1 // Disable TIFF conversion 0.03 0.01 // Hithers, general then cockpit mode 35.00 // Yon 55.55 // Camera angle 7 // Headup background brightness amount 99 // Initial rank 20000,35000,40000 // Credits per rank for each skill level START OF CRUSH SETTINGS 4 // version // CRUSHING 0.0135 // gDistortion_factor 0.06 // gMin_crush_force 0.5 // gMax_crush_force 1.5 // gForce_to_movement_factor 0.01 // gMax_crush_dist_sq // SPLITTING 2.5 // gMin_force_to_split_XZ_per_tonne 2.5 // gMin_force_to_split_Y_per_tonne 50 // gMin_split_damage 100 // gMax_split_damage // BUCKLING 10 // gChance_of_inverse_buckle // FLAPPING AND JOINT SNAPPING 0.02 // gFlap_inertia_fudge_biscuit 1.44 // gBatty_gravity 2.0 // gTorque_to_snap_per_tonne // DETACHING 5000 // gMax_detach_time_ms 0.1 // gNormal_force_to_detach // BENDING 0.4 // gMin_bend_force 30 // gChance_of_bending 30 // gMin_bend_angle 10 // gMin_bend_damage 40 // gMax_bend_damage END OF CRUSH SETTINGS 20,10,5 // Time per ped kill for each skill level 1.0,0.75,0.50 // Seconds per unit car damage for each skill level (with peds) 15,13,11 // Credits per unit car damage for each skill level (with peds) 120,90,60 // Time awarded for wasting car for each skill level (with peds) 3000,2000,1000 // Credits awarded for wasting car for each skill level (with peds) 60,30,15 // Time awarded for rolling car for each skill level (with peds) 1000,1000,1000 // Credits awarded for rolling car for each skill level (with peds) 2000,500,50 // Credits awarded for checkpoints for each skill level (with peds) 1000,1000,1000 // Jump start fine for each level 15,10,5 // Credits per second of time bonus 2000,1000,500 // Cunning stunt bonus for each skill level // Cars to use as defaults: EAGLE3.TXT ANNIECAR.TXT 1.3 // Opponent nastiness influencer, < 1 = nicer, > 1 = nastier (values between 0.1 and 10 should do) 120 // Min time in secs after last contact with play before opponent considers repairing 240 // Min time in secs after last contact with play before opponent considers repairing // Default underwater special volume parameters 0.2 // gravity multiplier 50 // viscosity multiplier 0 // Car damage per millisecond 0.002 // Pedestrian damage per millisecond 0 // camera effect index 1 // Sky colour M25.MAT // Windscreen material to use 5100 // Sound ID of entry noise 5100 // Sound ID of exit noise 2 // Engine noise index 0 // material index 1,0,0 // Initial armour, single player, each skill level 0,0,0,0,0,0,0 // Initial armour, each network game type 1,0,0 // Initial power, single player, each skill level 0,0,0,0,0,0,0 // Initial power, each network game type 1,0,0 // Initial offensive, single player, each skill level 0,0,0,0,0,0,0 // Initial offensive, each network game type 7,4,2 // Initial potential armour, single player, each skill level 4,4,4,4,4,4,4 // Initial potential armour, each network game type 7,4,2 // Initial potential power, single player, each skill level 4,4,4,4,4,4,4 // Initial potential power, each network game type 7,4,2 // Initial potential offensive, single player, each skill level 4,4,4,4,4,4,4 // Initial potential offensive, each network game type 29,29,29 // Max armour, single player, each skill level 29,29,29,29,29,29,29 // Max armour, each network game type 29,29,29 // Max power, single player, each skill level 29,29,29,29,29,29,29 // Max power, each network game type 29,29,29 // Max offensive, single player, each skill level 29,29,29,29,29,29,29 // Max offensive, each network game type 7500,10000,15000 // APO cost, single player 5000,5000,5000,5000,5000,5000,5000 // APO cost, each network game type 7500,5000,2500 // Trade-in APO value, single player 2500,2500,2500,2500,2500,2500,2500 // Trade-in APO value, each network game type 7500,10000,30000 // APO substitution value, single player 5000,5000,5000,5000,5000,5000,5000 // APO substitution, each network game type 15000,20000,60000 // APO potential substitution value, single player 10000,10000,10000,10000,10000,10000,10000 // APO potential substitution, each network game type 1.0 // Armour starting value 1.25 // Power starting value 1.0 // Offensive starting value 0.91 // Armour per-level multiplier 1.06 // Power per-level multiplier 1.06 // Offensive per-level multiplier 89 // Powerup