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0.01 // Hither35.00 // Yon55.55 // Camera angle0 // Ambient adjustment7 // Headup background brightness amount99 // Initial rank7500,5000,3000 // Initial credits for each skill level20000,35000,40000 // Credits per rank for each skill level1.0 // Global crush_min_fold factor1.0 // Global crush_max_fold factor1.0 // Global crush_wibble factor1.0 // Global crush_limit_deviant factor1.0 // Global crush_split_chance factor0.7 // Global crush_softness factor10,20,30 // Repair cost for each skill level (cred per % damage)1000, 2000, 4000 // Recovery cost for each skill level20,8,5 // Time per ped kill for each skill level0.75,0.5,0.25 // 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 level15,10,5 // Credits per second of time bonus2000,1000,500 // Cunning stunt bonus for each skill level// Cars to use as defaults:BLKEAGLE.TXTANNIECAR.TXT0 // 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)// Default underwater special volume parameters0.2 // gravity multiplier50 // viscosity multiplier0 // Car damage per millisecond0.002 // Pedestrian damage per millisecond0 // camera effect index1 // Sky colourM25.MAT // Windscreen material to use5100 // Sound ID of entry noise5100 // Sound ID of exit noise2 // Engine noise index0 // material index0,2000,5000,10000,20000 // Starting money in network mode (for each skill level)30 // Starting time in network mod ('Tag')30 // Starting time in network mod ('Fox')// Repair cost for each net game type (cred per % damage)15,15,7.5,7.5,7.5,7.5,7.5// Recovery cost for each net game type1000,1000,1000,1000,1000,1000,1000// Car softness factor for each net game type1.0,1.5,1.5,1.5,1.5,1.5,1.5///Car-to-car damage multiplier for each net game type2.0,3.0,1.0,1.0,1.0,1.0,1.0// Score targets for each net game type0,3,50,0,0,60,24090 // Pickup respawn min time (seconds)60 // Pickup respawn max extra time (seconds)60 // Demo race rank equivalent2 // Demo armour level1 // Demo power level2 // Demo offensive level// Opponents that appear in demo game161222197// default Gravity Multiplier1// Flic sound delays0 // Delay (in seconds) before sound during pre-smack flic0 // Delay (in seconds) before sound during post-smack flic0 // Delay (in seconds) before sound during 'not in demo' flic0 // Delay (in seconds) before sound during post-demo slideshow flic