Subversion Repositories Games.Carmageddon

Rev

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Rev Author Line No. Line
5 pmbaty 1
0.01					// Hither
2
35.00					// Yon
3
55.55					// Camera angle
4
 
5
7						// Headup background brightness amount
6
99						// Initial rank
7
7500,5000,3000			// Initial credits for each skill level
8
20000,35000,40000		// Credits per rank for each skill level
9
1.0						// Global crush_min_fold factor
10
1.0						// Global crush_max_fold factor
11
1.0						// Global crush_wibble factor
12
1.0						// Global crush_limit_deviant factor
13
1.0						// Global crush_split_chance factor
14
0.7						// Global crush_softness factor
15
10,20,30					// Repair cost for each skill level (cred per % damage)
16
1000, 2000, 4000		// Recovery cost for each skill level
17
20,8,5				// Time per ped kill for each skill level
18
0.75,0.5,0.25			// Seconds per unit car damage for each skill level (with peds)
19
11,8,5				// Credits per unit car damage for each skill level (with peds)
20
120,90,60				// Time awarded for wasting car for each skill level (with peds)
21
3000,2000,1000			// Credits awarded for wasting car for each skill level (with peds)
22
60,30,15				// Time awarded for rolling car for each skill level (with peds)
23
1000,1000,1000			// Credits awarded for rolling car for each skill level (with peds)
24
2000,500,50			// Credits awarded for checkpoints for each skill level (with peds)
25
0.75,0.5,0.25			// Seconds per unit car damage for each skill level (with peds)
26
11,8,5				// Credits per unit car damage for each skill level (with peds)
27
120,90,60				// Time awarded for wasting car for each skill level (with peds)
28
3000,2000,1000			// Credits awarded for wasting car for each skill level (with peds)
29
60,30,15				// Time awarded for rolling car for each skill level (with peds)
30
1000,1000,1000			// Credits awarded for rolling car for each skill level (with peds)
31
2000,500,50			// Credits awarded for checkpoints for each skill level (with peds)
32
1000,1000,1000				// Jump start fine for each level
33
15,10,5				// Credits per second of time bonus
34
2000,1000,500			// Cunning stunt bonus for each skill level
35
// Cars to use as defaults:
36
BLKEAGLE.TXT
37
ANNIECAR.TXT
38
 
39
1.0				// Opponent nastiness influencer, < 1 = nicer, > 1 = nastier (values between 0.1 and 10 should do)
10 pmbaty 40
// Default underwater special volume parameters
5 pmbaty 41
0.2									// gravity multiplier
42
50									// viscosity multiplier
43
 
44
0.002								// Pedestrian damage per millisecond
45
 
46
1									// Sky colour
47
M25.MAT								// Windscreen material to use
48
5100								// Sound ID of entry noise
49
5100								// Sound ID of exit noise
50
2									// Engine noise index
51
 
52
0,2000,5000,10000,20000			// Starting money in network mode (for each skill level)
53
30						// Starting time in network mod ('Tag')
54
30						// Starting time in network mod ('Fox')
10 pmbaty 55
// Repair cost for each net game type (cred per % damage)
5 pmbaty 56
15,15,7.5,7.5,7.5,7.5,7.5
10 pmbaty 57
// Recovery cost for each net game type
5 pmbaty 58
1000,1000,1000,1000,1000,1000,1000
10 pmbaty 59
// Car softness factor for each net game type
5 pmbaty 60
1.0,1.5,1.5,1.5,1.5,1.5,1.5
61
///Car-to-car damage multiplier for each net game type
62
2.0,3.0,1.0,1.0,1.0,1.0,1.0
10 pmbaty 63
// Score targets for each net game type
5 pmbaty 64
0,3,50,0,0,60,240
65
90						// Pickup respawn min time (seconds)
66
60						// Pickup respawn max extra time (seconds)
67
60						// Demo race rank equivalent
68
2						// Demo armour level
69
1						// Demo power level
70
2						// Demo offensive level
71
// Opponents that appear in demo game
72
16
73
12
74
22
75
19
76
7
10 pmbaty 77
// default Gravity Multiplier
5 pmbaty 78
1
10 pmbaty 79
// Flic sound delays
5 pmbaty 80
 
81
 
82
 
83