Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Ingame console is LUA based and can parse LUA code and scripts. There are two types of console inputs: Game parameters and quick console - quick console is initialized by sending "/" (forward slash) input and all subsequent inputs are to be prefixed with forward slash, all game parameters are set via "Game.Set(Parameter, value)" call.
- Example quick console command: "/reload", example game parameter command: "Game.Set("ScorerRender", 0)"
- Warning: Some of the quick console commands call upon removed scripts/content which will crash the game when used! Setting game parameters flagged as "reset3d" through console will also crash the game, you can safely put them in game.cfg though.
- Quick console list:
- resetrender
- realmovie
- color
- GetPrior
- strigg
- resettextures
- qtetest
- moviesyncsnd
- pse
- m ###Load level, eg "/m "alk_desert""
- areatrigg
- shent
- killsquad ###Kills your entire squad
- map ###Load level, eg "/map "alk_desert""
- speed
- reset3d
- fpanm
- windowres ###Stretches up window to match WindowedWidth / WindowedHeight game parameters
- camrot
- milio
- reload
- testchar
- ragdoll
- pss
- setchar
- astralcam
- entset
- movie
- god ###God mode for player
- ControllerMenu
- dmm
- cagueitor
- free ###Toggle free camera
- dinavar
- control
- viewer
- xmen
- cubemap_SetCamera
- hmax
- listmodels
- allgod ###God mode for player and AI
- tools
- killall
- enem
- modelinfo
- linx
- cubemap_Face
- drawLine
- restart
- stopmovie
- trigg
- testscorer
- play
- FixedUsrCheck
- fixed
- main
- phys
- ToolsMenu
- framemovie
- cubemap
- cubemap_TakeEvent
- Game parameters list:
- RT_BlurScale = 1.000000 ### Blur Scale
- RT_BlurValue = 0.000000 ### Blur Value
- RT_Blur = 1 ### Init Blur Render target (0/1)
- RT_AberrationFPS = 2.000000 ### Aberration FPS Value
- RT_AberrationValue = 0.000000 ### Aberration Density Value
- RT_Aberration = 1 ### Init Aberration Render target (0/1)
- RT_MonitorViewFPS = 40.000000 ### MonitorView FPS Value
- RT_MonitorViewValue = 0.000000 ### MonitorView Density Value
- RT_MonitorView = 1 ### Init MonitorView Render target (0/1)
- RT_WavesDuDV = 0.000000,0.000000,0.000000,0.000000 ### Water displacement
- RT_WavesBorderAlpha = 0.050000 ### Alpha factor in borders
- RT_Waves = 1 ### Init Waves (0/1)
- RT_Disolve = 1 ### Init Disolve (0/1)
- RT_BenchmarkCount = 32.000000 ### Benchmark Count
- RT_BenchmarkValue = 0.000000 ### Benchmark Value
- RT_Benchmark = 0 ### Init Benchmark Render target (0/1)
- RT_DeformationScale = 0.250000 ### Deformation Scale
- RT_Deformation = 1 ### Init Deformation Render target (0/1)
- RT_HDRLevelsPow = 1.000000 ### HDR Levels Pow
- RT_HDRLevelsOutMax = 0.725490,1.000000,0.898039,1.000000 ### HDR Levels Output Max
- RT_HDRLevelsOutMin = 0.000000,0.000000,0.000000,0.000000 ### HDR Levels Output Min
- RT_HDRLevelsInMax = 0.941176,0.941176,0.941176,1.000000 ### HDR Levels Input Max
- RT_HDRLevelsInMin = 0.000000,0.000000,0.000000,0.000000 ### HDR Levels Input Min
- RT_HDRContrast = 1.200000 ### HDR Contrast (def. 1.0f)
- RT_HDRBrightness = 0.025000 ### HDR Brightness (def. 0.0f)
- RT_HDRGlareType = 8 ### HDR Glare Type
- RT_HDRStarScale = 0.700000 ### HDR Star Scale
- RT_HDRBloomScale = 0.000000 ### HDR Bloom Scale
- RT_HDRBrightOffset = 3.100000 ### HDR Bright Pass Offset
- RT_HDRBrightThreshold = 0.200000 ### HDR Bright Pass Threshold
- RT_HDRMaxLuminance = 0.300000 ### HDR Maximun Adapted Luminance
- RT_HDRMinLuminance = 0.200000 ### HDR Minimun Adapted Luminance
- RT_HDRBlueShift = 1 ### HDR Blue Shift
- RT_HDRToneMap = 1 ### HDR ToneMap
- RT_HDRKeyValue = 0.170000 ### HDR Key Value
- RT_HDRExposureTime = 0.450000 ### HDR Exposure Time
- RT_HDRPostFX = 1 ### Init HDR Post FX (0/1)
- R_ShowPreIllumVtx = 0 ### Show preilluminated vertex objects (0|1|2)
- R_AnimNodo_Count = 142600 ### AnimNodo counter
- OptAnimArcMax = 20.000000 ### AnimRot compression max arc
- OptAnimPosMax = 200.000000 ### AnimPos compression max dist
- OptAnimFovErr = 0.010000 ### AnimFOV optimization epsilon (deg)
- OptAnimRotErr = 0.030000 ### AnimRot optimization epsilon (deg)
- OptAnimPosErr = 0.010000 ### AnimPos optimization epsilon
- OptimizeAnims = 1 ### 0=none, 1=Compact anims
- R_SoftStencilShadows_BlurFilter = 1 ### Soft stencil shadows Blur Filter (0=point, 1=linear)
- R_SoftStencilShadows_BlurPasses = 2 ### Soft stencil shadows Blur Passes
- R_SoftStencilShadows_BlurScale = 2.000000 ### Soft stencil shadows Blur Scale
- R_SoftStencilShadows = 1 ### Enable Soft stencil shadows (req. reset3d) (-1/0/1)
- R_SkyLightZoom = 4.000000 ### Sky Light Shadow maps Zoom
- R_SkyLightShow = 0 ### Sky LightShow
- R_SkyLightSelf = 1 ### Sky Light Self Projected Shadows
- R_SkyLightVector = 250.000000,2500.000000,250.000000,0.000000 ### Sky Light Vector
- R_SkyLightRange = 3500.000000 ### Sky Light Range
- R_SkyLightFOV = 90.000000 ### Sky Light FOV
- R_SkyLight = 1 ### Sky Light
- R_ShadowMapsQualityFade = 500 ### Shadow maps quality fade distance
- R_ShadowMapsQualityDist = 0 ### Shadow maps force quality distance
- R_ShadowMapsMask = 3 ### Shadow maps mask (Bit1-World Bit2-Models)
- R_ShadowMapsEpsilon = 0.000001 ### Shadow maps epsilon
- R_SkyShadowMapsBiasF = 0.005000 ### Sky Shadow maps Far bias
- R_SkyShadowMapsBiasN = 0.010000 ### Sky Shadow maps Near bias
- R_ShadowMapsBiasF = 0.020000 ### Shadow maps Far bias
- R_ShadowMapsBiasN = 0.040000 ### Shadow maps Near bias
- R_ShadowMapsCull = 2 ### Shadow maps cull face (0/1/2)
- R_ShadowMapsDepth = 0 ### Enable shadow maps depth (req. reset3d) (0/1)
- R_ShadowMapsSize = 8192 ### Shadow maps size (squared)
- R_ShadowMaps = 1 ### Enable shadow maps (req. reset3d) (0/1)
- R_MeshCache = 1 ### Use mesh cache for non-transparent nodes (0/1, 10=info)
- R_PackVertexBuffers = 1 ### Use packed vertex buffers (0/1/2)
- sr_vb = 4096 ### Sprite Render Vertex Buffer Size (0 for no VB)
- SharedTexuresPath = 2D/Textures/Shared/ ### Default path for shared textures ($name.bmp)
- WriteDebugM3D = 0 ### Write M3D debug files (0/1)
- WriteEnvFiles = 0 ### Write .env ini files (0/1)
- SM3_CheckTime = 1 ### Check filetime of SM3 files (0/1)
- SM3_UseScenes = 1 ### Read/Write SM3 files (0/1/2)
- CM3_CheckTime = 1 ### Check filetime of CM3 files (0/1)
- CM3_UseScenes = 1 ### Read/Write CM3 files (0/1/2)
- ShowNodesTree = 0 ### Show nodes tree at model M3D loading time (0/1)
- OptimizeNodes = 7 ### 0=none, 1=delete unused nodes, 2=colapse to bip nodes, 4=AniMask, 7=all
- ShowWorldMeshes = 0 ### Show world sectors debug info (0/1/2)
- WorldMeshesVis = 1 ### Pretest world meshes visibility (0/1)
- ps_shaders = 1 ### Particle Shaders (0/1)
- ps_forcemipmap = -1 ### Particle System Force MipMap (-1/0/1)
- ps_alphadot = 1 ### Particle System Alpha Dot (0/1)
- ps_alphadistance = 1 ### Particle System Alpha Distance (0/1)
- ps_zbias = 1 ### Particle System ZBias (0/1)
- ps_checksectors = 1 ### Particle System Check Sectors Visibility (0/1/2)
- ps_checkbounding = 1 ### Particle System Check Bounding Visibility (0/1)
- ps_drawwire = 0 ### Particle System Draw Wire (0/1)
- ps_wire = 0 ### Particle System Wireframe (0/1)
- ps_draw = 1 ### Particle System Draw (0/1)
- FastGetYSector = 1 ### Fast GetYSector (0/1)
- R_ShowEVA = 0 ### Show vertex anim. (0/1)
- R_UseEVA = 1 ### Use vertex anim. (0/1)
- R_ShowSkin = 0 ### Show skinning (0/1)
- R_UseSkin = 2 ### Use skinning (0/1)
- R_SkipNodeVis = 0 ### Disable node visibility process (0/1)
- R_NodoR_Count = 8301 ### NodoR counter
- R_PortalBand = 0 ### Portal clipping viewport margin
- R_PortalClip = 1 ### Use portal viewport for clipping (0/1)
- R_PortalEnd = 1 ### Use end sectors (0/1)
- R_PortalExt = 1 ### Use sector visibility extension (0/1/2)
- R_PortalPos = 1 ### Use sector position cache (0/1)
- R_PortalNorm = 1 ### Use portal plane normal (0/1)
- R_PortalDist = 20.000000 ### Portal min. distance factor
- R_VideoLockMode = 1 ### Video frame lock mode (0/1/2/3)
- RT_CopySharpen = 1.250000 ### Copy Sharpen Value (0/1)
- RT_Multisampling = 0 ### Multisampling (0/1)
- RT_AmbientDepth = 1 ### Ambient Depth (0/1)
- RT_HDR = 2 ### HDR render (0 / 1-16Fp / 2-8Fixed)
- RT = 1 ### Render Target Frame (0/1)
- RenderDecals = 1 ### Render transparent meshes (0/1)
- R_TranspZBias = 200.000000 ### Transp. sort z-bias (def. 200.0)
- R_ShowTranspBox = 0 ### Show transparent nodes (0/1)
- RT_PhantomSpeed = 0.500000 ### Phantom Speed Trail
- RT_Phantom = 1 ### Init Phantom (0/1)
- R_ShowNodeFX = 0 ### Show node effects (0/1)
- R_ShowLights = 0 ### Show lights (0/1)
- R_ShowLBoxName = ### Show nodes hierarchy and bbox (filter)
- R_ShowLBoxMax = 0 ### Show nodes hierarchy and bbox (max. node)
- R_ShowLBoxMin = 0 ### Show nodes hierarchy and bbox (min. node)
- R_ShowLocalBox = 0 ### Show nodes hierarchy and bbox (0/1)
- R_ShowModelSector = 0 ### Show model sector (0/1/2)
- R_ShowModelPos = 0 ### Show model position (0/1/2)
- R_ShowModelBox = 0 ### Show model bounding box (0/1/2/3)
- R_ShaderSpecIdx = 0 ### Render Shader Spec Index
- RP_MatCache = 1 ### Render Pipeline Material Cache
- R_GlossLimit = 1000.000000 ### Gloss limit
- R_Subsurface = 1 ### Subsurface Scattering
- R_Deferred = 0 ### Deferred Shading
- R_Glow = 1.000000 ### Glow scale
- R_Specular = 2.000000 ### Specular scale
- R_Gloss = 1.200000 ### Gloss scale
- R_Dualmap = 1.000000 ### Dualmap scale
- R_Parallax = 1.000000 ### Parallax scale
- R_Scattering = 1.000000 ### Scattering scale
- VideoScaleBlue = 1.000000 ### Video blue color scale (def. 1.0)
- VideoScaleGreen = 1.000000 ### Video green color scale (def. 1.0)
- VideoScaleRed = 1.000000 ### Video red color scale (def. 1.0)
- VideoScaleRGB = 1.000000 ### Video color scale (def. 1.0)
- VideoGammaRGB = 1.000000 ### Video color gamma (def. 1.0)
- ps_speed = 1.000000 ### Particle System Speed
- ps_hidefreeze = 1 ### Particle System Freeze if Hide (0/1)
- ps_checkvisibility = 1 ### Particle System Check Visibility (0/1)
- ps_sortinstances = 0 ### Particle System Sort Instances (0/1/...)
