Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- [SwatGame.SwatGamePlayerController]
- FocusTestDistance=3000.000000
- FocusTestInterval=0.200000
- RestartTime=6.000000
- ;when a ThrownWeapon is thrown, its speed will be this times the number of seconds that the throw button is held
- EnemyTurnSpeed=45000
- InputClass=Class'Engine.PlayerInput'
- Mass=100.000000
- ;player focus interfaces
- FocusInterfaceInfos=(Focus=Focus_Use,FocusClass=Class'SwatGame.UseInterface',Label=UseInterface,ValidNetMode=FNET_All)
- FocusInterfaceInfos=(Focus=Focus_Fire,FocusClass=Class'SwatGame.FireInterface',Label=FireInterface,ValidNetMode=FNET_All)
- FocusInterfaceInfos=(Focus=Focus_PlayerTag,FocusClass=Class'SwatGame.PlayerTagInterface',Label=PlayerTagInterface,ValidNetMOde=FNET_MultiplayerOnly)
- FocusInterfaceInfos=(Focus=Focus_ClassicCommand,FocusClass=Class'SwatGame.ClassicCommandInterface_SP',Label=ClassicCommandInterface,ValidNetMode=FNET_StandaloneOnly)
- FocusInterfaceInfos=(Focus=Focus_GraphicCommand,FocusClass=Class'SwatGame.GraphicCommandInterface_SP',Label=GraphicCommandInterface,ValidNetMode=FNET_StandaloneOnly)
- FocusInterfaceInfos=(Focus=Focus_ClassicCommand,FocusClass=Class'SwatGame.ClassicCommandInterface_MP',Label=ClassicCommandInterface,ValidNetMode=FNET_MultiplayerOnly)
- FocusInterfaceInfos=(Focus=Focus_GraphicCommand,FocusClass=Class'SwatGame.GraphicCommandInterface_MP',Label=GraphicCommandInterface,ValidNetMode=FNET_MultiplayerOnly)
- FocusInterfaceInfos=(Focus=Focus_LowReady,FocusClass=Class'SwatGame.LowReadyInterface',Label=LowReadyInterface,ValidNetMode=FNET_All)
- ; Control points on the bezier curve that smooths out the first-person zoom a bit. Pt0 is locked at (0,0)
- ; and Pt4 is locked at (1,1). These control points allow finer control over how the zoom looks.
- ZoomBezierPt1X=0.4f
- ZoomBezierPt1Y=0.0f
- ZoomBezierPt2X=0.6f
- ZoomBezierPt2Y=1.0f
- [SwatGame.SwatPlayerController]
- FlashScale=0.5
- FlashFog=(X=900.00000,Y=0.000000,Z=0.00000)
- [Engine.Hands]
- ;realAxis<-specifiedAxis
- ;X<-Y,Y<-X,Z<-Z
- PlayerViewOffset=(X=-22,Y=7,Z=-12)
- AnimationGroups=FP_Hand.GrenadeHands
- AnimationGroups=FP_Hand.MP5Hands
- AnimationGroups=FP_Hand.1911Hands
- AnimationGroups=FP_Hand.M4Super90Hands
- AnimationGroups=FP_Hand.PeppersprayHands
- AnimationGroups=FP_Hand.M4A1Hands
- AnimationGroups=FP_Hand.PaintballHands
- AnimationGroups=FP_Hand.OptiwandHands
- AnimationGroups=FP_Hand.ToolkitHands
- AnimationGroups=FP_Hand.DoorWedgeHands
- AnimationGroups=FP_Hand.C2Hands
- AnimationGroups=FP_Hand.NovaPumpHands
- AnimationGroups=FP_Hand.HandcuffsHands
- AnimationGroups=FP_Hand.BreachingSGhands
- AnimationGroups=FP_Hand.AK47hands
- AnimationGroups=FP_Hand.Uzihands
- AnimationGroups=FP_Hand.UMPhands
- AnimationGroups=FP_Hand.G36Khands
- AnimationGroups=FP_Hand.RevolverHands
- PreThrowAnimation=GrenadePullPin
- PreThrowTweenTime=0.000000
- PreThrowRootBone=0.000000
- ThrowShortAnimation=GrenadeThrowShort
- ThrowLongAnimation=GrenadeThrowLong
- ;if a ThrownWeapon is thrown at a speed less than this, then the 'short' animations are played, otherwise, 'long' animations are used
- ;Note: this should match the setting in SwatPawn.ini [SwatGame.SwatPlayer]
- MinimumLongThrowSpeed=200.0
- [Engine.HandheldEquipmentModel]
- HolderAnimationRootBone=Bip01_Spine1
- HolderUnequipFromMPCuffedAnimation=sGetCuffedStartMP
- [Engine.FiredWeaponModel]
- ReloadTweenTime=0.0
- [SwatGame.MirrorPoint]
- OffsetFromMirrorPoint=32.0
- OffsetFromCornerDirection=16.0
- ;**************************
- ; Physics
- ;**************************
- [Engine.KActor]
- ;Karma impulse imparted from a bullet is Momentum * MomentumToKarmaImpulseConversionFactor
- ;(Paul) In order to get a reasonable amount of force into the karma system this needs to be a significant multiplier to momentum.
