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  1. ;//////////////////////////////////////////////////////////////////////////////
  2. ; FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////
  3. ;//////////////////////////////////////////////////////////////////////////////
  4.  
  5. GameData
  6. ShellMapName = Maps\ShellMapMD\ShellMapMD.map
  7. MapName = Assault.map
  8. MoveHintName = SCMoveHint
  9. UseTrees = Yes
  10. UseFPSLimit = Yes
  11. FramesPerSecondLimit = 30
  12. ChipsetType = 0
  13. Windowed = no
  14. XResolution = 1920
  15. YResolution = 1080
  16. MaxShellScreens = 8
  17. UseCloudMap = Yes
  18. UseLightMap = Yes
  19. BilinearTerrainTex = Yes
  20. TrilinearTerrainTex = Yes
  21. MultiPassTerrain = Yes
  22. AdjustCliffTextures = Yes
  23. StretchTerrain = yes
  24. UseHalfHeightMap = no
  25. ShowObjectHealth = Yes
  26. HideGarrisonFlags = yes
  27. Use3WayTerrainBlends = 1
  28. DrawEntireTerrain = yes
  29. TerrainLOD = DISABLE ; should be handled by options screen.
  30. TerrainLODTargetTimeMS = 45
  31. TextureReductionFactor = 0; 1 is half res, 2 querter res, etc.
  32. RightMouseAlwaysScrolls = Yes
  33. UseWaterPlane = Yes
  34. UseCloudPlane = Yes
  35. UseShadowVolumes = Yes
  36. UseShadowDecals = Yes
  37. UseBehindBuildingMarker = no
  38. DefaultOcclusionDelay = 3000 ; in ms
  39. OccludedColorLuminanceScale = 5
  40. WaterPositionX = 0.0
  41. WaterPositionY = 0.0
  42. WaterPositionZ = 7.0
  43. WaterExtentX = 2000.0
  44. WaterExtentY = 2000.0
  45. WaterType = 0
  46.  
  47. ; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
  48. DefaultStructureRubbleHeight = 10.0
  49.  
  50. ;the following are for vertex animated water
  51. VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map
  52. VertexWaterHeightClampLow1 = 0.0
  53. VertexWaterHeightClampHi1 = 16.3
  54. VertexWaterAngle1 = 20 ;in degrees
  55. VertexWaterXPosition1 = 2700.0
  56. VertexWaterYPosition1 = -750.0
  57. VertexWaterZPosition1 = 2.9
  58. VertexWaterXGridCells1 = 65
  59. VertexWaterYGridCells1 = 360
  60. VertexWaterGridSize1 = 10.0
  61. VertexWaterAttenuationA1 = 1.0
  62. VertexWaterAttenuationB1 = 0.0
  63. VertexWaterAttenuationC1 = 0.0
  64. VertexWaterAttenuationRange1 = 20.0
  65.  
  66. ;the following are for vertex animated water
  67. VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map
  68. VertexWaterHeightClampLow2 = 0.0
  69. VertexWaterHeightClampHi2 = 31.2
  70. VertexWaterAngle2 = -12 ;in degrees
  71. VertexWaterXPosition2 = 282.0
  72. VertexWaterYPosition2 = -20.0
  73. VertexWaterZPosition2 = 3.0
  74. VertexWaterXGridCells2 = 100
  75. VertexWaterYGridCells2 = 200
  76. VertexWaterGridSize2 = 11.0
  77. VertexWaterAttenuationA2 = 1.0
  78. VertexWaterAttenuationB2 = 0.0
  79. VertexWaterAttenuationC2 = 0.0
  80. VertexWaterAttenuationRange2 = 20.0
  81.  
  82. ;the following are for vertex animated water
  83. VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map
  84. VertexWaterHeightClampLow3 = 0.0
  85. VertexWaterHeightClampHi3 = 45.0
  86. VertexWaterAngle3 = -12 ;in degrees
  87. VertexWaterXPosition3 = 1424.0
  88. VertexWaterYPosition3 = -270.0
  89. VertexWaterZPosition3 = 2.0
  90. VertexWaterXGridCells3 = 75
  91. VertexWaterYGridCells3 = 360
  92. VertexWaterGridSize3 = 10.0 ;11.0
  93. VertexWaterAttenuationA3 = 1.0
  94. VertexWaterAttenuationB3 = 0.0
  95. VertexWaterAttenuationC3 = 0.0
  96. VertexWaterAttenuationRange3 = 20.0
  97.  
