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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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