- MomentumToKarmaImpulseConversionFactor=150.0
- [Engine.HavokActor]
- ;Havok impulse imparted from a bullet is Momentum * MomentumToHavokImpulseConversionFactor
- MomentumToHavokImpulseConversionFactor=2
- MaxImpulseToMassRatio=100
- [RWOSupport.ReactiveKarmaActor]
- ;Karma impulse imparted from a bullet is calculated as Momentum * MomentumToKarmaImpulseConversionFactor
- ;(Paul) In order to get a reasonable amount of force into the karma system this needs to be a significant multiplier to momentum.
- MomentumToKarmaImpulseConversionFactor=150.0
- ;**************************
- ;Ballistics Data
- ;**************************
- [SwatGame.SwatGameInfo]
- ;*************************************************
- ;Single Player y-based Damage Modifiers
- ;
- ; Damage to Swat officers and the player in a
- ; single-player campaign is multiplied by this
- ; value before being applied. The various
- ; Easy/Normal/Hard values correspond to the difficulty
- ; setting that the player chooses for his campaign
- ; in the campaign setup.
- ;*************************************************
- SPDamageModifierEasy=0.5;
- SPDamageModifierNormal=1.0;
- SPDamageModifierHard=1.5;
- SPDamageModifierElite=1.5;
- ;*************************************************
- ;Non-Coop Multi-Player Damage Modifier
- ;
- ; Damage to all players in non-co-op multiplayer
- ; is multiplied by this value before being applied.
- ; So this value can be used to make weapons do slightly
- ; more or less damage overall in multiplayer (as opposed
- ; to their default damage). We use this to tune the
- ; head-to-head gameplay because the default damage of
- ; different ammo types is tuned for players-versus-unarmed-AIs,
- ; not fully armored players in multiplayer games.
- ;*************************************************
- MPDamageModifier=1.25;
- ;*************************************************
- ; Coop Multi-Player Damage Modifier
- ;
- ; Damage to Swat officers in co-op is multiplied
- ; by this value before being applied. It does NOT
- ; affect damage to pawns. So this value can be used
- ; to tweak how much damage AIs cause to players in
- ; co-op.