  98. ;the following are for vertex animated water
  99. VertexWaterAvailableMaps4 = Maps\USA06\USA06.map
  100. VertexWaterHeightClampLow4 = 0.0
  101. VertexWaterHeightClampHi4 = 16.3
  102. VertexWaterAngle4 = 45 ;in degrees
  103. VertexWaterXPosition4 = 2700.0
  104. VertexWaterYPosition4 = -750.0
  105. VertexWaterZPosition4 = 2.9
  106. VertexWaterXGridCells4 = 65
  107. VertexWaterYGridCells4 = 360
  108. VertexWaterGridSize4 = 10.0
  109. VertexWaterAttenuationA4 = 1.0
  110. VertexWaterAttenuationB4 = 0.0
  111. VertexWaterAttenuationC4 = 0.0
  112. VertexWaterAttenuationRange4 = 20.0
  113.  
  114. DownwindAngle = -0.785 ; Northeast! AKA "Away and to the right"
  115. DrawSkyBox = Yes
  116. SkyBoxPositionZ = -100.0 ; lowers center of skybox under terrain
  117. SkyBoxScale = 30 ; good for default 96 x 96 map, make 17.5 for 256x256
  118. CameraPitch = 37.5
  119. CameraYaw = 0.0
  120. CameraHeight = 232.0
  121. MaxCameraHeight = 700.0
  122. MinCameraHeight = 20.0
  123. CameraAdjustSpeed = 0.5 ; between 0 and 1 - this is how fast the camera snaps to the desired height
  124. ScrollAmountCutoff = 50.0 ; arbitrary units - above this value, we don't update height while scrolling
  125. EnforceMaxCameraHeight = No ; Obey max camera height while scrolling?
  126. TerrainHeightAtEdgeOfMap = 100.0
  127. UnitDamagedThreshold = 0.7
  128. UnitReallyDamagedThreshold = 0.35
  129. GroundStiffness = 0.
  130. StructureStiffness = 0.
  131. ; acceleration due to gravity, in dist/sec^2
  132. ; note that our distance units are roughly one foot, so
  133. ; this corresponds to earth-normal gravity (32 ft/sec^2)
  134. ;Gravity = -32.0
  135. ; this "feels" better... (srj)
  136. Gravity = -64.0
  137.  
  138. PartitionCellSize = 40.0
  139.  
  140. ParticleScale = 1.0 ;
  141.  
  142. AutoFireParticleSmallPrefix = FireS
  143. AutoFireParticleSmallSystem = FireFactionSmall
  144. AutoFireParticleSmallMax = 2
  145. AutoFireParticleMediumPrefix = FireM
  146. AutoFireParticleMediumSystem = FireFactionMedium
  147. AutoFireParticleMediumMax = 1
  148. AutoFireParticleLargePrefix = FireL
  149. AutoFireParticleLargeSystem = FireFactionLarge
  150. AutoFireParticleLargeMax = 1
  151. AutoSmokeParticleSmallPrefix = SmokeS
  152. AutoSmokeParticleSmallSystem = SmokeFactionSmall
  153. AutoSmokeParticleSmallMax = 4
  154. AutoSmokeParticleMediumPrefix = SmokeM
  155. AutoSmokeParticleMediumSystem = SmokeFactionMedium
  156. AutoSmokeParticleMediumMax = 2
  157. AutoSmokeParticleLargePrefix = SmokeL
  158. AutoSmokeParticleLargeSystem = SmokeFactionLarge
  159. AutoSmokeParticleLargeMax = 1
  160. AutoAflameParticlePrefix = Aflame
  161. AutoAflameParticleSystem = FireBuildingSmall
  162. AutoAflameParticleMax = 4
  163.  
  164. HistoricDamageLimit = 5000 ; how long to retain historical-damage for weapons that need it, in msec
  165.  
  166. AmmoPipScaleFactor = 1.5
  167. ContainerPipScaleFactor = 1.5
  168. AmmoPipScreenOffset = X:-1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
  169. ContainerPipScreenOffset = X:1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
  170. AmmoPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform
  171. ContainerPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform
  172.  
  173. LevelGainAnimationName = LevelGainedAnimation
  174. LevelGainAnimationTime = 4.0
  175. LevelGainAnimationZRise = 15.0
  176.  
  177. GetHealedAnimationName = GetHealedAnimation
  178. GetHealedAnimationTime = 4.0
  179. GetHealedAnimationZRise = 15.0
  180.  
