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/Command and conquer Generals/Call to arms/Data/INI/ -> GameData.ini (source)

   1  ;//////////////////////////////////////////////////////////////////////////////
   2  ; FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////
   3  ;//////////////////////////////////////////////////////////////////////////////
   4  
   5  GameData
   6    ShellMapName = Maps\ShellMap1\ShellMap1.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  
  25    UseHalfHeightMap = No
  26    ShowObjectHealth = Yes
  27    HideGarrisonFlags = No
  28    Use3WayTerrainBlends = 1
  29    DrawEntireTerrain = No
  30    TerrainLOD = DISABLE  ; should be handled by options screen.
  31    TerrainLODTargetTimeMS = 45
  32    TextureReductionFactor = 0; 1 is half res, 2 querter res, etc.
  33    RightMouseAlwaysScrolls = Yes
  34    UseWaterPlane = Yes
  35    UseCloudPlane = Yes
  36    UseShadowVolumes = Yes
  37    UseShadowDecals = Yes
  38    UseBehindBuildingMarker = Yes
  39    DefaultOcclusionDelay = 3000  ; in ms
  40    OccludedColorLuminanceScale = 0.5
  41    WaterPositionX = 0.0
  42    WaterPositionY = 0.0
  43    WaterPositionZ = 7.0
  44    WaterExtentX = 2000.0
  45    WaterExtentY = 2000.0
  46    WaterType = 0
  47     
  48    ; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
  49    DefaultStructureRubbleHeight = 10.0
  50  
  51    ;the following are for vertex animated water
  52    VertexWaterAvailableMaps1       = Maps\nVidiaDemo\nVidiaDemo.map
  53    VertexWaterHeightClampLow1      = 0.0
  54    VertexWaterHeightClampHi1       = 16.3
  55    VertexWaterAngle1               = 45     ;in degrees
  56    VertexWaterXPosition1           = 2700.0
  57    VertexWaterYPosition1           = -750.0
  58    VertexWaterZPosition1           = 2.9
  59    VertexWaterXGridCells1          = 65
  60    VertexWaterYGridCells1          = 360
  61    VertexWaterGridSize1            = 10.0
  62    VertexWaterAttenuationA1        = 1.0
  63    VertexWaterAttenuationB1        = 0.0
  64    VertexWaterAttenuationC1        = 0.0
  65    VertexWaterAttenuationRange1    = 20.0
  66  
  67    ;the following are for vertex animated water
  68    VertexWaterAvailableMaps2       = Maps\CHI03\CHI03.map
  69    VertexWaterHeightClampLow2      = 0.0
  70    VertexWaterHeightClampHi2       = 31.2
  71    VertexWaterAngle2               = -12    ;in degrees
  72    VertexWaterXPosition2           = 282.0
  73    VertexWaterYPosition2           = -20.0
  74    VertexWaterZPosition2           = 3.0
  75    VertexWaterXGridCells2          = 100
  76    VertexWaterYGridCells2          = 200
  77    VertexWaterGridSize2            = 11.0
  78    VertexWaterAttenuationA2        = 1.0
  79    VertexWaterAttenuationB2        = 0.0
  80    VertexWaterAttenuationC2        = 0.0
  81    VertexWaterAttenuationRange2    = 20.0
  82  
  83    ;the following are for vertex animated water
  84    VertexWaterAvailableMaps3       = Maps\GLA01\GLA01.map
  85    VertexWaterHeightClampLow3      = 0.0
  86    VertexWaterHeightClampHi3       = 45.0
  87    VertexWaterAngle3               = -12     ;in degrees
  88    VertexWaterXPosition3           = 1424.0
  89    VertexWaterYPosition3           = -270.0
  90    VertexWaterZPosition3           = 2.0
  91    VertexWaterXGridCells3          = 75
  92    VertexWaterYGridCells3          = 360
  93    VertexWaterGridSize3            = 10.0 ;11.0
  94    VertexWaterAttenuationA3        = 1.0
  95    VertexWaterAttenuationB3        = 0.0
