Advertisement
Guest User

Untitled

a guest
Apr 22nd, 2014
347
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 14.44 KB | None | 0 0
  1. #
  2. # Make sure that this file only contains a) valid data lines, or b) comment lines, or c) *completely empty* lines.
  3. #
  4. # ALSO NOTE THAT ALL RANGES ARE IN METERS WITHIN THE GAME WORLD (usually as distance from the player)!!!
  5. #
  6. #
  7. #
  8. #
  9. # ~~~~~~~~~~~~~~~~~~
  10. # VC:Traffic Globals
  11. # ~~~~~~~~~~~~~~~~~~
  12. # A: Maximum Vehicle Speed Multipler, float; default: 1.2f. Increases the maximum speed of all vehicles by the same factor. Can be used to
  13. # make vehicles very fast but for reaching those high speeds you might want to increase vehicle acceleration in handling.cfg.
  14. # A
  15. 0.9
  16. #
  17. #
  18. #
  19. #
  20. #
  21. #
  22. # ~~~~~~~~~~~~~~~~
  23. # Ped Despawn Data
  24. # ~~~~~~~~~~~~~~~~
  25. # A: spawned peds limit, exterior (peds in vehicles don't count towards limit), dword, default: 0xF (see remarks to <C> also)
  26. # B: spawned peds limit in interiors, dword, default: 0x18 (see remarks to <C> also)
  27. # C: density adder, DEPRECATED; to make use of the raised limits, use opcode 03DE: Set Ped Density Multiplier <float> in main.scm
  28. # file and try increasing to values above 1.0f. Alternatively you can adapt the below Ped Daytime Density Multipliers accordingly.
  29. # D: absolute max range for any ped, float (Note: for almost any normal ped <E> is the actual limit), default: 65.0f
  30. # E: normal max range for peds, float (effectively limit of onscreen peds, keep below <D>), default 51.0f
  31. # (Note: This is an important range, the choice of this should influence Spawn data values <A>,<B>, and <C> below)
  32. # F: max range for peds not in camera facing (keep below <E>), default 25.0f
  33. # (Important Note: this value also defines the max range for spawning peds offscreen, ie behind or next to the player)
  34. # G: range adder to all above ranges for all gangers (including PIGs but not cops), float, default: 30.0f
  35. # H: ped (excluding cops) despawn time after going offscreen in ms, dword, default: #4000 (equals despawn after 4s)
  36. # I: cop despawn time after going offscreen in ms, dword, default: #10000 (=10s)
  37. # A B C D E F G H I
  38. 0xFF 0x19 0 200.0 150.0 30.0 70.0 5000 10000
  39. #
  40. # Original Vice Values:
  41. # 0xF 0x18 0 65.0 51.0 25.0 30.0 4000 10000
  42. #
  43. #
  44. #
  45. # ~~~~~~~~~~~~~~~~~~~~~
  46. # Ped Spawn/Render Data
  47. # ~~~~~~~~~~~~~~~~~~~~~
  48. # A: draw distance basis range for peds (gets modified by draw distance chosen in Vice's display options), float, default: 60.0f
  49. # B: onscreen spawn max range, float, default: 50.0f (best to keep it a bit below the despawn data range <E> above)
  50. # C: onscreen spawn min range, float, default: 40.0f (make sure it is below spawn range <B> above but avoid making it lower than
  51. # 40.0f)
  52. # D: offscreen spawn min range, float, default 15.0f
  53. # (Important Note: the max range is defined by despawn data <F> as both is linked to each other, so keep this value below that)
  54. # A B C D
  55. 160.0 150.0 30.0 10.0
  56. #
  57. # Original Vice Values:
  58. # 60.0 50.0 40.0 15.0
  59. #
  60. #
  61. #
  62. # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  63. # Ped Daytime Density Multipliers
  64. # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  65. # Is on top of normal density multiplier, it does *not* replace it. Starts with Midnight.
  66. # (You *must* keep the 6|6|6|6 format below!)
