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/Command and conquer Heure H/Light of five stars/INI/ -> GameData.ini (source)

   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ; FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  GameData
   6    ShellMapName = Maps\ShellMapMD\ShellMapMD.map
   7    MapName = Assault.map
   8    MoveHintName = SCMoveHint
   9    UseTrees = Yes
  10    UseFPSLimit = Yes
  11    FramesPerSecondLimit = 30
  12    ChipsetType = 0
  13    ;Windowed = No
  14    ;XResolution = 800
  15    ;YResolution = 600
  16    MaxShellScreens = 8
  17    UseCloudMap = Yes
  18    UseLightMap = Yes
  19    BilinearTerrainTex = Yes
  20    TrilinearTerrainTex = Yes
  21    MultiPassTerrain = Yes
  22    AdjustCliffTextures = Yes
  23    StretchTerrain = No
  24    UseHalfHeightMap = No
  25    ShowObjectHealth = Yes
  26    HideGarrisonFlags = No
  27    Use3WayTerrainBlends = 1
  28    DrawEntireTerrain = No
  29    TerrainLOD = DISABLE  ; should be handled by options screen.
  30    TerrainLODTargetTimeMS = 45
  31    TextureReductionFactor = 0; 1 is half res, 2 querter res, etc.
  32    RightMouseAlwaysScrolls = Yes
  33    UseWaterPlane = Yes
  34    UseCloudPlane = Yes
  35    UseShadowVolumes = Yes
  36    UseShadowDecals = Yes
  37    UseBehindBuildingMarker = Yes
  38    DefaultOcclusionDelay = 3000  ; in ms
  39    OccludedColorLuminanceScale = 0.5
  40    WaterPositionX = 0.0
  41    WaterPositionY = 0.0
  42    WaterPositionZ = 7.0
  43    WaterExtentX = 2000.0
  44    WaterExtentY = 2000.0
  45    WaterType = 0
  46     
  47    ; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
  48    DefaultStructureRubbleHeight = 10.0
  49  
  50    ;the following are for vertex animated water
  51    VertexWaterAvailableMaps1       = Maps\nVidiaDemo\nVidiaDemo.map
  52    VertexWaterHeightClampLow1      = 0.0
  53    VertexWaterHeightClampHi1       = 16.3
  54    VertexWaterAngle1               = 45     ;in degrees
  55    VertexWaterXPosition1           = 2700.0
  56    VertexWaterYPosition1           = -750.0
  57    VertexWaterZPosition1           = 2.9
  58    VertexWaterXGridCells1          = 65
  59    VertexWaterYGridCells1          = 360
  60    VertexWaterGridSize1            = 10.0
  61    VertexWaterAttenuationA1        = 1.0
  62    VertexWaterAttenuationB1        = 0.0
  63    VertexWaterAttenuationC1        = 0.0
  64    VertexWaterAttenuationRange1    = 20.0
  65  
  66    ;the following are for vertex animated water
  67    VertexWaterAvailableMaps2       = Maps\CHI03\CHI03.map
  68    VertexWaterHeightClampLow2      = 0.0
  69    VertexWaterHeightClampHi2       = 31.2
  70    VertexWaterAngle2               = -12    ;in degrees
  71    VertexWaterXPosition2           = 282.0
  72    VertexWaterYPosition2           = -20.0
  73    VertexWaterZPosition2           = 3.0
  74    VertexWaterXGridCells2          = 100