- ps_sortgroups = 1 ### Particle System Sort Groups (0/1/...)
- ps_pool = 0 ### Particle System Show Pool (0/1/...)
- ps_debug = 0 ### Particle System Draw Debug (0/1/...)
- ps_render = 1 ### Particle System Render (0/1)
- ps_update = 1 ### Particle System Update (0/1)
- PlayVideos = 1 ### Play Videos (0/1)
- ShowDebugStrings = 0 ### Show debug strings (0/1)
- EngineDebugLevel = 0 ### Extra engine debug info (0/1/2)
- R_Nodo3D_Count = 2908 ### Node3D counter
- R_NodeSlerp2 = 1 ### Slerp2 mode for nodes (0/1/2)
- R_SkipNodeRot = 0 ### Disable node rotation modifiers (0/1)
- R_SkipNodeFX = 0 ### Disable node effects (0/1)
- R_SkipAnimVis = 0 ### Disable node visibility anim (0/1)
- R_SkipAnim = 0 ### Disable node animation (0/1)
- R_SkipTrans2 = 1 ### Disable stencil node transform (0/1)
- R_SkipTrans = 0 ### Disable node transform (0/1)
- R_SkipNodes = 0 ### Disable node rendering (0/1)
- R_DeferredClip = 1 ### Deferred Shading Light Clipping
- R_DeferredShow = 0 ### Deferred Shading Show Debug
- R_LightConditional = 0 ### Light Conditional Rendering
- R_LightClip = 0 ### Light Clip Planes (0-None / 1-Only Depth / 2-BBox)
- R_LightScissor = 1 ### Light Scissor
- R_OneLight = -1 ### Select one light pass #n
- R_SkipLight = -1 ### Skip light pass #n
- R_StencilRange = 1.000000 ### Stencil Shadows extrusion scale
- R_StencilDraw = 1 ### Draw Stencil Shadows
- R_StencilLDir = 2000.000000 ### Dir light shadow distance
- R_StencilFisq = 0 ### Use fast inverse sqrt (0/1)
- R_StencilBBox = 1 ### Discard by approx. object bbox (0/1)
- R_StencilMult = 3.000000 ### Stencil shadows distance mult
- R_StencilTog = 0 ### Toggle stencil shadows
- R_StencilSelf = 1 ### Self-proyected stencil shadows (0/1)
- R_ShowStencil = 0 ### Show stencil shadows (0/1/2/3/4)
- R_StencilShadowsInit = 0 ### Init stencil shadows buffers (0/1)
- R_StencilShadows = 0 ### Enable stencil shadows (req. reset3d) (-1/0/1)
- TexFakeLoad = 0 ### Texture fake Load
- R_Tex_Count = 817 ### Texture counter
- NormalDXT = 1 ### Use DXT5 for normal map textures (0/1)
- SaveDXT5 = 1 ### Save DXT5 textures (0/1)
- BumpDDS = 0 ### Allow compression of bump textures (0/1)
- CachedTex = 20 ### Max. cached textures
- MipAutogen = 0 ### Use autogen mipmap feature (bmp) (0/1)
- MipmapColor = 0 ### Colorize each mipmap level (0/1)
- MipmapFade = 0 ### Fadeout each mipmap level (0/1)
- TextureLOD = 0 ### Most detailed mipmap level used (0=disable)
- DUDVMipmap = 1 ### Allow mipmapping for DUDV textures (0/1)
- BumpMipmap = 0 ### Allow mipmapping for bump textures (0/1)
- BuildDDS = 0 ### Build DDS Textures (0/1)
- UseLSFWindow = 1 ### Maintain foreground in fullscreen (disable=0)
- MaxMSAAQuality = 0 ### Maximun multisample antialiasing quality level (disable=0)
- MinVideoMemory = 0 ### Minimun Video Memory at init in Megabytes (disable=0)
- WindowedWidth = 0 ### Backbuffer width in windowed mode (0 = default)
- WindowedHeight = 0 ### Backbuffer height in windowed mode (0 = default)
- PxSkipMaterialCollision = 11 ### No genera malla est\f1\'e1tica de colisi\'f3n del PhysX para los materiales indicados (se dan en forma de lista, separados por ';')
- AnalizeQuads = 0 ### Analize problems in quads.
- ShowMapQSector = -2 ### Show map collision quads (sector filter)
- ShowMapQDist = 0.000000 ### Show map collision quads (distance filter)
- ShowMapQuads = 0 ### Show map collision quads (0/1)
- ShowMapAlpha = 0 ### Show map collision alpha value (0..255)
- ShowMapSolid = 0 ### Show map collision solid mode (0/1/2)
- ShowMapSector = 10 ### Show map collision sector mode (1..10)
- MapTriCacheRecalc = 0 ### Always recalc planes
- MapMaxQuadSize = 200.000000 ### Max quad size (0.0 = ignore)
- MapMinQuadSize = 0.000000 ### Min quad size (0.0 = ignore)
- MapCollisionBalance = 12.000000 ### Faces per quad balance
- FP_Z = 0 ### FP Z (0/1)
- R_World2 = 1 ### Render world sectors mode (0/1)
- R_ModelTrans = 1 ### Separate model transform (0/1)
- R_SortInvert = 0 ### Invert models sorting (0/1)
- R_SortShow = 0 ### Show sorting info (0/1/2)
- R_SortModels = 1 ### Sort models by distance
- RT_PixelMotionBlurVelFPS = 45.000000 ### PixelMotionBlur Velocity FPS
- RT_PixelMotionBlurVelScale = 1.000000 ### PixelMotionBlur Velocity Scale
- RT_PixelMotionBlurPower = 0.000000 ### PixelMotionBlur Power
- RT_PixelMotionBlur = 1 ### Init PixelMotionBlur (0/1)
- R_DistMStencil = 2500.000000 ### Model Stencil distance when not visible
- R_DistMLOD1 = 1.000000 ### Model LOD 1 distance coef.
- R_DrawMLODMin = 0 ### Set most detailed LOD to draw (1..n)
- R_DrawMLODPart = 0 ### Draw model LOD particles (0/1)
- R_DrawMLODMask = 0 ### Draw model LOD Mask
- R_UseMLOD = 1 ### Use model LODs
- R_LightLimit = 4 ### Max. enabled lights per model (0..6)
- R_AnimInterpMult = 1.000000 ### Multiplier of interpolation between animations
- R_SkipAnimInterp = 0 ### Disable interpolation between animations (0/1)
- R_SkipUpdateVis = 0 ### Skip model visibility test (0/1)
- R_ModelPortalVis = 1 ### Use portals for model visibility test (0/1)
- R_ModelLightVis = 1 ### Use lights for model rendering test (0/1)
- R_ShowModelLights = 0 ### Show model lights (0/1/2)
- TXF_CheckFiles = 0 ### check .TXF files (0/1)
- RadiosityMinDist = 0.400000 ### Min. distance between patches coef
- RadiosityPortals = 0 ### Use portals for radiosity (0/1)
- RadSkipBySectors = 0 ### Use sectors for radiosity (0/1)
- LightmapLinealAtten = 1 ### Use lineal attenuation for lightmap lights (0/1)
- MapRenderMap = ### Render only the specified materials (ie: wall*)
- MapRenderMat = ### Render only the specified materials (ie: wall*)
- MapSortByShader = 0 ### Sort by mat&shader (0/1)
- MapDrawBySector = 1 ### Draw map by sector (0/1)
- MapDrawSector = -2 ### Draw only the specified sector (def. -2)
- RenderSectors = 1 ### Render sectors (0/1)
- RenderMap = 1 ### Render map (0/1)
- R_ForceLMap = -1 ### Force primary/secondary lightmap (def. -1)
- R_Mult = 0.666000 ### Render Multiplier (1..x)
- R_LastDevice = GeForce RTX 2070 [nvd3dum.dll] 0.00.27905.16384 ### Render Last Device name
- R_AlphaZWrite = 12 ### Alpha ref value for transparency with ZWrite
- R_AlphaFog = 1 ### Allow fog with alpha blending (0/1)
- R_DecalSBias = 0.100000 ### Sloped scaled Z-Bias for decals
- R_DecalZBias = 2.000000 ### Z-Bias for decals
- R_CullMode = 0 ### Triangle culling mode (0=normal, 1=force two-sided)
- R_MaterialLog = 0 ### Log material usage (0/1)
- R_ShowSphereVis = 0 ### Show sphere visibility tests (0/1/2)
- R_UseDefMaterial = 0 ### Use default white material (0/1)
- R_UseDefTexture = 0 ### Use default white texture (0/1/2)
- R_MipFilter = 1 ### MipMap filter (0=point,1=linear)
- R_TexFilter = 2 ### Texture filter (0=point,1=linear,2=anisotropic)
- R_Anisotropy = 16 ### Max. anisotropic texture filter level
- R_MipmapBias = 0.000000 ### Mipmapping bias (def. 0.0)
- R_PShaderCount = 0 ### Count of pixel shader changes (readonly)
- R_Shader20 = 1 ### Use vertex&pixel shaders 2.0 (0/1)
- R_PShaders = 1 ### Use pixel shaders (0/1)
- R_GlowMap = 1 ### Use GlowMap (0/1)
- R_EnvBump = 1 ### Use EnvBump (0/1)
- R_EnvMap = 1 ### Use EnvMap (0/1)
- R_UsePortals = 1 ### Use portals (0/1)
- R_ShowPortals = 0 ### Show portals (0/1/2/3)
- R_LightVisSpot = 1 ### Use spot frustum for visibility test
- R_LightShadows = 1 ### Allow light shadows (0/1)
- R_LightMult2 = 1.000000 ### Vertex lighting multiplier in atten2 mode (def. 1.0)
- R_LightAtten2 = 0 ### Use alternate attenuation mode (0/1)
- R_LightSector = 1 ### Use light sector (0/1)
- R_LightEnaD3D = 1 ### Use light enable cache (0/1)
- R_LightTrace = 0 ### Use model to light raytracing (0/1)
- R_LightDefer = 1 ### Use deferred light activation (0/1)
- R_LightTarget = 1 ### Use target nodes (0/1)
- R_SpotlightAng = 1 ### Discard spotlights by falloff angle (0/1)
- R_LightSortI = 1.000000 ### Light sorting intensity weight (def. 1.0)
- R_LightSort = 12 ### Max. sorted lights (0..16)
- R_LightAmbient = 0.000000 ### Vertex lighting ambient amount (def. 0.0)
- R_LightDesat = 0.000000 ### Vertex lighting desaturation (def. 0.0)
- R_LightGamma = 1.000000 ### Vertex lighting gamma (def. 1.0)
- R_LightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0)
- R_LightAtten = 5.000000 ### Vertex lighting atten. factor (def. 5.0)
- ShowWorldDummies = ### Show the specified world dummies (ie: DM_*)
- WorldPreIllum = 2 ### World static illum. (0=skip,1=normal,2=selfillum)
- SkyMult = 1.000000 ### Sky Multiplier
- SkyBurnColor = 0 ### Sky Burn Color
- SkyTubeTest = 20000000.000000 ### Sky tube test far plane
- SkyRotation = 0.000000 ### Sky rotation in degrees (Y-axis)
- SkyPosScale = 1.000000 ### Sky position scale
- SkyZBuffer = 0 ### Sky requires ZBuffer
- SkyInit = 1 ### Sky initialization
- RenderSky = 1 ### Transform and render sky nodes
- RenderWorld = 1 ### Transform and render world nodes
- NodeFXSpringMask = * ### NodeFX Spring override filter (ie: Node*)
- NodeFXSpringDebug = 0 ### NodeFX Spring override (0/1)
- NodeFXSpringShow = 0 ### NodeFX Spring debug info
- NodeFXSpringMSec = 50 ### NodeFX Spring calc. period (msec)
- NodeFXSpringRotX = 0.000000 ### NodeFX Spring rotation x (deg)
- NodeFXSpringPiv = 0.500000 ### NodeFX Spring rotation pivot point
- NodeFXSpringRot = 0.500000 ### NodeFX Spring rotation coef.