  67. 2.0 2.0 2.0 2.0 2.0 2.0 //First value: 0:00 (midnight)
  68. 2.0 2.0 2.0 2.0 2.0 2.0 //First value: 6:00
  69. 2.0 2.0 2.0 2.0 2.0 2.0 //First value: 12:00 (noon)
  70. 2.0 2.0 2.0 2.0 2.0 2.0 //First value: 18:00
  71. #
  72. #
  73. # ~~~~~~~~~
  74. # Gang Data
  75. # ~~~~~~~~~
  76. # A: min number of gangers spawned (in a group), float; default: 3.0f. As this is intended to specify the
  77. # size of *groups* walking around in formation or chatting, you should keep this value above 1. To spawn
  78. # single gangers that walk around independently, increase the probability <C> below according to your
  79. # needs.
  80. # B: max number of gangers spawned (in a group), float; default: 5.0f
  81. # C: probability of being spawned as walking solo, word, default: 0. Spawn a single ganger walking on its own. These probabilities
  82. # should add up to 1000 for each gang.
  83. # D: probability of being spawned as walking (in group), word, default: 333. Spawn a group of gangers walking in formation.
  84. # E: probability of being spawned as chatting (in group), word, default: 667. Spawn a group of gangers chatting in a circle.
  85. # A B C D E
  86. 2.0 5.0 500 350 150 //Gang1(Cubans)
  87. 2.0 5.0 500 350 150 //Gang2(Haitians)
  88. 2.0 5.0 500 350 150 //Gang3(Streetgang)
  89. 2.0 5.0 500 350 150 //Gang4(Criminal Gang)
  90. 2.0 5.0 1000 0 0 //Gang5(P.I.G.S., security guards)
  91. 2.0 5.0 500 350 150 //Gang6(Bikers)
  92. 2.0 5.0 500 350 150 //Gang7(Vercetti)
  93. 2.0 3.0 600 0 400 //Gang8(Golfers)
  94. 2.0 5.0 500 350 150 //Gang9(Unused)
  95. #
  96. #
  97. #
  98. #
  99. #
  100. #
  101. #
  102. # ~~~~~~~~~~~~~~~~~~~~
  103. # Vehicle Various Data
  104. # ~~~~~~~~~~~~~~~~~~~~
  105. # A: spawned vehicle limit, dword, default: 0x7 (see remarks to <B> also)
  106. # B: density adder, DEPRECATED; to make use of the above raised limit, use opcode 01EB: Set Vehicle Density Multiplier <float> in
  107. # main.scm file and try increasing to values above 1.0f. Alternatively you can adapt the below Ped Daytime Density Multipliers
  108. # accordingly.
  109. # C: despawn range for onscreen vehicles, default: 120.0f
  110. # D: despawn range for offscreen vehicles, default: 40.0f (also offscreen spawn range)
  111. # E: onscreen spawn range for vehicles, default: 110.0f (spawn range for offscreen vehicles is the same as <D>)
  112. # F: Vehicle LOD threshold, default: 70.0f
  113. # G: Wheels Maximum Visibility Override, default: 70.0f (if set to 0.0f, use values from default.dat - which are by default 70.0f per wheel)
  114. # A B C D E F G
  115. 0x4F 0 280.0 190.0 270.0 520.0 200.0
  116. #
  117. # Original Vice Values:
  118. # 0x7 0 120.0 40.0 110.0 70.0 0.0
  119. #
  120. #
  121. #
  122. # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  123. # Vehicle Daytime Density Multipliers
  124. # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  125. # Is on top of normal density multiplier, it does *not* replace it. Starts with Midnight.
  126. # (You *must* keep the 6|6|6|6 format below!)
  127. 2.6 2.6 2.6 2.6 2.6 2.6 //First value: 0:00 (midnight)
  128. 2.6 2.6 2.6 2.6 2.6 2.6 //First value: 6:00
  129. 2.6 2.6 2.6 2.6 2.6 2.6 //First value: 12:00 (noon)
  130. 2.6 2.6 2.6 2.6 2.6 2.6 //First value: 18:00
  131. #
  132. #
  133. # ~~~~~~~~~~~~~~~~~~~
  134. # Vehicle Node Speeds
  135. # ~~~~~~~~~~~~~~~~~~~
  136. # These are multipliers to the personal speeds of a driver/vehicle if they are in cruise mode, in other words; driving around
  137. # normally. If a vehicle flees or goes berzerk, it will use a precalculated "optimum" speed times a certain multiplier (that
  138. # one can be configured below). There are also at times vehicles rushing through traffic. These use the normal personal speed
  139. # but add a fixed value to it. See further details below.
