Rev 5 | Details | Compare with Previous | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
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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 |