- NodeFXSpringSprng = 0.600000 ### NodeFX Spring coef 1 (spring coef)
- NodeFXSpringDamp1 = 0.000000 ### NodeFX Spring damp 1 (spring elas)
- NodeFXSpringDamp2 = 0.600000 ### NodeFX Spring damp 2 (global damp)
- NodeFXSpringResImp = 0 0 0 ### NodeFX Spring reset imp
- NodeFXSpringWindDir = 1 0 0 ### NodeFX Spring wind vector
- NodeFXSpringBoxMax = 100 100 100 ### NodeFX Spring cbox max
- NodeFXSpringBoxMin = -100 -100 -100 ### NodeFX Spring cbox min
- NodeFXSpringMovDamp = 1 1 1 ### NodeFX Spring move damp
- NodeFXSpringGravity = 0.000000 ### NodeFX Spring gravity
- NodeFXSpringBounce = 0.000000 ### NodeFX Spring bounce
- NodeFXWheelShow = 0 ### NodeFX Wheel debug info
- NodeFXWheelSlide = 1.000000 ### NodeFX Wheel sliding factor
- NodeFXWheelRadius = 1.000000 ### NodeFX Wheel radius multiplier
- ps_EmitterLeaf_PowerMult = 1.000000 ### Particle System Emitter Leaf Power Multiplier
- ps_EmitterLeaf_Position = 0.000000,0.000000,0.000000,0.000000 ### Particle System Emitter Leaf Position
- RT_DOFFogDesaturate = 1.000000 ### Depth Of Field Fog Desaturate
- RT_DOFFogFactorBlur = 0.010000 ### Depth Of Field Fog FactorBlur
- RT_DOFFogFactorGray = 0.150000 ### Depth Of Field Fog FactorGray
- RT_DOFFogFactorScene = 0.330000 ### Depth Of Field Fog FactorScene
- RT_DOFFogRange = 3000.000000 ### Depth Of Field Fog Range
- RT_DOFFogDist = 150.000000 ### Depth Of Field Fog Dist
- RT_DOFFog = 1 ### Depth Of Field Fog
- RT_DOFCollisionEntities = 1 ### Depth Of Field Collision Entities
- RT_DOFAutoFocusMin = 600.000000 ### Depth Of Field Auto Focus Min Distance
- RT_DOFAutoFocusFar = 1 ### Depth Of Field Auto Focus Far
- RT_DOFAutoFocusNear = 0 ### Depth Of Field Auto Focus Near
- RT_DOFAutoFocusField = 0.800000 ### Depth Of Field Auto Focus Field (percentage 0 to 1)
- RT_DOFAutoFocus = 50000.000000 ### Depth Of Field Auto Focus Speed (units/s)
- RT_DOFNullDist = 15000.000000 ### Depth Of Field Null Distance
- RT_DOFFarRangeStep = 0.000000 ### Depth Of Field Far Range Interpolator
- RT_DOFFarRangeTo = -1.000000 ### Depth Of Field Far Range Interpolator
- RT_DOFFarRange = 480.000000 ### Depth Of Field Far Range
- RT_DOFFarDistStep = 0.000000 ### Depth Of Field Far Distance Interpolator
- RT_DOFFarDistTo = -1.000000 ### Depth Of Field Far Distance Interpolator
- RT_DOFFarDist = 1080.000000 ### Depth Of Field Far Distance
- RT_DOFNearRangeStep = 0.000000 ### Depth Of Field Near Range Interpolator
- RT_DOFNearRangeTo = -1.000000 ### Depth Of Field Near Range Interpolator
- RT_DOFNearRange = 180.000000 ### Depth Of Field Near Range
- RT_DOFNearDistStep = 0.000000 ### Depth Of Field Near Distance Interpolator
- RT_DOFNearDistTo = -1.000000 ### Depth Of Field Near Distance Interpolator
- RT_DOFNearDist = 0.000000 ### Depth Of Field Near Distance
- RT_DOFBlurScale = 1.500000 ### Depth Of Field Blur Scale
- RT_DOFValue = 0.800000 ### Depth Of Field Value
- RT_DOF = 1 ### Init Depth Of Field Render target (0/1)
- RT_LifeDamageHit = 0.000000 ### LifeDamage Hit Value
- RT_LifeDamagePower = 0.829903 ### LifeDamage Power Value
- RT_LifeDamageClosed = 0.000000 ### LifeDamage Closed Value
- RT_LifeDamageValue = 0.000000 ### LifeDamage Density Value
- RT_LifeDamageActive = 1 ### LifeDamage Active (0/1)
- RT_LifeDamage = 1 ### Init LifeDamage Render target (0/1)
- RT_RadialBlurScale = 0.015000 ### RadialBlur Scale
- RT_RadialBlurOff = 0.050000 ### RadialBlur Offset
- RT_RadialBlurValue = 0.000000 ### RadialBlur Density Value
- RT_RadialBlur = 1 ### Init RadialBlur Render target (0/1)
- RT_TravelScale = 0.015000 ### Travel Scale
- RT_TravelOff = 0.050000 ### Travel Offset
- RT_TravelValue = 0.000000 ### Travel Density Value
- RT_Travel = 1 ### Init Travel Render target (0/1)
- RT_HeadacheColor = 0.300000,0.400000,0.200000,1.000000 ### Headache Color
- RT_HeadacheValue = 0.000000 ### Headache Density Value
- RT_Headache = 0 ### Init Headache Render target (0/1)
- RT_DirectionalDamageFY = 0.000000 ### DirectionalDamage FY
- RT_DirectionalDamageFX = 0.000000 ### DirectionalDamage FX
- RT_DirectionalDamageValue = 0.000000 ### DirectionalDamage Density Value
- RT_DirectionalDamage = 1 ### Init DirectionalDamage Render target (0/1)
- RT_EagleViewColor = 0.000000,0.050000,0.000000,0.000000 ### EagleView Color
- RT_EagleViewValue = 0.000000 ### EagleView Density Value
- RT_EagleView = 0 ### Init EagleView Render target (0/1)
- RT_CloseBlurValue = 0.000000 ### CloseBlur Density Value
- RT_CloseBlur = 1 ### Init CloseBlur Render target (0/1)
- RT_FogColor = 0.282353,0.282353,0.282353,0.000000 ### Fog Color
- RT_FogValue = 0.740000 ### Fog Density Value
- RT_FogRange = 4000.000000 ### Fog Range
- RT_FogDistance = 0.000000 ### Fog Density
- RT_Fog = 1 ### Init Fog Render target (0/1)
- RT_MotionBlurValue = 0.000000 ### Motion Blur Value
- RT_MotionBlur = 0 ### Init Motion Blur Render target (0/1)
- RT_SilhouetteColor = 1.000000,1.000000,1.000000,1.000000 ### Silhouette Color
- RT_Silhouette = 0 ### Init Silhouette (0/1)
- 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)
- c_sboxmult = 20.000000 ### WorldSphereCollision box mult
- c_sboxshow = 0 ### WorldSphereCollision box info
- c_lvhd = 1 ### WorldLine3DVisibleTest hybrid mode enable
- 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_LoadModelLODMin = 2 ### Model LOD min (1..10)
- R_CoefMLODElements = 1000.000000 ### Elements LOD coef.
- R_CoefMLODPlayers = 1500.000000 ### Players LOD coef.
- R_CoefMLODEnemies = 1000.000000 ### Enemies LOD coef.
- R_CoefMLODDefault = 1000.000000 ### Default LOD coef.
- S_PauseGameSounds = 0 ### Pause game sounds (0/1)
- S_StreamBufferSize = 200 ### Buffer size for streaming (ms)
- S_SoundOutputType = ### Sound output type (win32)
- S_VoiceoverFadeout = 2.000000 ### Voiceover fadeout speed
- S_VoiceoverFadein = 4.000000 ### Voiceover fadein speed
- S_VoiceoverVolume = 0.600000 ### Voiceover relative volume
- ShowSceneCamera = 0 ### Show cutscene camera name and frame number
- CameraViewScaleY = 1.000000 ### camera viewport scale (Y)
- CameraViewScaleX = 1.000000 ### camera viewport scale (X)
- CameraDefViewAspect = 1.333333 ### Default logical viewport aspect ratio
- PhysicalAspectRatio = 1.777778 ### Physical aspect ratio
- ThreadAffinity = 1 ### Thread affinity mask (0=all)
- ProcessPriority = Normal ### Process priority class
- LoadTextures = 1 ### Load textures (except Sprite2D ones) (0/1) (3=OnDemand)
- MatEmissive = 0.000000 ### Extra amount of emissive lighting
- DDS_IncSky = 0 ### Read DDS Textures (0 to level)
- DDS_IncLevel = 0 ### Read DDS Textures (0 to level)
- DDS_IncModel = 0 ### Read DDS Textures (0 to level)
- DDS_IncDefault = 0 ### Read DDS Textures (0 to level)
- DDS_UseTextures = 1 ### Read DDS Textures (0 to level)
- MovieFramerate = 30 ### Movie FPS for avi recording
- MovieJpegQuality = 95 ### JPEG quality for movies (0..100)
- MovieCacheSize = 256 ### File buffer size for movies (Megabytes)
- MovieUseMemory = 0 ### Movie uses RAM instead of HD (0/1)
- TileScreenShot = 0 ### Tile ScreenShot (0..n)
- AutoScreenShot = 0 ### Auto ScreenShot (0/1)
- RP_GlowWorld = 1 ### Render Pass
- RP_Glow = 1 ### Render Pass
- RP_Lighting = 1 ### Render Pass
- RP_Ambient = 1 ### Render Pass
- R_Wireframe = 0 ### Render wireframe
- VSync = 1 ### Fullscreen Vertical Sync (0/1)
- ShowTSCMode = 1 ### Show TSC info (0=instant,1=by seconds)
- R_ForceFPS = 0.000000 ### FPS force (def. 0.0)
- R_LimitFPS = 0.000000 ### FPS limit (def. 0.0)
- R_ShowInfo = 0 ### Show rendering info (0..3)
- ReloadMinFreeMem = 0 ### Minimun Free Video Memory at reload in Megabytes (disable=0)
- ShowProgressBar = 1 ### Show loading progress bar (0/1)
- ProgressBarWait = 0 ### Progress bar wait time after load level (disable=0)
- ProgressBar = 3866 ### Progress bar reference value (def. 1000)
- SplashScreenFade = 400 ### Splash screens fade time
- ShowSplashScreen = 0 ### Show loading screen (0/1)
- PlayVideo = ### Video played at init.
- TimerFreqMult = 1 ### Timer frequency multiplier (def. 1, disable QPF=0)
- Antialiasing = 3 ### Antialiasing
- FullScreen = 0 ### 0 = Windowed mode, 1 = Fullscreen mode
- VideoWidth = 1920 ### Fullscreen width
- VideoHeight = 1080 ### Fullscreen 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)
- ViewerFrameEvent = ### Viewer anim frame event (0/1)
- ViewerControl = MoveModel ### Viewer mouse callback function
- ViewerModel = ### Model used in viewer mode
- ViewerAnim = ### Model animation used in viewer mode
- ViewerModelOffsetY = 0.000000 ### Viewer model offset (Y axis)
- ViewerFOV = 100.000000 ### Viewer camera fov (0.0 = original fov)
- ViewerClipFar = 800000.000000 ### Viewer camera far clip plane
- ViewerClipNear = 5.000000 ### Viewer camera near clip plane
- ViewerCameraDist = 20.000000 ### Viewer camera min. distance in target mode
- ViewerCameraSave = 0 ### Viewer camera auto save (0/1)
- ViewerCameraLoad = 0 ### Viewer camera auto load (0/1)
- 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)
- AlphaDistanceTag = 1 ### 0: always paint tags opaque [1]: paint tags with alpha
- ShowTagDetail = 2 ### 0:None 1: Selected [2]:All 3:All Filtered
- MaxDistanceToShowTag = 4000.000000 ### Max distance to show the editor helper
- HelpersInSelection = 0 ### Editor Multiple Selection.