number to use when time powerup got during network game 10000,5000,2500 // Starting money for each skill level 0,2000,5000,10000,20000,0,0 // Starting money in network mode 30 // Starting time in network mod ('Tag') 30 // Starting time in network mod ('Fox') 10,20,30 // Repair cost for each skill level (cred per % damage) 15,15,7.5,7.5,7.5,7.5,7.5 // Repair cost for each net game (cred per % damage) 1000, 2000, 4000 // Recovery cost for each skill level 1000,1000,1000,1000,1000,1000,1000 // Recovery cost for each net game type 1.0,1.0,1.0 // Car softness factor for each net skill level 1.0,1.5,1.5,1.5,1.5,1.5,1.5 // Car softness factor for each net game type 1.0,1.0,1.0 // Car-to-car damage multiplier for each net skill level 2.0,3.0,1.0,1.0,1.0,1.0,1.0 // Car-to-car damage multiplier for each net game type // Score targets for each net game type 0,3,50,0,0,60,240 90 // Pickup respawn min time (seconds) 60 // Pickup respawn max extra time (seconds) 60 // Demo race rank equivalent // Demo opponents 1 2 3 4 5 6 7 // default Gravity Multiplier 1 // Flic sound delays 0 // Delay (in seconds) before sound during pre-smack flic 0 // Delay (in seconds) before sound during post-smack flic 0 // Delay (in seconds) before sound during 'not in demo' flic 0 // Delay (in seconds) before sound during post-demo slideshow flic // Time (in seconds) that credits take before they reach the recovery // amount when self-increasing (if starting at zero) // // First line is for single-player games, second is for each type of // network game. Zero means don't tick up. 0 60,60,60,60,60,60,60 100 // Percentage chance of car exploding 5400 // Sound ID BOOM.PIX // Name of pixelmap file 3 // Number of explosion groups 1,1 // min count, max count 0,0 // min start delay, max start delay 0,0.25,0 // offset 0,0.1 // min x factor, max x factor 0,0.1 // min y factor, max y factor 0,0.1 // min z factor, max z factor 8,8 // min frame rate, max frame rate 15,15 // min scaling factor, max scaling factor randomrotate // rotate mode 7 // number of frames 50 // opacity ex00001 // frame pix name 75 ex00002 75 ex00003 100 ex00004 100 ex00005 50 ex00006 25 ex00007 8,8 // min count, max count 0.1,0.3 // min start delay, max start delay 0,0.25,0 // offset 0.2,0.7 // min x factor, max x factor 0.2,0.7 // min y factor, max y factor 0.2,0.7 // min z factor, max z factor 7,11 // min frame rate, max frame rate 7,9 // min scaling factor, max scaling factor randomrotate // rotate mode 7 // number of frames 50 // opacity ex00001 // frame pix name 75 ex00002 75 ex00003 100 ex00004 100 ex00005 50 ex00006 25 ex00007 5,15 // min count, max count 0.15,0.6 // min start delay, max start delay 0,0.25,0 // offset 0.5,1.1 // min x factor, max x factor 0.5,1.1 // min y factor, max y factor 0.5,1.1 // min z factor, max z factor 7,12 // min frame rate, max frame rate 4,6 // min scaling factor, max scaling factor randomrotate // rotate mode 7 // number of frames 50 // opacity ex00001 // frame pix name 75 ex00002 75 ex00003 100 ex00004 100 ex00005 50 ex00006 25 ex00007 // Powerup connotations 1 // Number of sounds 5401 // Sound ID 0 // Shrapnel count 2 // Number of explosion groups 1,1 // min count, max count 0,0 // min start delay, max start delay 0,0.15,0 // offset 0,0 // min x factor, max x factor 0,0 // min y factor, max y factor 0,0 // min z factor, max z factor 8,8 // min frame rate, max frame rate 15,15 // min scaling factor, max scaling factor norotate // rotate mode 6 // number of frames 50 // opacity BING1 // frame pix name 75 BING2 75 BING3 100 BING4 100 BING5 50 BING6 5,15 // min count, max count 0.15,0.6 // min start delay, max start delay 0,0.15,0 // offset 0.5,1.8 // min x factor, max x factor 0.5,1.8 // min y factor, max y factor 0.5,1.8 // min z factor, max z factor 9,12 // min frame rate, max frame rate 12,16 // min scaling factor, max scaling factor randomrotate // rotate mode 7 // number of frames 50 // opacity TWINK1 // frame pix name 75 TWINK2 // frame pix name 75 TWINK3 // frame pix name 100 TWINK4 // frame pix name 100 TWINK3 50 TWINK2 25 TWINK1 none // No slick material 0 // No non-car cuboids 0 // No smash activation cuboids 0 // Extension flags 0 // Room turn on none // Award code 0 // No variable changes