  75    VertexWaterYGridCells2          = 200
  76    VertexWaterGridSize2            = 11.0
  77    VertexWaterAttenuationA2        = 1.0
  78    VertexWaterAttenuationB2        = 0.0
  79    VertexWaterAttenuationC2        = 0.0
  80    VertexWaterAttenuationRange2    = 20.0
  81  
  82    ;the following are for vertex animated water
  83    VertexWaterAvailableMaps3       = Maps\GLA01\GLA01.map
  84    VertexWaterHeightClampLow3      = 0.0
  85    VertexWaterHeightClampHi3       = 45.0
  86    VertexWaterAngle3               = -12     ;in degrees
  87    VertexWaterXPosition3           = 1424.0
  88    VertexWaterYPosition3           = -270.0
  89    VertexWaterZPosition3           = 2.0
  90    VertexWaterXGridCells3          = 75
  91    VertexWaterYGridCells3          = 360
  92    VertexWaterGridSize3            = 10.0 ;11.0
  93    VertexWaterAttenuationA3        = 1.0
  94    VertexWaterAttenuationB3        = 0.0
  95    VertexWaterAttenuationC3        = 0.0
  96    VertexWaterAttenuationRange3    = 20.0
  97  
  98    ;the following are for vertex animated water
  99    VertexWaterAvailableMaps4       = Maps\USA06\USA06.map
 100    VertexWaterHeightClampLow4      = 0.0
 101    VertexWaterHeightClampHi4       = 16.3
 102    VertexWaterAngle4               = 45     ;in degrees
 103    VertexWaterXPosition4           = 2700.0
 104    VertexWaterYPosition4           = -750.0
 105    VertexWaterZPosition4           = 2.9
 106    VertexWaterXGridCells4          = 65
 107    VertexWaterYGridCells4          = 360
 108    VertexWaterGridSize4            = 10.0
 109    VertexWaterAttenuationA4        = 1.0
 110    VertexWaterAttenuationB4        = 0.0
 111    VertexWaterAttenuationC4        = 0.0
 112    VertexWaterAttenuationRange4    = 20.0
 113    
 114    DownwindAngle = -0.785    ; Northeast! AKA "Away and to the right" 
 115    DrawSkyBox = Yes
 116    SkyBoxPositionZ = -100.0    ; lowers center of skybox under terrain
 117    SkyBoxScale = 8.4  ; good for default 96 x 96 map, make 17.5 for 256x256
 118    CameraPitch = 37.5
 119    CameraYaw = 0.0
 120    CameraHeight = 400;232.0
 121    MaxCameraHeight = 450;310.0
 122    MinCameraHeight = 50;120.0
 123    CameraAdjustSpeed = 0.4      ; between 0 and 1 - this is how fast the camera snaps to the desired height
 124    ScrollAmountCutoff = 50.0      ; arbitrary units - above this value, we don't update height while scrolling
 125    EnforceMaxCameraHeight = No      ; Obey max camera height while scrolling?
 126    TerrainHeightAtEdgeOfMap = 100.0
 127    UnitDamagedThreshold = 0.7
 128    UnitReallyDamagedThreshold = 0.35
 129    GroundStiffness = 0.8
 130    StructureStiffness = 0.3
 131    ; acceleration due to gravity, in dist/sec^2
 132    ; note that our distance units are roughly one foot, so 
 133    ; this corresponds to earth-normal gravity (32 ft/sec^2)
 134    ;Gravity = -32.0
 135    ; this "feels" better... (srj)