- FilterHelperSector = 0 ### 0:Show all helpers other:Show Visible Sectors Helpers
- ShowEditorModels = 1 ### 0 = Standard game objects 1 = Editor game objects
- SelectionMode = 0 ### 0 = can select with all manipulators 1 = only with select manipulator
- ViewMode = 0 ### View Mode: 0 = user, 1 = top, 2 = right, 3 = front
- ManipulatorLink = 0 ### Manipulator Link On/Off
- ManipulatorScale = 0 ### Manipulator Scale On/Off
- ManipulatorTranslate = 0 ### Manipulator Translate On/Off
- ManipulatorRotate = 0 ### Manipulator Rotate On/Off
- ManipulatorSelect = 0 ### Manipulator Select On/Off
- EditShowSoundTrigg = 0 ### Shows the sound triggers in the editorViewport
- EditShowAreaTrigg = 0 ### Shows the area triggers in the editorViewport
- EditShowEnemTrigg = 0 ### Shows the enemy triggers in the editorViewport
- EditShowEnti = 0 ### Shows the entities in the editorViewport
- EditShowEnem = 0 ### Shows the enemies in the editorViewport
- RainHairWind = 1.000000 ### Rain Hair Wind
- RainOscilePower = 150.000000 ### Rain Oscile Power
- RainOscileSpeed = 1.000000 ### Rain Oscile Speed
- StormMaxTime = 25.000000 ### Storm Max Time
- StormMinTime = 12.000000 ### Storm Min Time
- StormSoundVol = 1.000000 ### Storm Sound Volume
- StormSound2 = Storm1 ### Storm Sound 2
- StormSound1 = Storm1 ### Storm Sound 1
- ThunderSoundVol = 1.000000 ### Thunder Sound Volume
- ThunderSound3 = Thunder3 ### Thunder Sound 3
- ThunderSound2 = Thunder2 ### Thunder Sound 2
- ThunderSound1 = Thunder1 ### Thunder Sound 1
- RainSoundAtt = 1.000000 ### Rain Sound Attenuation Speed
- BackRainSoundVol = 1.000000 ### BackRain Sound Volume
- BackRainSound = BackRain ### BackRain Sound Loop
- RainSoundVol = 1.000000 ### Rain Sound Volume
- RainSound = Rain ### Rain Sound Loop
- RainThunders = 0 ### Rain Thunders
- GlassSoundVol = 0.100000 ### Glass Sound Volume
- GlassSound = cristal_broke%d ### Glass Sound
- MinGlassLifeTime = 10.000000 ### Tiempo m\f1\'ednimo de vida para las part\'edculas de cristal
- SceneDOFEndValue = 0.000000 ### Scene Depth Of Field End Value
- SceneDOFInitValue = 0.000000 ### Scene Depth Of Field Init Value
- SceneDOFEndFar = 0.000000 ### Scene Depth Of Field End Far Offset
- SceneDOFInitFar = 0.000000 ### Scene Depth Of Field Init Far Offset
- SceneDOFEndNear = 0.000000 ### Scene Depth Of Field End Near Offset
- SceneDOFInitNear = 0.000000 ### Scene Depth Of Field Init Near Offset
- SceneDOFEndFrame = 0 ### Scene Depth Of Field End Frame
- SceneDOFInitFrame = 0 ### Scene Depth Of Field Init Frame
- SceneDOFMode = 3 ### Scene Depth Of Field Mode (0-Disable / 1-NotLink / 2-MasterLink / 3-AllLink)
- SceneDOFMult2Time = 0.000000 ### Scene Depth Of Field Mult Time
- SceneDOFMult2End = 0.000000 ### Scene Depth Of Field Mult End
- SceneDOFMult2 = 1.000000 ### Scene Depth Of Field Multiplier
- SceneDOFMult = 1.000000 ### Scene Depth Of Field Multiplier
- SceneDOFLog = 0 ### Scene Depth Of Field Log (0/1)
- GrenadeAtten = 3000.000000 ### Grenade Attenuation
- GrenadeVolume = 0.010000 ### Grenade Volume
- GrenadeSound = GrenadeBeep ### Grenade Sound
- fx_showpool = ### Show Effect System Debug Info
- fx_showtype = ### Show Effect System Debug Info
- fx_show = ### Show Effect System Debug Info
- fx_update = 1 ### Effect System Update
- NaziBitchCatchable = 0 ### 0: Nazi Bitch cannot be caught, 1: Nazi Bitch CAN be caught - activate it in VIGIL INSIDE map
- LuaGCStep = 2 ### Garbage Collection Step Size
- InitLuaLine = ### this line will be executed after init lua and cleared
- LuaCallBreak = 255 ### if >=callstack breaks in step by step in file mode.
- LuaBreakFile = ### the file to break in step by step in file mode.
- LuaDebug = 0 ### 0 = no debug, 1 = only breakpoints, 2 = step by step in file and callstack value, 3 = step by step allways.
- LuaCGAfterCall = 0 ### call\f1\'b4s the garbage collection every time that a LUA Callback function is called
- OnMoneyReachValue = 0 ### if money reach these vaule, the call OnMoneyReachCallback
- OnMoneyReachCallback = ### Function to be called when money reach 'OnMoneyReachValue'
- StrMoneyUpdate = 0.100000 ### Time to update the Money Scorer
- NotCleanableByGear = ### Gear do not try to atack this
- DefActionRadius = 5000.000000 ### 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.
- 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 = ### 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.
- DefActSoundAttEnd = 0.000000 ### Default AttEnd for ActSound.
- DefActSoundAttInit = 0.000000 ### Default AttInit for ActSound.
- DefActSoundPitch = 0.000000 ### Default pitch for ActSound.
- DefActSoundVolMult = 1.000000 ### Default volume multiplier for ActSound.
- DefInterpTime = 0.120000 ### Interpolation value by default.
- LogActEvents = 0 ### Drops to the console the log events.
- CharFootsOkTime = 0.150000 ### Minimal time checking the foots.
- CharLegShowLog = 0 ### Logs the LegStatus.
- CharMinTimeLegSlot = 0.025000 ### Minimun timeslot size for Foot-on-floor checking.
- RuneBloodActive = 0 ###
- ShowShelterAI = 0 ### 0 = No Show, 1 = Show info shelter AI
- LegionaryAttackFar = 0 ### 1: Legionaries will stay and shot from far, 0: Will have standard behaviour
- ShowGladAI = 0 ### 0 = No Show, 1 = Show Inf. Gladiador AI
- PosInParapAI = 0.000000,0.000000,0.000000,0.000000 ### To prove pos. head in parapet
- EnableLanternAlert = 0 ### 1: Enemies can be alerted by lantern presence, 0: Will not be alerted by lantern
- AIBuildGraph2DMinFloorDistTestWalk = -1.000000 ### Min. floor test walk to build graph 2D.
- AIBuildGraph2DMaxFloorDistTestWalk = -1.000000 ### Max. floor test walk to build graph 2D.
- AIBuildGraph2DSRad = -1.000000 ### Support radius to build graph 2D.
- AIBuildGraph2DWRad = -1.000000 ### Collision radius to build graph 2D.
- AIBuildGraph3DWRad = -1.000000 ### Collision radius to build graph 3D.
- BlindBehemothInMap = 0 ### 0: there are no BBs in map, 1: there is at least one BB in map
- AbabaniliStartBias = -50.000000,0.000000,-250.000000,0.000000 ### Position relative to character wher Ababanili apears
- EventActionLabelLinkPath = AIGen.IniJump ### Execute function asociated to label of link of a path.
- DistMaxVisionCharAI = 100000.000000 ### Max. distance of vision.
- AngVisionCharAI = 0.785398 ### Angle of vision.
- DistBrakeObjChar = -1.000000 ### Distance to objective to brake to reach it.
- 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 = 0.250000 ### Time to control time between tests collision between agents when stopped.
- TimeEventCollCharAI = 0.250000 ### Time to control event collision between agents.
- MarginShirkCharAI = 500.000000 ### Margin to detect characters to shirk.
- 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.
- MinAngleSearchPointCharAI = 0.130900 ### Angle to search point route.
- DistNextPosGoTargetCharAI = 0.000000 ### 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.
- AngAttackCharAI = 0.196350 ###
- MarginDistStopCharAI = 50.000000 ### Margin distance between the order to stop an agent and don\f1\'b4t move it.
- 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.
- GetInfNodesAI = 0 ### Get inf. graph when calculated.
- MarginCollMapAI = 2.500000 ### Margin to test collision with map.
- ShowErrorNodesAI = 0 ### Show errors in graph.
- ShowTestCanGoAI = 0 ### Show points to test can go to point.
- ShowInfoRegAI = -1 ### Show info region when creation graph.
- MaxDistBetwNodes2DAI = 750.000000 ### Dist. max. between 2 nodes 3D.
- DistNextPosGoTarget2DAI = 0.000000 ### Dist. to check new position to go to agents 2D.
- MarginPosTestJumpCharAI = 45.000000 ### Margin of pos. to test when jump from this position.
- RadiusErrorParabTestJumpCharAI = 25.000000 ### Error of radius to test when jump parabolicly.
- DistTestJumpCharAI = 200.000000 ### Dist. to test when jump.
- AltPerpFloorAI = 20000.000000 ### Alt. m\f1\'e1x. to get point perp.
- BatchBuildGraph2DAI = 0 ### To Build Graph 2D.
- ShowNumGraph2DAI = -1 ### Show num. graph
- 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.
- MaxDistBetwNodes3DAI = 1500.000000 ### Dist. max. between 2 nodes 3D.
- DistNextPosGoTarget3DAI = 131.000000 ### Dist. to check new position to go to agents 3D.
- ViewerIniAI = 0 ### To initialize AI in Viewer.
- BatchBuildGraph3DAI = 0 ### To Build Graph 3D.
- ShowNumGraph3DAI = -1 ### Show num. graph
- ShowNodesAI = 0 ### Show info graph.
- ShowAStarAI = 0 ### Show info AStar.
- RADIUS_OBJECTIVE_IN_ROUTE = 130.000000 ### Radius Points Route.
- DepthSearchPosGoAI = 10 ### Depth to search inside segment fo path.
- ShowPathAI = 0 ### 0 = No Show, 1 = Show
- TimeBetwChangeStateAI = -1.000000 ### Time between change state
- ShowAnimAI = 0 ### 0 = No Show, 1 = Show anim AI
- ShowStateAI = 0 ### 0 = No Show, 1 = Show states AI
- NotShootAI = 0 ### 0 = Shoot AI, 1 = Not Shoot AI
- ShowAI = 1 ### 0 = No Show, 1 = Show Inf. AI
- SndFakeLoad = 0 ### Sound fake Load
- S_LowPassResonance = 1.000000 ### Lowpass filter resonance value (1.0..10.0)
- S_LowPassCutoff = 22000.000000 ### Lowpass filter cutoff frequency (10.0..22000.0)
- S_ReverbLevel = 0.450000 ### Reverb level (0.0..1.0)
- S_ReverbType = 10 ### Reverb type (0..26,0=off)
- 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
- VoiceMainVolume = 0.376925 ### Voice main volume (0..1)
- MusicMainVolume = 0.096154 ### Music main volume (0..1)
- SoundMainVolume = 0.294874 ### Sound main volume (0..1)
- SoundMasterLevel = 0.500000 ### Sound master level (0..1)
- StreamPath = Sounds/Stream/ ### Stream default path
- VoicePath = Sounds/Voices/ ### Voice default path
- SoundShowSetMode = 0 ### Sound show SetMode info
- SoundWideness = 12.000000 ### Sound wideness factor
- SoundPanningFactor = 12.000000 ### Sound panning factor (dB)
- SoundDistAttenuation = 12.500000 ### Sound distance attenuation factor
- SoundDopplerLevel = 1.000000 ### Sound doppler effect level
- SoundAutoplayVolume = -48.000000 ### 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.
- DebugPosSoundShow = ### '' to show all the sounds.
- 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 = 1.000000 ### Volume of Action Music path for outdoors.
- iOutActionMusic = 7 ### 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 = 3 ### 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.
