Open console:
CTRL+<KeyAboveTAB>
(Depends on your Keyboardlayout)

Search variables:
?Something
or
/Scrap.ShowGVars "Something"

change value:
/Scrap.Set "Something","Value"
Or:
/Scrap.Set "Something",7

R_SpriteSector = 1 ### Use sector visibility for sprites NodeFXSpringDebug = 0 ### NodeFX Spring override (0/1) NodeFXSpringShow = 0 ### NodeFX Spring debug info NodeFXSpringMSec = 50 ### NodeFX Spring calc. period (msec) NodeFXSpringMidP = 0.500000 ### NodeFX Spring mid-point NodeFXSpringRotX = 0.000000 ### NodeFX Spring rotation x (deg) NodeFXSpringRot = 0.500000 ### NodeFX Spring rotation coef. NodeFXSpringCoef2 = 0.600000 ### NodeFX Spring coef. 2 NodeFXSpringCoef1 = 0.600000 ### NodeFX Spring coef. 1 NodeFXWheelShow = 0 ### NodeFX Wheel debug info NodeFXWheelSlide = 1.000000 ### NodeFX Wheel sliding factor NodeFXWheelRadius = 1.000000 ### NodeFX Wheel radius multiplier R_AnimNodo_Count = 273 ### AnimNodo counter OptAnimPosMax = 2000.000000 ### AnimPos compression max dist OptAnimFovErr = 0.010000 ### AnimFOV optimization epsilon (deg) OptAnimRotErr = 0.030000 ### AnimRot optimization epsilon (deg) OptAnimPosErr = 0.010000 ### AnimPos optimization epsilon OptimizeAnims = 1 ### 0=none, 1=Compact anims R_UsePortals = 0 ### Use portals (0/1) R_ShowPortals = 0 ### Show portals (0/1/2/3) FastGetYSector = 1 ### Fast GetYSector (0/1) R_ShowPreIllumVtx = 0 ### Show preilluminated vertex objects (0|1|2) SharedTexuresPath = 2D/Textures/Shared/ ### Default path for shared textures ($name.bmp) SM3_CheckTime = 1 ### Check filetime of SM3 files (0/1) SM3_UseScenes = 1 ### Read/Write SM3 files (0/1/2) CM3_DeleteM3D = 0 ### Delete M3D file after CM3 creation (0/1) CM3_CheckTime = 1 ### Check filetime of CM3 files (0/1) CM3_UseScenes = 1 ### Read/Write CM3 files (0/1/2) ShowNodesTree = 0 ### Show nodes tree at model M3D loading time (0/1) OptimizeNodes = 7 ### 0=none, 1=delete unused nodes, 2=colapse to bip nodes, 4=AniMask, 7=all UseWSM = 0 ### Use ObjTMAfterWSM (0/1) R_MeshCache = 1 ### Use mesh cache for non-transparent nodes (0/1, 10=info) R_TranspZBias = 200.000000 ### Transp. sort z-bias (def. 200.0) R_ShowTranspBox = 0 ### Show transparent nodes (0/1) R_ParticlesZBias = 1 ### Particle ZBias (0/1) R_ParticlesAlphaDist = 1 ### Particle Alpha Dist Attenuation R_ParticlesLock = 0 ### Particle Lock mode (1=always discard) R_ParticlesDraw = 1 ### Render Particle Primitives R_ParticlesOne = 0 ### Render only first particle on the Vertex Buffer R_MaxSparkSize = 20.000000 ### Max spark size R_MinSparkDist = 1.000000 ### Min spark distance to camera R_ShowEVA = 0 ### Show vertex anim. (0/1) R_UseEVA = 1 ### Use vertex anim. (0/1) R_ShowSkin = 0 ### Show skinning (0/1) R_UseSkin = 1 ### Use skinning (0/1) R_SkipModelFX = 0 ### Disable model effects (0/1) R_VideoLockShow = 0 ### Video frame lock show quad R_VideoLockBuf = 1 ### Video frame lock buffers (1/2/3) R_VideoLockMode = 2 ### Video frame lock mode (0/1/2/3) VideoScaleBlue = 1.000000 ### Video blue color scale (def. 1.0) VideoScaleGreen = 1.000000 ### Video green color scale (def. 1.0) VideoScaleRed = 1.000000 ### Video red color scale (def. 1.0) VideoScaleRGB = 1.000000 ### Video color scale (def. 1.0) VideoGammaRGB = 1.000000 ### Video color gamma (def. 1.0) R_LensFlare = 1 ### Render LensFlare (0/1) R_Trails = 1 ### Render Trails (0/1) R_NodoR_Count = 1876 ### NodoR counter MonitorAmbient = 0 ### Ambient light for EnableMonitorLights (def. 0) R_LightMult2 = 1.000000 ### Vertex lighting multiplier in atten2 mode (def. 1.0) R_LightAtten2 = 0 ### Use alternate attenuation mode (0/1) R_LightSector = 1 ### Use light sector (0/1) R_LightEnaD3D = 1 ### Use light enable cache (0/1) R_LightTrace = 0 ### Use model to light raytracing (0/1) R_LightDefer = 1 ### Use deferred light activation (0/1) R_LightTarget = 1 ### Use target nodes (0/1) R_SpotlightAng = 1 ### Discard spotlights by falloff angle (0/1) R_LightSortI = 1.000000 ### Light sorting intensity weight (def. 1.0) R_LightSort = 12 ### Max. sorted lights (0..16) R_LightAmbient = 0.000000 ### Vertex lighting ambient amount (def. 0.0) R_LightDesat = 0.000000 ### Vertex lighting desaturation (def. 0.0) R_LightGamma = 1.000000 ### Vertex lighting gamma (def. 1.0) R_LightMult = 1.000000 ### Vertex lighting multiplier (def. 1.0) R_LightAtten = 5.000000 ### Vertex lighting atten. factor (def. 5.0) R_ShowLights = 0 ### Show lights (0/1) R_PortalBand = 0 ### Portal clipping viewport margin R_PortalClip = 1 ### Use portal viewport for clipping (0/1) R_PortalEnd = 1 ### Use end sectors (0/1) R_PortalExt = 1 ### Use sector visibility extension (0/1/2) R_PortalPos = 1 ### Use sector position cache (0/1) R_PortalNorm = 1 ### Use portal plane normal (0/1) R_PortalDist = 20.000000 ### Portal min. distance factor BuildMST = 1 ### Build and load MultiSprite MST files (0/1) MovieFramerate = 30 ### Movie FPS for avi recording MovieJpegQuality = 95 ### JPEG quality for movies (0..100) MovieCacheSize = 256 ### File buffer size for movies (Megabytes) MovieUseMemory = 0 ### Movie uses RAM instead of HD (0/1) R_Nodo3D_Count = 339 ### Node3D counter R_NodeSlerp2 = 1 ### Slerp2 mode for nodes (0/1/2) R_SkipNodeFX = 0 ### Disable node effects (0/1) R_SkipAnimVis = 0 ### Disable node visibility anim (0/1) R_SkipAnim = 0 ### Disable node animation (0/1) R_SkipTrans2 = 1 ### Disable stencil node transform (0/1) R_SkipTrans = 0 ### Disable node transform (0/1) R_SkipNodes = 0 ### Disable node rendering (0/1) R_ShowLBoxName = ### Show nodes hierarchy and bbox (filter) R_ShowLBoxMax = 0 ### Show nodes hierarchy and bbox (max. node) R_ShowLBoxMin = 0 ### Show nodes hierarchy and bbox (min. node) R_ShowLocalBox = 0 ### Show nodes hierarchy and bbox (0/1) PlayVideoFX = 0 ### Video playback image fx (1=MirrorY,2=MirrorX) R_ShowFlaresInfo = 0 ### Show flares debug info (0/1) R_SkipFlares = 1 ### Disable flares rendering (0/1) R_SortInvert = 0 ### Invert models sorting (0/1) R_SortShow = 0 ### Show sorting info (0/1/2) R_SortModels = 1 ### Sort models by distance R_DistMStencil = 2500.000000 ### Model Stencil distance when not visible R_DistMLOD1 = 1.000000 ### Model LOD 1 distance coef. R_DrawMLODMin = 0 ### Set most detailed LOD to draw (1..n) R_DrawMLODPart = 1 ### Draw model LOD particles (0/1) R_DrawMLODMask = 0 ### Draw model LOD Mask R_UseMLOD = 1 ### Use model LODs R_LightLimit = 4 ### Max. enabled lights per model (0..6) R_AnimInterpMult = 1.000000 ### Multiplier of interpolation between animations R_SkipAnimInterp = 0 ### Disable interpolation between animations (0/1) R_SkipUpdateVis = 0 ### Skip model visibility test (0/1) R_ModelFastIsVis = 1 ### Use FastIsVisible for model visibility pre-test (0/1/2) R_ModelPortalVis = 1 ### Use portals for model visibility test (0/1) R_ShowModelSector = 0 ### Show model sector (0/1/2) R_ShowModelLights = 0 ### Show model lights (0/1/2) R_ShowModelPos = 0 ### Show model position (0/1/2) R_ShowModelBox = 0 ### Show model bounding box (0/1/2/3) AnalizeQuads = 0 ### Analize problems in quads. ShowMapQDist = 0.000000 ### Show map collision quads distance ShowMapQuads = 0 ### Show map collision quads (0/1) ShowMapSolid = 0 ### Show map collision solid mode (0/1/2) MapTriCacheRecalc = 0 ### Always recalc planes MapCollisionBalance = 12.000000 ### Faces per quad balance ShowInfoOnSectorError = 0 ### show debug info on sector errors (0/1) TXF_CheckFiles = 0 ### check .TXF files (0/1) RadiosityMinDist = 0.400000 ### Min. distance between patches coef RadiosityPortals = 0 ### Use portals for radiosity (0/1) RadSkipBySectors = 0 ### Use sectors for radiosity (0/1) LightmapLinealAtten = 1 ### Use lineal attenuation for lightmap lights (0/1) MapRenderMap = ### Render only the specified materials (ie: wall*) MapRenderMat = ### Render only the specified materials (ie: wall*) MapSortByShader = 0 ### Sort by mat&shader (0/1) MapDrawBySector = 1 ### Draw map by sector (0/1) MapDrawSector = -2 ### Draw only the specified sector (def. -2) RenderSectors = 1 ### Render sectors (0/1) RenderMap = 1 ### Render map (0/1) R_ForceLMap = -1 ### Force primary/secondary lightmap (def. -1) R_ParticlesCount = 540 ### Particles Count R_ParticleSector = 1 ### Use sector visibility R_ParticleFlags = -1 ### Particle flags R_ParticleScale = 1.000000 ### Particle scale R_ParticleRate = 0 ### Particle rate R_ParticleLife = 1.000000 ### Particle life R_ParticleVelScale = 1.000000 ### Particle velocity scale 1 R_Particles = 1 ### Transform & Show Particles (0/1) R_FogAbsDist = 0 ### Fog range is in world coords (0/1) R_FogDensity = 0.000000 ### Force fog density (def. 0) R_FogColor = -1 ### Force fog color (def. -1) R_FogEnable = 1 ### Allow/disable fog (def. 1) WorldPreIllum = 2 ### World static illum. (0=skip,1=normal,2=selfillum) SkyTubeTest = 20000000.000000 ### Sky tube test far plane SkyRotation = 0.000000 ### Sky rotation in degrees (Y-axis) SkyPosScale = 1.000000 ### Sky position scale SkyZBuffer = 0 ### Sky requires ZBuffer SkyInit = 1 ### Sky initialization RenderSky = 1 ### Transform and render sky nodes RenderWorld = 1 ### Transform and render world nodes R_StencilLDir = 2000.000000 ### Dir light shadow distance R_StencilFisq = 0 ### Use fast inverse sqrt (0/1) R_StencilBBox = 1 ### Discard by approx. object bbox (0/1) R_StencilMult = 1.000000 ### Stencil shadows distance mult R_StencilTog = 0 ### Toggle stencil shadows R_StencilSelf = 1 ### Self-proyected stencil shadows (0/1) R_ShowStencil = 0 ### Show stencil shadows (0/1/2/3/4) R_StencilShadows = 1 ### Enable stencil shadows (req. reset3d) (-1/0/1) R_LastDevice = ATI Radeon HD 5800 Series [aticfx32.dll] 8.17.10.1043 ### Render Last Device name R_GlowFlickBRot = 0.000000 ### GlowFlick bump rot R_GlowFlickBump = 0.001500 ### GlowFlick bump scale R_GlowFlickRot = 0.100000 ### GlowFlick rot R_GlowFlickTile = 6.000000 ### GlowFlick tiling R_GlowFlickMod = 0.980000 ### GlowFlick mod coef R_CloudEmi = 1.000000 ### Cloud emissive factor R_CloudA = 0.300000 ### Cloud alpha factor R_CloudB = 1.000000 ### Cloud blue factor R_CloudG = 1.000000 ### Cloud green factor R_CloudR = 1.000000 ### Cloud red factor R_CloudScale2 = 3.000000 ### Cloud scale 2 R_CloudScale1 = 7.000000 ### Cloud scale 1 R_CloudVel2y = 0.003000 ### Cloud vy2 R_CloudVel2x = 0.020000 ### Cloud vx2 R_CloudVel1y = 0.015000 ### Cloud vy1 R_CloudVel1x = 0.005000 ### Cloud vx1 R_AlphaFog = 1 ### Allow fog with alpha blending (0/1) R_DecalZBias = 2 ### Z-Bias for decals (0..16) R_CullMode = 0 ### Triangle culling mode (0=normal, 1=force two-sided) R_MaterialLog = 0 ### Log material usage (0/1) R_ShowSphereVis = 0 ### Show sphere visibility tests (0/1/2) R_UseDefMaterial = 0 ### Use default white material (0/1) R_UseDefTexture = 1 ### Use default white texture (0/1/2) R_MipFilter = 1 ### MipMap filter (0=point,1=linear) R_TexFilter = 2 ### Texture filter (0=point,1=linear,2=anisotropic) R_Anisotropy = 8 ### Max. anisotropic texture filter level R_MipmapBias = 0.000000 ### Mipmapping bias (def. 0.0) R_EnvBumpScale = 1.000000 ### Environment bump mapping scale R_EnvBumpBias = 1 ### Adjust bias for DXT1 bump textures (0/1) R_EnvMapOffset = 0.500000 ### Environment map offset R_EnvMapScale = 0.250000 ### Environment map scale R_EnvMapViewDep = 2 ### View-dependent Environment map (0/1/2) R_VBIBTriLimit = -1 ### RenderVBIB triangle limit (def. -1) R_PShaderCount = 107 ### Count of pixel shader changes (readonly) R_PSMask = 0 ### Pixel shader mask (def. 0) R_PShaders = 1 ### Use pixel shaders (0/1) R_GlowMap = 1 ### Use GlowMap (0/1) R_EnvBump = 1 ### Use EnvBump (0/1) R_EnvMap = 1 ### Use EnvMap (0/1) R_EnvBlend = 0 ### MaskEnvMap blend mode (0=Add,1=Blend) R_Tex_Count = 102 ### Texture counter SaveDXT5 = 1 ### Save DXT5 textures (0/1) BumpDDS = 0 ### Allow compression of bump textures (0/1) CachedTex = 20 ### Max. cached textures MipmapColor = 0 ### Colorize each mipmap level (0/1) MipmapFade = 0 ### Fadeout each mipmap level (0/1) SharpenMore = 0 ### Extra sharpen for each mipmap level (0/1) TextureLOD = 0 ### Most detailed mipmap level used (0=disable) DUDVMipmap = 1 ### Allow mipmapping for DUDV textures (0/1) BumpMipmap = 0 ### Allow mipmapping for bump textures (0/1) BuildDDS = 0 ### Build DDS Textures (0/1) EngineDebugLevel = 0 ### Extra engine debug info (0/1/2) S_StreamBufferSize = 200 ### Buffer size for streaming (ms) S_VoiceoverFadeout = 2.000000 ### Voiceover fadeout speed S_VoiceoverFadein = 4.000000 ### Voiceover fadein speed S_VoiceoverVolume = 0.600000 ### Voiceover relative volume VSync = 0 ### Fullscreen Vertical Sync (0/1) ShowTSCMode = 1 ### Show TSC info (0=instant,1=by seconds) AutoScreenShot = 0 ### Auto ScreenShot (0/1) R_ForceFPS = 0.000000 ### FPS force (def. 0.0) R_LimitFPS = 0.000000 ### FPS limit (def. 0.0) R_ShowInfo = 0 ### Show rendering info (0..3) ShowSceneCamera = 0 ### Show cutscene camera name and frame number CameraDefViewAspect = 1.333333 ### Default logical viewport aspect ratio