  96    VertexWaterAttenuationC3        = 0.0
  97    VertexWaterAttenuationRange3    = 20.0
  98  
  99    ;the following are for vertex animated water
 100    VertexWaterAvailableMaps4       = Maps\USA06\USA06.map
 101    VertexWaterHeightClampLow4      = 0.0
 102    VertexWaterHeightClampHi4       = 16.3
 103    VertexWaterAngle4               = 45     ;in degrees
 104    VertexWaterXPosition4           = 2700.0
 105    VertexWaterYPosition4           = -750.0
 106    VertexWaterZPosition4           = 2.9
 107    VertexWaterXGridCells4          = 65
 108    VertexWaterYGridCells4          = 360
 109    VertexWaterGridSize4            = 10.0
 110    VertexWaterAttenuationA4        = 1.0
 111    VertexWaterAttenuationB4        = 0.0
 112    VertexWaterAttenuationC4        = 0.0
 113    VertexWaterAttenuationRange4    = 20.0
 114    
 115    DownwindAngle = -0.785    ; Northeast! AKA "Away and to the right" 
 116    DrawSkyBox = Yes
 117    SkyBoxPositionZ = -100.0    ; lowers center of skybox under terrain
 118    SkyBoxScale = 8.4  ; good for default 96 x 96 map, make 17.5 for 256x256
 119    CameraPitch = 37.5
 120    CameraYaw = 0.0
 121    CameraHeight = 232.0
 122    MaxCameraHeight = 350.0 ;410.0
 123    MinCameraHeight = 120.0
 124    CameraAdjustSpeed = 0.3      ; between 0 and 1 - this is how fast the camera snaps to the desired height
 125    ScrollAmountCutoff = 50.0      ; arbitrary units - above this value, we don't update height while scrolling
 126    EnforceMaxCameraHeight = No      ; Obey max camera height while scrolling?
 127    TerrainHeightAtEdgeOfMap = 100.0
 128    UnitDamagedThreshold = 0.7
 129    UnitReallyDamagedThreshold = 0.35
 130    GroundStiffness = 0.8
 131    StructureStiffness = 0.3
 132  
 133    ; acceleration due to gravity, in dist/sec^2
 134    ; note that our distance units are roughly one foot, so 
 135    ; this corresponds to earth-normal gravity (32 ft/sec^2)
 136    ;Gravity = -32.0
 137    ; this "feels" better... (srj)
 138    Gravity = -64.0
 139  
 140    PartitionCellSize = 40.0
 141  
 142    ParticleScale = 1.0 ;
 143    
 144    AutoFireParticleSmallPrefix   = FireS
 145    AutoFireParticleSmallSystem   = FireFactionSmall
 146    AutoFireParticleSmallMax      = 2
 147    AutoFireParticleMediumPrefix  = FireM
 148    AutoFireParticleMediumSystem  = FireFactionMedium
 149    AutoFireParticleMediumMax     = 1
 150    AutoFireParticleLargePrefix   = FireL
 151    AutoFireParticleLargeSystem   = FireFactionLarge
 152    AutoFireParticleLargeMax      = 1
 153    AutoSmokeParticleSmallPrefix  = SmokeS
 154    AutoSmokeParticleSmallSystem  = SmokeFactionSmall
 155    AutoSmokeParticleSmallMax     = 4
 156    AutoSmokeParticleMediumPrefix = SmokeM
 157    AutoSmokeParticleMediumSystem = SmokeFactionMedium
 158    AutoSmokeParticleMediumMax    = 2
 159    AutoSmokeParticleLargePrefix  = SmokeL
 160    AutoSmokeParticleLargeSystem  = SmokeFactionLarge
 161    AutoSmokeParticleLargeMax     = 1
 162    AutoAflameParticlePrefix      = Aflame
 163    AutoAflameParticleSystem      = FireBuildingSmall
 164    AutoAflameParticleMax         = 4
 165  
 166    HistoricDamageLimit = 5000  ; how long to retain historical-damage for weapons that need it, in msec
 167  
 168    AmmoPipScaleFactor = 1.5
 169    ContainerPipScaleFactor = 1.5
 170    AmmoPipScreenOffset = X:-1.0 Y:0.0        ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
 171    ContainerPipScreenOffset = X:1.0 Y:0.0    ; note that this is a multiplier to boundingspheresize, NOT an absolute offset