- ScorerTeamTestTime = 0.250000 ### maximun time to test the team status in scorer
- WeaponAimOmega = 29 ### index for omega aim the Weapon scorer
- WeaponAimAlpha = 28 ### index for alpha aim the Weapon scorer
- WeaponLineSize = 180 ### color for the Weapon scorer
- WeaponSpriteColor = 255.000000,255.000000,255.000000,255.000000 ### color for the Weapon scorer
- WeaponSniperPath_ = 2D/HUD/Sniper.alpha.tga ### Bitmap for the Weapon Scorer
- WeaponWeaponPath = 2D/HUD/Weapon.alpha.tga ### Bitmap for the Weapon Scorer
- WeaponAmmoPath = 2D/HUD/Ammo.alpha.tga ### Bitmap for the Weapon Scorer
- WeaponAimPath = 2D/HUD/Aim.alpha.tga ### Bitmap for the Weapon Scorer
- ScorerTeamInactivityTime = 30.000000 ### Ammo scorer position
- TeamStatusFollowPos = 17.500000,8.000000,0.000000,0.000000 ### Team Status Follow Position
- TeamStatusStopPos = 17.500000,50.000000,0.000000,0.000000 ### Team Status Stop Position
- TeamStatusOmegaDistance = 36.000000 ### Team Status Omega Distance
- TeamStatusSpritePath = 2D/Jericho/alfa_omega.alpha.tga ### Team Status Sprite Path
- TeamStatusScorerPos = 0.000000,0.000000,0.000000,0.000000 ### Team Status Scorer Position
- SelectorDisplacement = 0.000000 ### Displacement of the selecto when multi weapon config
- SelectorMainPos = 150.000000,350.000000,0.000000,0.000000 ### Main/second controller position
- SelectorExecuterPos = 150.000000,350.000000,0.000000,0.000000 ### Life bar delta position
- SelectorLifeBarPos = -23.000000,-16.000000,21.000000,22.000000 ### Life bar delta position
- SelectorAppearsSpeed = 7.500000 ### Speed of appears
- SelectorTitleDistance = 100.000000 ### Distance of the text from the centre
- SelectorTextYdisp = 10.000000 ### Distance of the text to down
- SelectorTextDistance = 80.000000 ### Distance of the text from the centre
- SelectorIconDistancePlusX = 16.000000 ### Distance of the icons from the centre
- SelectorIconDistance = 38.000000 ### Distance of the icons from the centre
- SelectorHintColor = 255.000000,255.000000,255.000000,255.000000 ### color for the Weapon scorer highlighted
- SelectorMenuColor = 255.000000,255.000000,255.000000,255.000000 ### color for the Weapon scorer
- SelectorMenuPath = 2D/Jericho/SelectorPC.Alpha.tga ### Bitmap for the Selector
- QTEInitFunc = QTE.SchResetQTE ### This function is executed everytime a QTE is initialized, even when pause is pressed.
- isQTESuccess = 1 ### This value becomes zero if QTE fails
- QTEDeltaPosY = 140.000000 ### QTE delta position Y.
- QTEDeltaPosX = 240.000000 ### QTE delta position X.
- QTESpriteFlash = 5 ### QTE sprite right index.
- QTESpriteRight = 4 ### QTE sprite right index.
- QTESpriteLeft = 3 ### QTE sprite left index.
- QTESpriteDown = 2 ### QTE sprite down index.
- QTESpriteUp = 1 ### QTE sprite up index.
- QTEBmpFilePlus = 2D/Jericho/X360QTE.alpha.tga ###
- QTEBmpFile = 2D/Jericho/PCQTE.alpha.tga ###
- QTEDebug = 1 ### 0: Inactive, 1:Show debug info
- QTEIgnorePostOkActions = 1 ### 0: fail if a button is pressed after the correct sequence is completed 1: actions after correct sequence are ignored
- QTEMode = 1 ### Quick Time Event in cutscenes (0: Inactive, 1:Normal, 3:Can't die)
- OldDamageIndicatorLife = 0.500000 ### Damage Indicator Life
- LifeStatusFineColor = 0.000000,128.000000,0.000000,255.000000 ### color for the Life Status scorer
- LifeStatusDangerColor = 128.000000,128.000000,0.000000,255.000000 ### color for the Life Status scorer
- LifeStatusCriticColor = 128.000000,0.000000,0.000000,255.000000 ### color for the Life Status scorer
- LifeStatusDeadColor = 0.000000,0.000000,0.000000,255.000000 ### color for the Life Status scorer
- LifeStatusTeamReadyColor = 0.000000,192.000000,0.000000,255.000000 ### team border color ready
- LifeStatusTeamUnsColor = 128.000000,128.000000,128.000000,255.000000 ### team border color unselected
- LifeStatusTeamSelColor = 255.000000,255.000000,255.000000,255.000000 ### team border color selected
- LifeStatusTeamInfo = 1 ### Life status shows the team info.
- LifeStatusActualColor = 255.000000,0.000000,0.000000,255.000000 ### color for the Life Status scorer
- LifeStatusSpriteColor = 255.000000,255.000000,255.000000,255.000000 ### color for the Life Status scorer
- LifeStatusAimPath = 2D/HUD/LifeStatus.alpha.tga ### Life status sprite
- DamageIndicatorBreathFadeOutSpeed = 1.000000 ### Damage Indicator Breath FadeOut Speed
- DamageIndicatorBreathVolume = 0.500000 ### Damage Indicator Breath Volume
- DamageBreathLife = 0.400000 ### Damage Breath Life
- DamageIndicatorFadeOutSpeed = 0.500000 ### Damage Indicator FadeOut Speed
- DamageIndicatorVolume = 0.800000 ### Damage Indicator Volume
- DamageIndicatorSound = DamageIndicator ### Damage Indicator Sound
- DamageIndicatorLife = 0.500000 ### Damage Indicator Life
- AstralDeltaJumpPosY = -50.000000 ### QTE delta position Y.
- AstralDeltaJumpPosX = -100.000000 ### QTE delta position X.
- AstralDeltaPosY = 50.000000 ### QTE delta position Y.
- AstralDeltaPosX = 50.000000 ### QTE delta position X.
- AstralSpriteJump = 8 ### Astral sprite Jump index.
- AstralSpriteBurn = 6 ### Astral sprite Burn index.
- AstralSpriteRune = 7 ### Astral sprite Rune index.
- AstralSpriteTK = 5 ### Astral sprite TK index.
- AstralSpriteJumpButton = 4 ### Astral sprite Jump Button index.
- AstralSpriteBurnButton = 3 ### Astral sprite Burn Button index.
- AstralSpriteRuneButton = 2 ### Astral sprite Rune Button index.
- AstralSpriteTKButton = 1 ### Astral sprite TK Button index.
- AstralBmpFile = 2D/Jericho/PCAstral.alpha.tga ### 0: Inactive, 1:Show debug info
- ScorerThreadRotSpeed = 1.000000 ### Scorer Thread Rotation Speed
- ScorerThreadLightIdx = 51 ### Scorer Thread Back Sprite
- ScorerThreadBackIdx = 33 ### Scorer Thread Back Sprite
- AmmoScorerThreadPos = -20.000000,-58.000000,20.000000,-58.000000 ### Ammo Scorer Thread Position
- ScorerBigPistolAmmoIdx = 47 ### Scorer BigPistol Ammo Index
- ScorerBigPistolAmmoSpr = 0 ### Scorer BigPistol Ammo Sprite
- ScorerBigPistolBackIdx = 60 ### Scorer BigPistol Back Index
- ScorerBigPistolBackSpr = 0 ### Scorer BigPistol Back Sprite
- ScorerBigPistolTextPos = 60.000000,-4.000000,55.000000,-21.000000 ### Ammo Scorer BigPistol supply text position
- AmmoScorerBigPistolPos = 7.000000,-14.000000,5.600000,3.000000 ### Ammo Scorer BigPistol Position
- ScorerMinigunAmmoIdx = 36 ### Scorer Minigun Ammo Index
- ScorerMinigunAmmoSpr = 0 ### Scorer Minigun Ammo Sprite
- ScorerMinigunBackIdx = 63 ### Scorer Minigun Back Index
- ScorerMinigunBackSpr = 0 ### Scorer Minigun Back Sprite
- ScorerMinigunTextPos = -70.500000,-19.500000,-78.000000,-29.000000 ### Ammo Scorer Minigun supply text position
- AmmoScorerMinigunPos = -5.000000,-13.000000,-2.500000,3.000000 ### Ammo Scorer Minigun Position
- ScorerMissileAmmoIdx = 26 ### Scorer Missile Ammo Index
- ScorerMissileAmmoSpr = 0 ### Scorer Missile Ammo Sprite
- ScorerMissileBackIdx = 59 ### Scorer Missile Back Index
- ScorerMissileBackSpr = 0 ### Scorer Missile Back Sprite
- ScorerMissileTextPos = 69.000000,-22.000000,0.000000,0.000000 ### Ammo Scorer Missile supply text position
- AmmoScorerMissilePos = 26.000000,-14.500000,0.000000,0.000000 ### Ammo Scorer Missile Position
- ScorerSniperAmmoIdx = 39 ### Scorer Sniper Ammo Index
- ScorerSniperAmmoSpr = 0 ### Scorer Sniper Ammo Sprite
- ScorerSniperBackIdx = 64 ### Scorer Sniper Back Index
- ScorerSniperBackSpr = 0 ### Scorer Sniper Back Sprite
- ScorerSniperTextPos = -48.000000,-4.000000,-51.000000,-21.500000 ### Ammo Scorer Sniper supply text position
- AmmoScorerSniperPos = -36.000000,-16.000000,6.000000,3.000000 ### Ammo Scorer Sniper Position
- ScorerShotModeDimBull = 10.000000 ### Scorer Shot Mode Dimmension of a bullet
- ScorerShotModeAutoIdx = 70 ### Scorer Shot Mode Auto Index
- ScorerShotModeBulletIdx = 38 ### Scorer Shot Mode Bullet Index
- ScorerShotModeSpr = 0 ### Scorer Shot Mode Sprite
- ScorerGrenadeImpactIdx = 61 ### Scorer Grenade Impact Index
- ScorerGrenadeProxIdx = 62 ### Scorer Grenade Proximity Index
- ScorerGrenadeTimeIdx = 57 ### Scorer Grenade Time Index
- ScorerGrenadeDetonateIdx = 58 ### Scorer Grenade Detonate Index
- ScorerGrenadeTypeSpr = 0 ### Scorer Grenade Ammo Sprite
- ScorerGrenadeAmmoIdx = 37 ### Scorer Grenade Ammo Index
- ScorerGrenadeAmmoSpr = 0 ### Scorer Grenade Ammo Sprite
- ScorerGrenadeBackIdx = 59 ### Scorer Grenade Back Index
- ScorerGrenadeBackSpr = 0 ### Scorer Grenade Back Sprite
- ScorerGrenadeTextPos = 68.000000,-21.000000,0.000000,0.000000 ### Ammo Scorer Grenade supply text position
- AmmoScorerGrenadePos = 14.000000,-14.500000,20.000000,0.000000 ### Ammo Scorer Grenade Position
- ScorerPistolAmmoIdx = 36 ### Scorer Pistol Ammo Index
- ScorerPistolAmmoSpr = 0 ### Scorer Pistol Ammo Sprite
- ScorerPistolBackIdx = 66 ### Scorer Pistol Back Index
- ScorerPistolBackSpr = 0 ### Scorer Pistol Back Sprite
- ScorerPistolTextPos = -71.500000,-3.000000,-81.000000,-12.000000 ### Ammo Scorer Pistol supply text position
- AmmoScorerPistolPos = -64.000000,-13.500000,4.300000,3.000000 ### Ammo Scorer Pistol Position
- ScorerMachinegunAmmoIdx = 36 ### Scorer Machinegun Ammo Index
- ScorerMachinegunAmmoSpr = 0 ### Scorer Machinegun Ammo Sprite
- ScorerMachinegunBackIdx = 66 ### Scorer Machinegun Back Index
- ScorerMachinegunBackSpr = 0 ### Scorer Machinegun Back Sprite
- ScorerMachinegunAmmoPos = -74.000000,-19.000000,0.000000,0.000000 ### Ammo Scorer Machinegun cartrige text position
- ScorerMachinegunTextPos = -73.000000,-3.000000,-35.000000,-30.000000 ### Ammo Scorer Machinegun supply text position
- AmmoScorerMachinegunPos = -63.500000,-17.000000,3.700000,3.000000 ### Ammo Scorer Machinegun Position
- ScorerShotgunAmmoIdx = 21 ### Scorer Shotgun Ammo Index
- ScorerShotgunAmmoSpr = 0 ### Scorer Shotgun Ammo Sprite
- ScorerShotgunBackIdx = 56 ### Scorer Shotgun Back Index
- ScorerShotgunBackSpr = 0 ### Scorer Shotgun Back Sprite
- ScorerShotgunTextPos = 64.000000,-3.000000,59.000000,-21.000000 ### Ammo Scorer Shotgun supply text position
- AmmoScorerShotgunPos = 9.000000,-14.500000,7.500000,3.000000 ### Ammo Scorer Shotgun Position
- ScorerAmmoInactivityTime = 30.000000 ### Ammo scorer position
- BlackPyrokinesis = 0 ### Ammo scorer position
- AmmoScorerPos = 50.000000,434.000000,590.000000,0.000000 ### Ammo scorer position
- ThreadsSprite = 2D/Jericho/Threads.Alpha.tga ### Threads used to show magical threads.
- AmmoSprite0 = 2D/Jericho/AimWeapons.alpha.tga ### Sprite used by first ammo scorer.
