationTime = 4.0
- GetHealedAnimationZRise = 15.0
- MaxTerrainTracks = 100 ; how many vehicles can generate tread marks on the terrain.
- TimeOfDay = AFTERNOON
- Weather = NORMAL
- MakeTrackMarks = Yes
- ForceModelsToFollowTimeOfDay = Yes
- ForceModelsToFollowWeather = Yes
- InfantryLightMorningScale = 100f ; amount to scale map lighting to make infantry easier to see.
- InfantryLightAfternoonScale = 100f ; amount to scale map lighting to make infantry easier to see.
- InfantryLightEveningScale = 200f ; amount to scale map lighting to make infantry easier to see.
- InfantryLightNightScale = 200f ; amount to scale map lighting to make infantry easier to see.
- TerrainLightingMorningAmbient = R:128 G:100 B:77
- TerrainLightingMorningDiffuse = R:230 G:180 B:153
- TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
- TerrainLightingEveningAmbient = R:64 G:59 B:51
- TerrainLightingEveningDiffuse = R:153 G:128 B:102
- TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
- TerrainLightingNightAmbient = R:26 G:26 B:39
- TerrainLightingNightDiffuse = R:51 G:51 B:77
- TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
- TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77
- TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
- TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
- TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
- TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
- TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
- TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
- TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
- TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
- TerrainLightingAfternoonAmbient = R:56 G:52 B:44
- TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
- TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
- TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
- TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
- TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
- TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0
- TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
- TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
- TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
- TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
- TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
- TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0
- TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
- TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
- TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
- TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
- TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
- AudioOn = Yes
- MusicOn = Yes
- SoundsOn = Yes
- SpeechOn = Yes
- VideoOn = Yes
- DebugAI = No
- DebugAIObstacles = No
- MaxRoadSegments = 4000
- MaxRoadVertex = 3000
- MaxRoadIndex = 5000
- MaxRoadTypes = 100
- ValuePerSupplyBox = 75
- BuildSpeed = 1.0
- MinDistFromEdgeOfMapForBuild = 30.0 ; buildings may not be constructed this close to a map edge
- SupplyBuildBorder = 20.0 ; min dist you can put a supply center from a supply source
- ;Terrain height at structure footprint must be within this much to
- ;be considerd "flat" and therefore buildable
- AllowedHeightVariationForBuilding = 10.0
- MinLowEnergyProductionSpeed = 0.5
- MaxLowEnergyProductionSpeed = 0.8
- LowEnergyPenaltyModifier = 1.0
- MultipleFactory = 1.0
- RefundPercent = 50.0%
- StealthFriendlyOpacity = 50.0%
- CommandCenterHealRange = 500.0 ; command center heals your/ally stuff this close to the command center
- CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame
- MaxLineBuildObjects = 50 ; line build style objects can be in a line no longer than this count of objects
- MaxTunnelCapacity = 10 ; How many can be in a player's tunnel network. Limit 10 for UI currently
- StandardMinefieldDensity = 0.004 ; in mines per square foot
- StandardMinefieldDistance = 40 ; in feet. should generally be larger than typical tank shot range.
- HorizontalScrollSpeedFactor = 1.6; ; Factor applied to the maximum RMB scroll speed. Larger allows faster scrolling.
- VerticalScrollSpeedFactor = 2.0; ; Split to account for aspect ratio induced speed limits. Room to mouse drag.
- KeyboardScrollSpeedFactor = 2.0; ; Factor applied to the maximum keyboard scroll speed. Larger allows faster scrolling.
- MovementPenaltyDamageState = REALLYDAMAGED ; Point at which we slow movement
- MaxParticleCount = 2500 ; the maximum number of particles that can exist at one time (to 5000 for demo)
- MaxFieldParticleCount = 30 ; the number of field type particles rendered to the screen, beyond which this type will begin skipping
- ; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes
- ; Typically these are puddles, toxic contamination, radiation, decontamination, etc.