 136    Gravity = -64.0
 137  
 138    PartitionCellSize = 40.0
 139  
 140    ParticleScale = 1.0 ;
 141    
 142    AutoFireParticleSmallPrefix   = FireS
 143    AutoFireParticleSmallSystem   = FireFactionSmall
 144    AutoFireParticleSmallMax      = 2
 145    AutoFireParticleMediumPrefix  = FireM
 146    AutoFireParticleMediumSystem  = FireFactionMedium
 147    AutoFireParticleMediumMax     = 1
 148    AutoFireParticleLargePrefix   = FireL
 149    AutoFireParticleLargeSystem   = FireFactionLarge
 150    AutoFireParticleLargeMax      = 1
 151    AutoSmokeParticleSmallPrefix  = SmokeS
 152    AutoSmokeParticleSmallSystem  = SmokeFactionSmall
 153    AutoSmokeParticleSmallMax     = 4
 154    AutoSmokeParticleMediumPrefix = SmokeM
 155    AutoSmokeParticleMediumSystem = SmokeFactionMedium
 156    AutoSmokeParticleMediumMax    = 2
 157    AutoSmokeParticleLargePrefix  = SmokeL
 158    AutoSmokeParticleLargeSystem  = SmokeFactionLarge
 159    AutoSmokeParticleLargeMax     = 1
 160    AutoAflameParticlePrefix      = Aflame
 161    AutoAflameParticleSystem      = FireBuildingSmall
 162    AutoAflameParticleMax         = 4
 163  
 164    HistoricDamageLimit = 5000  ; how long to retain historical-damage for weapons that need it, in msec
 165  
 166    AmmoPipScaleFactor = 1.5
 167    ContainerPipScaleFactor = 1.5
 168    AmmoPipScreenOffset = X:-1.0 Y:0.0        ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
 169    ContainerPipScreenOffset = X:1.0 Y:0.0    ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
 170    AmmoPipWorldOffset = X:0.0 Y:0.0 Z:10.0       ; added to position prior to world->screen xform
 171    ContainerPipWorldOffset = X:0.0 Y:0.0 Z:10.0  ; added to position prior to world->screen xform
 172  
 173    LevelGainAnimationName = LevelGainedAnimation
 174    LevelGainAnimationTime = 4.0
 175    LevelGainAnimationZRise = 15.0
 176  
 177    GetHealedAnimationName = GetHealedAnimation
 178    GetHealedAnimationTime = 4.0
 179    GetHealedAnimationZRise = 15.0
 180  
 181    MaxTerrainTracks = 100  ; how many vehicles can generate tread marks on the terrain.
 182    TimeOfDay = AFTERNOON
 183    Weather = NORMAL
 184    MakeTrackMarks = Yes
 185    ForceModelsToFollowTimeOfDay = Yes
 186    ForceModelsToFollowWeather = Yes
 187  
 188    InfantryLightMorningScale = 100f ; amount to scale map lighting to make infantry easier to see.
 189    InfantryLightAfternoonScale = 100f ; amount to scale map lighting to make infantry easier to see.
 190    InfantryLightEveningScale = 200f ; amount to scale map lighting to make infantry easier to see.
 191    InfantryLightNightScale = 200f ; amount to scale map lighting to make infantry easier to see.
 192  
 193    TerrainLightingMorningAmbient = R:128 G:100 B:77
 194    TerrainLightingMorningDiffuse = R:230 G:180 B:153
 195    TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
 196    TerrainLightingEveningAmbient = R:64 G:59 B:51
 197    TerrainLightingEveningDiffuse = R:153 G:128 B:102
 198    TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
 199    TerrainLightingNightAmbient = R:26 G:26 B:39
 200    TerrainLightingNightDiffuse = R:51 G:51 B:77
 201    TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
 202  
 203    TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77
 204    TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
 205    TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
 206    TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
 207    TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
 208    TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
 209    TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
 210    TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
 211    TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
 212  
 213    TerrainLightingAfternoonAmbient = R:56 G:52 B:44
 214    TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
 215    TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
 216    TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
 217    TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
 218    TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
 219  
 220    TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0
 221    TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