PhysicalAspectRatio = 1.333333 ### Physical aspect ratio R_SplitScreenUpdate = 0 ### Split Screen Update Target R_SplitScreenCamera = 0 ### Split Screen Camera Index R_SplitScreen = 0 ### Split Screen R_CreditsAlpha = 0 ### Credits render target alpha R_CreditsPhase = 0 ### Credits render target phase R_CreditsClear = 1 ### Credits render target clear R_CreditsY = 0 ### Position Y of Credits render target R_CreditsX = 0 ### Position X of Credits render target R_CreditsSizeY = 256 ### Size Y of Credits render target (pow2) R_CreditsSizeX = 512 ### Size X of Credits render target (pow2) R_CreditsRTarget = 0 ### Init Credits render target (0/1) R_SceneBlurOffset = 1.500000 ### Scene Blur Offset in Texels R_SceneBlurValue = 0.000000 ### Scene Blur Value R_SceneBlurRTarget = 1 ### Init Scene Blur render target (0/1) R_SceneRadialBlurOffset = 5.000000 ### Scene Radial Blur Offset R_SceneRadialBlurValue = 0.000000 ### Scene Radial Blur Value R_SceneRadialBlurRTarget = 1 ### Init Scene Radial Blur render target (0/1) R_SceneMotionBlurSize = 0.500000 ### Scene Motion Blur Target Size (Scene Size Proportional) R_SceneMotionBlurOffset = 1.000000 ### Scene Motion Blur Offset in Texels R_SceneMotionBlurOff = 0.000000 ### Scene Motion Blur OffScreen R_SceneMotionBlurValue = 0.000000 ### Scene Motion Blur Value R_SceneMotionBlurRTarget = 1 ### Init Scene Motion Blur render target (0/1) R_SceneBloomBlurSize = 0.400000 ### Scene Bloom Blur Target Size (Scene Size Proportional) R_SceneBloomBlurOffset = 0.750000 ### Scene Bloom Blur Offset in Texels R_SceneBloomBlurPasses = 2 ### Scene Bloom Blur Passes R_SceneBloomRTarget = 1 ### Init Scene Bloom render target (0/1) R_SceneDuDvCheckPixels = 6553 ### Scene DuDv Check Caps Maximun different Pixels R_SceneDuDvForced = 0 ### Scene DuDv Target Forced (0/1) R_SceneDuDvPow2 = 0 ### Scene DuDv Pow2 Scene Copy R_SceneDuDvScale = 0.150000 ### Scene DuDv Target Scale R_SceneDuDvFilter = 1 ### Scene DuDv Target Filter (0=point, 1=linear) R_SceneDuDvRTarget = 0 ### Init Scene DuDv render target (0/1) R_SceneCheckPixels = 512 ### Scene RenderTarget Caps Maximun different Pixels R_SceneForceLinNonPow2 = -1 ### Force Linear NonPow2 Render Target (-1/0/1) R_SceneForceLinPow2 = -1 ### Force Linear Pow2 Render Target (-1/0/1) R_SceneRTargetSwap = 1 ### Scene render target Swapping (0/1) R_SceneRTarget = 1 ### Init Scene render target (0/1) R_NewsPanelWire = 0 ### Show the NewsPanel in wireframe mode (0/1) R_NewsPanelSize = 128 ### Size of NewsPanel render target (pow2) R_NewsPanelRTarget = 1 ### Init NewsPanel render target (0/1) R_ForcePreRenderTransform = 0 ### Force PreRender Transforms R_GetModelVertex = 1 ### Model GetVertex Active R_CoefMLODMenuElement = 11700.000000 ### MenuElement LOD coef. R_CoefMLODOutElement = 80000.000000 ### OutElement LOD coef. R_CoefMLODCharacters = 1500.000000 ### Characters LOD coef. R_CoefMLODTraffic = 12000.000000 ### Traffic LOD coef. R_CoefMLODEngines = 8000.000000 ### Engines LOD coef. R_CoefMLODPilots = 4500.000000 ### Pilots LOD coef. R_CoefMLODShips = 8000.000000 ### Ships LOD coef. c_sboxmult = 20.000000 ### WorldSphereCollision box mult c_sboxshow = 0 ### WorldSphereCollision box info c_sbox = 1 ### WorldSphereCollision box cache enable c_sld2 = 10 ### WorldSphereCollisionSlide2D max. iter. c_sldi = 10 ### WorldSphereCollisionSlide max. iter. c_scts = 0 ### WorldSphereCollisionCheck use: 0=slide, 1=test c_schk = 1 ### Detect WorldSphereCollisionCheck cases c_caps = 1 ### Detect vertical WorldSphereCollisionTest cases c_hold = 0 ### Freeze WorldSphereCollisionTest calls c_iter = 0 ### ShowProgressBar = 1 ### Show loading progress bar (0/1) ProgressBar = 1000 ### Progress bar reference value (def. 1000) SplashScreenFade = 400 ### Splash screens fade time ShowSplashScreen = 1 ### Show loading screen (0/1) PlayVideo = ### Video played at init. TimerFreqMult = 1 ### Timer frequency multiplier (def. 1, disable QPF=0) FullScreen = 1 ### 0 = Windowed mode, 1 = Fullscreen mode VideoWidth = 1920 ### Screen width VideoHeight = 1080 ### Screen height VideoBPP = 32 ### Bits per pixel CollisionEpsilon = 1.000000 ### Collision epsilon ModelAmbient = 0 ### Extra ambient light for models (def. 0) RenderUseVB = 1 ### Use Vertex Buffers (0/1) RenderModels = 1 ### Render models (0/1) ShowMapCollision = 0 ### Show map collision planes (0/1) RenderLightmap = 1 ### Render lightmap mode (0/1/2) ShowMapWireFrame = 0 ### Show map wireframe mode (0/1/2) ViewerModel = ### Model used in viewer mode ViewerAnim = ### Model animation used in viewer mode ViewerModelOffsetY = 0.000000 ### Viewer model offset (Y axis) ViewerFOV = 0.000000 ### Viewer camera fov (0.0 = original fov) ViewerClipFar = 800000.000000 ### Viewer camera far clip plane ViewerClipNear = 5.000000 ### Viewer camera near clip plane ViewerCameraInv = 1 ### Viewer camera rotation: 0 = normal, 1 = inverted ViewerCameraTgt = 0 ### Viewer camera mode: 0 = free, 1 = target ViewerCameraVel = 1.000000 ### Viewer camera velocity (m/s) ViewerCameraAnim = 0 ### Viewer camera anim (0/1) LoadTextures = 1 ### Load textures (except Sprite2D ones) (0/1) MatEmissive = 0.000000 ### Extra amount of emissive lighting DDS_CheckMark = 0 ### Check that used textures are not marked (0/1) DDS_MarkSource = 0 ### Mark original texture (0/1) DDS_UseTextures = 1 ### Read DDS Textures (0/1) LifeReachedCallback = <Callback function> ### Life reached callback LifeToLaunchCallback = 30 ### Life to launch callback RegenerationItem = RegenerationBar ### Name of the bar item to make the regeneration RegenerationCharTimeRate = 1.000000 ### between RegenerationTimeRate sec, 1 point regenerates.(char) RegenerationCharStartTime = 10.000000 ### after this time, life´s regeneration starts.(char) RegenerationTimeRate = 0.100000 ### between RegenerationTimeRate sec, 1 point regenerates.(ship) RegenerationStartTime = 3.000000 ### after this time, life´s regeneration starts.(ship) OnParkedOut = <Callback function> ### Callback when a occupied parking zone is free. OnParkingOccupied = <Callback function> ### Callback when a parking zone is occupied. ParkingCheckRadius = 500.000000 ### Spere to check the position of the item or ship. ParkingVehiCheckDistance = 50000.000000 ### At this distance, the parking will be check. ParkingCharCheckDistance = 15000.000000 ### At this distance, the parking will be check. OnMoneyReachValue = 0 ### if money reach these vaule, the call OnMoneyReachCallback OnMoneyReachCallback = <Callback function> ### Function to be called when money reach 'OnMoneyReachValue' StrMoneyUpdate = 0.100000 ### Time to update the Money Scorer PoliceTauntRace = Police ### Taunting race (police, exept in GDB) GuaranteedChars = ### List of not Forbidden characters in a map. ','+char1+','+char2+',' UsrDefChar = Dtritus ### Standard main character type AlarmCallback = <Callback function> ### The alarm Callback function. AlarmGrowDelta = 0.100000 ### The alarm status go up. AlarmFallMission = 1.000000 ### The alarm status go down. (if outdoormap and mission) AlarmFallDelta = -0.050000 ### The alarm status go down. EasyAlarmFallFactor = 1.200000 ### The alarm status go down multiplier for easy mode. MaxChasingShips = -1 ### Maximun number of chasing ships. MaxTrafficEnemy = 4 ### Maximun number of attaking traffic. MinTrafficEnemyTime = 1.000000 ### Min Time attacking of traffic MaxTrafficEnemyTime = 30.000000 ### Max Time attacking of traffic MaxFightingTrafficSize = 4.000000 ### Max fighting traffic size ProbTrafficFighting = 100.000000 ### Prob traffic fighting TrafficFightingMaxDist = 50000.000000 ### Traffic fighting max dist TrafficRemovalDist = 100000.000000 ### Traffic removal dist TrafficDamageTolerance = 10 ### Life Points to be your enemy iTrafficNumber = 10 ### Sets the traffic on the sky PlayerHelpedPoliceReward = 2000 ### Player helped police reward OnPlayerHelpedPolice = <Callback function> ### Called if player helped police OnNeedMoreChasingTraffic = <Callback function> ### Called if the chasing traffic is not enough OnNeedMoreTraffic = <Callback function> ### Called if the traffic is not enough MadHuntersTriggeredShipName = ### Ship name that triggers mad hunters appearance MosquitosTriggeredShipName = ### Ship name that triggers mosquitos appearance MaxMadHuntersDist = 70000.000000 ### Max mad hunters dist MaxMadHunters = 2 ### Max mad hunters MaxMosquitosDist = 30000.000000 ### Max mosquitos dist MaxMosquitos = 10 ### Max mosquitos MinPercMadHuntersAttackingIntruder = 0.500000 ### Min perc mad hunters attacking intruder MinPercMosquitosAttackingIntruder = 0.300000 ### Min perc mosquitos attacking intruder OnMadHunterDeathMoney = 300 ### Mad hunter death money reward OnMosquitoDeathMoney = 100 ### Mosquito death money reward PhoneCabWarningDist = 7000.000000 ### PhoneCab warning dist (in meters). TimeBetweeenWarnings = 90.000000 ### Time betweeen warnings. TimeBetweeenTaunts2 = 15.000000 ### Time betweeen taunts when the Boss controls all the robots. TimeBetweeenTaunts = 22.000000 ### Time betweeen general taunts. OnTaunt = <Callback function> ### Function to be called when a taunt is to be launched DoResetOutPolice = 0 ### if true, the police will be reset. PoliceWaveEliminated = <Callback function> ### Called if no police active in game. OnDominFriendDeath = <Callback function> ### Called when a friend dies LeaderName = ### Leader name OnDominEnemyDeath = <Callback function> ### Called when an enemy dies DominFightingFreezeControlAim = 6 ### Domin fighting freeze control aim DominFightingFreezeCadenceShoot = 2 ### Domin fighting freeze cadence shoot DominWithinRangeDist = 20000.000000 ### Domination within range dist DominMinRangeDist = 10000.000000 ### Domination min range dist DominMaxRangeDist = 100000.000000 ### Domination max range dist MaxDominDistChase = 5000.000000 ### Max distance to zone objective in Domination mode. MinDominDistChase = 1500.000000 ### Min distance to zone objective in Domination mode. PercFriendsAttackLeaderWhenWinning = 0.500000 ### CTFFriends percentage attacking leader when he's winning LeaderFlag = ### Leader flag PercEnemiesAttackPlayerWhenWinning = 0.700000 ### CTFEnemies percentage attacking player when he's winning PlayerCTFTeamIsWinning = 0 ### Is player's team winning the CTF? GateKeeperStdFar = 1000.000000 ### Standard GateKeeper Distance of View GateKeeperStdFovY = 1.570796 ### Standard GateKeeper FieldOfView GateKeeperStdFovX = 2.356194 ### Standard GateKeeper FieldOfView GateKeeperHiddenTime = 5.000000 ### Time iniside the shell of the gatekeeper when attacked OnDefStateCallback = <Callback function> ### Python function to be called when the NPC is forced to have the default state GenCharSpecialChaseSpeed = -1.000000 ### Gen char special chase speed GenCharPoliceRefuse = 50.000000 ### Percentage of times when the generic char escapes from the police GenCharAcuseAgainTime = 4.000000 ### Time to acuse again after having received damage from the Gear (being acusing the main char) GenCharAcuseTime = 2.000000 ### Minimal time pointing the main character GenCharAttackLimit = 2000.000000 ### Beyond this distance the generic logic does not attack randomly! GenCharStdFar = 800.000000 ### Standard GenChar Distance of View GenCharStdFovY = 1.570796 ### Standard GenChar FieldOfViewY GenCharStdFovX = 1.570796 ### Standard GenChar FieldOfViewX GenCharRobberyDetection = 20.000000 ### GenChar robery detection percentage GenCharGetAwayTime = 4.000000 ### GenChar get away time GenCharSpecialActionTime = 15.000000 ### GenChar special action time GenCharMaxSpecialActionTime = 12.000000 ### GenChar max special action time GenCharMinSpecialActionTime = 6.000000 ### GenChar min special action time GenCharSpecialActionRadius = 6250000.000000 ### GenChar special action radius GenCharAttackSpeed = 0.800000 ### GenChar speed (Attack) GenCharEscapeSpeed = 0.850000 ### GenChar speed (Escape) GenCharAlertSpeed = 1.000000 ### GenChar speed (Alert) GenCharRelaxSpeed = 0.400000 ### GenChar speed (Relax) GenCharAttackActive = 1 ### if 1, the characters can attack. PoliceBossMaxSpecialActionTime = 24.000000 ### PoliceBoss max special action time PoliceBossMinSpecialActionTime = 12.000000 ### PoliceBoss min special action time MainMissionStopDist = 1500.000000 ### Main mission stop dist LittlePoliceChasingTime = 3.000000 ### Little police chasing time LittlePoliceStopAcusingMaxDistFromUser = 4000.000000 ### Little police stop acusing max dist from user LittlePoliceMaxDistFar = 1500.000000 ### Little police max distance of view acusing LittlePoliceAsksForMoney = 1 ### Little police asks for money GetAwayHumanDist = 600.000000 ### Get away human dist BishopAttackOnAlarm = 0 ### 1 if the bishop attack the player entity on alarm BishopSpecialActionTime = 5.000000 ### Bishop special action time BankDirectorAgressive = 0 ### The bank director becomes more agressive (indoors) MessengerGotoSpeed = 1.000000 ### Messenger speed when