Rev 5 | Blame | Compare with Previous | Last modification | View Log | Download | RSS feed
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)
// Default underwater special volume parameters
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')
// 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 type
1000,1000,1000,1000,1000,1000,1000
// Car softness factor for each net game type
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
// Score targets for each net game type
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
// default Gravity Multiplier
1
// Flic sound delays
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