- AimTeamOrdersDistance = 14.000000 ### Aim Team Orders Distance from center
- CureTutorial = 0 ### 1 to Perform the cure tutorial .
- CureCounterHint = 13.421494 ### Time To show the cure message until reach zero
- MeleeCounterHint = 0.000000 ### Time To show the melee message until reach zero
- AimTimeToTestTeamOrders = 0.250000 ### Time To Test Team Orders in scorer
- ColeVisorAllways = 0 ### Activate the cole visor allways
- AimDeathGuyShowName = 2 ### Aim Death Guy Show Name
- AimDeathGuyArrowDisp = 5.000000 ### Aim Death Guy arrow displacement
- AimDeathGuyBorder = 60.000000,580.000000,50.000000,430.000000 ### Aim Death Guy indicator Border
- AimFriendColor = 0.000000,255.000000,0.000000,255.000000 ### Aim Normal Color
- AimEnemyColor = 255.000000,0.000000,0.000000,255.000000 ### Aim Normal Color
- AimNormalColor = 255.000000,255.000000,255.000000,255.000000 ### Aim Normal Color
- WeaponColeIcons = 2D/Jericho/ColeHudIcons.Alpha.tga ### Bitmap for the Cole Background
- WeaponColeMeter = 2D/Jericho/ColeMeter.Alpha.tga ### Bitmap for the Cole Background
- WeaponColeBg = 2D/Jericho/ColeHud.Alpha.tga ### Bitmap for the Cole Background
- WeaponSniperPath = 2D/Jericho/Sniper.alpha.tga ### Bitmap for the Weapon Scorer
- AimSpritePath = 2D/Jericho/AimWeapons.alpha.tga ### Team Status Sprite Path
- AimScorerPos = 320.000000,240.000000,0.000000,0.000000 ### Team Status Scorer Position
- AimColeLifeBarPos = 291.000000,315.000000,3.000000,5.000000 ### Life bar position
- FadeOutFinalTime = 5.000000 ### Fade out final time
- OnBonusCodeEntered = ### This callback is called when a bonus code is entered
- TextTypingSoundVol = 1.000000 ### Set the Text Typing Sound Volume
- TextTypingSound = keyboard%d ### Set the Text Typing Sound
- FullTalkTime = 2.739000 ### Time remain to dispear the tex showed...
- ShowSubtitles = 1 ### Time remain to dispear the tex showed...
- TimeToOpenTalkTime = 0.200000 ### Time remain to dispear the tex showed...
- RemainTalkTime = 0.000000 ### Time remain to dispear the tex showed...
- MaxTalkLineSizePix = 340.000000 ### 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
- ShowConsoleLog = 0 ### 1 to show allways the console
- FullScreenConsoleCallback = ### This function is called when imput an string on fullscreen console.
- HintAppearsTime = 0.500000 ### Time to show the hint in the menu
- ScorerBlack = 0 ### scorer black sprite
- PS3NoPadMsg = ### shows the 'please insert the pad'.
- SavingMsgStr = Loading... ### the remain 'Saving...' text message.
- SavingMsg = 0.000000 ### the remain time to hide de 'Saving...' message.
- XboxSavingMsgStr2 = ### the remain 'Saving...' text message in language table.
- XboxSavingMsgStr1 = ### 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 = 240 ### 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
- ScorerExecuteFunc = ### In scorer Execute Fuction.
- ScorerExecuteTime = 500.277527 ### In scorer Execute time.
- FogEndTime = 0.000000 ### factor of Fog fx
- FogTime = 0.000000 ### factor of Fog fx
- FogFactorEnd = 0.000000 ### factor of Fog fx
- FogFactorBegin = 0.000000 ### factor of Fog fx
- CloseBlurEndTime = 0.000000 ### factor of CloseBlur fx
- CloseBlurTime = 0.000000 ### factor of CloseBlur fx
- CloseBlurFactorEnd = 0.000000 ### factor of CloseBlur fx
- CloseBlurFactorBegin = 0.000000 ### factor of CloseBlur fx
- EagleViewEndTime = 0.000000 ### factor of EagleView fx
- EagleViewTime = 0.000000 ### factor of EagleView fx
- EagleViewFactorEnd = 0.000000 ### factor of EagleView fx
- EagleViewFactorBegin = 1.000000 ### factor of EagleView fx
- DirectionalDamageEndTime = 0.000000 ### factor of DirectionalDamage fx
- DirectionalDamageTime = 0.000000 ### factor of DirectionalDamage fx
- DirectionalDamageFactorEnd = 0.000000 ### factor of DirectionalDamage fx
- DirectionalDamageFactorBegin = 0.000000 ### factor of DirectionalDamage fx
- HeadacheEndTime = 0.000000 ### factor of Headache fx
- HeadacheTime = 0.000000 ### factor of Headache fx
- HeadacheFactorEnd = 0.000000 ### factor of Headache fx
- HeadacheFactorBegin = 0.000000 ### factor of Headache fx
- TravelEndTime = 0.000000 ### factor of Travel fx
- TravelTime = 0.000000 ### factor of Travel fx
- TravelFactorEnd = 0.000000 ### factor of Travel fx
- TravelFactorBegin = 5.000000 ### factor of Travel fx
- RadialBlurEndTime = 0.000000 ### factor of radial blur fx
- RadialBlurTime = 0.000000 ### factor of radial blur fx
- RadialBlurFactorEnd = 0.000000 ### factor of radial blur fx
- RadialBlurFactorBegin = 0.000000 ### factor of radial blur fx
- 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
- OnRenderDebug = ### Called to draw debug information stuff.
- GameVersion = 0.300000 ### Version of the game.
- RenderDebugScorer = 0 ### Render the boxes of the scorer
- RenderGameVersion = 0 ### Render the game version on the scorer
- CinemaBlackBandHeight = 0.000000 ### Modifies the cinema format
- ScorerUseCursor = 1 ### true if uses the arrow cursor
- LifeBarWidth = 75.000000 ### Width of the life bar shown when cshow is 9
- DebugShowEntity = ### Specific entity to show the debug info
- ScorerRenderSkipFrames = 0 ### number of frames skiping scorer
- ScorerRender = 1 ### Render the Scorer Items (0/1)
- ScorerWire = -1 ### Shows the Scorer at wireframe (-1/0/1)
- ScorerMarkerSpeed = 6.000000 ### Scorer Focus Marker Speed
- ScorerMarkerColor = 16776960 ### Scorer Focus Marker Color
- ScorerMarker = 1 ### Show Scorer Focus Marker
- ScorerMarginV = 36 ### Vertical Margin for Scorer
- ScorerMarginH = 48 ### Horizontal Margin for Scorer
- OnAcceptSoundVol = 0.500000 ### Set the Accept sound Volume
- OnAcceptSound = menuclik ### Set the Accept Sound
- OnFocusSoundVol = 0.650000 ### Set Volume in the focus of sound
- OnFocusSound = menufocus ### Set the Focus Sound
- PhysXDebugData = 1 ### Changes physics debug data for render between PhysX internal data or the entities data
- CShow = 0 ### Shows the colission areas
- 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.
- 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
- LoadingScreenMessage = Lichthammer's minions attack the mosque that Blackwatch have been using as a refuge. Covering their escape, Blackwatch and Jericho detonate carefully placed bombs. Jericho needs to find the breach to get to the next time slice. ### Long Message to be showed
- LoadingScreenTitle = Flames of anger ### Title of loading to be showed
- LoadingScorerShowFiles = 0 ### Render the file names
- LoadingScorerShowLevel = 1 ### Render the level name
- LoadingScorerShowHints = 1 ### Render the tips and hints
- LoadingScorerShowProgress = 1 ### Render the progress bar
- LoadingScorerNumScratches = 3 ### number of random scratches
- CreditsTop = 150.000000 ### Cheat to cool credits!
- CreditsLines = 19 ### Cheat to cool credits!
- CreditsSpeed = 1.000000 ### Cheat to cool credits!
- CreditsDistance = 18.000000 ### Cheat to cool credits!
- CheatClive = 0 ### Cheat to cool credits!
- 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\f1\'b4s no fair ### Quick chat messsage
- QuickMessageString5 = There is no rules ### Quick chat messsage
- QuickMessageString6 = I\f1\'b4m the one and only ### Quick chat messsage
- IsAutoUpdatable = 0 ###
- AutoUpdateSpeedFactor = 1.000000 ###
- AutoUpdateStopValue = 0.000000 ###
- BarValue = 0.000000 ###
- BlinkTime = 0.100000 ### Blink time
- OnFinishAutoUpdate = ### Called on finished auto update
- MsgScorerSpriteIndex = 33 ### Msg Scorer Sprite Index
- MsgScorerSprite = 2D/Jericho/AimWeapons.alpha.tga ### Msg Scorer Sprite File
- MissionScorerName = Mission ### Mission scorer name
- MsgFadeDuration = 0.500000 ### Tiempo en hacer los fade in y fade out el texto
- TimeToMsg = 0.000000 ### Tiempo restante hasta que desaparezca el mensaje
- ServerDataRateLimit = 20480 ### Rate Limit in bytes per second
- MasterCommandFunc = ### MasterCommandFunc(string) (master server sends data)
- HeartbeatTime = 60.000000 ### Heartbeat to the master server.
- MasterServerAddress = ### Master server address for internet.
- MasterServerPort = 5000 ### Master server port for internet. (0 = No master)
- OnNetBrowseCallback = ### Called every time that server is found in a browsing operation.
- OnChatString = ### OnChatString(UsrId,UsrString) UsrId is the number id ('net'UsrId)
- OnUsrString = ### OnUsrString(UsrId,UsrString) UsrId is the number id ('net'UsrId)
- ClientConectionStatus = ### String with conection information
- ServerMinSendDelay = 5 ### Mininimal delay between packets (in seconds).
- OnClientModify = ### OnClientModify(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modified
- OnClientJoin = ### OnClientJoin(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship created
- OnClientExit = ### 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 = ### ClientSetConfig(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modifed
- ClientSetPlayer = ### ClientSetPlayer(EntityName)
- ClientAfterCreate = ### ClientAfterCreate(EntityName,ResoruceName)
- ClientCreate = ### ClientCreate(EntityName,ResoruceName)
- ClientDelRes = ### ClientDelRes(Num,Descriptor)
- ClientAddRes = ### 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.
- DrawHelperDebugPath = 1 ### Shows an specific heper type mask path.
- AreaManagerGoOrderPonderator = 0.500000 ### 0 important is distance. 1 important is angle
- AreaManagerMinGoOrderFactor = 0.850000 ### Maximun cosin factor to send a team to a position...
- AreaManagerMinGoOrderDistance = 150.000000 ### When colide, how much distance will superate
- AreaManagerFARGoOrderDistance = 100.000000 ### When colide, how much distance will superate
- AreaManagerMaxGoOrderDistance = 3300.000000 ### Maximun distance to send a team to a position...
- SwitchTeamControl = 0 ### Para cambiar los controles del equipo.
- ShowHelperTypePath = 0 ### Shows an specific heper type mask path.
- AreaSlotTime = 0.200000 ### time to process the area stablisment.
- TimeStayingInPrevious = 15.000000 ### Time Staying In The Previous Sector.
- DoingStopChat = 0 ### true if doing a stop chatting...
- FPSFlashLightTimeFlash = 1.000000 ### Flashlight time flashing.
- FPSFlashLightTimeOn = -326.025574 ### Flashlight time turned on.
- FPSFlashLightFlashI = 0.050000 ### Flashlight random flashing.
- FPSFlashLightDotAtt = 0.000000 ### Flashlight Dot attenuation.
- FPSFlashLightTexture = 20 ### Flash light Texture id for fps hands.
- FPSFlashLightShadows = 1 ### Flashlight shadows active (1/0).
- FPSFlashLightShadowCast = 3 ### Shadow Cast.
- FPSFlashLightAttStart = 0.400000 ### Flashlight Attenuation Start.
- FPSFlashLightIntens = 0.350000 ### Flashlight Intensity.
- FPSFlashLightRange = 1600.000000 ### Flashlight Range.
- FPSFlashLightICone = 60.000000 ### Flashlight Inner cone.
- FPSFlashLightColor = 1.000000,1.000000,1.000000,0.000000 ### Flashlight Color.
- FPSFlashLightAng = 0.000000,-0.100000,0.000000,0.000000 ### Flashlight Rotation.
- FPSFlashLightPos = -40.000000,0.000000,0.000000,0.000000 ### Flashlight Position.
- FPSFlashLightModel = Models/Physics/SpotLight/SpotLight.M3D ### Flash light model for fps hands.
- FPSPosHitSpeed = 300.000000 ### Avoid the wall collision speed.