carry a tube or go for it. MessengerDataPack = MessengerDataPack ### Desktops functionary list name MessengerDropPrice = 500 ### The price if a messager drop the tube... MessengerTakenCallback = <Callback function> ### Called if a messager takes a datapack MessengerDropCallback = <Callback function> ### Called if a messager drop a datapack MessengerPrepareDistance = 1200.000000 ### Distance to the objetive to prepare drop MessengerObjetiveDistance = 300.000000 ### Distance to the objetive to drop... MessengerTubeState = 1 ### State of the tube : 0:Empty or 1:filled MessengerDataPackMissionArrow = 2 ### Type of indication of the 'Game of the messengers' mission. OnFunctionaryStartsWorking = <Callback function> ### Function to be called when a functionary sits down and starts working FunctionaryAssignWorkDistance = 600.000000 ### Distance from the chair to reposisionate the functionary FunctionarySpecialActionTime = 1.500000 ### Functionary special action time FunctionarySpecialActionStatesTransitionTime = 0.500000 ### Functionary special action states transition time FunctionaryMaxtimeToStopWorking = 50.000000 ### Functionary max time to get up FunctionaryMintimeToStopWorking = 30.000000 ### Functionary min time to get up FunctionaryMaxTimeToSitDown = 30.000000 ### Functionary max time to sit down FunctionaryMinTimeToSitDown = 15.000000 ### Functionary min time to sit down RelaxSeatsFunctionaryListName = RelaxSeatsFunctionary ### Relax seats functionary list name DesktopsFunctionaryListName = DesktopsFunctionary ### Desktops functionary list name SputnikJunyardTimeToPissPlayer = 60.000000 ### SputnikJunyard time to piss player PlatformRadiusSqr = 1575025 ### Platform radius squared NumWorkingLoops = 3 ### Num working loops JunkPointsListName = JunkPoints ### Junk points list name MaintenanceSphereRadiusFactor = 1.000000 ### Maintenance sphere radius factor MaintenanceTimeToNextPos = 8.000000 ### Maintenance time to next pos in cube BossWalkingTime = 30.000000 ### Boss walking time BossWorkingTime = 60.000000 ### Boss working time BossWorkPlace = ### Boss' work place dummy name NursePoliceRefuse = 50.000000 ### percentage of times when the Nurse escapes from the police NurseBankerDetect = 30.000000 ### percentage of times when the Nurse escapes from the banker NurseEscapeTime = 8.000000 ### Nurse Escape Time NurseAlertSpeed = 1.000000 ### Nurse speed (Alarm) NurseRelaxSpeed = 0.300000 ### Nurse speed (Relax) SecondaryMissionDesc = ### Secondary Mission Descriptor. PrimaryMissionDesc = ### Main Mission Descriptor. NotCleanableByGear = ### Gear do not try to atack this DefActionRadius = 2500.000000 ### Default action radius for characters logic GearRageMaxTime = 10.000000 ### Time to get te rage and attack the stupid guys! LogicAwakeTime = 90.000000 ### Max time dazed for the logical managed characters. SentinelBankerNPCDetect = 50.000000 ### percentage of times when the eye acuse the banker (for npcs) SentinelBankerDetect = 30.000000 ### percentage of times when the eye acuse the banker SentinelAbortyNPCAttDist = 4000.000000 ### At this distance, if not seen will abort the NPC attack SentinelGotoSpeed = 1.000000 ### Sentinel speed (Goto order) SentinelInspectSpeed = 0.250000 ### Sentinel speed (Inspect) SentinelSuspectSpeed = 0.500000 ### Sentinel speed (Suspect) SentinelAcuseSpeed = 0.600000 ### Sentinel speed (Acuse) SentinelSearchSpeed = 1.000000 ### Sentinel speed (Search) SentinelRelaxSpeed = 0.250000 ### Sentinel speed (Relax) SentinelNextGotoTime = 5.000000 ### Sentinel time between goto orders. SentinelGotoRadius = 300.000000 ### Radius to the viewpoint (Goto) SentinelGotoTime = 5.000000 ### Time following the xtrange viewpoint (Goto) SentinelInspectTime = 3.000000 ### Time following the main after out of viewrange (Inspect) SentinelSuspectTime = 3.000000 ### Time following the main after out of viewrange (Suspect) SentinelAcuseTime = 3.000000 ### Time following the main after out of viewrange (Acuse) SentinelStdFar = 1000.000000 ### Standard Sentinel Distance of View SentinelStdFovY = 1.570796 ### Standard Sentinel FieldOfView SentinelStdFovX = 2.356194 ### Standard Sentinel FieldOfView PoliceLogicBelligerant = 0 ### Must Be Initialized as 1 if Police Map CreatePolice = <Callback function> ### This function is called if we need a Police CreateGear = <Callback function> ### This function is called if we need a Gear Gear2PoliceAlways = 1 ### if 0 Gears will become polices only if no alarm GearRobberyDetection = 30.000000 ### Gear robery detection percentage GearAttackNPCTime = 10.000000 ### Time attacking an npc character GearLostTargetTime = 5.000000 ### Time since the target got lost GearScortSpeed = 0.500000 ### Gear speed (Scort) GearAttackSpeed = 0.250000 ### Gear speed (Attack) GearChaseSpeed = 0.750000 ### Gear speed (Chase) GearRelaxSpeed = 0.500000 ### Gear speed (Relax) GearStdFar = 1500.000000 ### Standard Gear Distance of View GearStdFovY = 1.570796 ### Standard Gear FieldOfView GearStdFovX = 1.570796 ### Standard Gear FieldOfView DefInterpTime = 0.120000 ### Interpolation value by default. LogActEvents = 0 ### Drops to the console the log events. ShowPathAI = 0 ### 0 = No Show, 1 = Show TimeBetwChangeStateAI = 0.050000 ### Time between change state NotShootAI = 0 ### 0 = Shoot AI, 1 = Not Shoot AI ShowAI = 1 ### 0 = No Show, 1 = Show Inf. AI AngleStrafeUnderAttackSentinelAI = 1.570796 ### Angle of the opponent to strafe under attack. TimeStrafeUnderAttackSentinelAI = 2.000000 ### Angle of the opponent to strafe under attack sentinel. LimVelRotDinamicMessengerAI = 0.300000 ### Lim. Vel. Rot. Dinamic Messenger. VelRotDinamicMessengerAI = 3.000000 ### Vel. Rot. Dinamic Messenger. TimeStrafeUnderAttackGearAI = 3.000000 ### Angle of the opponent to strafe under attack. AngleStrafeUnderAttackGearAI = 1.570796 ### Angle of the opponent to strafe under attack. TimeStrafeUnderAttackBishopAI = 3.000000 ### Angle of the opponent to strafe under attack. AngleStrafeUnderAttackBishopAI = 1.570796 ### Angle of the opponent to strafe under attack. TimeStrafeLostObjCharAI = 1.500000 ### Time to do strafe when lost objective. FactorDistTestColBackCharAI = 1.500000 ### Factor distance to check collision while backward. FactorDistTestColCharAI = 6.000000 ### Factor distance to check collision. TimeBetweenEventCollCharAI = 5.000000 ### Time between events collision between agents. TimeTestCollCharAI = 0.000000 ### Time to control time between tests collision between agents. TimeStopCollCharAI = 1.000000 ### Time to control time between tests collision between agents when stopped. TimeEventCollCharAI = 1.000000 ### Time to control event collision between agents. MarginDetectCollCharAI = 20.000000 ### Margin to detect collision with characters. MarginCollCharAI = 5.000000 ### Margin to test collision with characters. MaxDistStopVisObjChaseWithOutActionAI = 1000.000000 ### Max. distance stopped while is visible objective. MaxDistStopVisObjChaseWithActionAI = 2000.000000 ### Max. distance stopped while is visible objective. MinDistStrafeCharAI = 300.000000 ### Min. distance to do while straffing. MinAngleSearchPointCharAI = 0.130900 ### Angle to search point route. DistNextPosGoTargetCharAI = 305.000000 ### Dist. to check new position to go. NumPointsSearchSegmentCharAI = 3 ### Num. Points to search point in segment. OffsetAngOrientCharAI = 0.049087 ### Offset angle to final orient. MaxRotCharAI = 7.500000 ### Max. vel. rotation. LimVelTurnCharAI = 2.000000 ### Limit velocity to turn. DistShirkCharAI = 0.100000 ### Factor distance change shirk to move. NameDebugShirkAI = ### Show info shirk agent. ShowShirkAI = 0 ### Show info shirk. ShowCharAI = ### Show Features character. OffsetMoveNurseAI = 25.000000 ### Offset to move Nurse. DistActionNurseAI = 1600.000000 ### Distance to action the Nurse. DistMaxShootMessengerAI = 4000.000000 ### Dist. Max. shooting Messenger. TimeShootMessengerAI = 1.000000 ### Time shooting Messenger. OffsetAngShootMessengerAI = 1.570796 ### Offset angle to shoot the Messenger. ShootMessengerAI = 3 ### Factor shoot Messenger. OffsetAngShootGearAI = 0.196350 ### Offset angle to shoot the Gear. ShootGearAI = 3 ### Factor shoot Gear. MinTalkCharAI = 100.000000 ### Min. diff. alt. to talk between two chars. MinNumTalksCharAI = 7 ### Time num. talks char. MinTimeStoppedTurnPatrolCharAI = 5.000000 ### Time min. duration turn to center of patrol char. MinTimeStoppedCharAI = 10.000000 ### Time min. duration state intern stopped char. MinTimeStopTempCharAI = 30.000000 ### Time min. duration state intern. DistRadPauseCharAI = 1000.000000 ### Distance to radius of patrol to determine pause. DistMaxCheckReposAI = 5000.000000 ### Distance max. to check repos. DistMinCheckReposAI = 1000.000000 ### Distance to check repos. DistMaxCheckPauseAI = 15000.000000 ### Distance max. to check pause. DistMinCheckPauseAI = 2000.000000 ### Distance to check pause. AngAttackBackCharAI = 0.785398 ### Angle to attack back. MaxHeightChaseCharAI = 300.000000 ### Max height to chase. DepthPathRouteInDoorAI = 6 ### Depth Path in Route. DistMaxShootBishopAI = 4000.000000 ### Dist. Max. shooting Bishop. TimeShootBishopAI = 2.000000 ### Time shooting Bishop. OffsetAngShootBishopAI = 0.196350 ### Offset angle to shoot the Bishop. ShootBishopAI = 3 ### Factor shoot Bishop. TimeChangeWeapCMAI = 1.000000 ### Time to change weapon CM. TimeChangeWeapAI = 10.000000 ### Time to change weapon. TimeShootCMAI = 0.500000 ### Time Continue Shooting CM. TimeShootAI = 1.000000 ### Time Continue Shooting. ShortDistShootAI = 20000.000000 ### Short Distance for weapons short distance. MinDistCMAI = 30000.000000 ### Distance min. use contrameasure. OffsetAngShootAI = 0.196350 ### Offset angle to shoot. ShowVehWeapAI = ### Show Features Weapon vehicle. ShowStopShipAI = 0 ### Info of agents stopped. MinTimeReposAI = 0.050000 ### Min. time to repos vehicle. DecVelBrakeAI = 0.100000 ### Dec. of velocity to brake. MinAngleSearchPointAI = 0.010000 ### Angle to search point route. DepthSearchPosGoAI = 1 ### Depth to search inside segment fo path. LimVelTurnObjectiveAI = 1.000000 ### Limit velocity to turn. TimeReactTurnAI = 2.000000 ### Time reaction turn AI (in sec.). DistBrakeObjAI = 10000.000000 ### Distance brake to objective. VelTurnAI = 1400.000000 ### Velocity Min. to turn curves (cm/s). DistBoostAI = 30000.000000 ### Distance Min. to reactivate the Boost. TimeMaxReachBoostAI = 4.000000 ### Time Max. to reach the objective to activate boost. MaxRotAI = 20.000000 ### Factor to control rotation. MinRotAI = 2.000000 ### Factor to control rotation. ShowVehAI = ### Show Features vehicle. OnObjectiveNullAI = <Callback function> ### Execute function in Python if objective is null OnItemTakenAI = <Callback function> ### Execute function in Python to take item VelTrafficLightRotAI = 5556.000000 ### Vel. traffic light to rotate. VelReposStopAI = 7000.000000 ### Vel. to repos agent back to camera. VelReposBackAI = 3000.000000 ### Vel. to repos agent back to camera. RADIUS_OBJECTIVE_TRAFFIC_INDOOR = 4000.000000 ### Radius Points Traffic InDoor. RADIUS_OBJECTIVE_TRAFFIC = 4000.000000 ### Radius Points Traffic. DimWindowReposYAI = 20000.000000 ### Dimension Y window to reposition agent. DimWindowReposXAI = 20000.000000 ### Dimension X window to reposition agent. MaxDistAroundReposAI = 20000.000000 ### Distance max. to reposition the agent around point of reposition. MaxAngleReposAI = 0.392699 ### Angle max. to reposition the agent. MaxMarginObjTrafficAI = 1000.000000 ### . MinDistBetweenTrafficAI = 5000.000000 ### Distance Min. between two ships of traffic. MaxDistChaseAI = 15000.000000 ### Distance Max. to objective Chase AI. MinDistChaseAI = 5000.000000 ### Distance Min. to objective Chase AI. MaxDistChaseElevatorAI = 20000.000000 ### Distance Max. to objective Chase AI inside hangar. MinDistChaseElevatorAI = 10000.000000 ### Distance Min. to objective Chase AI inside hangar. MaxDistElevatorAI = 10000.000000 ### Distance Max. to detect elevator near. TimeDamageAI = 3.000000 ### Time in sec. control damage. DistGetAwayBoostAI = 5000.000000 ### Distance min. get away with boost. DistNotGetAwayAI = 45000.000000 ### Distance not get away from enemy. DistMinItemAI = 5000.000000 ### Distance Min. for AI's purposes. ShootAI = 0 ### 0 = AI cannot shoot, 1 = AI can shoot. MinDistReposAI = 75000.000000 ### Distance min. to reposition the agent. MaxDistReposAI = 100000.000000 ### Distance max. to reposition the agent. MinDistReposStopAI = 125000.000000 ### Distance min. to reposition the agent when camera stopped. MaxDistReposStopAI = 150000.000000 ### Distance max. to reposition the agent when camera stopped. MinDistReposNotVisAI = 37500.000000 ### Distance min. to reposition the agent not visible. MaxDistReposNotVisAI = 75000.000000 ### Distance max. to reposition the agent not visible. DepthPathRouteOutDoorAI = 6 ### Depth Path in Route. AltPerpFloorAI = 