  181. MaxTerrainTracks = 100 ; how many vehicles can generate tread marks on the terrain.
  182. TimeOfDay = AFTERNOON
  183. Weather = NORMAL
  184. MakeTrackMarks = Yes
  185. ForceModelsToFollowTimeOfDay = Yes
  186. ForceModelsToFollowWeather = Yes
  187.  
  188. InfantryLightMorningScale = 100f ; amount to scale map lighting to make infantry easier to see.
  189. InfantryLightAfternoonScale = 100f ; amount to scale map lighting to make infantry easier to see.
  190. InfantryLightEveningScale = 200f ; amount to scale map lighting to make infantry easier to see.
  191. InfantryLightNightScale = 200f ; amount to scale map lighting to make infantry easier to see.
  192.  
  193. TerrainLightingMorningAmbient = R:128 G:100 B:77
  194. TerrainLightingMorningDiffuse = R:230 G:180 B:153
  195. TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
  196. TerrainLightingEveningAmbient = R:64 G:59 B:51
  197. TerrainLightingEveningDiffuse = R:153 G:128 B:102
  198. TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
  199. TerrainLightingNightAmbient = R:26 G:26 B:39
  200. TerrainLightingNightDiffuse = R:51 G:51 B:77
  201. TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
  202.  
  203. TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77
  204. TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
  205. TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
  206. TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
  207. TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
  208. TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
  209. TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
  210. TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
  211. TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
  212.  
  213. TerrainLightingAfternoonAmbient = R:56 G:52 B:44
  214. TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
  215. TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
  216. TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
  217. TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
  218. TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
  219.  
  220. TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0
  221. TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
  222. TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
  223. TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
  224. TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
  225. TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
  226.  
  227. TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0
  228. TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
  229. TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
  230. TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
  231. TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
  232. TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
  233.  
  234. AudioOn = Yes
  235. MusicOn = Yes
  236. SoundsOn = Yes
  237. SpeechOn = Yes
  238. VideoOn = Yes
  239.  
  240. DebugAI = No
  241. DebugAIObstacles = No
  242.  
  243. MaxRoadSegments = 4000
  244. MaxRoadVertex = 3000
  245. MaxRoadIndex = 5000
  246. MaxRoadTypes = 100
  247.  
  248. ValuePerSupplyBox = 75
  249.  
  250. BuildSpeed = 1.0
  251. MinDistFromEdgeOfMapForBuild = 30.0 ; buildings may not be constructed this close to a map edge
  252. SupplyBuildBorder = 20.0 ; min dist you can put a supply center from a supply source
  253.  
  254. ;Terrain height at structure footprint must be within this much to
  255. ;be considerd "flat" and therefore buildable
  256. AllowedHeightVariationForBuilding = 10.0
  257.  
  258. MinLowEnergyProductionSpeed = 0.5
  259. MaxLowEnergyProductionSpeed = 0.8
  260. LowEnergyPenaltyModifier = 1.0
  261. MultipleFactory = 1.0
  262. RefundPercent = 50.0%
  263. StealthFriendlyOpacity = 50.0%
  264.  
  265. CommandCenterHealRange = 500.0 ; command center heals your/ally stuff this close to the command center
  266. CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame
  267. MaxLineBuildObjects = 50 ; line build style objects can be in a line no longer than this count of objects
  268. MaxTunnelCapacity = 10 ; How many can be in a player's tunnel network. Limit 10 for UI currently
  269.  
  270. StandardMinefieldDensity = 0.004 ; in mines per square foot
  271. StandardMinefieldDistance = 40 ; in feet. should generally be larger than typical tank shot range.
  272.  
  273. HorizontalScrollSpeedFactor = 1.6; ; Factor applied to the maximum RMB scroll speed. Larger allows faster scrolling.
  274. VerticalScrollSpeedFactor = 2.0; ; Split to account for aspect ratio induced speed limits. Room to mouse drag.
  275. KeyboardScrollSpeedFactor = 2.0; ; Factor applied to the maximum keyboard scroll speed. Larger allows faster scrolling.
  276. MovementPenaltyDamageState = REALLYDAMAGED ; Point at which we slow movement
  277.  
  278. MaxParticleCount = 2500 ; the maximum number of particles that can exist at one time (to 5000 for demo)
  279. MaxFieldParticleCount = 30 ; the number of field type particles rendered to the screen, beyond which this type will begin skipping
  280. ; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes
  281. ; Typically these are puddles, toxic contamination, radiation, decontamination, etc.
  282.  