  140. # As for using the node speeds, this happens in paths.ipl, specifically in the first flag. Consider these 2 line from paths.ipl
  141. # (and please remember we're talking car paths, not necessarily ped or boat paths here):
  142. # "1, -1
  143. # 2, 5, 0, -13866.1, -10439.2, 161.083, 0, 1, 1, 0, 0, 1"
  144. # ^^
  145. # The underscored 0 is the node speed flag. Normally there are these 3 settings:
  146. # 0 - slow (multiplier: *0.5)
  147. # 1 - normal (multiplier *1.0)
  148. # 2 - high (multiplier *2.0)
  149. # VC:Traffic adds a 4th legitimate value:
  150. # 3 - custom (multiplier by default set as very high -> *4.0)
  151. # (Note that without VC:Traffic Vice will interpret a "3" node as a slow node ("0"); anyway this means that running a VC:Traffic
  152. # paths.ipl without VC:Traffic will not cause the game to crash, only your custom node speed nodes will be interpreted as slow.
  153. # Also without VC:Traffic Vice will crash if you manually tweak node speeds too high - the game does miss some critical sanity
  154. # checks on what gear a vehicle can be in and how fast it can get and this causes a stack overflow exception. VC:Traffic fixes
  155. # that problem for you.)
  156. #
  157. # On top of all that you can reconfigure the speed settings for all 4 node speeds down below:
  158. # A: Node Speed "0" multiplier, float; default: 0.5f.
  159. # B: Node Speed "1" multiplier, float; default: 1.0f.
  160. # C: Node Speed "2" multiplier, float; default: 2.0f.
  161. # D: Node Speed "3" multiplier, float; no default (does not exist in Vice).
  162. # A B C D
  163. 1.0 2.0 4.0 8.0
  164. #
  165. #
  166. #
  167. #
  168. #
  169. #
  170. #
  171. #
  172. # ~~~~~~~~~~~~~~~~
  173. # Driver Behaviour (by Pedtype)
  174. # ~~~~~~~~~~~~~~~~
  175. # A: min cruising speed, float. Indiviudal values *per driver* now. This is the normal speed of peds driving around. Note that the
  176. # resulting speed may get modified by a car class modifier from the Car Class table below.
  177. # B: max cruising speed, float. Indiviudal values *per driver* now. This is the normal speed of peds driving around. Note that the
  178. # resulting speed may get modified by a car class modifier from the Car Class table below.
  179. # C: rushing speed probability, float. Likelihood that a driver gets spawned who is hurrying through the city past other's vehicles.
  180. # Note that the value is not a percentage but based on 1 in 128. So a value of 128 would mean 100%, 64 is 50% and so on. Is only
  181. # being applied to ground vehicles (cars & bikes).
  182. # D: rushing speed adder, byte, default: 10. How much faster rushing driver hurry through the streets.
  183. # E: fleeing speed multiplier, float, default: 1.5f. Flee Mode is normally activated when a vehicle gets fired upon. You can adjust
  184. # the likelihood of that particular response below now.
  185. # F: flee mode drive-thru base mass, float, default: 100000.0f. This is the mass for which there is an exact 50-50 chance of either
  186. # driving around or driving through/over other cars in blind panic when in flee mode (see other table below).
  187. # G: flee mode drive-thru mass deviation factor, float, default: 1.0f; This factor determines how differing mass from the base
  188. # mass influences the former 50-50 chance. To calculate, just take the desired percentage change per 100 mass units and divide
  189. # by 10,000.
  190. # H: flee mode drive-thru max probability, float, default: 1.0f. Puts an upper limit on drive-thru percentage, if so desired. 1.0
  191. # is 100%, 0.0 is 0%. Just divide percentage by 100.
  192. # I: frenzy mode speed multiplier, float, default: 0.8f. Speed for the frenzy mode. Normally frenzy mode only happens when you bring
  193. # a friendly vehicle (like same gang) to explode. However below it can be configured to be one of multiple responses to being
  194. # shot at.
  195. # J: minimum car health required, float, default: -1000.0f. UNSUPPORTED! Instead drivers might bail once their engine gets on fire.
  196. # K: emergency exit probability, word, default: 0. Chance (in 1 per 1000) that a driver screeches to a halt and bails in panic when
  197. # the car gets on fire (as well as all passengers).