 222    TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
 223    TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
 224    TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
 225    TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
 226  
 227    TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0
 228    TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
 229    TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
 230    TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
 231    TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
 232    TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
 233  
 234    AudioOn = Yes
 235    MusicOn = Yes
 236    SoundsOn = Yes
 237    SpeechOn = Yes
 238    VideoOn = Yes
 239  
 240    DebugAI = No
 241    DebugAIObstacles = No
 242  
 243    MaxRoadSegments = 4000
 244    MaxRoadVertex = 3000
 245    MaxRoadIndex = 5000
 246    MaxRoadTypes = 100
 247  
 248    ValuePerSupplyBox = 75
 249  
 250    BuildSpeed = 1.0
 251    MinDistFromEdgeOfMapForBuild = 30.0  ; buildings may not be constructed this close to a map edge
 252    SupplyBuildBorder = 20.0  ; min dist you can put a supply center from a supply source
 253  
 254    ;Terrain height at structure footprint must be within this much to 
 255    ;be considerd "flat" and therefore buildable
 256    AllowedHeightVariationForBuilding = 10.0
 257  
 258    MinLowEnergyProductionSpeed = 0.5
 259    MaxLowEnergyProductionSpeed = 0.8
 260    LowEnergyPenaltyModifier = 1.0
 261    MultipleFactory = 1.0
 262    RefundPercent = 50.0%
 263    StealthFriendlyOpacity = 50.0%
 264  
 265    CommandCenterHealRange = 500.0 ; command center heals your/ally stuff this close to the command center
 266    CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame
 267    MaxLineBuildObjects = 50       ; line build style objects can be in a line no longer than this count of objects
 268    MaxTunnelCapacity = 10         ; How many can be in a player's tunnel network.  Limit 10 for UI currently
 269  
 270    StandardMinefieldDensity    = 0.004    ; in mines per square foot
 271    StandardMinefieldDistance   = 40      ; in feet. should generally be larger than typical tank shot range.
 272  
 273    HorizontalScrollSpeedFactor = 1.6;     ; Factor applied to the maximum RMB scroll speed.  Larger allows faster scrolling.
 274    VerticalScrollSpeedFactor = 2.0;       ; Split to account for aspect ratio induced speed limits.  Room to mouse drag.
 275    KeyboardScrollSpeedFactor = 2.0;    ; Factor applied to the maximum keyboard scroll speed.  Larger allows faster scrolling.
 276    MovementPenaltyDamageState = REALLYDAMAGED  ; Point at which we slow movement
 277  
 278    MaxParticleCount = 2500        ; the maximum number of particles that can exist at one time (to 5000 for demo)
 279    MaxFieldParticleCount = 30     ; the number of field type particles rendered to the screen, beyond which this type will begin skipping
 280                                   ; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes
 281                                   ; Typically these are puddles, toxic contamination, radiation, decontamination, etc.
 282  
 283  ; note that the weapon bonus types are:
 284  ;"GARRISONED",
 285  ;"HORDE",
 286  ;"CONTINUOUS_FIRE_MEAN",
 287  ;"CONTINUOUS_FIRE_FAST",
 288  ;"NATIONALISM",
 289  ;"PLAYER_UPGRADE",
 290  ;"DRONE_SPOTTING",
 291  ;"ENTHUSIASTIC",
 292  ;"VETERAN",
 293  ;"ELITE",
 294  ;"HERO",
 295  ;"BATTLEPLAN_BOMBARDMENT",
 296  ;"BATTLEPLAN_HOLDTHELINE",
 297  ;"BATTLEPLAN_SEARCHANDDESTROY",
 298  ;"SUBLIMINAL",
 299  ;"SOLO_HUMAN_EASY",
 300  ;"SOLO_HUMAN_NORMAL",
 301  ;"SOLO_HUMAN_HARD",
 302  ;"SOLO_AI_EASY",
 303  ;"SOLO_AI_NORMAL",
 304  ;"SOLO_AI_HARD",
 305  ;
 306  ; and the weapon bonus 'fields' are:
 307  ;"DAMAGE",
 308  ;"RADIUS",
 309  ;"RANGE",
 310  ;"RATE_OF_FIRE",
 311  ;"PRE_ATTACK",
 312  
 313    ;HORDE, NATIONALISM and FANATICISM are cumulative bonuses for the China Redguard,
 314    ;and only apply when they are in a horde. NATIONALISM does not replace HORDE! FANATICISM does not replace NATIONALISM
 315  
 316    ;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard,
 317    ;and only apply when they are within effect radius of a propaganda tower. SUBLIMINAL does not replace ENTHUSIASTIC!