  283. ; note that the weapon bonus types are:
  284. ;"GARRISONED",
  285. ;"HORDE",
  286. ;"CONTINUOUS_FIRE_MEAN",
  287. ;"CONTINUOUS_FIRE_FAST",
  288. ;"NATIONALISM",
  289. ;"PLAYER_UPGRADE",
  290. ;"DRONE_SPOTTING",
  291. ;"ENTHUSIASTIC",
  292. ;"VETERAN",
  293. ;"ELITE",
  294. ;"HERO",
  295. ;"BATTLEPLAN_BOMBARDMENT",
  296. ;"BATTLEPLAN_HOLDTHELINE",
  297. ;"BATTLEPLAN_SEARCHANDDESTROY",
  298. ;"SUBLIMINAL",
  299. ;"SOLO_HUMAN_EASY",
  300. ;"SOLO_HUMAN_NORMAL",
  301. ;"SOLO_HUMAN_HARD",
  302. ;"SOLO_AI_EASY",
  303. ;"SOLO_AI_NORMAL",
  304. ;"SOLO_AI_HARD",
  305. ;
  306. ; and the weapon bonus 'fields' are:
  307. ;"DAMAGE",
  308. ;"RADIUS",
  309. ;"RANGE",
  310. ;"RATE_OF_FIRE",
  311. ;"PRE_ATTACK",
  312.  
  313. ;HORDE, NATIONALISM and FANATICISM are cumulative bonuses for the China Redguard,
  314. ;and only apply when they are in a horde. NATIONALISM does not replace HORDE! FANATICISM does not replace NATIONALISM
  315.  
  316. ;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard,
  317. ;and only apply when they are within effect radius of a propaganda tower. SUBLIMINAL does not replace ENTHUSIASTIC!
  318.  
  319. WeaponBonus = HORDE RATE_OF_FIRE 150% ;Horded troops fire their weapons 25% faster
  320. WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ;Horded troops with nationalism fire their weapon an additional 25% faster
  321. WeaponBonus = FANATICISM RATE_OF_FIRE 125% ;Horded troops with nationalism fire their weapon an additional 25% faster
  322. WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ;In range of a speaker tower, gaining enthusiasm
  323. WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ;In range of an upgraded speaker tower, gaining even more enthusiasm
  324. WeaponBonus = GARRISONED RANGE 133% ; when garrisoned, all weapons get n times normal range
  325. WeaponBonus = GARRISONED DAMAGE 125% ; when garrisoned, all weapons get n times normal range
  326.  
  327. 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)
  328.  
  329. WeaponBonus = FRENZY_ONE DAMAGE 110% ; Granted by a China Generals power
  330. WeaponBonus = FRENZY_TWO DAMAGE 120%
  331. WeaponBonus = FRENZY_THREE DAMAGE 130%
  332.  
  333. WeaponBonus = VETERAN RATE_OF_FIRE 120%
  334. WeaponBonus = VETERAN DAMAGE 110%
  335. WeaponBonus = ELITE RATE_OF_FIRE 140%
  336. WeaponBonus = ELITE DAMAGE 120%
  337. WeaponBonus = HERO RATE_OF_FIRE 160%
  338. WeaponBonus = HERO DAMAGE 130%
  339.  
  340. ;Strategy centers provides bonuses based on the active battleplan!
  341. WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120%
  342. ; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120%
  343. WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120%
  344. WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ;Note this does nothing -- just for balancing reference.
  345.  
  346. WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80%
  347. WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100%
  348. WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120%
  349.  
  350. ; you cannot set this; it always has a value of 100%.
  351. ; HealthBonus_Regular = 100%
  352. HealthBonus_Veteran = 120%
  353. HealthBonus_Elite = 130%
  354. HealthBonus_Heroic = 150%
  355.  
  356. HumanSoloPlayerHealthBonus_Easy = 150%
  357. HumanSoloPlayerHealthBonus_Normal = 100% ; ie, unadjusted
  358. HumanSoloPlayerHealthBonus_Hard = 80%
  359.  
  360. ; Audio parameters
  361. ; VolumeDistribution = Linear ; for linear falloff
  362. ; VolumeDistribution = MuLaw ; for S-Curve falloff
  363. ; VolumeMuValue = 6.0 ; defines the steepness of the S, must be >=0, higher is steeper.
  364.  
  365. GroupSelectMinSelectSize = 5
  366. GroupSelectVolumeBase = 0.5
  367. GroupSelectVolumeIncrement = 0.02
  368. MaxUnitSelectSounds = 8
  369.  
  370. SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is purely saturated
  371. SelectionFlashHouseColor = No ; if 'No', selection flashes white
  372.  
