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