 318  
 319    WeaponBonus =       HORDE  RATE_OF_FIRE  150%  ;Horded troops fire their weapons 25% faster
 320    WeaponBonus = NATIONALISM  RATE_OF_FIRE  125%  ;Horded troops with nationalism fire their weapon an additional 25% faster
 321    WeaponBonus = FANATICISM   RATE_OF_FIRE  125%  ;Horded troops with nationalism fire their weapon an additional 25% faster
 322    WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE  125%  ;In range of a speaker tower, gaining enthusiasm
 323    WeaponBonus = SUBLIMINAL   RATE_OF_FIRE  125%  ;In range of an upgraded speaker tower, gaining even more enthusiasm
 324    WeaponBonus =  GARRISONED         RANGE  133%  ; when garrisoned, all weapons get n times normal range
 325    WeaponBonus =  GARRISONED        DAMAGE  125%  ; when garrisoned, all weapons get n times normal range
 326  
 327    WeaponBonus = TARGET_FAERIE_FIRE  RATE_OF_FIRE  150%  ; If shooting at someone marked with Faerie Fire, shoot faster (we don't miss ever, so can't hit easier)
 328  
 329    WeaponBonus = FRENZY_ONE    DAMAGE 110% ; Granted by a China Generals power
 330    WeaponBonus = FRENZY_TWO    DAMAGE 120%
 331    WeaponBonus = FRENZY_THREE  DAMAGE 130%
 332      
 333    WeaponBonus = VETERAN  RATE_OF_FIRE  120%  
 334    WeaponBonus = VETERAN  DAMAGE        110%
 335    WeaponBonus = ELITE    RATE_OF_FIRE  140%
 336    WeaponBonus = ELITE    DAMAGE        120%
 337    WeaponBonus = HERO     RATE_OF_FIRE  160%  
 338    WeaponBonus = HERO     DAMAGE        130%  
 339  
 340    ;Strategy centers provides bonuses based on the active battleplan!
 341    WeaponBonus = BATTLEPLAN_BOMBARDMENT       DAMAGE        120%
 342  ;  WeaponBonus = BATTLEPLAN_BOMBARDMENT       RANGE         120%
 343    WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY  RANGE         120%
 344    WeaponBonus = BATTLEPLAN_HOLDTHELINE       RATE_OF_FIRE  100% ;Note this does nothing -- just for balancing reference.
 345  
 346    WeaponBonus = SOLO_AI_EASY   RATE_OF_FIRE  80%
 347    WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE  100%
 348    WeaponBonus = SOLO_AI_HARD   RATE_OF_FIRE  120%
 349  
 350    ; you cannot set this; it always has a value of 100%.
 351    ; HealthBonus_Regular = 100%
 352    HealthBonus_Veteran = 120%
 353    HealthBonus_Elite   = 130%
 354    HealthBonus_Heroic  = 150%
 355  
 356    HumanSoloPlayerHealthBonus_Easy    = 150%
 357    HumanSoloPlayerHealthBonus_Normal  = 100%     ; ie, unadjusted
 358    HumanSoloPlayerHealthBonus_Hard    = 80%
 359  
 360    ; Audio parameters
 361  ;  VolumeDistribution = Linear          ; for linear falloff
 362  ;  VolumeDistribution = MuLaw            ; for S-Curve falloff
 363  ;  VolumeMuValue = 6.0                  ; defines the steepness of the S, must be >=0, higher is steeper.
 364  
 365    GroupSelectMinSelectSize = 5
 366    GroupSelectVolumeBase = 0.5
 367    GroupSelectVolumeIncrement = 0.02
 368    MaxUnitSelectSounds = 8
 369  
 370    SelectionFlashSaturationFactor = 0.5  ; zero leaves color unaffected, 4.0 is purely saturated
 371    SelectionFlashHouseColor       = No  ; if 'No', selection flashes white
 372  
 373    CameraAudibleRadius = 250             ; defines the radius that we can hear when the camera is looking up.
 374    GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and calculate the smallest possible rectangle
 375                                          ; that contains them all, and click within that, all the selected units will break 
 376                                          ; formation and gather at the point the user clicked (if the value is 1.0). If it's 
 377                                          ; 0.0, units will always keep their formation. If it's <1.0, then the user must 
 378                                          ; click a smaller area within the rectangle to order the gather.
