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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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