20000.000000 ### Alt. máx. to get point perp. BatchBuildGraph2DAI = 0 ### To Build Graph 2D. ShowNodes2DAI = 0 ### 0 = No Show, 1 = Show Regions, 2 = Show Portals, 3 = Show Link's Portals, 4 = Show Portals + Links. AltMinTestWalkAI = 25.000000 ### Alt. min. to test walk. ShowTestCanGoAI = 0 ### Show points to test can go to point. ViewerIniAI = 0 ### To initialize AI in Viewer. BatchBuildGraph3DAI = 0 ### To Build Graph 3D. ShowInfoRegAI = -1 ### Show info region when creation graph. ShowNodesAI = 0 ### Show info graph. RADIUS_OBJECTIVE_IN_ROUTE = 4000.000000 ### Radius Points Route. RADIUS_SHIP_GRAPH = 751.000000 ### Radius Ship to Construct Graph. DistGetPVisTrafficAI = 200000.000000 ### Distance máx. to repos traffic. MaxNumTrackNormalDensityAI = 15 ### Max. number of ships in track with normal density. MaxNumTrackLowDensityAI = 7 ### Max. number of ships in track with low density. MinDistNodeTrafficAI = 15000.000000 ### Min. distance between nodes of traffic. ShowNumTrafficAI = 0 ### Show info traffic num. ShowTrafficAI = 0 ### Show info traffic. ShowAStarAI = 0 ### Show info AStar. S_PlayMute = ### Mute all sounds but those specified here S_PitchScale = 1.000000 ### Pitch scale (def. 1.0) S_PriorityMode = 1 ### Priority mode (0=time,1=vol,2=time&vol) S_SkipUpdates = 0 ### Disable sound updates (0/1) S_SkipPlay = 0 ### Disable sound playing (0/1) S_Show = 0 ### Show sound debug info on screen (0/1/2) SoundInit = 1 ### Initialize sound system SoundChannels = 24 ### Sound channels (max. 32) SoundUseHardware = 1 ### 0 = Software only, 1 = Use hardware if available SoundSwapChannels = 0 ### 0 = Normal, 1 = Swap left/right channels SoundFrequency = 44100 ### Frequency (11025/22050/44100) SoundBits = 16 ### Bits (8/16) SoundStereo = 1 ### 0 = Mono, 1 = Stereo VoiceMainVolume = 1.000000 ### Voice main volume (0..1) MusicMainVolume = 0.500000 ### Music main volume (0..1) SoundMainVolume = 1.000000 ### Sound main volume (0..1) StreamPath = Sounds/Stream/ ### Stream default path VoicePath = Sounds/Voices/ ### Voice default path SoundShowSetMode = 0 ### Sound show SetMode info SoundPanningFactor = 12.000000 ### Sound panning factor (dB) SoundDistAttenuation = 0.500000 ### Sound distance attenuation factor SoundDopplerLevel = 1.000000 ### Sound doppler effect level SoundAutoplayVolume = -60.000000 ### Sound autoplay volume (dB) WarnVoiceVolume = 1.000000 ### Voice maximal volume of police messages. MaxPoliceWarnDist = 3000.000000 ### Distance of warnning police messages. MinVoiceVolumeChat = 0.200000 ### voice minimal volume of thrd person speacher. ForceNoActionMusic = 0 ### Deactivates the action music. useDynamicMusic = 1 ### Uses dynamic music when set to true. isActionIndoor = 0 ### True if the indoormap uses DinaMusic. isActionMusic = 0 ### Modify this value to start/end the action! MusicTimeChange = 15.000000 ### minimun time of musicplay after the fade. ActionMusicTimeFade = 5.000000 ### Time to fade off the action musics. OutActionMusicVolume = 0.780000 ### Volume of Action Music path for outdoors. iOutActionMusic = 11 ### Num of Action Music path for outdoors. OutActionMusic = Music/Outdoor%d.ogg ### Action Music path for outdoors. OutRelaxMusicVolume = 1.000000 ### Volume of Relax Music path for outdoors. iOutRelaxMusic = 4 ### Num of Relax Music path for outdoors. OutRelaxMusic = Music/Track%d.ogg ### Relax Music path for outdoors. VoicePlayDelay = 0.500000 ### Delay to play an specific voice. WindFxScorerShow = 0 ### Shows Wind FX info WindFxScorerFwAngle = 45.000000 ### Foward angle Wind FX tests WindFxScorerFadeFactor = 5.000000 ### Fade in and out for Wind FX WindFxScorerVertical = 5000.000000 ### Vertical check for Wind FX WindFxScorerHorizontal = 10000.000000 ### Horizontal check for Wind FX WindFxScorerSpeedPitch = 5.000000 ### semitones for speed WindFxScorerSpeedVol = 3.000000 ### Sound Volume allways if speed factor WindFxScorerSoundVol = 1.000000 ### Sound Volume for Wind FX WindFxScorerSound = FastFXWind ### Sound name for Wind FX WeaponChangeFadeTime = 0.100000 ### Time to fade the fade Weapon Change Scorer WeaponChangeShowTime = 1.000000 ### Time to show the fade Weapon Change Scorer CurrentWaypointName2 = ### Nombre de la siguiente boya en una carrera (Para el player 2) CurrentWaypointName = ### Nombre de la siguiente boya en una carrera FadeOutFinalTime = 5.000000 ### Fade out final time CounterType = 0 ### Indica si se incrementa, se decrementa o se para el contador (0:decrementa, 1:incrementa, 2:se para) TimeToFinishCurrentMission = 0.000000 ### Tiempo actual para que acabe la misión (en segundos) TimeToCancelCurrentMission = 21.000000 ### Tiempo actual para cancelar la misión (en segundos) TimeSpecialUseTimer = 0.000000 ### Temporizador definido por el usuario para usos varios. TimeInactiveTimer = 121.000000 ### Tiempo actual para que se cancele la misión por inactividad (en segundos) TimeWarning = 31.000000 ### Cuando quede esta cantidad de tiempo se avisa al usuario de que se de prisa o se cancelará la apuesta loca (en segundos) TextTypingSoundVol = 1.000000 ### Set the Text Typing Sound Volume TextTypingSound = keyboard%d ### Set the Text Typing Sound EnemyFireSize = 2.000000 ### The enemy fire indicator size LittlePointingArrowSize = 1.000000 ### The little pointing arrow 0 : no arrow -> 1: normal -> oo TargetScorerSwitchSoundVol = 1.000000 ### Sound Volume for switching target TargetScorerSwitchSound = SwitchTarget ### Sound name for switching target FullTalkTime = 0.000000 ### Time remain to dispear the tex showed... RemainTalkTime = 0.000000 ### Time remain to dispear the tex showed... MaxTalkLineSizePix = 300.000000 ### Size at chat window with the text.... TimeToAbortChatText = 0.500000 ### This time must be keeped press the action button to abort the current chat. FileArrowNextAlpha = 2D/Dialog/NextOption.alpha.tga ### FileArrowNextAlpha bitmap file EndRegenerationSoundVol = 1.000000 ### Sound Volume for life end Regeneration EndRegenerationSound = EndRegeneration ### Sound for life end Regeneration InitRegenerationSoundVol = 1.000000 ### Sound Volume for life initilaize Regeneration InitRegenerationSound = InitRegeneration ### Sound for life initilaize Regeneration RegenerationSoundPitchMax = 10.000000 ### Full life pitch for life Regeneration RegenerationSoundPitchMin = -10.000000 ### 0 life pitch for life Regeneration RegenerationSoundVol = 1.000000 ### Sound Volume for life Regeneration RegenerationSound = Regeneration ### Sound loop for life Regeneration DangerLifeSoundVol = 1.000000 ### Sound Volume for life danger DangerLifeSound = LifeDanger ### Sound loop for life danger DangerLifeLevel = 10 ### Percentage of life to show Danger... WarningLifeLevel = 25 ### Percentage of life to show Warning... SpecialActionActive = 2 ### the special action status. 0-Disable 1-Blink 2-Enable GearTargetName = ### Gear target entity name GearTargetSphereRadius = 3000.000000 ### Gear target sphere radius GearTargetCrossBlinkTime = 0.100000 ### Gear target cross blink time ShowConsoleLog = 0 ### 1 to show allways the console FullScreenConsoleCallback = <Callback function> ### This function is called when imput an string on fullscreen console. HintAppearsTime = 0.500000 ### Time to show the hint in the menu XboxSavingMsgStr = XBox_Saving_Msg_ ### the remain 'Saving...' text message in language table. XboxSavingMsg = 0.000000 ### the remain time to hide de 'Saving...' message. XboxNoPadMsgP = 0 ### if 1 shows the 'please insert the pad' for player 2. XboxNoPadMsg = 0 ### if 1 shows the 'please insert the pad'. XboxNoPadMsgPBig = 0 ### if 1 shows the 'please insert the pad' big (to start game). XboxNoPadMsgBig = 0 ### if 1 shows the 'please insert the pad' big (to start game). CameraCloudBlue = 255 ### Blue falue for the clouds CameraCloudGreen = 255 ### Green falue for the clouds CameraCloudRed = 255 ### Red falue for the clouds CameraCloudAlpha = 0 ### Aplha falue for the clouds CameraCloudThickness = 500.000000 ### The thickness of the cloud fade for de clouds CameraCloudPlaneSize = 1000.000000 ### The size of de gradient of the fade for de clouds CameraCloudDistance = 4000.000000 ### here start the white fade for de clouds MotionBlurOffVar = 0.000000 ### factor of motion blur fx MotionBlurEndTime = 0.000000 ### factor of motion blur fx MotionBlurTime = 0.000000 ### factor of motion blur fx MotionBlurFactorEnd = 0.000000 ### factor of motion blur fx MotionBlurFactorBegin = 0.000000 ### factor of motion blur fx NoiseEndTime = 0.000000 ### factor of noise fx NoiseTime = 0.000000 ### factor of noise fx NoiseFactor = 0 ### factor of noise fx NoiseFactorBegin = 0 ### factor of noise fx CinemaBlackBandHeight = 60.000000 ### Modifies the cinema format ScorerMarkerSpeed = 6.000000 ### Scorer Focus Marker Speed ScorerMarkerColor = 11853055 ### Scorer Focus Marker Color ScorerMarker = 1 ### Show Scorer Focus Marker ScorerMarginV = 10 ### Vertical Margin for Scorer ScorerMarginH = 12 ### Horizontal Margin for Scorer OnAcceptSoundVol = 0.500000 ### Set the Accept sound Volume OnAcceptSound = menuclik ### Set the Accept Sound OnFocusSoundVol = 0.500000 ### Set Volume in the focus of sound OnFocusSound = menufocus ### Set the Focus Sound CShow = 0 ### Shows the colission areas SuperDealAvaliable = 0 ### 1 if superdeal is avaliable NumEnemiesInRadar = 0 ### Number of enemies in the radar RadarMMSelect = 1 ### 1 if Show only one main mission target (nearest) RadarShowAll = 0 ### Show all the vehicles and chars at the radar NumRadarIcons = 9 ### The number of radar icons FileNameMap2D = 2D/Black.tga ### 2DMap bitmap file NewsPanelCloseSpeed = 4.000000 ### Speed of close of scene NewsPanelOpenSpeed = 3.000000 ### Speed of init of scene NewsPanelH = 180.000000 ### render the News Logo Size NewsPanelW = 270.000000 ### render the News Logo Size NewsPanelY = 20.000000 ### render the News Logo Pos NewsPanelX = 350.000000 ### render the News Logo Pos. NewsPanelMove = 18.000000 ### render the News Panel Head movement. NewsPanelDisplacement = 5.000000 ### render the News Panel Head displacement. NewsPanelDistance = 70.000000 ### render the News Panel Head distance. NewsHead = Betty ### Render the News Head BackNewsBmp = 2D/News/BackNews.bmp ### render the News Background NewsLogoBmp = 2D/News/LogoNews.bmp ### render the News Logo NewsPanelAspect = 1.330000 ### News Panel aspect ratio NewsPanelShowHead = 0 ### render the News Panel Head. NewsPanelActive = 0 ### render the News Panel in the texture. ShowNetStatus = 0 ### true if show the networking status. ShowClientPing = 0 ### true if show the ping label ClientPingX = 20.000000 ### X Pos of the ping label ClientPingY = 120.000000 ### Y Pos of the ping label. FirstPhotoMessage = Zum Fotografieren auf "Linker Mausknopf" drücken. ### Message that appears every time you must to use the camere NextMissionSecondLineOffsetXBox = 24.000000 ### Next mission second line offset XBox NextMissionFirstLineOffsetXBox = 4.000000 ### Next mission first line offset XBox NextMissionSecondLineOffsetPC = 80.000000 ### Next mission second line offset PC NextMissionFirstLineOffsetPC = 60.000000 ### Next mission first line offset PC ChatMsgPersistence = 1.000000 ### Time that will be printed the chat message QuickMessageString1 = Die bastard! ### Quick chat messsage QuickMessageString2 = This map sucks ### Quick chat messsage QuickMessageString3 = Good game ### Quick chat messsage QuickMessageString4 = That´s no fair ### Quick chat messsage QuickMessageString5 = There is no rules ### Quick chat messsage QuickMessageString6 = I´m the one and only ### Quick chat messsage CannonScorerColorBlue = 174 ### Cannon Color Blue CannonScorerColorGreen = 241 ### Cannon Color Green CannonScorerColorRed = 251 ### Cannon Color Red CannonScorerNoAmmoSoundVol = 1.000000 ### Sound Volume for No Ammo Signal CannonScorerNoAmmoSound = NoAmmo ### Sound name for No Ammo Signal IsAutoUpdatable = 0 ### AutoUpdateSpeedFactor = 1.000000 ### AutoUpdateStopValue = 0.000000 ### BarValue = 0.000000 ### BlinkTime = 0.100000 ### Blink time OnFinishAutoUpdate = <Callback function> ### Called on finished auto update MissionScorerName = Mission ### Mission scorer name TimeToMsg = 0.000000 ### Tiempo restante hasta que desaparezca el mensaje ServerDataRateLimit = 20480 ### Rate Limit in bytes per second MasterCommandFunc = <Callback function> ### MasterCommandFunc(string) (master server sends data) HeartbeatTime = 60.000000 ### Heartbeat to the master server. MasterServerAddress = gamemaster.scrapland.com ### Master server address for internet. MasterServerPort = 5000 ### Master server port for internet. (0 = No master) OnNetBrowseCallback = <Callback function> ### Called every time that server is found in a browsing operation. OnChatString = <Callback function> ### OnChatString(UsrId,UsrString) UsrId is the number id ('net'UsrId) OnUsrString = <Callback function> ### OnUsrString(UsrId,UsrString) UsrId is