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Nov 15th, 2018
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  1. version=1;
  2. blood=1;
  3. singleVoice=0;
  4. gamma=1;
  5. brightness=1;
  6. maxSamplesPlayed=96;
  7. sceneComplexity=0;
  8. shadowZDistance=100;
  9. viewDistance=1500;
  10. preferredObjectViewDistance=1500;
  11. terrainGrid=50;
  12. volumeCD=10;
  13. volumeFX=10;
  14. volumeSpeech=10;
  15. volumeVoN=10;
  16. vonRecThreshold=0.029999999;
  17.  
  18. class DifficultyPresets {
  19. class CustomDifficulty {
  20. class Options {
  21. /* Simulation */
  22. reducedDamage = 0; // Reduced damage
  23.  
  24. /* Situational awareness */
  25. groupIndicators = 2; // Group indicators (0 = never, 1 = limited distance, 2 = always)
  26. friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
  27. enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
  28. detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
  29. commands = 0; // Commands (0 = never, 1 = fade out, 2 = always)
  30. waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
  31. tacticalPing = 0; // Tactical ping (0 = disable, 1 = enable)
  32.  
  33. /* Personal awareness */
  34. weaponInfo = 1; // Weapon info (0 = never, 1 = fade out, 2 = always)
  35. stanceIndicator = 0; // Stance indicator (0 = never, 1 = fade out, 2 = always)
  36. staminaBar = 0; // Stamina bar
  37. weaponCrosshair = 1; // Weapon crosshair
  38. visionAid = 0; // Vision aid
  39.  
  40. /* View */
  41. thirdPersonView = 1; // 3rd person view
  42. cameraShake = 1; // Camera shake
  43.  
  44. /* Multiplayer */
  45. scoreTable = 0; // Score table
  46. deathMessages = 0; // Killed by
  47. vonID = 1; // VoN ID
  48.  
  49. /* Misc */
  50. mapContent = 0; // Extended map content
  51. autoReport = 0; // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs.
  52. multipleSaves = 0; // Multiple saves
  53. };
  54.  
  55. // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).
  56. // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.
  57. aiLevelPreset = 3;
  58. };
  59.  
  60. class CustomAILevel {
  61. skillAI = 0;
  62. precisionAI = 0;
  63. };
  64. };
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