- ; note that the weapon bonus types are:
- ;"GARRISONED",
- ;"HORDE",
- ;"CONTINUOUS_FIRE_MEAN",
- ;"CONTINUOUS_FIRE_FAST",
- ;"NATIONALISM",
- ;"PLAYER_UPGRADE",
- ;"DRONE_SPOTTING",
- ;"ENTHUSIASTIC",
- ;"VETERAN",
- ;"ELITE",
- ;"HERO",
- ;"BATTLEPLAN_BOMBARDMENT",
- ;"BATTLEPLAN_HOLDTHELINE",
- ;"BATTLEPLAN_SEARCHANDDESTROY",
- ;"SUBLIMINAL",
- ;"SOLO_HUMAN_EASY",
- ;"SOLO_HUMAN_NORMAL",
- ;"SOLO_HUMAN_HARD",
- ;"SOLO_AI_EASY",
- ;"SOLO_AI_NORMAL",
- ;"SOLO_AI_HARD",
- ;
- ; and the weapon bonus 'fields' are:
- ;"DAMAGE",
- ;"RADIUS",
- ;"RANGE",
- ;"RATE_OF_FIRE",
- ;"PRE_ATTACK",
- ;HORDE, NATIONALISM and FANATICISM are cumulative bonuses for the China Redguard,
- ;and only apply when they are in a horde. NATIONALISM does not replace HORDE! FANATICISM does not replace NATIONALISM
- ;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard,
- ;and only apply when they are within effect radius of a propaganda tower. SUBLIMINAL does not replace ENTHUSIASTIC!
- WeaponBonus = HORDE RATE_OF_FIRE 150% ;Horded troops fire their weapons 25% faster
- WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ;Horded troops with nationalism fire their weapon an additional 25% faster
- WeaponBonus = FANATICISM RATE_OF_FIRE 125% ;Horded troops with nationalism fire their weapon an additional 25% faster
- WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ;In range of a speaker tower, gaining enthusiasm
- WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ;In range of an upgraded speaker tower, gaining even more enthusiasm
- WeaponBonus = GARRISONED RANGE 133% ; when garrisoned, all weapons get n times normal range
- WeaponBonus = GARRISONED DAMAGE 125% ; when garrisoned, all weapons get n times normal range
- WeaponBonus = TARGET_FAERIE_FIRE RATE_OF_FIRE 150% ; If shooting at someone marked with Faerie Fire, shoot faster (we don't miss ever, so can't hit easier)
- WeaponBonus = FRENZY_ONE DAMAGE 110% ; Granted by a China Generals power
- WeaponBonus = FRENZY_TWO DAMAGE 120%
- WeaponBonus = FRENZY_THREE DAMAGE 130%
- WeaponBonus = VETERAN RATE_OF_FIRE 120%
- WeaponBonus = VETERAN DAMAGE 110%
- WeaponBonus = ELITE RATE_OF_FIRE 140%
- WeaponBonus = ELITE DAMAGE 120%
- WeaponBonus = HERO RATE_OF_FIRE 160%
- WeaponBonus = HERO DAMAGE 130%
- ;Strategy centers provides bonuses based on the active battleplan!
- WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120%
- ; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120%
- WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120%
- WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ;Note this does nothing -- just for balancing reference.
- WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80%
- WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100%
- WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120%
- ; you cannot set this; it always has a value of 100%.
- ; HealthBonus_Regular = 100%
- HealthBonus_Veteran = 120%
- HealthBonus_Elite = 130%
- HealthBonus_Heroic = 150%
- HumanSoloPlayerHealthBonus_Easy = 150%
- HumanSoloPlayerHealthBonus_Normal = 100% ; ie, unadjusted
- HumanSoloPlayerHealthBonus_Hard = 80%
- ; Audio parameters
- ; VolumeDistribution = Linear ; for linear falloff
- ; VolumeDistribution = MuLaw ; for S-Curve falloff
- ; VolumeMuValue = 6.0 ; defines the steepness of the S, must be >=0, higher is steeper.
- GroupSelectMinSelectSize = 5
- GroupSelectVolumeBase = 0.5
- GroupSelectVolumeIncrement = 0.02
- MaxUnitSelectSounds = 8
- SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is purely saturated
- SelectionFlashHouseColor = No ; if 'No', selection flashes white
- CameraAudibleRadius = 250 ; defines the radius that we can hear when the camera is looking up.
- GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and calculate the smallest possible rectangle
- ; that contains them all, and click within that, all the selected units will break
- ; formation and gather at the point the user clicked (if the value is 1.0). If it's
- ; 0.0, units will always keep their formation. If it's <1.0, then the user must
- ; click a smaller area within the rectangle to order the gather.
- ShakeSubtleIntensity = 0.5
- ShakeNormalIntensity = 1.0
- ShakeStrongIntensity = 2.5
- ShakeSevereIntensity = 5.0
- ShakeCineExtremeIntensity = 7.5 ;Cinematic reserved -- don't use for game stuff because it can change.
- ShakeCineInsaneIntensity = 10.0 ;Cinematic reserved -- don't use for game stuff because it can change.
- MaxShakeIntensity = 10.0
- MaxShakeRange = 150.0
- SellPercentage = 50% ; You get this percentage back of the cost to build
- BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration
- BaseRegenDelay = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration
- ; sorry, prisons are cut, maybe next version (srj)
- ; PrisonBountyMultiplier = 2.0 ;Players get this X the cost to build a unit
- ; ;that is delivered to a prison with
- ; ;KINDOF_COLLECTS_PRISON_BOUNTY
- ; PrisonBountyTextColor = R:255 G:128 B:64 A:255
- SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens
- ; this is a list of bones that will always be exposed to Logic.
- ; please note that this is really here for quick backwards compatibility with old code,
- ; which didn't require declaring which bones you wanted to be able to use from logic...
- ; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular
- ; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
- ; (see the airfields for an example). (srj)
- StandardPublicBone = FirePoint
- StandardPublicBone = Target_Left
- StandardPublicBone = Target_Right
- StandardPublicBone = ExitStart
- StandardPublicBone = ExitEnd
- StandardPublicBone = Muzzle
- StandardPublicBone = PARA_COG
- StandardPublicBone = PARA_ATTCH
- StandardPublicBone = PARA_MAN
- StandardPublicBone = ExitStart
- StandardPublicBone = DockStart
- StandardPublicBone = DockAction
- StandardPublicBone = DockEnd
- StandardPublicBone = DockWaiting
- StandardPublicBone = WeaponA
- StandardPublicBone = Smoke
- StandardPublicBone = Fire
- StandardPublicBone = WaterSpray
- StandardPublicBone = Spray
- StandardPublicBone = WaterSprayBig
- StandardPublicBone = Steam
- StandardPublicBone = Propeller
- StandardPublicBone = SpawnPoint
- StandardPublicBone = FireS
- StandardPublicBone = FireM
- StandardPublicBone = FireL
- StandardPublicBone = SmokeS
- StandardPublicBone = SmokeM
- StandardPublicBone = SmokeL
- StandardPublicBone = Aflame
- DefaultStartingCash = 10000 ;The amount of cash the player starts with by default.
- UnlookPersistDuration = 5000 ; How long after you stop looking until the fog grows back
- ShroudColor = R:255 G:255 B:255
- ClearAlpha = 255
- FogAlpha = 127
- ShroudAlpha = 0 ; 0 is opaque, 255 is clear. Unsigned Byte
- ; Network timing settings. Don't mess with these unless you know what you're doing!
- ; If you are tempted to mess with these, please let me know. Bryan x36810
- ; This does not imply that I know what I'm doing.
- NetworkFPSHistoryLength = 30 ; The number of fps history entries.
- NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
- NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things
- NetworkCushionHistoryLength = 10 ; The number of cushion values to keep.
- NetworkRunAheadSlack = 10 ; The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added.
- NetworkKeepAliveDelay = 20 ; The number of seconds between when the connections to each player send a keep-alive packet.
- NetworkDisconnectTime = 5000 ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up.
- NetworkPlayerTimeoutTime = 60000 ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game.
- NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.
- KeyboardCameraRotateSpeed = 0.1 ; How fast the camera rotates when rotated via keyboard controls.
- End
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