- FPSAngLimit = 0.100000 ### Angle retrace to limit in fps hands.
- FPSAngSpeed = 0.100000 ### Angle retrace to reach the center in fps hands.
- DebugTriggerBoxBlink = -1 ### Number of the trigger box to be showed
- DebugTriggerFlag = ### Prefix the trigger group to be showed
- DebugTriggerShow = ### Name of the trigger to be showed
- TriggerCheckTime = 0.100000 ### Time to check the triggers.
- RCUpdateRagdollFromModel_Accurate = 0 ### Ragdoll container Update Accurate
- TearableClothMemoryFactor = 2 ### Magnitud por la que se multiplicar\f1\'e1 el tama\'f1o del buffer de v\'e9rtices de una tela en su creaci\'f3n para poder albergar los nuevos v\'e9rtices que se creen al rasgarse
- TearableClothTimeToSleep = 10.000000 ### Tiempo en que se fuerza a dormir una tela rasgable
- ClothDensityCreation = 1.000000 ### Densidad de creaci\f1\'f3n de la tela
- RemoveDetachedEntity = Weapons.DestroyCharacter ### Funci\f1\'f3n de lua que se encarga de borrar una entidad deslinkada de un nodo
- MaxVelocityWarning = 5000.000000 ### M\f1\'e1xima velocidad que debe de llevar un objeto de f\'edsica para sacar un warning por la consola
- AutoDestroyWaitTime = 10.000000 ### Tiempo minimo que ha de pasar para que un objeto de fisica no visible se autodestruya
- PxRagDollPartMaxDegTime = 1.000000 ### Tiempo m\f1\'e1ximo que una pieza de un ragdoll puede permanecer degenerada antes de eliminar la entidad propietaria del ragdoll
- PxRagDollDisableTime = 15.000000 ### Tiempo m\f1\'e1ximo que permanecer\'e1 activo el ragdoll una vez que se activa
- PxUpdateKinematicActors = 1 ### Indica si actualiza o no los actores kinem\f1\'e1ticos
- ShowPxPhysicsDebugNames = 0 ### Shows the physics entities names while debugging
- GhostHealHack = 0 ### 1: can ghost heal the first born (for final level), 0: can't
- FirstBornTurnSpeed = 2.000000 ### Speed of movement of turning on FirstBorn
- CornerShotTargetName = ### name of the target entity
- CornerShotSelectionDistance = 10000.000000 ### maximum distance to select enemies
- CornerShotCollisionStep = 0.200000 ### step to test collisions of the spline
- CornerShotDrawStep = 0.200000 ### step to draw trace spline
- CornerShotStartBias = -12.000000,17.000000,-100.000000,0.000000 ### weapon position correction for corner shot line drawing
- CornerShotAngle = 0.500000 ### Angle to select enemies
- JericoLoTestAngx = -1.200000 ### Result the Hurdle initial pos
- JericoHiTestAngx = 0.300000 ### Result the Hurdle initial pos
- JericoTestAngy = 0.800000 ### Result the Hurdle initial pos
- JericoInitialPos = 0.000000,0.000000,0.000000,0.000000 ### Result the Hurdle initial pos
- JericoMinWidthHurdle = 26.000000 ### Jerico Horizontal Plane Test widht
- JericoMaxWidthHurdle = 102.000000 ### Jerico Hurdle widht
- JericoFarTestHurdle = 25.000000 ### Far Test Hurdle
- JericoHiHurdle = 121.000000 ### Highest Jumpable Hurdle
- JericoLoHurdle = 89.000000 ### Lowest Jumpable Hurdle
- InfiniteAmmo = 0 ### Activate/Deactivates the infinite ammo.
- UsrWeaponConfig = SS23222 ### Lua based standard weapon configuration
- ReduceShotRateInAI = 0 ### 1: Reduces the shoot rate. 0: Normal rate
- ShotPriority = 21 ### Maximun shot priority value
- MovementPulseMultiplier = 50.000000 ### Movement factor in the Pulse in Zoom in the movement controller feature.
- AutoSelectAndReload = 1 ### true if the automatic switch weapon and reload is activated.
- AutoReload = 1 ### if you get out of ammo: 1=Reload, 0=Reload if you press fire button.
- ZoomPulseSpeed = 0.500000 ### time in unhide weapon.
- SwitchWeaponOnTime = 0.500000 ### time in unhide weapon.
- SwitchWeaponInTime = 0.500000 ### time in hide weapon.
- HeroinRopeDispH = 60.000000 ### Horizontal Displacement
- HeroinRopeFullMove = 0 ### If we use the full movement
- HBarZJumpSpeed = 500.000000 ### Horizontal JumpSpeed
- HBarYJumpSpeed = 250.000000 ### Vertical JumpSpeed
- HBar180TurnFrame = 14 ### Horizontal Bar 180 Turn end Frame
- HeroinHangDispH = 60.000000 ### Horizontal Displacement
- HeroinHangFullMove = 0 ### If we use the full movement
- dblTimeWindow = 0.250000 ### Time to chech double pressings
- OnDeathChar = Weapons.OnCharDeath ### Called every Death Character
- XtraRelaxViewTestDist = 500.000000 ### In Centimeters the distance to check the valid view relax animation.
- StandUpTolerance = 4.000000 ### In Centimeters the tolerance to crouch a character.
- CrouchDownTolerance = 8.500000 ### In Centimeters the tolerance to crouch a character.
- CharMaxUpSpeed = 500.000000 ### Maximun speed for the player floor reposs.
- ShowWalkCharEntitiesDebugNames = 0 ### Shows the entities names for all 'WalkChar' entities
- WalkMassAffect = 200.000000 ### Jump force modifier
- JumpForceModifier = 0.100000 ### Jump force modifier
- UsrCharType = Soldier ### default character
- CameraAimSwitchVel = 2.000000 ### Camera interpoation speed between the aim position and the target position
- AidedAim = 0 ### 1 if uses the aided aim system.
- Turn180Factor = 0.800000 ### percentage of 180 turn.
- CharAimLooseTarget = 0.250000 ### if PadAimMode == 1 is the loose target angle(radians)
- CharAimLockDistV = 0.000000 ### Importance of the distance in the auto-target desition 1 = all, 0 = none. (if aiming)
- CharLockDistV = 0.500000 ### Importance of the distance in the auto-target desition 1 = all, 0 = none. (automatic shoot)
- CrouchWalkUp = 0 ### Will get up if crouch in fps.
- CharCrouchTime = 0.500000 ### Crouch camera modification time.
- CharZoomTime = 0.250000 ### Fov zoom modification time.
- CharZoomFactor = 0.500000 ### Fov zoom modification factor.
- CharLockMinor = 0.000000 ### Lock enemy Minor distance 360 (every weapon)
- CharLockNDist = 200.000000 ### Lock enemy factor Near Distance
- CharLockDist = 5000.000000 ### Lock enemy factor Far Distance
- CharLockFarAngle = 0.000000 ### Lock enemy farest factor
- CharLockNearAngle = 10.000000 ### Lock enemy nearest factor
- CharLockLostTarget = 1.000000 ### Time remaining locked the enemy when out of boundary.
- CornerZAng = 0.100000 ### Rotation Angle turning a corner
- FactorImpBody = 0.250000 ### Factor impulse to body in collision
- SndLoopCharNPCMul = 1.000000 ### 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 = 100.000000 ### At this distance (from the center), the selection must be reseted.
- EnergyRechargeTime = 15.000000 ### Time to recharge the full energy...
- CharGravJmpAct = 980.000000 ### Characters Gravity jumping pressing jump
- CharGravJmp = 980.000000 ### Characters Gravity jumping
- CharGravFallAct = 2940.000000 ### Characters Gravity falling pressing jump
- CharGravFall = 2940.000000 ### Characters Gravity falling
- AlwaysRun = 1 ### 1 allways run, 0 allways walk.
- PadAimMode = 1 ### 0 Beat Em Up Mode - 1 First Person Shooter Mode.
- PadAcurateLock = 0 ### 0 Hit the real center - 1 Allways hit the locked enemy.
- PadAimType = 3 ### 0 No lock - 1 Switch enemies - 2 Free view auto lock - 3 Auto lock on fire.
- WalkCameraCenter = 0.000000 ### 0 is none else is the time to back to the standard view.
- PadTurnSpeed = 1.000000 ### Aditional rotation for pad controllers.
- HRotAccel = 1 ### Horizontal rotation controller acceleration state
- VRotAccel = 0 ### Vertical rotation controller acceleration state
- HRotSpeed = 1.000000 ### Horizontal rotation controller speed
- VRotSpeed = 0.500000 ### Vertical rotation controller speed
- FullRotSpeed = 0.500000 ### Vertical and horizontal rotation controller speed
- MinTurnAccelSpeed = 1.000000 ### Intial Turn Speed
- MaxTurnAccelSpeed = 3.000000 ### Maximun Turn Speed
- TurnAccelTime = 1.500000 ### Acceleration time in seconds
- FreeAimTime = 0.150000 ### Time from free aiming enemies to AutoLocking.
- CamFallMaxControl = 2.000000 ### pitch down angle(radians) of the camera.
- CamFallSpeedControl = 3000.000000 ### pitch down speed of the camera.
- ControlFaceSpeedY = 2.500000 ### Face Speed in Y
- ControlFaceSpeedX = 2.500000 ### Face Speed in X
- HitTolerance = 0.001000 ### Time in shooting position after the last Hit
- FirstShootTolerance = 1.250000 ### Time in shooting position after the first shoot
- LastShootTolerance = 0.250000 ### Time in shooting position after the last shoot
- CrouckKeepPressed = 1 ### True if user needs to keep pressed the crouch key to keep this status...
- UseUsrSideView = 0 ### True if uses the corner view feature...
- UseMovementSensor = 1 ### 1 to activate the movement sensor features.
- AdvancedTeamOrders = 1 ### 1 to activate the advanced team orders.
- HoldCornerView = 1 ### 1 if you need to hold the corner button
- AimBrakeSpeed = 1 ### 1 if uses the aided aim system (speed down).
- AimBrakeFollow = 0 ### 1 if uses the aided aim system (follow target).
- AimBrake = 1 ### 1 if uses the aided aim system.
- InvertCharAxisControl = 0 ### 0 : do noting, 1: read 2:write
- TimeToHoldingToMenu = 0.300000 ### Time to keep pressing the key to open de in game menu.
- OnControlFileEnd = ### after read all the control file
- DoControlFile = 0 ### 0 : do noting, 1: read 2:write
- WeapHitClientResetTime = 1.000000 ### Tolerance to reset the values of the queue of hits to the client
- 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.
- UseArrowModel = 0 ### true if the game uses arrow models.
- PulseVector = 0.010000,0.010000,0.010000,0.000000 ### random pulse simulation factor
- CamBobBackSpeed = 1.000000 ### movement bobbing rotation speed
- CamBobMoveSpeed = 0.020000 ### movement bobbing rotation speed
- CamBobMoveFactorX = 0.005000 ### movement bobbing rotation factor (X)
- CamBobMoveFactorZ = 0.005000 ### movement bobbing rotation factor (Z)
- CamBobLRSpeed = 0.200000 ### strafe bobbing rotation speed
- CamBobRotFactor = 0.015000 ### turn bobbing angle/speed Factor
- CamBobLRFactor = 0.000050 ### strafe bobbing angle/speed Factor
- SwitchCamAngleTolerance = 1.047198 ### Angle Tolerance switching fixed or auto cameras in radians.
- CameraFixedMode = 0 ### 1 : Use fixed mode. 0 : never use fixed mode.
- FreeObjMoveCallBack = ### If exist a function will be called if the mouse is pressed to move an object in 3D
- FreeObjWorldCoord = 1 ### Moving things with the camera in world cordinates
- FreeObjMoveSpeed = 0.000000 ### Speed Moving things with the camera
- SwitchCamFastSpeed = 2.000000 ### Time to change the camera view (faster for the quickswitch cases) in 1/sec.
- SwitchCamSpeed = 1.000000 ### Time to change the camera view in 1/sec.
- FixedTgSpeedOut = 0.200000 ### Speed out to advance (relative)
- FixedTgSpeed = 150.000000 ### Speed to advance(in cm/s)
- FixedLockSpeed = 1.000000 ### Speed to change the lock in the fixed camera mode
- CamInterp = 0 ### Activates/deactivates de camera interpolation.
- FullCameraTest = 0 ### Activates/deactivates de camera test.
