Subversion Repositories Games.Carmageddon

Rev

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0.01                                    // Hither
35.00                                   // Yon
55.55                                   // Camera angle
0                                                // Ambient adjustment
7                                               // Headup background brightness amount
99                                              // Initial rank
7500,5000,3000                  // Initial credits for each skill level
20000,35000,40000               // Credits per rank for each skill level
1.0                                             // Global crush_min_fold factor
1.0                                             // Global crush_max_fold factor
1.0                                             // Global crush_wibble factor
1.0                                             // Global crush_limit_deviant factor
1.0                                             // Global crush_split_chance factor
0.7                                             // Global crush_softness factor
10,20,30                                        // Repair cost for each skill level (cred per % damage)
1000, 2000, 4000                // Recovery cost for each skill level
20,8,5                          // Time per ped kill for each skill level
0.75,0.5,0.25                   // Seconds per unit car damage for each skill level (with peds)
11,8,5                          // Credits per unit car damage for each skill level (with peds)
120,90,60                               // Time awarded for wasting car for each skill level (with peds)
3000,2000,1000                  // Credits awarded for wasting car for each skill level (with peds)
60,30,15                                // Time awarded for rolling car for each skill level (with peds)
1000,1000,1000                  // Credits awarded for rolling car for each skill level (with peds)
2000,500,50                     // Credits awarded for checkpoints for each skill level (with peds)
0.75,0.5,0.25                   // Seconds per unit car damage for each skill level (with peds)
11,8,5                          // Credits per unit car damage for each skill level (with peds)
120,90,60                               // Time awarded for wasting car for each skill level (with peds)
3000,2000,1000                  // Credits awarded for wasting car for each skill level (with peds)
60,30,15                                // Time awarded for rolling car for each skill level (with peds)
1000,1000,1000                  // Credits awarded for rolling car for each skill level (with peds)
2000,500,50                     // Credits awarded for checkpoints for each skill level (with peds)
1000,1000,1000                          // Jump start fine for each level
15,10,5                         // Credits per second of time bonus
2000,1000,500                   // Cunning stunt bonus for each skill level
// Cars to use as defaults:
BLKEAGLE.TXT
ANNIECAR.TXT
0                                // Frame rate knobbler for action replay saving (zero = none)
1.0                             // Opponent nastiness influencer, < 1 = nicer, > 1 = nastier (values between 0.1 and 10 should do)
//~Kx)[~d0>Wf–KŽ{*jooI{m–y*U"…V•o3j=?[yi˜u?\p   
0.2                                                                     // gravity multiplier
50                                                                      // viscosity multiplier
0                                                                        // Car damage per millisecond
0.002                                                           // Pedestrian damage per millisecond
0                                                                        // camera effect index
1                                                                       // Sky colour
M25.MAT                                                         // Windscreen material to use
5100                                                            // Sound ID of entry noise
5100                                                            // Sound ID of exit noise
2                                                                       // Engine noise index
0                                                                        // material index
0,2000,5000,10000,20000                 // Starting money in network mode (for each skill level)
30                                              // Starting time in network mod ('Tag')
30                                              // Starting time in network mod ('Fox')
//('u;Xk™šu-{=)Uy(q(Q"\:9np*šq…uk‘a\:.jooŸ+l”}*^gZ
15,15,7.5,7.5,7.5,7.5,7.5
//0™\aœOœh'/~ I(“9™g’Z‘:0jio]je0?@r–
1000,1000,1000,1000,1000,1000,1000
//=Œ[y(†-Ml–JŠ:8n~;Uy(“9™g’Z‘:0jio]je0?@r–
1.0,1.5,1.5,1.5,1.5,1.5,1.5
///Car-to-car damage multiplier for each net game type
2.0,3.0,1.0,1.0,1.0,1.0,1.0
//0˜Zm\Yn?}z*Nx(“9™g’Z‘:0jio]je0?@r–
0,3,50,0,0,60,240
90                                              // Pickup respawn min time (seconds)
60                                              // Pickup respawn max extra time (seconds)
60                                              // Demo race rank equivalent
2                                               // Demo armour level
1                                               // Demo power level
2                                               // Demo offensive level
// Opponents that appear in demo game
16
12
22
19
7
//=+_mi |?™EXs*v=‚Og|œ`'Pg
1
//o|ga–08Vw]Y~;c|6I
0                                                // Delay (in seconds) before sound during pre-smack flic
0                                                // Delay (in seconds) before sound during post-smack flic
0                                                // Delay (in seconds) before sound during 'not in demo' flic
0                                                // Delay (in seconds) before sound during post-demo slideshow flic