 172    AmmoPipWorldOffset = X:0.0 Y:0.0 Z:10.0       ; added to position prior to world->screen xform
 173    ContainerPipWorldOffset = X:0.0 Y:0.0 Z:10.0  ; added to position prior to world->screen xform
 174  
 175    LevelGainAnimationName = LevelGainedAnimation
 176    LevelGainAnimationTime = 4.0
 177    LevelGainAnimationZRise = 15.0
 178  
 179    GetHealedAnimationName = GetHealedAnimation
 180    GetHealedAnimationTime = 4.0
 181    GetHealedAnimationZRise = 15.0
 182  
 183    MaxTerrainTracks = 100  ; how many vehicles can generate tread marks on the terrain.
 184    TimeOfDay = AFTERNOON
 185    Weather = NORMAL
 186    MakeTrackMarks = Yes
 187    ForceModelsToFollowTimeOfDay = Yes
 188    ForceModelsToFollowWeather = Yes
 189  
 190    InfantryLightMorningScale = 100f ; amount to scale map lighting to make infantry easier to see.
 191    InfantryLightAfternoonScale = 100f ; amount to scale map lighting to make infantry easier to see.
 192    InfantryLightEveningScale = 200f ; amount to scale map lighting to make infantry easier to see.
 193    InfantryLightNightScale = 200f ; amount to scale map lighting to make infantry easier to see.
 194  
 195    TerrainLightingMorningAmbient = R:128 G:100 B:77
 196    TerrainLightingMorningDiffuse = R:230 G:180 B:153
 197    TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
 198    TerrainLightingEveningAmbient = R:64 G:59 B:51
 199    TerrainLightingEveningDiffuse = R:153 G:128 B:102
 200    TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
 201    TerrainLightingNightAmbient = R:26 G:26 B:39
 202    TerrainLightingNightDiffuse = R:51 G:51 B:77
 203    TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
 204  
 205    TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77
 206    TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
 207    TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
 208    TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
 209    TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
 210    TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
 211    TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
 212    TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
 213    TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0
 214  
 215    TerrainLightingAfternoonAmbient = R:56 G:52 B:44
 216    TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
 217    TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
 218    TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
 219    TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
 220    TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
 221  
 222    TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0
 223    TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
 224    TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
 225    TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
 226    TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
 227    TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
 228  
 229    TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0
 230    TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
 231    TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
 232    TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
 233    TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
 234    TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
 235  
 236    AudioOn = Yes
 237    MusicOn = Yes
 238    SoundsOn = Yes
 239    SpeechOn = Yes
 240    VideoOn = Yes
 241  
 242    DebugAI = No
 243    DebugAIObstacles = No