- OutWalkCamFar = 400000.000000 ### default clip far distance for characters (outdoor)
- OutWalkCamNear = 5.000000 ### default clip near distance for characters (outdoor)
- FPSCamDist = 20.000000 ### Camera distance for Firs Person mode switch
- WalkCamFar = 100000.000000 ### default clip far distance for characters (indoor)
- WalkCamNear = 10.000000 ### default clip near distance for characters (indoor)
- FreeCameraCycle = 1 ### If the camera will cycle between enemies.
- FreeCameraCollide = 1 ### If the camera can collide with the world.
- EditorCameraFOV = 30 ### Field of view at the editor camera.
- EditorCameraTopModeDistance = 2500.000000 ### Distance from floor of the top view of the editor camera.
- AstralEpsilon = 100.000000 ###
- AstralMinTimeOutSide = 0.750000 ###
- AstralPowerDist = 5000.000000 ###
- AstralVertigoEffect = 1 ###
- AstralPowersOnOwner = 0 ###
- AstralCamProjectOnlyToEnemies = 1 ###
- AstralZoomSpeed = 10000.000000 ###
- NoFXDamage = 0.000000 ### Timestamp for no effects damage.
- DeferredRagdollCreate = 1 ### Create ragdoll on entity activation
- OnGeneralDamage = ### Funci\f1\'f3n callback de da\'f1o de prop\'f3sito general
- StdMaxLife = 100 ### Standard max life for characters and soon.
- ActiveExtrapolation = 0 ### 1 Uses Extrapolation if possible, 0 Uses Interpolation allways
- MssnRadarBlinkTime = 5.000000 ### Time blinking if the new mission is assigned.
- MeshSelTestFwrd = 50.000000 ### Line to test forward the mesh pointer selection.
- MeshSelTestBack = 500.000000 ### Line to test back the mesh pointer selection.
- MeshSelTestRadius = 600.000000 ### Radius to test the mesh pointer selection.
- NetItemDistAct = 8000.000000 ### Distance in cm to actualize the item data.
- AIActivated = 1 ### 1 to activate the AI process.
- PhysXVRD = ### Visual Remote Debugger IP Address
- PhysXCloths = 1 ### PhysX Cloths
- MinDestroyableVel = 1000.000000 ### Velocidad m\f1\'ednima que debe de tener un objeto para romper a uno autorompible
- MinVelSoundColl = 100.000000 ### Min. vel. to sound when collision.
- MinMassSoundColl = 5.000000 ### Min. mass to sound when a ragdoll collisions against the scene
- KinVsDynAcceleration = 300.000000 ### Aceleraci\f1\'f3n en cm/s2 de la fuerza aplicada al apartar un objeto din\'e1mico de uno kinem\'e1tico
- PxClothsExternalAccelerationTimer = 3.000000 ### Tiempo m\f1\'e1ximo entre activaci\'f3n/desactivaci\'f3n de la aceleraci\'f3n externa en las telas
- PhysXShow = 0 ### PhysX show Info
- PxRagDollPartMaxDegFactor = 3.000000 ### Factor m\f1\'e1ximo de degeneraci\'f3n permitida a la distancia original entre la posici\'f3n de la pieza de f\'edsica y el anchor de su joint
- PhysXUseCCD = 1 ### Whether PhysX uses CCD
- PhysXSkinWidth = 1.000000 ### PhysX Skin Width
- PhysXSpeed = 0.016667 ### PhysX process speed
- PPUFailure = Menu.PPUFailure ### Funci\f1\'f3n de lua que muestra un mensaje de informaci\'f3n al detectar un error de la PPU y que obliga a reiniciar el nivel
- EditorPxClothPreCreationCallback = ### Funci\f1\'f3n callback llamada justo antes de crear una tela al importar una escena de f\'edsica
- EditorPxCreationCallback = ### Funci\f1\'f3n callback llamada cuando se crea una entidad al importar una escena de f\'edsica
- LineTestOpt = 1 ### Line Test Opt
- 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 = 1000.000000 ### Min radius of the obj scale
- GridScaleY = 1000.000000 ### Y Scale of the entity grid cell
- GridScaleX = 1000.000000 ### X Scale of the entity grid cell
- GridScaleZ = 1000.000000 ### 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 = 1 ### if true, the camera automaticaly turns (character)
- XBCDigitalAsAnalog = 0 ### if true, the cross is digital (character)
- XBInvertCharYPad = 1 ### 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.
- PathScriptConfig = Scripts/Config/ ### Force to move body.
- ForceMoveBody = 0.000050 ### Force to move body.
- GameSkill = 1 ### Game Skill. (0 = Easy,1 = Normal,2 = Hard).
- ServerType = DeathMatch ### Type of server game.
- ServerMapList = [] ### List of maps to play the game.
- Fraglimit = 20 ### Number of frags to win a match...
- ChatEvent = ### ChatEvent(id) only for racer input modes. The chat key has been pressed.
- QChatEvent1 = ### QChatEvent1(id) only for racer input modes. The quick chat message has been pressed.
- QChatEvent2 = ### QChatEvent2(id) only for racer input modes. The quick chat message has been pressed.
- QChatEvent3 = ### QChatEvent3(id) only for racer input modes. The quick chat message has been pressed.
- QChatEvent4 = ### QChatEvent4(id) only for racer input modes. The quick chat message has been pressed.
- QChatEvent5 = ### QChatEvent5(id) only for racer input modes. The quick chat message has been pressed.
- QChatEvent6 = ### QChatEvent6(id) only for racer input modes. The quick chat message has been pressed.
- MainMissionEvent = Menu.ShowHelp ### MainMissionEvent(id) <Mission menu> event when input is not in \f1\'b4menu\'b4 mode.
- ChangeCamEvent = Team.OnChangeCamera ### On Camera Change
- EscapeEvent = Menu.Init ### EscapeEvent(id) <MainMenu> event when input is not in \f1\'b4menu\'b4 mode.
- TopLimit = 9000.000000 ### The hi map limit, after the atmosphere
- AtmosphereLimit = 6726.000000 ### The atmosphere end
- Gravity = 4900.000000 ### Global Gravity
- BreakGlasses = 1 ### Glasses can be broken
- OnTargetSelected = ### Every selected valid target
- OnSelectionFilter = ### Returns zero if no selection active.
- O_Show = 0 ### Show Object Pool debug info on screen
- ElementModelPath = Models/Elements/ ### Path for the element list
- ShowDummy = ### Show dummys in map.
- UseCollGrid = 1 ### 1 if grid activated.
- GridUseTopLimit = 0 ### 1 if the grid will be limited by the toplimit gvar (usually used in outdoors)
- AvoidPadConfig = 1 ### (1) if the user can not modify the pad configuration
- PCPadDeadZone = 0.200000 ### Dead zone for analog controllers.
- PadInitInvertSticks = 0 ### Movement = 0:Left stick - 1:Right stick
- PadInitSwitchWeapon = 0 ### Gamepad triggers function (0/1)
- Joy4 = <List of defines> ### User Control definition
- Joy3 = <List of defines> ### User Control definition
- Joy2 = <List of defines> ### User Control definition
- Joy1 = <List of defines> ### User Control definition
- UsrMouseButtonConfig = 1 ### 1 if user can configure the mouse.
- Mouse = <List of defines> ### User Control definition
- MouseSmooth = 0 ### 0 = Quick Mouse response... 1 = smoot mouse.
- MouseAccel = 0 ### 0 = Mouse normal... 1 = Mouse accelerated.
- InvertMouse = 0 ### 0 = Mouse normal... 1 = Mouse inverted.
- MouseSensitivityV = 1.000000 ### Vertical Mouse Sensitivity
- MouseSensitivityH = 0.500000 ### Horizontal Mouse Sensitivity
- MouseButtonPressed = 0 ### 1 if the primary or the secondary mouse button is pressed
- MouseExclusive = 1 ### Mouse exclusive mode (0/1)
- Kb = <List of defines> ### User Control definition
- CheckInactivityTime = 0.000000 ### Inactivity time in seconds to launch the Function.
- CheckInactivityFunc = ### Inactivity time function to launch.
- LastPadPressingStart = -1 ### Index to the last pad pressing the Start button
- PlayerPad = -1 ### Index to the pad that will be used in the game
- ToolKeyCall = ### This function will be called in tool mode every time you press/move a control.
- UseUpperCaseChars = 1 ### If 1 all chars entered by the virtual keyboard are converted to upper case.
- LogRumble = 0 ### Log the input and output to the rumble interface.
- BuildPackFlags = 0 ### Pack build flags
- BuildPackExclude = ### Pack build filelist exclusion pattern
- BuildPackInclude = ### Pack build filelist inclusion pattern
- BuildPackName = Data ### Name of packfile to create
- AlwaysFlush2bpack = 0 ### Always flush 2bpack file (0/1)
- PathInPackFile = ### Used to convert the system to the new pack system...
- SaveGameFile = C:\\Users\\SkacikPLz\\Documents\\Codemasters\\Clive Barker's Jericho\\Profile.CBJericho ### Last saved game file.
- MeleeKills = 2 ### Number of enemies killed using melee attacks
- BlowUpHeads = 23 ### Number of blowed up heads
- BlowUpEnemies = 2 ### Number of blowed up enemies
- GhostBulletKills = 0 ### Number of enemies killed using ghost bullet
- UnblockedPictures = ........X...............................X.. ### List of unbloqued pictures.
- SaveGameActive = 1 ### Save game system is active
- VisitedLevels = alk_desert,alk_tomb,alk_bunker_00,alk_city,alk_bunker_01,alk_final,wwii_biggates,wwii_pillboxes,wwii_mosque,wwii_mosque_inside,wwii_vigil ### List of visited levels
- SaveSlotUsed = 0 ### Array of bits of slots
- SaveGameSlot = 0 ### Last SaveGame Name
- LastSaveGameName = ### Last SaveGame Name
- PCPadConnected = 0 ### True if the PC_Pad is plugged and in use.
- SelectedLanguage = English ### Actual language.
- CheatUnlockLevels = 2 ### 0=disable, 1=enable, 2=unavailable
- CheatColePower = 2 ### 0=disable, 1=enable, 2=unavailable
- CheatAbabanili = 2 ### 0=disable, 1=enable, 2=unavailable
- CheatMelee = 2 ### 0=disable, 1=enable, 2=unavailable
- CheatFastRegeneration = 2 ### 0=disable, 1=enable, 2=unavailable
- CheatQTE = 2 ### 0=disable, 1=enable, 2=unavailable
- CheatUnlimitedAmmo = 2 ### 0=disable, 1=enable, 2=unavailable
- CheatUnlockArt = 2 ### 0=disable, 1=enable, 2=unavailable
- CheatQuadDamage = 2 ### 0=disable, 1=enable, 2=unavailable
- ErrorsFlushLog = 1 ### Flush log file on errors (0/1)
- AlwaysFlushLog = 0 ### Always flush log file (0/1)
- DebugLineArrowH = 30.000000 ### Size of the debug line arrow
- DebugLineArrowL = 5.000000 ### Size of the debug line arrow
- DebugLabelRadius = 30.000000 ### The radius of the debug label
- OnDebugLabel = ### This callback is called at label click.
- OutDebugFile = ### Adtional Text File to write the console debug log.
- debug = 3 ### 0 = Nothing, 1 = Something, 2 = Everything, 3 = Everything and much more
- MediaCenter = 0 ### non zero if media center is initialized
- TimeOutTime = 0.000000 ### Time Out time in seconds to launch the Function.
- TimeOutFunc = ### Time Out function to launch.
- OnTheFlyTextureChanges = 0 ### Enables texture changes on the fly
- Platform = PC ### Current running platform.
- SmoothSlotTime = 0 ### SmoothSlotTime
- MaxTimeSlotSize = 0.100000 ### MaxTimeSlotSize
- ReRunAtExitParams = ### empty string is not rerun. else... the parameters.
- RetailType = 0 ### 0:Retail 1:Review 2:Preview
- isDemo = 0 ### 0:Retail 1:Demo
- NumLoadLevels = 2 ### Number of times of level loads.
- LoadMsgString = ### Message that is show while loading
- iLoadMsgString = 0 ### Loading Message Counter
- JoinServerOnStartup = 0 ### if 1 automaticaly joins in a server.
- DefaultMaxPlayersOnServer = 10 ### Max number of clients conected to a server.
- DefaultServerAddress = <Server IP> ### Default conection address.
- DefaultServerPort = 28086 ### Default conection port.
- SaveGameAfterDrawCallback = ### This function will be called after draw and reseted.
- AfterDrawCallback = ### This function will be called after draw and reseted.
- InGameMenu = 0 ### Indicates whether the in-game menu is active
- 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)
- ToolMode = 0 ### 0(default) : Normal game, 1 : Tool mode
- 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.
Add Comment
Please, Sign In to add comment