- ;*************************************************
- COOPDamageModifier=2.0;
- ;*************************************************
- ;Debug
- ;*************************************************
- DebugObjectives=true
- DebugLeadership=true
- DebugLeadershipStatus=false
- DebugSpawning=true
- ;**************************
- ; Reticule and HUD data
- ;**************************
- [SwatGame.SwatHUD]
- ;Position on the screen in percent
- CommandPositionX=1.0
- CommandPositionY=.97
- ;Dimensions of the command texture
- CommandTextureSizeX=128
- CommandTextureSizeY=32
- [SwatGame.DoorWayFocusInfo]
- InteractDistance=140
- [SwatGame.EnemyFocusInfo]
- ; about 36 feet away
- InteractDistance=768
- [SwatGame.BombBase]
- ;in seconds, the time required to qualify to disable a bomb
- QualifyTimeForToolkit=5.0
- ;******************************
- ; Doors
- ;******************************
- [SwatGame.SwatDoor]
- ;in seconds, the time required to qualify to pick a door (lock) with a Toolkit
- QualifyTimeForToolkit=4.0
- ;in seconds, the time required to qualify to wedge a door
- QualifyTimeForWedge=1.367
- ;in seconds, the time required to qualify to place a C2 charge on a door
- QualifyTimeForC2Charge=3.0
- Mass=100.000000
- OpenLeftAwayClosePointBoneName=OLAwayClose
- OpenLeftTowardsClosePointBoneName=OLTowardsClose
- OpenRightAwayClosePointBoneName=ORAwayClose
- OpenRightTowardsClosePointBoneName=ORTowardsClose
- RightSideKnobBreachPointBoneName=BreachKnobRight
- RightSideHingeBreachPointBoneName=OpenLeftHinge
- LeftSideKnobBreachPointBoneName=BreachKnobLeft
- LeftSideHingeBreachPointBoneName=OpenRightHinge
- LeftSideBackKnobOpenAnimation=sDoorOpenRightKnob
- LeftSideFrontKnobOpenAnimation=sDoorOpenRightHinge
- LeftSideCenterKnobOpenAnimation=sDoorCenterOpenLeft
- RightSideBackKnobOpenAnimation=sDoorOpenLeftKnob
- RightSideFrontKnobOpenAnimation=sDoorOpenLeftHinge
- RightSideCenterKnobOpenAnimation=sDoorCenterOpenRight
- LeftSideCenterFranticKnobOpenAnimation=sDoorCenterOpenLeftFrantic
- RightSideCenterFranticKnobOpenAnimation=sDoorCenterOpenRightFrantic
- LeftSideBackKnobTryAnimation=sDoorOpenRightKnobTry
- LeftSideFrontKnobTryAnimation=sDoorOpenRightHingeTry
- LeftSideCenterKnobTryAnimation=sDoorCenterOpenLeftTry
- RightSideBackKnobTryAnimation=sDoorOpenLeftKnobTry
- RightSideFrontKnobTryAnimation=sDoorOpenLeftHingeTry
- RightSideCenterKnobTryAnimation=sDoorCenterOpenRightTry
- LeftSideBackPushOpenAnimation=sDoorOpenRightKnobKnobless
- LeftSideFrontPushOpenAnimation=sDoorOpenRightHingeKnobless
- LeftSideCenterPushOpenAnimation=sDoorCenterOpenLeftKnobless
- RightSideBackPushOpenAnimation=sDoorOpenLeftKnobKnobless
- RightSideFrontPushOpenAnimation=sDoorOpenLeftHingeKnobless
- RightSideCenterPushOpenAnimation=sDoorCenterOpenRightKnobless
- LeftSideCenterFranticPushOpenAnimation=sDoorCenterOpenLeftFranticKnobless
- RightSideCenterFranticPushOpenAnimation=sDoorCenterOpenRightFranticKnobless
- LeftSideBackPushTryAnimation=sDoorOpenRightPushTryKnobless
- LeftSideFrontPushTryAnimation=sDoorOpenRightHingeTryKnobless
- LeftSideCenterPushTryAnimation=sDoorCenterOpenLeftTryKnobless
- RightSideBackPushTryAnimation=sDoorOpenLeftPushTryKnobless
- RightSideFrontPushTryAnimation=sDoorOpenLeftHingeTryKnobless
- RightSideCenterPushTryAnimation=sDoorCenterOpenRightTryKnobless
- OLBackTowardsKnobCloseAnimation=sDoorOLbackTowardsClose
- OLBackTowardsPushCloseAnimation=sDoorOLbackTowardsCloseKnobless
