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Text File  |  1998-07-29  |  10KB  |  339 lines

  1. 1                        // Disable TIFF conversion
  2.  
  3. 0.03 0.01                // Hithers, general then cockpit mode
  4. 35.00                    // Yon
  5. 55.55                    // Camera angle
  6. 7                        // Headup background brightness amount
  7.  
  8. 99                        // Initial rank
  9.  
  10. 20000,35000,40000        // Credits per rank for each skill level
  11.  
  12. START OF CRUSH SETTINGS
  13.  
  14. 4                // version
  15.  
  16. // CRUSHING
  17.  
  18. 0.0135            // gDistortion_factor
  19. 0.06            // gMin_crush_force
  20. 0.5                // gMax_crush_force
  21. 1.5                // gForce_to_movement_factor
  22. 0.01            // gMax_crush_dist_sq
  23.  
  24. // SPLITTING
  25.  
  26. 2.5                // gMin_force_to_split_XZ_per_tonne
  27. 2.5                // gMin_force_to_split_Y_per_tonne
  28. 50                // gMin_split_damage
  29. 100                // gMax_split_damage
  30.  
  31. // BUCKLING
  32.  
  33. 10                // gChance_of_inverse_buckle
  34.  
  35. // FLAPPING AND JOINT SNAPPING
  36.  
  37. 0.02            // gFlap_inertia_fudge_biscuit
  38. 1.44            // gBatty_gravity
  39. 2.0                // gTorque_to_snap_per_tonne
  40.  
  41. // DETACHING
  42.  
  43. 5000            // gMax_detach_time_ms
  44. 0.1                // gNormal_force_to_detach
  45.  
  46. // BENDING
  47.  
  48. 0.4                // gMin_bend_force
  49. 30                // gChance_of_bending
  50. 30                // gMin_bend_angle
  51. 10                // gMin_bend_damage
  52. 40                // gMax_bend_damage
  53.  
  54. END OF CRUSH SETTINGS
  55.  
  56. 20,10,5                    // Time per ped kill for each skill level
  57.  
  58. 1.0,0.75,0.50            // Seconds per unit car damage for each skill level (with peds)
  59. 15,13,11                    // Credits per unit car damage for each skill level (with peds)
  60. 120,90,60                // Time awarded for wasting car for each skill level (with peds)
  61. 3000,2000,1000            // Credits awarded for wasting car for each skill level (with peds)
  62. 60,30,15                // Time awarded for rolling car for each skill level (with peds)
  63. 1000,1000,1000            // Credits awarded for rolling car for each skill level (with peds)
  64. 2000,500,50                // Credits awarded for checkpoints for each skill level (with peds)
  65.  
  66. 1000,1000,1000            // Jump start fine for each level
  67. 15,10,5                    // Credits per second of time bonus
  68. 2000,1000,500            // Cunning stunt bonus for each skill level
  69.  
  70. // Cars to use as defaults:
  71. EAGLE3.TXT
  72. ANNIECAR.TXT
  73.  
  74. 1.3                // Opponent nastiness influencer, < 1 = nicer, > 1 = nastier (values between 0.1 and 10 should do)
  75. 120                // Min time in secs after last contact with play before opponent considers repairing
  76. 240                // Min time in secs after last contact with play before opponent considers repairing
  77.  
  78. // Default underwater special volume parameters
  79.  
  80. 0.2                                    // gravity multiplier
  81. 50                                    // viscosity multiplier
  82. 0                                    // Car damage per millisecond
  83. 0.002                                // Pedestrian damage per millisecond
  84. 0                                    // camera effect index
  85. 1                                    // Sky colour
  86. M25.MAT                                // Windscreen material to use
  87. 5100                                // Sound ID of entry noise
  88. 5100                                // Sound ID of exit noise
  89. 2                                    // Engine noise index
  90. 0                                    // material index
  91.  
  92. 1,0,0                                // Initial armour, single player, each skill level
  93. 0,0,0,0,0,0,0                        // Initial armour, each network game type
  94. 1,0,0                                // Initial power, single player, each skill level
  95. 0,0,0,0,0,0,0                        // Initial power, each network game type
  96. 1,0,0                                // Initial offensive, single player, each skill level
  97. 0,0,0,0,0,0,0                        // Initial offensive, each network game type
  98.  
  99. 7,4,2                                // Initial potential armour, single player, each skill level
  100. 4,4,4,4,4,4,4                        // Initial potential armour, each network game type
  101. 7,4,2                                // Initial potential power, single player, each skill level
  102. 4,4,4,4,4,4,4                        // Initial potential power, each network game type
  103. 7,4,2                                // Initial potential offensive, single player, each skill level
  104. 4,4,4,4,4,4,4                        // Initial potential offensive, each network game type
  105.  