 244  
 245    MaxRoadSegments = 4000
 246    MaxRoadVertex = 3000
 247    MaxRoadIndex = 5000
 248    MaxRoadTypes = 35
 249  
 250    ValuePerSupplyBox = 75
 251  
 252    ;PowerBarBase = 
 253    ;PowerBarIntervals = 
 254    PowerBarYellowRange = 4
 255  
 256    BuildSpeed = 1.0
 257    MinDistFromEdgeOfMapForBuild = 30.0  ; buildings may not be constructed this close to a map edge
 258    SupplyBuildBorder = 20.0  ; min dist you can put a supply center from a supply source
 259  
 260    ;Terrain height at structure footprint must be within this much to 
 261    ;be considerd "flat" and therefore buildable
 262    AllowedHeightVariationForBuilding = 15.0
 263  
 264    MinLowEnergyProductionSpeed = 1.0 ;0.5
 265    MaxLowEnergyProductionSpeed = 1.0 ;0.8
 266    LowEnergyPenaltyModifier = 1.0
 267    MultipleFactory = 1.1
 268    RefundPercent = 50.0%
 269    StealthFriendlyOpacity = 50.0%
 270  
 271    CommandCenterHealRange = 500.0 ; command center heals your/ally stuff this close to the command center
 272    CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame
 273    MaxLineBuildObjects = 50       ; line build style objects can be in a line no longer than this count of objects
 274    MaxTunnelCapacity = 10         ; How many can be in a player's tunnel network.  Limit 10 for UI currently
 275  
 276    StandardMinefieldDensity    = 0.004    ; in mines per square foot
 277    StandardMinefieldDistance   = 40      ; in feet. should generally be larger than typical tank shot range.
 278  
 279    HorizontalScrollSpeedFactor = 1.6;     ; Factor applied to the maximum RMB scroll speed.  Larger allows faster scrolling.
 280    VerticalScrollSpeedFactor = 2.0;       ; Split to account for aspect ratio induced speed limits.  Room to mouse drag.
 281    KeyboardScrollSpeedFactor = 2.0;    ; Factor applied to the maximum keyboard scroll speed.  Larger allows faster scrolling.
 282    MovementPenaltyDamageState = REALLYDAMAGED  ; Point at which we slow movement
 283  
 284    MaxParticleCount = 2500        ; the maximum number of particles that can exist at one time (to 5000 for demo)
 285    MaxFieldParticleCount = 30     ; the number of field type particles rendered to the screen, beyond which this type will begin skipping
 286                                   ; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes
 287                                   ; Typically these are puddles, toxic contamination, radiation, decontamination, etc.
 288  
 289  ; note that the weapon bonus types are:
 290  ;"GARRISONED",
 291  ;"HORDE",
 292  ;"CONTINUOUS_FIRE_MEAN",
 293  ;"CONTINUOUS_FIRE_FAST",
 294  ;"NATIONALISM",
 295  ;"DEMORALIZED_OBSOLETE",
 296  ;"PLAYER_UPGRADE",
 297  ;"DRONE_SPOTTING",
 298  ;"ENTHUSIASTIC",
 299  ;"VETERAN",
 300  ;"ELITE",
 301  ;"HERO",
 302  ;"BATTLEPLAN_BOMBARDMENT",
 303  ;"BATTLEPLAN_HOLDTHELINE",
 304  ;"BATTLEPLAN_SEARCHANDDESTROY",
 305  ;"SUBLIMINAL",
 306  ;"SOLO_HUMAN_EASY",
 307  ;"SOLO_HUMAN_NORMAL",
 308  ;"SOLO_HUMAN_HARD",
 309  ;"SOLO_AI_EASY",
 310  ;"SOLO_AI_NORMAL",
 311  ;"SOLO_AI_HARD",
 312  ;
 313  ; and the weapon bonus 'fields' are:
 314  ;"DAMAGE",
 315  ;"RADIUS",
 316  ;"RANGE",
 317  ;"RATE_OF_FIRE",
 318  ;"PRE_ATTACK",
 319  
 320    ;HORDE and NATIONALISM are cumulative bonuses for the China Redguard,
 321    ;and only apply when they are in a horde. NATIONALISM does not replace HORDE!
 322  
 323    ;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard,
 324    ;and only apply when they are in a horde. SUBLIMINAL does not replace ENTHUSIASTIC!