  198. # A B C D E F G H I J K
  199. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //CIVMALE
  200. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //CIVFEMALE
  201. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 925 //COP
  202. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG1(Cubans)
  203. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG2(Haitians)
  204. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG3(Streetgang)
  205. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG4(Criminal Gang)
  206. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG5(P.I.G.S., security guards)
  207. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG6(Bikers)
  208. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG7(Vercetti)
  209. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG8(Golfers)
  210. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //GANG9(Unused)
  211. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 850 //EMERGENCY
  212. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 995 //FIREMAN
  213. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //CRIMINAL
  214. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //PROSTITUE
  215. 19.0 29.0 6 10 1.5 3500.0 0.0002 0.9 0.8 -1000.0 700 //SPECIAL
  216. #
  217. # ~~~~~~~~~~~~~~~
  218. # Driver Reaction (To Being Shot At, also per Pedtype)
  219. # ~~~~~~~~~~~~~~~
  220. # Used to configure ped's response to their vehicle being shot at. At present 5 different responses are supported, extending
  221. # Vice's default 50-50 chance of either Escaping The Car -or- Flee Mode (100% Drive Through). The 5 supported responses are
  222. # detailed below. The probabilities are based on 1 in 1000, so make sure all lines add up to exactly 1000, no more no less.
  223. # It's important to know that once a driver has determined a particular response it will stick to that, unlike in original VC.
  224. # Also note that potential emergency exits if a car gets on fire will overide any of these responses.
  225. # A: Ignore. The driver continues to drive as if nothing has happened.
  226. # B: Freeze. The driver will make the vehicle screech to a halt but will not do anything once stopped, as if paralyzed.
  227. # C: Escape From Car. The driver will let the car roll-out and then all occupants will leave the car in panic.
  228. # D: Flee. The driver will attempt to get away at high speed. Fleeing Speed can be set above, also whether a driver will choose to
  229. # driver around other vehicles or right through them will depend on the weight configuration above for the pedtype. This will
  230. # allows you to make heavy trucks to try to just cut through traffic.
  231. # E: Frenzy. The driver will try to ram or overrun the player, just as if you had brought a friendly vehicle to explosion.
  232. # A B C D E
  233. 10 200 300 415 75 //CIVMALE
  234. 10 300 300 370 20 //CIVFEMALE
  235. 5 5 1 24 870 //COP
  236. 10 200 300 340 150 //GANG1(Cubans)
  237. 10 200 300 340 150 //GANG2(Haitians)
  238. 10 200 300 340 150 //GANG3(Streetgang)
  239. 10 200 300 340 150 //GANG4(Criminal Gang)
  240. 10 200 300 340 150 //GANG5(P.I.G.S., security guards)
  241. 10 200 300 340 150 //GANG6(Bikers)
  242. 10 200 300 340 150 //GANG7(Vercetti)
  243. 10 200 300 340 150 //GANG8(Golfers)
  244. 10 200 300 340 150 //GANG9(Unused)
  245. 0 0 0 1000 0 //EMERGENCY
  246. 0 0 0 1000 0 //FIREMAN
  247. 10 200 300 340 150 //CRIMINAL
  248. 10 200 300 415 75 //PROSTITUE
  249. 0 0 0 1000 0 //SPECIAL
  250. #
  251. #
  252. # ~~~~~~~~~
  253. # Car Class
  254. # ~~~~~~~~~
  255. # A: Speed multiplier, float. Modifies the cruising speed of a driver accordingly. Included mainly to allow for maximum flexibility
  256. # and to allow modders to stay as close to the original Vice system as possible, if so desired. The below default values reflect
  257. # a pretty exact approximation of the original Vice speeds if used in conjunction with above default values for driver speeds.
  258. # A
  259. 0.6 //normal
  260. 0.77 //poor
  261. 0.6 //rich
  262. 1.25 //exec
  263. 0.75 //worker
  264. 0.6 //big
  265. 0.7 //taxi
  266. 0.6 //moped
  267. 0.6 //motorbike
  268. 1.0 //leisureboat
  269. 1.0 //work boat
  270. 1.0 //police
  271. 0.6 //gang1(Cubans)
  272. 0.6 //gang2(Haitians)
  273. 0.6 //gang3(Streetgang)
  274. 0.6 //gang4(Criminal Gang)
  275. 0.6 //gang5(P.I.G.S., security guards)
  276. 0.6 //gang6(Bikers)
  277. 0.6 //gang7(Vercetti)
  278. 0.6 //gang8(Golfers)
  279. 0.6 //gang9(Unused)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement