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Rev 5 Rev 10
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// Cars to use as defaults:
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// Cars to use as defaults:
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BLKEAGLE.TXT
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BLKEAGLE.TXT
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ANNIECAR.TXT
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ANNIECAR.TXT
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0				// Frame rate knobbler for action replay saving (zero = none)
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0				// Frame rate knobbler for action replay saving (zero = none)
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1.0				// Opponent nastiness influencer, < 1 = nicer, > 1 = nastier (values between 0.1 and 10 should do)
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1.0				// Opponent nastiness influencer, < 1 = nicer, > 1 = nastier (values between 0.1 and 10 should do)
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//~Kx)[~d0>Wf–KŽ{*jooI{m–y*U"…V•o3j=?[yi˜u?\p	
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// Default underwater special volume parameters
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0.2									// gravity multiplier
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0.2									// gravity multiplier
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50									// viscosity multiplier
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50									// viscosity multiplier
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0									// Car damage per millisecond
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0									// Car damage per millisecond
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0.002								// Pedestrian damage per millisecond
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0.002								// Pedestrian damage per millisecond
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0									// camera effect index
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0									// camera effect index
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2									// Engine noise index
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2									// Engine noise index
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0									// material index
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0									// material index
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0,2000,5000,10000,20000			// Starting money in network mode (for each skill level)
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0,2000,5000,10000,20000			// Starting money in network mode (for each skill level)
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30						// Starting time in network mod ('Tag')
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30						// Starting time in network mod ('Tag')
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30						// Starting time in network mod ('Fox')
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30						// Starting time in network mod ('Fox')
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//('u;Xk™šu-{=)Uy(q(Q"\:9np*šq…uk‘a\:.jooŸ+l”}*^gZ
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// Repair cost for each net game type (cred per % damage)
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15,15,7.5,7.5,7.5,7.5,7.5
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15,15,7.5,7.5,7.5,7.5,7.5
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//0™\aœOœh'/~ I(“9™g’Z‘:0jio]je0?@r–
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// Recovery cost for each net game type
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1000,1000,1000,1000,1000,1000,1000
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1000,1000,1000,1000,1000,1000,1000
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//=Œ[y(†-Ml–JŠ:8n~;Uy(“9™g’Z‘:0jio]je0?@r–
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// Car softness factor for each net game type
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1.0,1.5,1.5,1.5,1.5,1.5,1.5
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1.0,1.5,1.5,1.5,1.5,1.5,1.5
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///Car-to-car damage multiplier for each net game type
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///Car-to-car damage multiplier for each net game type
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2.0,3.0,1.0,1.0,1.0,1.0,1.0
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2.0,3.0,1.0,1.0,1.0,1.0,1.0
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//0˜Zm\Yn?}z*Nx(“9™g’Z‘:0jio]je0?@r–
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// Score targets for each net game type
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0,3,50,0,0,60,240
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0,3,50,0,0,60,240
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90						// Pickup respawn min time (seconds)
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90						// Pickup respawn min time (seconds)
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60						// Pickup respawn max extra time (seconds)
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60						// Pickup respawn max extra time (seconds)
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60						// Demo race rank equivalent
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60						// Demo race rank equivalent
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2						// Demo armour level
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2						// Demo armour level
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7
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//=+_mi	|?™EXs*v=‚Og|œ`'Pg
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// default Gravity Multiplier
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1
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1
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//o|ga–08Vw]Y~;c|6I
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// Flic sound delays
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0						// Delay (in seconds) before sound during pre-smack flic
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0						// Delay (in seconds) before sound during pre-smack flic
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0						// Delay (in seconds) before sound during post-smack flic
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0						// Delay (in seconds) before sound during post-smack flic
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0						// Delay (in seconds) before sound during 'not in demo' flic
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0						// Delay (in seconds) before sound during 'not in demo' flic
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0						// Delay (in seconds) before sound during post-demo slideshow flic
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0						// Delay (in seconds) before sound during post-demo slideshow flic