 325  
 326    WeaponBonus =       HORDE  RATE_OF_FIRE  150%  ;Horded troops fire their weapons 50% faster
 327    WeaponBonus = NATIONALISM  RATE_OF_FIRE  125%  ;Horded troops with nationalism fire their weapon an additional 25% faster
 328    WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE  125%  ;In range of a speaker tower, gaining enthusiasm
 329    WeaponBonus = SUBLIMINAL   RATE_OF_FIRE  125%  ;In range of an upgraded speaker tower, gaining even more enthusiasm
 330  ; WeaponBonus = DEMORALIZED  RATE_OF_FIRE   25%  ;Demoralized troops
 331    WeaponBonus =  GARRISONED         RANGE  133%  ; when garrisoned, all weapons get n times normal range
 332    WeaponBonus =  GARRISONED        DAMAGE  125%  ; when garrisoned, all weapons get n times normal range
 333  
 334    ;Veterancy Bonuses
 335    WeaponBonus = VETERAN  RATE_OF_FIRE  120%  
 336    WeaponBonus = VETERAN  DAMAGE        110%
 337    WeaponBonus = ELITE    RATE_OF_FIRE  140%
 338    WeaponBonus = ELITE    DAMAGE        120%
 339    WeaponBonus = HERO     RATE_OF_FIRE  160%  
 340    WeaponBonus = HERO     DAMAGE        130%
 341  
 342    ;HealthBonus_Regular = 100%
 343    HealthBonus_Veteran = 120%
 344    HealthBonus_Elite   = 130%
 345    HealthBonus_Heroic  = 150%
 346  
 347    ;Strategy centers provides bonuses based on the active battleplan!
 348    WeaponBonus = BATTLEPLAN_BOMBARDMENT       DAMAGE        120%
 349  ;  WeaponBonus = BATTLEPLAN_BOMBARDMENT       RANGE         120%
 350    WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY  RANGE         120%
 351    WeaponBonus = BATTLEPLAN_HOLDTHELINE       RATE_OF_FIRE  100% ;Note this does nothing -- just for balancing reference.
 352  
 353    WeaponBonus = SOLO_AI_EASY   RATE_OF_FIRE  80%
 354    WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE  100%
 355    WeaponBonus = SOLO_AI_HARD   RATE_OF_FIRE  120%
 356  
 357    HumanSoloPlayerHealthBonus_Easy    = 150%
 358    HumanSoloPlayerHealthBonus_Normal  = 100%     ; ie, unadjusted
 359    HumanSoloPlayerHealthBonus_Hard    = 80%
 360  
 361    ; Audio parameters
 362  ;  VolumeDistribution = Linear          ; for linear falloff
 363  ;  VolumeDistribution = MuLaw            ; for S-Curve falloff
 364  ;  VolumeMuValue = 6.0                  ; defines the steepness of the S, must be >=0, higher is steeper.
 365  
 366    GroupSelectMinSelectSize = 5
 367    GroupSelectVolumeBase = 0.5
 368    GroupSelectVolumeIncrement = 0.02
 369    MaxUnitSelectSounds = 8
 370  
 371    SelectionFlashSaturationFactor = 0.5  ; zero leaves color unaffected, 4.0 is purely saturated
 372    SelectionFlashHouseColor       = Yes  ; if 'No', selection flashes white
 373  
 374    CameraAudibleRadius = 250             ; defines the radius that we can hear when the camera is looking up.
 375    GroupMoveClickToGatherAreaFactor = 0.3; if you take all the selected units and calculate the smallest possible rectangle
 376                                          ; that contains them all, and click within that, all the selected units will break 
 377                                          ; formation and gather at the point the user clicked (if the value is 1.0). If it's 
 378                                          ; 0.0, units will always keep their formation. If it's <1.0, then the user must 
 379                                          ; click a smaller area within the rectangle to order the gather.