 379  
 380    ShakeSubtleIntensity      = 0.5
 381    ShakeNormalIntensity      = 1.0
 382    ShakeStrongIntensity      = 2.5
 383    ShakeSevereIntensity      = 5.0
 384    ShakeCineExtremeIntensity = 7.5       ;Cinematic reserved -- don't use for game stuff because it can change.
 385    ShakeCineInsaneIntensity  = 10.0      ;Cinematic reserved -- don't use for game stuff because it can change.
 386  
 387    MaxShakeIntensity    = 10.0
 388    MaxShakeRange        = 150.0
 389  
 390    SellPercentage       = 50% ; You get this percentage back of the cost to build
 391    
 392    BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration
 393    BaseRegenDelay                  = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration
 394  
 395  ; sorry, prisons are cut, maybe next version (srj)
 396  ;  PrisonBountyMultiplier = 2.0 ;Players get this X the cost to build a unit 
 397  ;                               ;that is delivered to a prison with 
 398  ;                               ;KINDOF_COLLECTS_PRISON_BOUNTY
 399  ;  PrisonBountyTextColor = R:255 G:128 B:64 A:255
 400  
 401    SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens
 402                                   
 403    ; this is a list of bones that will always be exposed to Logic.
 404    ; please note that this is really here for quick backwards compatibility with old code,
 405    ; which didn't require declaring which bones you wanted to be able to use from logic...
 406    ; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular
 407    ; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
 408    ; (see the airfields for an example). (srj)
 409    StandardPublicBone = FirePoint
 410    StandardPublicBone = Target_Left
 411    StandardPublicBone = Target_Right
 412    StandardPublicBone = ExitStart
 413    StandardPublicBone = ExitEnd
 414    StandardPublicBone = Muzzle
 415    StandardPublicBone = PARA_COG
 416    StandardPublicBone = PARA_ATTCH
 417    StandardPublicBone = PARA_MAN
 418    StandardPublicBone = ExitStart
 419    StandardPublicBone = DockStart
 420    StandardPublicBone = DockAction
 421    StandardPublicBone = DockEnd
 422    StandardPublicBone = DockWaiting
 423    StandardPublicBone = WeaponA
 424    StandardPublicBone = Smoke
 425    StandardPublicBone = Fire
 426    StandardPublicBone = WaterSpray
 427    StandardPublicBone = Spray
 428    StandardPublicBone = WaterSprayBig
 429    StandardPublicBone = Steam
 430    StandardPublicBone = Propeller
 431    StandardPublicBone = SpawnPoint
 432    StandardPublicBone = FireS
 433    StandardPublicBone = FireM
 434    StandardPublicBone = FireL
 435    StandardPublicBone = SmokeS
 436    StandardPublicBone = SmokeM
 437    StandardPublicBone = SmokeL
 438    StandardPublicBone = Aflame
 439  
 440    DefaultStartingCash = 10000 ;The amount of cash the player starts with by default.
 441  
 442    UnlookPersistDuration     = 5000 ; How long after you stop looking until the fog grows back
 443  
 444    ShroudColor = R:255 G:255 B:255
 445    ClearAlpha = 255
 446    FogAlpha = 127
 447    ShroudAlpha = 0 ; 0 is opaque, 255 is clear.  Unsigned Byte
 448  
 449    ; Network timing settings.  Don't mess with these unless you know what you're doing!
 450    ; If you are tempted to mess with these, please let me know. Bryan x36810
 451    ; This does not imply that I know what I'm doing.
 452    NetworkFPSHistoryLength = 30      ; The number of fps history entries.
 453    NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
 454    NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things
 455    NetworkCushionHistoryLength = 10  ; The number of cushion values to keep.
 456    NetworkRunAheadSlack = 10         ; The amount of slack in the run ahead value.  This is the percentage of the calculated run ahead that is added.
 457    NetworkKeepAliveDelay = 20        ; The number of seconds between when the connections to each player send a keep-alive packet.
 458    NetworkDisconnectTime = 5000      ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up.
 459    NetworkPlayerTimeoutTime = 60000  ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game.
 460    NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.
 461  
 462    KeyboardCameraRotateSpeed = 0.1   ; How fast the camera rotates when rotated via keyboard controls.
 463  
 464  End


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