- OLFrontTowardsKnobCloseAnimation=sDoorOLfrontTowardsClose
- OLFrontTowardsPushCloseAnimation=sDoorOLfrontTowardsCloseKnobless
- OLFrontAwayKnobCloseAnimation=sDoorOLfrontAwayClose
- OLFrontAwayPushCloseAnimation=sDoorOLfrontAwayCloseKnobless
- ORBackTowardsKnobCloseAnimation=sDoorORfrontAwayClose
- ORBackTowardsPushCloseAnimation=sDoorORfrontAwayCloseKnobless
- ORFrontTowardsKnobCloseAnimation=sDoorORbackTowardsClose
- ORFrontTowardsPushCloseAnimation=sDoorORbackTowardsCloseKnobless
- ; the towards close doesn't use the knob, so we use the same animation for both
- ORFrontAwayKnobCloseAnimation=sDoorORfrontTowardsClose
- ORFrontAwayPushCloseAnimation=sDoorORfrontTowardsClose
- MoveAndClearPauseThreshold=128.0
- [SwatGame.SingleDoor]
- LeftSideBackOpenPointBoneName=OpenRightKnob
- LeftSideFrontOpenPointBoneName=OpenRightHinge
- LeftSideCenterOpenPointBoneName=OpenRightCenter
- RightSideBackOpenPointBoneName=OpenLeftKnob
- RightSideFrontOpenPointBoneName=OpenLeftHinge
- RightSideCenterOpenPointBoneName=OpenLeftCenter
- [SwatGame.DoubleDoor]
- LeftSideBackOpenPointBoneName=OpenLeftHingeForRight
- LeftSideFrontOpenPointBoneName=OpenRightHinge
- LeftSideCenterOpenPointBoneName=OpenRightCenter
- RightSideBackOpenPointBoneName=OpenRightHingeForLeft
- RightSideFrontOpenPointBoneName=OpenLeftHinge
- RightSideCenterOpenPointBoneName=OpenLeftCenter
- ;*******************************
- ;External Viewports (not including snipers)
- ;*******************************
- [SwatGame.ExternalViewportManager]
- ; Note these values are in percentage of the screen
- ; DefaultSize is the size of the normal viewport
- kDefaultSizeX=0.3
- kDefaultSizeY=0.3
- ; ActiveSize is the size of the viewport when Capslock is held down
- kActiveSizeX=0.5
- kActiveSizeY=0.5
- kViewportRightPadding=0.015
- kViewportTopPadding=0.02
- ; ZoomRate for when Caps Lock is held down to zoom into full control viewport width. In rate per seconds,
- ; smaller numbers mean slower zooming rate
- kZoomRate=15
- kViewportFOV=65
- ; Offset from the Lower left corner of the viewport to draw the officer text
- kNegativeFontXOffset=8
- kNegativeFontYOffset=18
- ; GUI Font to use
- OfficerFontName="SwatOSBold"
- [Engine.PlayerController]
- bLookUpStairs=False
- bSnapToLevel=False
- bAlwaysMouseLook=True
- bKeyboardLook=False
- bAlwaysLevel=False
- bNoVoiceMessages=False
- bNoVoiceTaunts=False
- bNoAutoTaunts=False
- bAutoTaunt=False
- bNoMatureLanguage=False
- bDynamicNetSpeed=True
- AnnouncerLevel=0
- AnnouncerVolume=4
- AimingHelp=0.000000
- MaxResponseTime=0.700000
- DesiredFOV=85.000000
- DefaultFOV=85.000000
- MaxTimeMargin=0.350000
- StatsUsername=
- StatsPassword=
- DynamicPingThreshold=400.000000
- bEnablePickupForceFeedback=True
- bEnableWeaponForceFeedback=True
- bEnableDamageForceFeedback=True
- bEnableGUIForceFeedback=True
- [Engine.Controller]
- Handedness=0.000000
- [SwatGame.DynamicMusicManager]
- DynamicMusicTime=30.0
- DynamicContextName=Dynamic
- MusicEffectEvent=MusicMarkerTriggered
- [SwatGame.NetScoreInfo]
- pointsPerEnemyKill=1
- pointsPerFriendlyKill=-3
- pointsPerTimeDied=0
- pointsPerArrest=5
- pointsPerTimeArrested=0
- pointsPerVIPPlayerEscaped=10
- pointsPerArrestedVIP=10
- pointsPerUnarrestedVIP=10
- pointsPerBombDiffused=10
- pointsPerRDCrybaby=10
- [SwatGame.CommandArrow]
- PointOffset=-30.0
- OverheadOffset=70.0
Add Comment
Please, Sign In to add comment