the number id ('net'UsrId) ClientConectionStatus = ### String with conection information ServerMinSendDelay = 5 ### Mininimal delay between packets (in seconds). OnClientModify = <Callback function> ### OnClientModify(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modified OnClientJoin = <Callback function> ### OnClientJoin(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship created OnClientExit = <Callback function> ### OnClientExit(entityname,ModelName,UsrName) player ship will be deleted ServerName = romibi ### Name of the network server ForceServerVehicle = 0 ### All the ships will use the server's one ClientPPS = 20 ### Number of packets per second that will be send/request to the server [1..20] ClientSetConfig = <Callback function> ### ClientSetConfig(entityname,ModelName,MaxLife,UsrName,PilotName,Motor0,Motor1,Motor2,Motor3,WeaponBay,tgtype) player ship modifed ClientSetPlayer = <Callback function> ### ClientSetPlayer(EntityName) ClientAfterCreate = <Callback function> ### ClientAfterCreate(EntityName,ResoruceName) ClientCreate = <Callback function> ### ClientCreate(EntityName,ResoruceName) ClientDelRes = <Callback function> ### ClientDelRes(Num,Descriptor) ClientAddRes = <Callback function> ### ClientAddRes(Num,Descriptor) NetMaxPlayersInitSend = 4 ### Maximun number of net players send per packet at the startup. NetTimeOut = 240000 ### # Time out for desconection... NetMaxResourcesSend = 8 ### Maximun number of net resourses send per packet at the startup. ASEPublic = 1 ### 'The All-Seeing Eye' server public. OnGeneralDamage = <Callback function> ### Función callback de daño de propósito general StdMaxLife = 100 ### Standard max life for characters and soon. ActiveExtrapolation = 0 ### 1 Uses Extrapolation if possible, 0 Uses Interpolation allways MssnRadarBlinkTime = 5.000000 ### Time blinking if the new mission is assigned. NetItemDistAct = 8000.000000 ### Distance in cm to actualize the item data. FXItemFadeMaxDist = 60000.000000 ### Maximun Distance to show the Item Fade Effect FXVehicleProbeLight_SizeMax = 8.000000 ### Vehicle Police Siren FX Max Size (Mult) FXVehicleProbeLight_SizeMin = 2.000000 ### Vehicle Police Siren FX Min Size (Mult) FXVehicleProbeLight_DistGrow = 4000.000000 ### Vehicle Police Siren FX Distance for Grow FXVehicleSiren_SizeMax = 30.000000 ### Vehicle Police Siren FX Max Size (Mult) FXVehicleSiren_SizeMin = 3.000000 ### Vehicle Police Siren FX Min Size (Mult) FXVehicleSiren_DistGrow = 1500.000000 ### Vehicle Police Siren FX Distance for Grow FXTrafficEmbeddedFile = Models/GFX/TrafficEmbeddedFX.M3D ### Default Model for Traffic Embedded Effects FXVehicleEmbeddedFile = Models/GFX/VehicleEmbeddedFX.M3D ### Default Model for Vehicle Embedded Effects FXBossShieldAspect = 0.500000 ### FXBossShieldScale = 1.500000 ### FXBossShieldRadius = 600.000000 ### DataPackInterTime = 0.600000 ### DataPack Interpolate Status Time DataPackLaserLong = 225.000000 ### DataPack Long of the Laser DataPackLaserSize = 8.000000 ### DataPack Size of the Laser MessengerLightingDist = 2000.000000 ### Max Distance to show Messenger Lighting Effects FXRustyChispasSoundVol = 1.000000 ### Rusty efecto de chispas sound volume FXRustyChispasSound = FXRustyChispasSound ### Rusty efecto de chispas sound name SentinelLaserScanerDist = 4500.000000 ### Max Distance to show Sentinel Laser Scaner SndLoopCharNPCMul = 2.500000 ### Multiplicador de volumen para los loops de los npcs FallSoundVel = 600.000000 ### Beyond this fallspeed, the fallsound will run... TimeToAbortSelectChar = 30.000000 ### Time to call AbortSelectFunc in chars if inactive. CharProcessReduction = 2000.000000 ### Beyon this distance, the processing speed will be reduced if no visible. EnergyBarActive = 1 ### if 0, the energy bar action is disable. CharUsrPushSpeed = 100.000000 ### Speed in cm/seg used to push characters.... AbortSelectDistance = 1500.000000 ### At this distance (from the center), the selection must be reseted. EnergyRechargeTime = 15.000000 ### Time to recharge the full energy... CharGrav = 1960.000000 ### Characters Gravity. AlwaysRun = 1 ### 1 allways run, 0 allways walk. WalkCameraCenter = 0.000000 ### 0 is none else is the time to back to the standard view. PadTurnSpeed = 1.000000 ### Aditional rotation for pad controllers. FXSebastianFlashFile = Models/GFX/Sebastian/Flash.M3D ### Default Model for Sebastian Flash Effect RustyHitPosZ = -135.000000 ### Rusty Hit Displacement from center RustyHitPosY = -65.000000 ### Rusty Hit Displacement from center RustyHitPosX = -50.000000 ### Rusty Hit Displacement from center FXRustyHitFile = Models/GFX/Rusty/Hit.M3D ### Default Model for Rusty Hit Effect PoliceBossBrupBounceSoundVol = 0.000000 ### Police Boss Brup debris bounce sound volume PoliceBossBrupBounce2Sound = PoliceBossBrupBounce2Sound ### Police Boss Brup debris bounce sound2 name PoliceBossBrupBounce1Sound = PoliceBossBrupBounce1Sound ### Police Boss Brup debris bounce sound1 name PoliceBossBrupDebrisMax = 8 ### Police Boss Brup Max debris number PoliceBossBrupDebrisMin = 4 ### Police Boss Brup Min debris number PoliceBossBrupDirRand = 0.150000 ### Police Boss Brup Random Direction factor PoliceBossBrupPosZ = -100.000000 ### Police Boss Brup Displacement from center PoliceBossBrupPosY = 5.000000 ### Police Boss Brup Displacement from center PoliceBossBrupPosX = 5.000000 ### Police Boss Brup Displacement from center PoliceBossBrupBaseFile = Models/Misc/NutsAndScrew/NutsAndScrew ### Default Model for Police Boss Brup Effect PoliceBossActionRadius = 1000.000000 ### Radius of PoliceBoss fun FX to the polices. FXPoliceGearConversionFile = Models/GFX/Police/Conversion.M3D ### Default Model for Police Gear Conversion Effect FXPoliceStealFile = Models/GFX/Police/PoliceSteal.M3D ### Default Model for Police Steal Effect PoliceAlarmStepSTM = 0.100000 ### Police Alarm Step in any Show Me The Money Action. PoliceStealQuanto = 10 ### Money stealed by the banker to the main player NurseAlarmHit = 0.250000 ### How values must increment when nurse hits NurseDispRad = 75.000000 ### Nurse hit detector Radius NurseDispDist = 120.000000 ### Nurse hit detector displacement distance FXHammerHitFile = Models/GFX/Nurse/HammerHit.M3D ### Default Model for Nurse Hammer Hit Effect OnSleep = <Callback function> ### Function to be called when the the player, as a nurse, sleeps someone MessengerTakeDataPackSoundVol = 1.000000 ### Messenger Take DataPack sound volume MessengerTakeDataPackSound = MessengerTakeDataPack ### Messenger Take DataPack sound name MessengerShootSoundVol = 1.000000 ### Messenger shoot impact sound volume MessengerShootSound = MessengerShoot ### Messenger shoot impact sound name MessengerAttackPosZ = -40.000000 ### Messenger Attack Displacement from center MessengerAttackPosY = -25.000000 ### Messenger Attack Displacement from center MessengerAttackPosX = 0.000000 ### Messenger Attack Displacement from center FXMessengerTakeDataPackFile = Models/GFX/Messenger/TakeDataPack.M3D ### Default Model for Messenger Take DataPack Effects FXMessengerAttackFile = Models/GFX/Messenger/Attack.M3D ### Default Model for Messenger Attack Effects MessengerAmmoCost = 0.050000 ### Messenger AmmoCost Per shoot FXMercenaryDrinkFile = Models/GFX/Mercenary/Drink.M3D ### Default Model for Mercenary Drink Effects FXMercenaryDrinkSmokeFile = Models/GFX/Mercenary/DrinkSmoke.M3D ### Default Model for Mercenary Drink Smoke Effects MercenaryDrinkPosZ = 28.000000 ### Mercenary Drink Displacement Z from center MercenaryDrinkPosY = 2.000000 ### Mercenary Drink Displacement Y from center MercenaryDrinkPosX = 14.000000 ### Mercenary Drink Displacement X from center MayorSleepPercent = 20.000000 ### Sleep when listen probability MayorListenPercent = 50.000000 ### Listen percent probability MayorBlabliblaRadius = 1000.000000 ### Radius of Mayor´s Bla-Blas. FXMaintenanceWorkFile = Models/GFX/Maintenance/Work.M3D ### Default Model for Maintenance Robot Work Effects MaintenanceWorkSoundAttEnd = 0.000000 ### Maintenance Work sound attend MaintenanceWorkSoundAttIni = 0.000000 ### Maintenance Work sound attini MaintenanceWorkSoundVol = 0.800000 ### Maintenance Work sound volume MaintenanceWorkSound = MaintenanceWorkSound ### Maintenance Work sound name OnFlash = <Callback function> ### Function to be called when the the player, flash someone GearLowWeaponEnergy = 0.130000 ### Gear low weapon energy value (between 0 and 1) GearMissileSpeed = 2500.000000 ### Gear missile speed FXGearMissileFile = Models/GFX/Gear/Missile.M3D ### Default Model for Gear Missile Effect GearXplodeRadius = 250.000000 ### Radius of Gear's electric ball explosion. GearShootPosZ = -180.000000 ### Gear shoot Displacement from center GearShootPosY = -45.000000 ### Gear shoot Displacement from center GearShootPosX = -50.000000 ### Gear shoot Displacement from center GearMissileThunderSoundVol = 1.000000 ### Gear missile thunder sound volume GearMissileThunder2Sound = GearMissileThunder2 ### Gear missile thunder 2 sound name GearMissileThunder1Sound = GearMissileThunder1 ### Gear missile thunder 1 sound name GearMissileSoundVol = 1.000000 ### Gear missile loop volume GearMissileSound = GearMissile ### Gear missile loop name GearHitSoundVol = 1.000000 ### Gear hit impact sound volume GearHitSound = GearHit ### Gear hit impact sound name GearShootSoundVol = 1.000000 ### Gear Shoot impact sound volume GearShootSound = GearBoom ### Gear Shoot impact sound name GearLoadWeaponSoundVol = 1.000000 ### Gear Load Weapon sound volume GearLoadWeaponSound = GearLoadWeapon ### Gear Load Weapon sound name GearShootHitAlarm = 0.150000 ### The amount that will grow up if a shoot hits... GearShootFailAlarm = 0.100000 ### The amount that will grow up if a shoot fails... GearShootDistance = 20000.000000 ### Range in the Armored Gear weapon GearShootDamage = 13 ### Damage by the Armored Gear weapon FunctionaryEffectFastSoundVol = 1.000000 ### Functionary Fast Effect sound volume FunctionaryEffectFastSound = FunctionaryEffectFastSound ### Functionary Fast Effect sound name FunctionarySpecialActionLow = 0.150000 ### Functionary special action low value (between 0 and 1) DTritusHitTimeFader = 0.200000 ### DTritus Effect Time DTritusHitTimeSpeed = 0.050000 ### DTritus Effect Time FXDTritusKillFile = Models/GFX/DTritus/Kill.M3D ### Default Model for DTritus Kill Effect FXDTritusAttackFile = Models/GFX/DTritus/Attack.M3D ### Default Model for DTritus Attack Effect FXDesktopFallEndDist = 10000.000000 ### Max Distance to show Desktop Fall End Effect FXDesktopFallEndFile = Models/GFX/Desktop/FallEnd.M3D ### Default Model for Desktop Fall End Effect DesktopJumpSlideTime = 0.500000 ### Sliding time to jump again. DesktopJumpPrice = 5 ### if desktop jump over any character, the price of money is... DesktopJumpSpeed = 1000.000000 ### Jump speed in cm/sec BishopHitSoundVol = 1.000000 ### Bishop hit impact sound volume BishopHitSound = BishopHit ### Bishop hit impact sound name BishopShootSoundVol = 1.000000 ### Bishop shoot impact sound volume BishopShootSound = BishopShoot ### Bishop shoot impact sound name BishopAttackRandOff = 50.000000 ### Bishop Attack Random Offset from center BishopAttackPosZ = -135.000000 ### Bishop Attack Displacement from center BishopAttackPosY = 25.000000 ### Bishop Attack Displacement from center BishopAttackPosX = -15.000000 ### Bishop Attack Displacement from center FXBishopAttackFile = Models/GFX/Bishop/Attack.M3D ### Default Model for Bishop Attack Effects FXBishopSellLifeFile = Models/GFX/Bishop/SellLife.M3D ### Default Model for Bishop Sell Life Effects BishopAngleVariation = 60.000000 ### Angle of Randominzation of the shoot impulse BishopAmmoCost = 0.025000 ### Bishop AmmoCost Per shoot BishopWeaponDamage = 8 ### Bishop damage per hit that make the bishop BishopLivePrice = 1000 ### Bishop live price MaxPlayerLives = 50 ### Max player lives BettyHSpeed = 1.100000 ### Betty Speed Rotation (Horizontal) BettyVSpeed = 1.100000 ### Betty Speed Rotation (Vertical) BettyHitPosZ = -65.000000 ### Betty Hit Displacement from center BettyHitPosY = -120.000000 ### Betty Hit Displacement from center BettyHitPosX = 20.000000 ### Betty Hit Displacement from center FXBettyKillFile = Models/GFX/Betty/Kill.M3D ### Default Model for Betty Kill Effect FXBettyAttackFile = Models/GFX/Betty/Attack.M3D ### Default Model for Betty Attack Effect BettyHitTopLimit = 300.000000 ### Betty Hit Top Limit (Y) BettyHitRadius = 1000.000000 ### Betty Hit Radius BettyHitTimeFader = 0.250000 ### Betty Effect Time BettyHitTimeSpeed = 0.350000 ### Betty Effect Time BertoFlashSoundVol = 1.000000 ### Berto Flash sound volume BertoFlashSound = BertoFlash ### Berto Flash sound name FXBertoFlashFile = Models/GFX/Berto/Flash.M3D ### Default Model for Berto Flash Effect FXBertoAttackFile = Models/GFX/Berto/Attack.M3D ### Default Model for Berto Attack Effect BertoFlashDist = 400.000000 ### Berto Flash Max Distance BertoAmmoCost = 0.030000 ### Berto AmmoCost Per shoot BankMasterBatonPosZ = -85.000000 ### BankMaster Baton Displacement from center BankMasterBatonPosY = 35.000000 ### BankMaster Baton Displacement from center BankMasterBatonPosX = 0.000000 ### BankMaster Baton Displacement from center FXBankMasterSuctionFile = Models/GFX/BankMaster/Suction.M3D ### Default Model for BankMaster Suction Effect FXBankMasterAttackFile = Models/GFX/BankMaster/Attack.M3D ### Default Model for BankMaster Attack Effect BankMasterVacumDist = 1000.000000 ### BankMaster Flash Max Distance BankMasterAmmoCost = 0.050000 ### BankMaster AmmoCost Per shoot FXBankerStealFile = Models/GFX/BankDirector/BankerSteal.M3D ### Default Model for Banker Steal Effect BankerStealSoundVol = 1.000000 ### Banker Steal sound volume BankerSteal3Sound = BankerSteal ### Banker Steal sound name BankerSteal2Sound = BankerSteal ### Banker Steal sound name BankerSteal1Sound = BankerSteal ### Banker Steal sound name BankerStealPosZ = -60.000000 ### Banker Steal Displacement from center BankerStealPosY = 10.000000 ### Banker Steal Displacement from center BankerStealPosX = -50.000000 ### Banker Steal Displacement from center BankerStealQuanto = 30 ### Money stealed by the banker to the main player WeapHitClientResetTime = 1.000000 ### Tolerance to reset the values of the queue of hits to the client FXArrowIndicatorFlash_SizeMax = 6.000000 ### Arrow Indicator Flash FX Max Size (Mult) FXArrowIndicatorFlash_SizeMin = 2.500000 ### Arrow Indicator Flash FX Min Size (Mult) FXArrowIndicatorFlash_DistGrow = 6500.000000 ### Arrow Indicator Flash FX Distance for Grow ArrowActiveHorizontal = 100.000000 ### The Horizontal distance betweem the both spheres ArrowDeactivationRadius = 400.000000 ### Indicates the radius between entities to start actions ArrowActiveRadius = 200.000000 ### Indicates the radius between entities to start actions ArrowViewRadius = 500.000000 ### Indicates the radius between entities to view the indicator ArrowTargetFile = Models/Misc/SMission/SMission ### This file is the floating arrow. ArrowMissionFile = Models/Misc/MMission/MMission ### This file is the floating arrow. ArrowUseFile = Models/Misc/Action/Action ### This file is the floating use arrow. FullCameraTest = 0 ### Activates/deactivates de camera test. OutWalkCamFar = 400000.000000 ### default clip far distance for characters (outdoor) OutWalkCamNear = 20.000000 ### default clip near distance for characters (outdoor) WalkCamFar = 100000.000000 ### default clip far distance for characters (indoor) WalkCamNear = 10.000000 ### default clip near distance for characters (indoor) VehicleCamFar = 500000.000000 ### default clip far distance for vehicles VehicleCamNear = 50.000000 ### default clip near distance for vehicles FreeCameraCollide = 1 ### If the camera can collide with the world. VehicleCamDist2 = 1000.000000 ### Default camera distance for vehicles in cm VehicleCamDist = 3000.000000 ### Default camera distance for vehicles in cm InfernoIDWeap = 7 ### The default weapon idx for the Inferno SwarmIDWeap = 6 ### The default weapon idx for the Swarm TeslaIDWeap = 5 ### The default weapon idx for the tesla ATPCIDWeap = 4 ### The default weapon idx for the ATPC DevastatorIDWeap = 3 ### The default weapon idx for the Devastator VulcanIDWeap = 2 ### The default weapon idx for the vulcan LaserIDWeap = 1 ### The default weapon idx for the laser HookPlugFunc = <Callback function> ### HookPlugFunc(VehicleName,state) when the hook changes de state RestoreUpgradeFunc = <Callback function> ### Function to be called when an upgrade is restored UseTrafficCollisionSkip = 1 ### 1 if uses 0 if not STrafficCapsule = 1500.000000 ### Small/Minimal Radius of the Traffic Segment NTrafficCapsule = 2500.000000 ### Normal Radius of the Traffic Segment MNTrafficCapsule = 2500.000000 ### Mixed Medium/Normal Radius of the Traffic Segment HNTrafficCapsule = 3500.000000 ### Mixed Heavy/Normal Radius of the Traffic Segment MTrafficCapsule = 4000.000000 ### Medium Radius of the Traffic Segment HTrafficCapsule = 6000.000000 ### Heavy Radius of the Traffic Segment TrafficSpeed = 5600.000000 ### Terminal speed for the traffic FXDumbMotorFile = Models/GFX/DumbMotor.M3D ### Default Model for Dumb Motor Effect FXMotorCalimaOffset = -95.000000 ### FX Motor Calima Offset FXMotorCalimaFile = Models/GFX/MotorCalima.M3D ### Default Model for Motor Calima Effect FXMotorCalima = 1 ### Motor Calima DUDV Deformation Effect FXMotorSmokeFile = Models/GFX/MotorSmoke.M3D ### Default Model for Motor Smoke Effect FXVehicleDeathTrailFile = Models/GFX/VehicleDeathTrail.M3D ### Default Model for Remaining Vehicle Trails after Death FXEngineGlowSizeAtt = 0.050000 ### FX Engine Glow Size Attenuation Factor FXEngineGlowSizeMax = 1200.000000 ### FX Engine Glow Size Maximun FXEngineGlowSize = 450.000000 ### FX Engine Glow Size at Distance FXEngineGlowDistFadeTo = 7000.000000 ### FX Engine Distance to Glow Fade To FXEngineGlowDistFadeMid = 6000.000000 ### FX Engine Distance to Glow Fade Middle FXEngineGlowDistFadeFrom = 5000.000000 ### FX Engine Distance to Glow Fade From FXEngineGlowDistFadeMult = 1.000000 ### FX Engine Distance to Glow Fade Mult FXEngineTrailOffset = 450.000000 ### Offset Z of Engine trail FXEngineTrailDistSpeedFactor = 0.028000 ### Speed Factor for add to Engine Trail Dist FXEngineTrailDist = 400.000000 ### Distance of Engine trail segments at Max Trust FXEngineTrailHideTime = 5.000000 ### Time to Hide the trail of a Hidden Engine FXEngineTrailSize = 80.000000 ### Size of Engine trail FXEngineBirthRate = 20 ### BirthRate at Trust 0, (always 100 at Max Trust) EnginePathFmt = Models/Vehicles/Engines/%s/%s.m3d ### The full path of the Vehicle Engines. PilotViewDist = 22000.000000 ### Maximun Distance for show the Ship Pilot MotorTrustRotationY = 0.250000 ### Rotation Y Speed produced by the motor trust MotorTrustRotationX = 0.250000 ### Rotation X Speed produced by the motor trust FxBoostTimeDuration = 2.000000 ### Time of the boost FX FxAccVariation = 6.000000 ### Speed of variation of Acceleration FX FxVelVariation = 6.000000 ### Speed of variation of Velocity FX FxAngVariation = 4.000000 ### Speed of variation of Angle FX FxSpeedVariation = 4.000000 ### Speed of variation of Speed FX VehicleCrashMinTime = 1.000000 ### Safe Last crash time detector. VehicleCrashAccHev = 672000.000000 ### Beyond this value, is a Heavy crash cm/seg^2 VehicleCrashAccHi = 504000.000000 ### Beyond this value, is a serious crash cm/seg^2 VehicleCrashAccMed = 336000.000000 ### Beyond this value, is a medium crash cm/seg^2 VehicleCrashAccLo = 168000.000000 ### Maximun SpeedChange to detect crash in cm/seg^2 PlayerTeamID = 0 ### 0:red, 2:green, 4:Killer PlayerName = romibi ### user's nickname PlayerMaxLife = 90 ### The max life for the normal ship configuration... PlayerModel = SPoli1 ### Model resource PilotModel = P_Berto ### Player resource Motor0Model = MPOLI1 ### The first motor kind Motor1Model = ### The Second motor kind Motor2Model = ### The Third motor kind Motor3Model = ### The Fourth motor kind WeaponBayList = 1,1,0,1,0,1,1 ### List of mounted weapons(codified) A bits,B bits.... iHangarShip = 5 ### The selected hangar ship HangarShip9 = SPoliBoss1<-MBOSS1<-MBOSS1<-<-<-7,15,7,7,7,15,1<-224<-0,0,0,0,0,0 ### 9th Hangar ship values HangarShip8 = SArchbishop1<-MBISHOP1<-MBISHOP1<-<-<-3,3,15,3,15,3,1<-199<-0,0,0,0,0,0 ### 8th Hangar ship values HangarShip7 = SMerc1<-MBANKMASTER1<-<-<-<-1,3,1,1,1,3,1<-94<-0,0,0,0,0,0 ### 7th Hangar ship values HangarShip6 = SPoli1<-MPOLI1<-<-<-<-1,1,0,1,0,1,1<-90<-0,0,0,0,0,0 ### 6th Hangar ship values HangarShip5 = SMayor1<-MMAYOR1<-<-<-<-0,0,3,3,3,1,1<-80<-0,0,0,0,0,0 ### 5th Hangar ship values HangarShip4 = SBetty1<-MBETTY1<-<-<-<-1,1,3,1,3,1,1<-112<-0,0,0,0,0,0 ### 4th Hangar ship values HangarShip3 = SMerc3<-MMERC3<-MMERC3<-<-<-0,15,7,0,7,0,1<-150<-0,0,0,0,0,0 ### 3rd Hangar ship values HangarShip2 = SBankMaster1<-MBANKMASTER1<-MBANKMASTER1<-<-<-15,15,3,15,0,6,1<-150<-0,0,0,0,0,0 ### 2nd Hangar ship values HangarShip1 = SArchbishop1<-MARCHBISHOP1<-MARCHBISHOP1<-<-<-3,0,15,0,15,3,1<-150<-0,0,0,0,0,0 ### 1st Hangar ship values FreeSpaceMagnetCenterZ = 0.000000 ### Center of the sphere freespacemagnet FreeSpaceMagnetCenterY = 0.000000 ### Center of the sphere freespacemagnet FreeSpaceMagnetCenterX = 0.000000 ### Center of the sphere freespacemagnet FreeSpaceMagnetAccel = 56000.000000 ### Big radius for the freespacemagnet FreeSpaceMagnetHiRadius = 95000.000000 ### Big radius for the freespacemagnet FreeSpaceMagnetLoRadius = 90000.000000 ### Small radius for the freespacemagnet FreeSpaceMagnet = 0 ### 1 to activate the freespace sphere VeCharsPathFmt = Models/Vehicles/Characters/%s/%s.m3d ### The full path of the Vehicle Characters. ShipPathFmt = Models/Vehicles/Ships/%s/%s.m3d ### The full path of the Ships VehicleEditingMode = 0 ### 1 to set the vehicle entities in editing mode. FXVehicleFloatingFactor = 1.000000 ### Factor of floating Movement of the ship. NPCSndMotorVolFactor = 3.000000 ### Indicates the extra factor for NPC ship motor engines HiRacerFov = 105.000000 ### Camera Field of view in racing conditions. (terminal velocity) LoRacerFov = 80.000000 ### Camera Field of view in racing conditions. (stoped) MotorDownFactor = 0.250000 ### When the ship engines are hacked, factor used to replace de real engine values AmorPieceWeight = 10.000000 ### Weight that minds 1 armor value FXDevastatorFireTime = 0.220000 ### Devastator Fire Time FXDevastatorFireScale = 1.500000 ### Devastator Fire Scale FXVulcanFireTime = 0.100000 ### Vulcan Fire Time FXVulcanFireScale = 1.300000 ### Vulcan Fire Scale WindFXSmokeSizeDiv = 850.000000 ### Wind FX Smoke Size Divisor WindFXSmokeMaxDist = 3000.000000 ### Wind FX Smoke Maximun Distance WindFXSmokeMinVel = 7000.000000 ### Wind FX Smoke Minimun Vehicle Speed WindFXSmokeTimeStep = 0.025000 ### Wind FX Smoke Minimun Time Step WindFxSmoke = 1 ### Wind FX Smoke WindFxSmokeFile = Models/GFX/WindFX.M3D ### Default Model for WindFX Smoke Effect FXVehicleFireFile = Models/GFX/VehicleFire.M3D ### Default Model for Vehicle Fire Effect FXVehicleSputnikFile = Models/GFX/Sputnik/VehicleSputnik.M3D ### Default Model for Vehicle Sputnik Effects FXVehicleEMIFile = Models/GFX/VehicleEMI.M3D ### Default Model for Vehicle EMI Effect FXVehicleDamageFile = Models/GFX/VehicleDamage.M3D ### Default Model for Vehicle Damage Effect FXSetOnFireLifePercent = 25 ### Percent of Life to Set On Fire FXVehicleSpeedTrailFollowFactor = 0.650000 ### Vehicle Speed Trails follow factor (0...1) FXVehicleSpeedTrailFadeOutH = 10000.000000 ### Fade Off Speed Trails by Horizontal Speed FXVehicleSpeedTrailSize = 12.000000 ### Size of Vehicle Speed Trails segments FXVehicleSpeedTrailDist = 200.000000 ### Distance of Vehicle Speed Trails segments at Max Speed VehicleAttackModeMaxDist = 20000.000000 ### If attack mode in the pad controller is pressed, minimal distance from objective (auto forwards) VehicleAttackModeMinDist = 15000.000000 ### If attack mode in the pad controller is pressed, minimal distance from objective (auto backwards) VehicleCenterPadBounce = 0.750000 ### Vehicle control for pad controllers. VehicleCenterPadLock = 0.000000 ### Vehicle control for pad controllers. XtrTimeWSwitchNo = 1.000000 ### Additonal time to switch the weapon if no ammo when press fire event. TimeWSwitchNo = 2.000000 ### time to auto switch the weapon if the fire button is pressed when no ammo. AttackerMarkTime = 1.000000 ### Before this time the attacker will be included in second place at the list TgtRegenerationTime = 1.000000 ### After this time, the cycling list will be regenerated ItemMissRespawnTime = 20.000000 ### Time to respawn the Item -> Missile Ammo ItemMissAdds = 200 ### Default Increment to the Item -> Missile Ammo ItemEnerRespawnTime = 20.000000 ### Time to respawn the Item -> Energy Ammo ItemEnerAdds = 375 ### Default Increment to the Item -> Energy Ammo ItemPartRespawnTime = 20.000000 ### Time to respawn the Item -> Particle Ammo ItemPartAdds = 250 ### Default Increment to the Item -> Particle Ammo OnLifeItemTaken = <Callback function> ### Function to be called when an item is taken ItemLifeRespawnTime = 20.000000 ### Time to respawn the Item -> Life ItemLifeAdds = 50 ### Default Increment to the Item -> Life VulcanHitUseNormal = 1 ### Use the Normal of Hitted point at Vulcan Hit FXVulcanHitDistance = 80000.000000 ### Distance of Vulcan Sparks Effect VulcanRicSoundAttEnd = 0.000000 ### Vulcan puchuing sound att end VulcanRicSoundAttIni = 0.000000 ### Vulcan puchuing sound att ini VulcanRic2SoundVol = 1.000000 ### Third Vulcan puchuing sound volume VulcanRic2Sound = VulcanRic2 ### Third Vulcan puchuing sound name VulcanRic1SoundVol = 1.000000 ### Second Vulcan puchuing sound volume VulcanRic1Sound = VulcanRic1 ### Second Vulcan puchuing sound name VulcanRic0SoundVol = 1.000000 ### First Vulcan puchuing sound volume