 380  
 381    ShakeSubtleIntensity      = 0.5
 382    ShakeNormalIntensity      = 1.0
 383    ShakeStrongIntensity      = 2.5
 384    ShakeSevereIntensity      = 5.0
 385    ShakeCineExtremeIntensity = 7.5       ;Cinematic reserved -- don't use for game stuff because it can change.
 386    ShakeCineInsaneIntensity  = 10.0      ;Cinematic reserved -- don't use for game stuff because it can change.
 387  
 388    MaxShakeIntensity    = 10.0
 389    MaxShakeRange        = 150.0
 390  
 391    SellPercentage       = 50% ; You get this percentage back of the cost to build
 392    
 393    BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration
 394    BaseRegenDelay                  = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration
 395  
 396  ; sorry, prisons are cut, maybe next version (srj)
 397  ;  PrisonBountyMultiplier = 2.0 ;Players get this X the cost to build a unit 
 398  ;                               ;that is delivered to a prison with 
 399  ;                               ;KINDOF_COLLECTS_PRISON_BOUNTY
 400  ;  PrisonBountyTextColor = R:255 G:128 B:64 A:255
 401  
 402    SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens
 403                                   
 404    ; this is a list of bones that will always be exposed to Logic.
 405    ; please note that this is really here for quick backwards compatibility with old code,
 406    ; which didn't require declaring which bones you wanted to be able to use from logic...
 407    ; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular
 408    ; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
 409    ; (see the airfields for an example). (srj)
 410    StandardPublicBone = FirePoint
 411    StandardPublicBone = Target_Left
 412    StandardPublicBone = Target_Right
 413    StandardPublicBone = ExitStart
 414    StandardPublicBone = ExitEnd
 415    StandardPublicBone = Muzzle
 416    StandardPublicBone = PARA_COG
 417    StandardPublicBone = PARA_ATTCH
 418    StandardPublicBone = PARA_MAN
 419    StandardPublicBone = ExitStart
 420    StandardPublicBone = DockStart
 421    StandardPublicBone = DockAction
 422    StandardPublicBone = DockEnd
 423    StandardPublicBone = DockWaiting
 424    StandardPublicBone = WeaponA
 425    StandardPublicBone = Smoke
 426    StandardPublicBone = Fire
 427    StandardPublicBone = WaterSpray
 428    StandardPublicBone = Spray
 429    StandardPublicBone = WaterSprayBig
 430    StandardPublicBone = Steam
 431    StandardPublicBone = Propeller
 432    StandardPublicBone = SpawnPoint
 433    StandardPublicBone = FireS
 434    StandardPublicBone = FireM
 435    StandardPublicBone = FireL
 436    StandardPublicBone = SmokeS
 437    StandardPublicBone = SmokeM
 438    StandardPublicBone = SmokeL
 439    StandardPublicBone = Aflame
 440  
 441    DefaultStartingCash = 15000     ;The amount of cash the player starts with by default.
 442  
 443    UnlookPersistDuration     = 5000 ; How long after you stop looking until the fog grows back
 444  
 445    ShroudColor = R:255 G:255 B:255
 446    ClearAlpha = 255
 447    FogAlpha = 127
 448    ShroudAlpha = 0 ; 0 is opaque, 255 is clear.  Unsigned Byte
 449  
 450    ; Network timing settings.  Don't mess with these unless you know what you're doing!
 451    ; If you are tempted to mess with these, please let me know. Bryan x36810
 452    ; This does not imply that I know what I'm doing.
 453    NetworkFPSHistoryLength = 30      ; The number of fps history entries.
 454    NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
 455    NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things
 456    NetworkCushionHistoryLength = 10  ; The number of cushion values to keep.
 457    NetworkRunAheadSlack = 10         ; The amount of slack in the run ahead value.  This is the percentage of the calculated run ahead that is added.
 458    NetworkKeepAliveDelay = 20        ; The number of seconds between when the connections to each player send a keep-alive packet.
 459    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.
 460    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.
 461    NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players.
 462  
 463    KeyboardCameraRotateSpeed = 0.1   ; How fast the camera rotates when rotated via keyboard controls.
 464  
 465    UserDataLeafName = "Command and Conquer Generals Data"
 466  
 467  End


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