  373. CameraAudibleRadius = 250 ; defines the radius that we can hear when the camera is looking up.
  374. GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and calculate the smallest possible rectangle
  375. ; that contains them all, and click within that, all the selected units will break
  376. ; formation and gather at the point the user clicked (if the value is 1.0). If it's
  377. ; 0.0, units will always keep their formation. If it's <1.0, then the user must
  378. ; click a smaller area within the rectangle to order the gather.
  379.  
  380. ShakeSubtleIntensity = 0.5
  381. ShakeNormalIntensity = 1.0
  382. ShakeStrongIntensity = 2.5
  383. ShakeSevereIntensity = 5.0
  384. ShakeCineExtremeIntensity = 7.5 ;Cinematic reserved -- don't use for game stuff because it can change.
  385. ShakeCineInsaneIntensity = 10.0 ;Cinematic reserved -- don't use for game stuff because it can change.
  386.  
  387. MaxShakeIntensity = 10.0
  388. MaxShakeRange = 150.0
  389.  
  390. SellPercentage = 50% ; You get this percentage back of the cost to build
  391.  
  392. BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration
  393. BaseRegenDelay = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration
  394.  
  395. ; sorry, prisons are cut, maybe next version (srj)
  396. ; PrisonBountyMultiplier = 2.0 ;Players get this X the cost to build a unit
  397. ; ;that is delivered to a prison with
  398. ; ;KINDOF_COLLECTS_PRISON_BOUNTY
  399. ; PrisonBountyTextColor = R:255 G:128 B:64 A:255
  400.  
  401. SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens
  402.  
  403. ; this is a list of bones that will always be exposed to Logic.
  404. ; please note that this is really here for quick backwards compatibility with old code,
  405. ; which didn't require declaring which bones you wanted to be able to use from logic...
  406. ; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular
  407. ; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
  408. ; (see the airfields for an example). (srj)
  409. StandardPublicBone = FirePoint
  410. StandardPublicBone = Target_Left
  411. StandardPublicBone = Target_Right
  412. StandardPublicBone = ExitStart
  413. StandardPublicBone = ExitEnd
  414. StandardPublicBone = Muzzle
  415. StandardPublicBone = PARA_COG
  416. StandardPublicBone = PARA_ATTCH
  417. StandardPublicBone = PARA_MAN
  418. StandardPublicBone = ExitStart
  419. StandardPublicBone = DockStart
  420. StandardPublicBone = DockAction
  421. StandardPublicBone = DockEnd
  422. StandardPublicBone = DockWaiting
  423. StandardPublicBone = WeaponA
  424. StandardPublicBone = Smoke
  425. StandardPublicBone = Fire
  426. StandardPublicBone = WaterSpray
  427. StandardPublicBone = Spray
  428. StandardPublicBone = WaterSprayBig
  429. StandardPublicBone = Steam
  430. StandardPublicBone = Propeller
  431. StandardPublicBone = SpawnPoint
  432. StandardPublicBone = FireS
  433. StandardPublicBone = FireM
  434. StandardPublicBone = FireL
  435. StandardPublicBone = SmokeS
  436. StandardPublicBone = SmokeM
  437. StandardPublicBone = SmokeL
  438. StandardPublicBone = Aflame
  439.  
  440. DefaultStartingCash = 10000 ;The amount of cash the player starts with by default.
  441.  
  442. UnlookPersistDuration = 5000 ; How long after you stop looking until the fog grows back
  443.  
  444. ShroudColor = R:255 G:255 B:255
  445. ClearAlpha = 255
  446. FogAlpha = 127
  447. ShroudAlpha = 0 ; 0 is opaque, 255 is clear. Unsigned Byte
  448.  
  449. ; Network timing settings. Don't mess with these unless you know what you're doing!
  450. ; If you are tempted to mess with these, please let me know. Bryan x36810
  451. ; This does not imply that I know what I'm doing.
  452. NetworkFPSHistoryLength = 30 ; The number of fps history entries.
  453. NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
  454. NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things
  455. NetworkCushionHistoryLength = 10 ; The number of cushion values to keep.
  456. NetworkRunAheadSlack = 10 ; The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added.
  457. NetworkKeepAliveDelay = 20 ; The number of seconds between when the connections to each player send a keep-alive packet.
  458. 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.
  459. 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.
  460. NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.
  461.  
  462. KeyboardCameraRotateSpeed = 0.1 ; How fast the camera rotates when rotated via keyboard controls.
  463.  
  464. End
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