VulcanRic0Sound = VulcanRic0 ### First Vulcan puchuing sound name VulcanDamageEasy = 1 ### Vulcan damage per slot (easy Set) VulcanDamage = 2 ### Vulcan damage per slot VulcanDistLimitUPG = 40000.000000 ### Distance limit shoots(UPGRADE) VulcanDistLimit = 26666.667969 ### Distance limit shoots VulcanTimeDelayUPG = 0.075000 ### Time between vulcan shoots (UPGRADE) VulcanTimeDelay = 0.100000 ### Time between vulcan shoots VulcanAmmoCost = 0.500000 ### Cost Per hit at vulcan VulcanRange = 40000.000000 ### The maximun range that have the vulcan VulcanHitForce = 2000000.000000 ### The force that have a single vulcan shoot VulcanHitFile = Models/Weapons/Vulcan/Hit.M3D ### default hit model for the vulcan VulcanBulletFile = Models/Weapons/Debris/Bullet/Bullet.M3D ### default bullet model for the vulcan VulcanIDAmmo = 0 ### The default weapon idx for the vulcan FXTeslaRandRadius = 500.000000 ### Random Radius that have the Tesla FXTeslaStepTime = 0.060000 ### Time step to change the follow curve for the Tesla FXTeslaFollowTime = 0.025000 ### Time that use the Tesla to follow the curve FXTeslaFadeOutTime = 0.100000 ### Time that use the Tesla to fade out TeslaDistLimit = 15000.000000 ### Distance limit shoots TeslaTrackForce = 10000.000000 ### Traking force that have a single tesla shoot with upgrade (TN/Seg) TeslaMinAngRangeUpgPad = 17.000000 ### The minimun angle range with upgrade (no hit case at tesla) Pad Controller TeslaMinAngRangeUpg = 10.000000 ### The minimun angle range with upgrade (no hit case at tesla) TeslaShootFile = Models/Weapons/Tesla/Shoot.M3D ### default shoot model for the Tesla TeslaUpRangeTime = 0.250000 ### Time to the min to the max ang range if not hit (tesla) TeslaDownRangeTimePad = 2.000000 ### Time to the max to the min ang range if not hit (tesla) Pad Controller TeslaDownRangeTime = 0.500000 ### Time to the max to the min ang range if not hit (tesla) TeslaAmmoCost = 0.500000 ### Cost Per hit at tesla TeslaMaxAngRangePad = 40.000000 ### The maximun angle range (hit case at tesla) Pad Controller TeslaMaxAngRange = 20.000000 ### The maximun angle range (hit case at tesla) TeslaMinAngRangePad = 10.000000 ### The minimun angle range (no hit case at tesla) Pad Controller TeslaMinAngRange = 3.000000 ### The minimun angle range (no hit case at tesla) TeslaRange = 15000.000000 ### The maximun range that have the tesla TeslaHitForce = 500000.000000 ### The force that have a single tesla shoot TeslaIDAmmo = 2 ### The default weapon idx for the tesla SwarmHitSoundAttEnd = 0.000000 ### Swarm Hit sound attenuation end SwarmHitSoundAttIni = 0.000000 ### Swarm Hit sound attenuation ini SwarmHitSoundVol = 1.000000 ### Swarm Hit sound volume SwarmHitSound = SwarmBoom ### Swarm Hit sound name SwarmBeeSoundAttEnd = 0.000000 ### Swarm Bee sound attenuation end SwarmBeeSoundAttIni = 0.000000 ### Swarm Bee sound attenuation ini SwarmBeeSoundVol = 0.500000 ### Swarm Bee Death sound volume SwarmBeeSound = SwarmBang ### Swarm Bee Death sound name SwarmEngineSoundDoppler = 1.000000 ### Swarm Engine sound doppler SwarmEngineSoundAttEnd = 0.000000 ### Swarm Engine sound attenuation end SwarmEngineSoundAttIni = 0.000000 ### Swarm Engine sound attenuation ini SwarmEngineSoundVol = 0.750000 ### Swarm Engine sound volume SwarmEngineSound = SwarmEngine ### Swarm Engine sound name SwarmNumber4 = 4 ### Swarm Number 4 SwarmNumber3 = 5 ### Swarm Number 3 SwarmNumber2 = 6 ### Swarm Number 2 SwarmNumber1 = 7 ### Swarm Number 1 SwarmAmmoCost4 = 22 ### Swarm Ammo Cost 4 SwarmAmmoCost3 = 18 ### Swarm Ammo Cost 3 SwarmAmmoCost2 = 13 ### Swarm Ammo Cost 2 SwarmAmmoCost1 = 7 ### Swarm Ammo Cost 1 SwarmBeeRadius = 24.000000 ### The Radius add per Bee that have the swarm SwarmMinRadius = 250.000000 ### The Minimun Radius that have the swarm SwarmDistLimit = 40000.000000 ### Distance limit shoots SwarmDamage = 4 ### Damage per mis. SwarmTimeDelay = 1.500000 ### Time in seconds between the mis. shoots SwarmRangeUPG = 120000.000000 ### The maximun range that have the swarm SwarmRange = 60000.000000 ### The maximun range that have the swarm SwarmHitForce = 200.000000 ### The Hit Force Energy that have the swarm SwarmTurnSpeedUPG = 100.000000 ### The Turn Speed that have the swarm with Upgrade SwarmTurnSpeed = 60.000000 ### The Turn Speed that have the swarm SwarmUpTopSpeed = 4000.000000 ### The Up Speed (Vehicle) that have the swarm SwarmBeesSpeed = 20000.000000 ### The Internal Bees Speed that have the swarm SwarmFastSpeed = 40000.000000 ### The Fast Speed that have the swarm SwarmNormSpeed = 20000.000000 ### The Formal Speed that have the swarm SwarmBeeExplosionFile = Models/Weapons/Swarm/BeeExplosion.M3D ### Default Model for Swarm Bee Explosion SwarmExplosionFile = Models/Weapons/Swarm/Explosion.M3D ### Default Model for Swarm Explosion SwarmMissileFile = Models/Weapons/Swarm/Swarm.M3D ### Default Model for Swarm Missile SwarmArmor = 2 ### The default armor for one swarm missile SwarmDeathTime = 0.500000 ### The time for bee death that have the swarm SwarmLifeTime = 4.500000 ### The maximun lifetime that have the swarm SwarmIDAmmo = 1 ### The default ammo idx for the swarm FXSonicRadius = 15000.000000 ### Radius of Sonic Mine Explosion Effect FXSonicXpldeFile = Models/Weapons/Sonic/Xplde.M3D ### default Xplode model for the Sonic SonicLifeTime = 0.000000 ### Sonic Life Time SonicRechargeTime = 0.000000 ### Sonic Recharge Time SonicArmor = 0 ### Sonic Armor SonicAmmoNeed = 0 ### Sonic Ammo Need SonicIDAmmo = 0 ### Sonic Ammo ID SetUpSonicFunc = <Callback function> ### Function to be called to set up the mine properties CreateSonicFunc = <Callback function> ### Function to be called to create the mine FXHookSize = 40.000000 ### Size of Hook FXHookTensor = 7.000000 ### Tensor Power of Hook (0...1) FXHookFadeTime = 0.200000 ### Time of Hook Release Fade FXLaserBeamHeight = 120.000000 ### The height of the laser beam FXLaserBeamSize = 2200.000000 ### The size of the laser beam HookAccel = 20000.000000 ### Acceleration when the hook is plugged at the world. HookRange = 20000.000000 ### The maximun range that have the Hook HookEMITime = 3.000000 ### Time of electromagetic interference of the Hook LaserRicSoundVol = 1.000000 ### First Laser puchuing sound volume LaserRicSound = VulcanRic0 ### First Laser puchuing sound name LaserMinSpeed = 50000.000000 ### The minimun Speed of the laser shoots LaserDistLimit = 20000.000000 ### Distance limit shoots LaserDamage = 3 ### Damage per shoot LaserTimeDelay = 0.200000 ### Time in seconds between the laser shoots LaserAmmoCost = 10.000000 ### Cost Per hit at laser LaserRange = 30000.000000 ### The maximun range that have the laser LaserHitForce = 2000000.000000 ### The force that have a single laser shoot LaserHookSparksFile = Models/Weapons/Laser/HookSparks.M3D ### default model for the hook sparks LaserHookFile = Models/Weapons/Laser/Hook.M3D ### default model for the hook LaserShootFile = Models/Weapons/Laser/Shoot.M3D ### default shoot model for the laser LaserHitFile = Models/Weapons/Laser/Hit.M3D ### default hit model for the laser LaserIDAmmo = 0 ### The default weapon idx for the laser FXInfernoExplosionMaxDist = 400000.000000 ### Maximun Distance to show the Inferno Explosion Effect FXInfernoExplosionFadeTime = 1.000000 ### Fade Off Time of the Inferno Explosion Effect FXInfernoExplosionTime = 2.500000 ### Life Time of the Inferno Explosion Effect FXInfernoCoreSize = 1250.000000 ### Core Size of the Inferno Explosion Effect FXInfernoRayInitSizeMax = 250.000000 ### Maximun Initial Size of a Ray in the Inferno Explosion Effect FXInfernoRayInitSizeMin = 20.000000 ### Minimun Initial Size of a Ray in the Inferno Explosion Effect FXInfernoRayAccMax = 950.000000 ### Maximun Acceleration of a Ray in the Inferno Explosion Effect FXInfernoRayAccMin = 450.000000 ### Minimun Acceleration of a Ray in the Inferno Explosion Effect FXInfernoRaySpeedMax = 19000.000000 ### Maximun Speed of a Ray in the Inferno Explosion Effect FXInfernoRaySpeedMin = 14000.000000 ### Minimun Speed of a Ray in the Inferno Explosion Effect FXInfernoRayMinSize = 150.000000 ### Min Ray Size of Inferno Explosion Effect FXInfernoRayRadius = 0.300000 ### Ray Radius of Inferno Explosion Effect InfernoInvUpgExtraDamage = 0.900000 ### Inferno Upgrade (inversed extended damage factor) InfernoUpgFireFactor = 4.000000 ### Inferno Upgrade Fire Factor InfernoUpgFireTime = 20.000000 ### Inferno Upgrade Fire Time InfernoMaxDamage = 225.000000 ### Maximun damage of Inferno InfernoMinDamage = 5.000000 ### Minimal damage of Inferno InfernoHitSoundAttEndRadius = 1.800000 ### Inferno Hit sound attenuation end by radius InfernoHitSoundAttIniRadius = 0.800000 ### Inferno Hit sound attenuation ini by radius InfernoHitSoundVol = 1.000000 ### Inferno Hit sound volume InfernoHitSound = InfernoBoom ### Inferno Hit sound name InfernoEngineSoundDoppler = 1.000000 ### Inferno Engine sound doppler InfernoEngineSoundAttEnd = 45000.000000 ### Inferno Engine sound attenuation end InfernoEngineSoundAttIni = 5000.000000 ### Inferno Engine sound attenuation ini InfernoEngineSoundVol = 0.750000 ### Inferno Engine sound volume InfernoEngineSound = InfernoEngine ### Inferno Engine sound name InfernoAmmoCost = 125 ### Inferno Ammo Cost InfernoRangeBay = 10000.000000 ### Range add per bay that have the Inferno InfernoRangeMin = 10000.000000 ### Range without bays that have the Inferno InfernoDistLimit = 40000.000000 ### Distance limit shoots InfernoHitForce = 75000.000000 ### The Hit Force Energy that have the Inferno cm*TN/sec InfernoTimeDelay = 3.000000 ### Time in seconds between the mis. shoots InfernoTurnSpeed = 20.000000 ### The Turn Speed that have the Inferno InfernoUpTopSpeed = 4000.000000 ### The Up Speed (Vehicle) that have the Inferno InfernoBeesSpeed = 2000.000000 ### The Internal Bees Speed that have the Inferno InfernoFastSpeed = 16000.000000 ### The Fast Speed that have the Inferno InfernoNormSpeed = 12000.000000 ### The Formal Speed that have the Inferno InfernoExplosionFile = Models/Weapons/Inferno/Explosion.M3D ### Default Model for Inferno Explosion InfernoMissileFile = Models/Weapons/Inferno/Inferno.M3D ### Default Model for Inferno Missile InfernoArmor = 4 ### The default armor for one swarm missile InfernoLifeTime = 6.500000 ### The maximun lifetime that have the Inferno InfernoIDAmmo = 1 ### The default ammo idx for the Inferno EMIThunderSoundAttEnd = 0.000000 ### EMI thunder sound attenuation end EMIThunderSoundAttIni = 0.000000 ### EMI thunder sound attenuation ini EMIThunderSoundVol = 1.000000 ### EMI thunder sound volume EMIThunder2Sound = EMIThunder2Sound ### EMI thunder 2 sound name EMIThunder1Sound = EMIThunder1Sound ### EMI thunder 1 sound name FXEMIRandRadius = 850.000000 ### Random Radius that have the EMI Lighting FXEMIStepTime = 0.040000 ### Time step to change the follow curve for the EMI Lighting FXEMIFollowTime = 0.025000 ### Time that use the EMI Lighting to follow the curve EMILowRadiusFactor = 0.200000 ### Radius Low Factor that have the EMI EMIRadius = 1250.000000 ### Radius that have the EMI EMIFile = Models/Weapons/EMI/EMI.M3D ### Default Model for Electro Magnetic Interference EMILifeTime = 10.000000 ### EMI Life Time EMIRechargeTime = 1.500000 ### EMI Recharge Time EMIAmmoNeed = 5 ### The deault cost ammunition for the EMI EMIIDAmmo = 0 ### EMI Ammo ID SetUpEMIFunc = <Callback function> ### Function to be called to set up the EMI properties CreateEMIFunc = <Callback function> ### Function to be called to create the EMI FXDevastatorScale = 1.200000 ### Scale of Devastator Explosion Effect FXDevastatorRadius = 600.000000 ### Radius of Devastator Explosion Effect FXDevastatorDistance = 95000.000000 ### Distance of Devastator Explosion Effect DevastatorDistLimit = 40000.000000 ### Distance limit shoots DevastatorExtraDamage = 5.000000 ### Aditional damage about the distance DevastatorMinDamage = 2.000000 ### The base of the minimal damage of Devastator DevastatorRechargeTime = 0.250000 ### Time between a single vulcan shoot. DevastatorHitForce = 12000.000000 ### The force that have a single Devastator shoot cm*TN/sec DevastatorExplosionRadius = 500.000000 ### Explosion radius by a Single Devastator shoot DevastatorSpreadAngle = 4.000000 ### angle of random values used by Devastator DevastatorAmmoCost = 1.000000 ### Cost Per hit at Devastator DevastatorRange = 40000.000000 ### The maximun range that have the Devastator DevastatorBoomSoundAttEnd = 0.000000 ### Explosion sound attenuation end for devastator DevastatorBoomSoundAttIni = 0.000000 ### Explosion sound attenuation ini for devastator DevastatorBoomSoundVol = 1.000000 ### Explosion sound volume for devastator DevastatorBoomSound = DevastatorBoom ### Explosion sound for devastator DevastatorSparksFile = Models/Weapons/Devastator/Sparks.M3D ### default sparks model for the Devastator DevastatorShootFile = Models/Weapons/Devastator/Shoot.M3D ### default shoot model for the Devastator DevastatorHitFile = Models/Weapons/Devastator/Hit.M3D ### default hit model for the Devastator DevastatorBulletFile = Models/Weapons/Debris/Bullet/Bullet.M3D ### default bullet model for the Devastator DevastatorIDAmmo = 0 ### The default weapon idx for the Devastator CloudFile = Models/Weapons/Cloud/Cloud.M3D ### Default Model for Debris Cloud CloudLifeTime = 0.000000 ### Cloud Life Time CloudRechargeTime = 0.000000 ### Cloud Recharge Time CloudIDAmmo = 0 ### Cloud Ammo ID CloudAmmoNeed = 20 ### The default cost ammunition for the cloud SetUpCloudFunc = <Callback function> ### Function to be called to set up the cloud properties CreateCloudFunc = <Callback function> ### Function to be called to create the cloud ATPCShootSize = 950.000000 ### Max Size of the ATPC Shoot ATPCTrailTime = 0.800000 ### LifeTime of FadeOut Trail Effect for the ATPC ATPCCapsuleExtendedSoundAttEnd = 0.000000 ### ATPC capsule Extended sound att end ATPCCapsuleExtendedSoundAttIni = 0.000000 ### ATPC capsule Extended sound att ini ATPCCapsuleExtendedSoundVol = 1.000000 ### ATPC capsule extended sound volume ATPCCapsuleExtendedSound = ATPCCapsuleExtended ### ATPC capsule extended sound name ATPCCapsuleSoundAttEnd = 0.000000 ### ATPC capsule sound att end ATPCCapsuleSoundAttIni = 0.000000 ### ATPC capsule sound att ini ATPCCapsuleSoundVol = 1.000000 ### ATPC capsule sound volume ATPCCapsuleSound = ATPCCapsule ### ATPC capsule sound name ATPCHitSoundAttEnd = 0.000000 ### First ATPC puchuing att end ATPCHitSoundAttIni = 0.000000 ### First ATPC puchuing att ini ATPCHitSoundVol = 1.000000 ### First ATPC puchuing sound volume ATPCHitSound = ATPCImpact ### First ATPC puchuing sound name ATPCExtraDamage = 10 ### The xplosion damage for ATPC ATPCMainDamage = 20 ### The hit damage for ATPC ATPCCapsuleSoundRadius = 6000.000000 ### Radius for the Sound Capsule for ATPC ATPCExplosionRadius = 1000.000000 ### Radius for the capsule hit for ATPC ATPCConvDist = 2000.500000 ### Convergence distance (and Start event) ATPCUpgradeDelay = 1.750000 ### Recharge time ATPC (with upgrade) ATPCDelay = 2.500000 ### Recharge time ATPC ATPCAmmoCost = 10.000000 ### Cost Per hit at ATPC ATPCRange = 100000.000000 ### The maximun range that have the ATPC ATPCHitForce = 10000.000000 ### The force that have a single ATPC shoot ATPCShootFile = Models/Weapons/ATPC/Shoot.M3D ### default shoot model for the ATPC ATPCIDAmmo = 0 ### The default weapon idx for the ATPC SplitScreen = 0 ### Is split Screen ShowCredits = 0 ### Show credits on main menu? IsSecondMission = 0 ### Is active any secondary mission? IsMapOutDoor = 0 ### Is map outdoor? Max_Rad_Obj = 10000.000000 ### Min radius of the obj scale GridScaleY = 20000.000000 ### Y Scale of the entity grid cell GridScaleX = 20000.000000 ### X Scale of the entity grid cell GridScaleZ = 20000.000000 ### Z Scale of the entity grid cell XBRumblePadPad = 1.000000 ### [0..1] rumble power of pad. XBInvertLRVehicle = 0 ### if true, invert the L&R buttons (vehicle) XBVehicleAsFPS = 0 ### if true, controlled as FPS (vehicle) XBVDigitalAsAnalog = 0 ### if true, the cross is digital (vehicle) XBInvertVehicleYPad = 1 ### Invert Y Axis in pad (vehicle) XBInvertLRChar = 0 ### if true, invert the L&R buttons (character) XBCameraAutoPad = 1 ### if true, the camera automaticaly turns (character) XBCDigitalAsAnalog = 0 ### if true, the cross is digital (character) XBInvertCharYPad = 1 ### Invert Y Axis in pad (character) XBNumControllers = 0 ### number of plugged controllers XboxCanSave = 1 ### Can save games. NumProfiles = 3 ### Maximun number of profiles. XboxSaveName6 = ### Save game isues. XboxSaveName5 = ### Save game isues. XboxSaveName4 = ### Save game isues. XboxSaveName3 = ### Save game isues. XboxSaveName2 = ### Save game isues. XboxSaveName1 = ### Save game isues. XboxSaveName0 = ### Save game isues. XboxProfileName = ### the current save game profile name. If '' no savegame file. XboxSavePath = ### the current save game directory. If '' no savegame file. GameSkill = 1 ### Game Skill. (0 = Easy,1 = Normal,2 = Hard). ServerType = TeamDM ### Type of server game. ServerMapList = ['FZ', 'OM'] ### List of maps to play the game. Fraglimit = 5 ### Number of frags to win a match... ChatEvent = <Callback function> ### ChatEvent(id) only for racer input modes. The chat key has been pressed. QChatEvent1 = <Callback function> ### QChatEvent1(id) only for racer input modes. The quick chat message has been pressed. QChatEvent2 = <Callback function> ### QChatEvent2(id) only for racer input modes. The quick chat message has been pressed. QChatEvent3 = <Callback function> ### QChatEvent3(id) only for racer input modes. The quick chat message has been pressed. QChatEvent4 = <Callback function> ### QChatEvent4(id) only for racer input modes. The quick chat message has been pressed. QChatEvent5 = <Callback function> ### QChatEvent5(id) only for racer input modes. The quick chat message has been pressed. QChatEvent6 = <Callback function> ### QChatEvent6(id) only for racer input modes. The quick chat message has been pressed. MainMissionEvent = <Callback function> ### MainMissionEvent(id) <Mission menu> event when input is not in ´menu´ mode. EscapeEvent = <Callback function> ### EscapeEvent(id) <MainMenu> event when input is not in ´menu´ mode. TopLimit = 9000.000000 ### The hi map limit, after the atmosphere AtmosphereLimit = 6726.000000 ### The atmosphere end Gravity = 4900.000000 ### Global Gravity PriorityWeapon = Laser, Vulcan, Devastator, Tesla, ATPC, Swarm, Inferno ### The Seventh Weapon O_Show = 0 ### Show Object Pool debug info on screen ElementModelPath = Models/Elements/ ### Path for the element list ShowDummy = ### Show dummys in map. GridUseTopLimit = 0 ### 1 if the grid will be limited by the toplimit gvar (usually used in outdoors) FXVehicleAcceleratorFile = Models/GFX/VehicleAccelerator.M3D ### Default Model for Vehicle Accelerator Effect ShipExplosionMaxDist = 250000.000000 ### Maximun Distance to show the Ship Explosion Effect FXShipExplosionFile = Models/GFX/ShipExplosion.M3D ### Default Model for Ship Explosion FXSmokeDebrisFile = Models/GFX/SmokeDebris.M3D ### Default Model for Smoke Debris Effect FXFiredDebrisFile = Models/GFX/FiredDebris.M3D ### Default Model for Fired Debris Effect FXFiredEntitySmokeStep = 1000.000000 ### Fired Entity Smoke Effect Step FXVehicleDamageSmokeStep = 350.000000 ### Vehicle Damage Smoke Effect Step FXSceneTheEndBFile = Models/GFX/Scenes/TheEndB.M3D ### Default Model for TheEndB Scene Effects FXSceneEnterMatrixFile = Models/GFX/Scenes/EnterMatrix.M3D ### Default Model for EnterMatrix Scene Effects FXSceneHumanCDFile = Models/GFX/Scenes/HumanCD.M3D ### Default Model for HumanCD Scene Effects FXSceneBeatPickusFile = Models/GFX/Scenes/BeatPickus.M3D ### Default Model for BeatPickus Scene Effects FXSceneYakuzziFile = Models/GFX/Scenes/Yakuzzi.M3D ### Default Model for Yakuzzi Scene Effects FXSceneBillArrives_AFile = Models/GFX/Scenes/BillArrives_A.M3D ### Default Model for Bill Arrives A Scene Effects FXSceneBishopsFile = Models/GFX/Scenes/Bishops.M3D ### Default Model for Bishops Scene Effects FXSceneDecontaminationFile = Models/GFX/Scenes/Decontamination.M3D ### Default Model for Decontamination Scene Effects FXItemBlinkFile = Models/GFX/ItemBlink.M3D ### Item Blink FX Model File FXItemTakeFile = Models/GFX/ItemTake.M3D ### Default Model for Item Take Effect FXItemFadeFile = Models/GFX/ItemFade.M3D ### Default Model for Item Fade In/Out Effect FXShipEditBuildFile = Models/GFX/Sputnik/ShipEditBuild.M3D ### Default Model for ShipEdit Build Effects FXElementsMentalControllerDamageFXMaxDist = 5000.000000 ### Maximun Distance to show the Elements Mental Controller Damage Effect FXElementsMentalControllerDamageSoundVol = 1.000000 ### MentalController Damage Lighting sound volume FXElementsMentalControllerDamageSound = FXChispas ### MentalController Damage Lighting sound name FXElementsMentalControllerMaxDist = 5000.000000 ### Maximun Distance to show the Elements Mental Controller Effect FXABFakeLimitQuakeTime = 0.100000 ### FXABFakeLimitQuakeFactor = 0.015000 ### FXABFakeLimitSegmentStep = 0.038000 ### FXABFakeLimitSegmentSize = 15000.000000 ### FXABFakeLimitRingRotSpeed = 2.000000 ### FXABFakeLimitDistLighting = 20000.000000 ### FXABFakeLimitRadius = 96000.000000 ### FXElementsFireDropSoundAttEnd = 0.000000 ### Element FireDrop sound attenuation end FXElementsFireDropSoundAttIni = 0.000000 ### Element FireDrop sound attenuation ini FXElementsFireDropSoundVol = 1.000000 ### Element FireDrop Sound volume FXElementsFireDropSound = FXElementsFireDropSound ### Element FireDrop Sound name FXElementsFireDropRateAtt = 1.250000 ### Rate Attenuation Factor by Distance at Elements Fire Drop Effect FXElementsFireDropMaxDist = 200000.000000 ### Maximun Distance to show the Elements Fire Drop Effect FXCharacterPoliceGearConversionFile = Models/GFX/Gear/Conversion.M3D ### Default Model for Gear Conversion Effects FXFunctionarySpecialActionFile = Models/GFX/Functionary/SpecialAction.M3D ### Default Model for Functionary Special Action Effects CharacterConversionSoundVol = 1.000000 ### Character Conversion Sound Volume CharacterConversionSound = CharacterConversionSound ### Character Conversion Sound Name FXCharacterConversionFile = Models/GFX/CharacterConversion.M3D ### Default Model for Character Conversion Effect FXCharacterSputnikFile = Models/GFX/Sputnik/Sputnik.M3D ### Default Model for Sputnik Effects CharacterDeathSoundVol = 1.000000 ### Character Death Sound volume CharacterDeathSound = CharacterDeath ### Character Death Sound name FXCharacterDeathMinDist = 1500.000000 ### Minimun Distance to Camera for Show Character Death Effect FXCharacterDeathFile = Models/GFX/CharacterDeath.M3D ### Default Model for Character Death Effect FXCharacterConversorFile = Models/GFX/CharacterConversor.M3D ### Default Model for Character Conversor Effect FXCharacterTeleportFile = Models/GFX/CharacterTeleport.M3D ### Default Model for Character Teleport Effect CharacterTeleportSoundVol = 1.000000 ### Character Teleport sound volume CharacterTeleportDownSound = CharacterTeleport ### Character Teleport Down sound name CharacterTeleportUpSound = CharacterTeleport ### Character Teleport Up sound name FXCharacterBlaBliBlaFile = Models/GFX/CharacterBlaBliBla.M3D ### Default Model for BlaBliBla Characters Effect FXCharacterDazedFile = Models/GFX/CharacterDazed.M3D ### Default Model for Dazed Characters Effect FXMoneyTransferFile = Models/GFX/MoneyTransfer.M3D ### Default Model for Money Transfer Effects PCPadDeadZone = 0.200000 ### Dead zone for analog controllers. Joy4 = <List of defines> ### User Control definition Joy3 = <List of defines> ### User Control definition Joy2 = <List of defines> ### User Control definition Joy1 = <List of defines> ### User Control definition Mouse = <List of defines> ### User Control definition InvertMouse = 0 ### 0 = Mouse normal... 1 = Mouse inverted. MouseSensitivityV = 1.000000 ### Vertical Mouse Sensitivity MouseSensitivityH = 1.000000 ### Horizontal Mouse Sensitivity Kb = <List of defines> ### User Control definition CheckInactivityTime = 120.000000 ### Inactivity time in seconds to launch the Function. CheckInactivityFunc = <Callback function> ### Inactivity time function to launch. LogRumble = 0 ### Log the input and output to the rumble interface. PathInPackFile = ### Used to convert the system to the new pack system... OnCrazyDealTarget = <Callback function> ### Function to be called when a crazy deal target is reached OnCrazyDealFinished = <Callback function> ### Function to be called when a taunt is to be launched LastSaveGameName = ### Last SaveGame Name SelectedLanguage = German ### Actual language. AlwaysFlushLog = 0 ### Always flush log file (0/1) debug = 1 ### 0 = Nothing, 1 = Something, 2 = Everything, 3 = Everything and much more PythonExecute = print 'No PythonExecute' ### This will run a pyhon command. isDemo = 0 ### Retail version isXbox = 0 ### true if console case isXboxDebug = 0 ### true if can be acessed the debug info. LoadMsgString = ### Message that is show while loading iLoadMsgString = 0 ### Loading Message Counter JoinServerOnStartup = 0 ### if 1 automaticaly joins in a server. DefaultMaxPlayersOnServer = 2 ### Max number of clients conected to a server. DefaultServerAddress = <Server IP> ### Default conection address. DefaultServerPort = 28086 ### Default conection port. AfterDrawCallback = <Callback function> ### This function will be called after draw and reseted. DrawNextFrame = 1 ### If the next frame will be drawed.... ForceReload = 0 ### if set to 1, the nex level will be fully reloaded. DisableSkipSlot = 0 ### Don't skip slots in low framerates (0/1) Viewer = 0 ### 0(default) : Normal game, 1 : Init Viewer iMap = Levels/Menu ### The first map that will be loaded ModPathName = ### Modification path name. ModFileName = ### Modification file name.