  106. 29,29,29                            // Max armour, single player, each skill level
  107. 29,29,29,29,29,29,29                // Max armour, each network game type
  108. 29,29,29                            // Max power, single player, each skill level
  109. 29,29,29,29,29,29,29                // Max power, each network game type
  110. 29,29,29                            // Max offensive, single player, each skill level
  111. 29,29,29,29,29,29,29                // Max offensive, each network game type
  112.  
  113. 7500,10000,15000                    // APO cost, single player
  114. 5000,5000,5000,5000,5000,5000,5000    // APO cost, each network game type
  115.  
  116. 7500,5000,2500                        // Trade-in APO value, single player
  117. 2500,2500,2500,2500,2500,2500,2500    // Trade-in APO value, each network game type
  118.  
  119. 7500,10000,30000                    // APO substitution value, single player
  120. 5000,5000,5000,5000,5000,5000,5000    // APO substitution, each network game type
  121.  
  122. 15000,20000,60000                    // APO potential substitution value, single player
  123. 10000,10000,10000,10000,10000,10000,10000    // APO potential substitution, each network game type
  124.  
  125. 1.0                                    // Armour starting value
  126. 1.25                                // Power starting value
  127. 1.0                                    // Offensive starting value
  128.  
  129. 0.91                                // Armour per-level multiplier
  130. 1.06                                // Power per-level multiplier
  131. 1.06                                // Offensive per-level multiplier
  132.  
  133. 89                                    // Powerup number to use when time powerup got during network game
  134.  
  135. 10000,5000,2500                        // Starting money for each skill level
  136. 0,2000,5000,10000,20000,0,0            // Starting money in network mode
  137.  
  138. 30                                    // Starting time in network mod ('Tag')
  139. 30                                    // Starting time in network mod ('Fox')
  140.  
  141. 10,20,30                            // Repair cost for each skill level (cred per % damage)
  142. 15,15,7.5,7.5,7.5,7.5,7.5            // Repair cost for each net game (cred per % damage)
  143.  
  144. 1000, 2000, 4000                    // Recovery cost for each skill level
  145. 1000,1000,1000,1000,1000,1000,1000    // Recovery cost for each net game type
  146.  
  147. 1.0,1.0,1.0                            // Car softness factor for each net skill level
  148. 1.0,1.5,1.5,1.5,1.5,1.5,1.5            // Car softness factor for each net game type
  149.  
  150. 1.0,1.0,1.0                            // Car-to-car damage multiplier for each net skill level
  151. 2.0,3.0,1.0,1.0,1.0,1.0,1.0            // Car-to-car damage multiplier for each net game type
  152.  
  153. // Score targets for each net game type
  154. 0,3,50,0,0,60,240
  155.  
  156. 90                                    // Pickup respawn min time (seconds)
  157. 60                                    // Pickup respawn max extra time (seconds)
  158.  
  159. 60                        // Demo race rank equivalent
  160.  
  161. // Demo opponents
  162. 1
  163. 2
  164. 3
  165. 4
  166. 5
  167. 6
  168. 7
  169.  
  170. // default Gravity Multiplier
  171. 1
  172.  
  173. // Flic sound delays
  174.  
  175. 0                        // Delay (in seconds) before sound during pre-smack flic
  176. 0                        // Delay (in seconds) before sound during post-smack flic
  177. 0                        // Delay (in seconds) before sound during 'not in demo' flic
  178. 0                        // Delay (in seconds) before sound during post-demo slideshow flic
  179.  
  180. // Time (in seconds) that credits take before they reach the recovery
  181. // amount when self-increasing (if starting at zero)
  182. //
  183. // First line is for single-player games, second is for each type of
  184. // network game. Zero means don't tick up.
  185.  
  186. 0
  187. 60,60,60,60,60,60,60
  188.  
  189.  
  190. 100                        // Percentage chance of car exploding
  191.  
  192. 5400                                    // Sound ID
  193.     
  194. BOOM.PIX                // Name of pixelmap file
  195.  
  196. 3                                        // Number of explosion groups
  197.     1,1                                        // min count, max count
  198.     0,0                                        // min start delay, max start delay
  199.     0,0.25,0                                // offset
  200.     0,0.1                                    // min x factor, max x factor
  201.     0,0.1                                    // min y factor, max y factor
  202.     0,0.1                                    // min z factor, max z factor
  203.     8,8                                        // min frame rate, max frame rate
  204.     15,15                                    // min scaling factor, max scaling factor
  205.     randomrotate                            // rotate mode
  206.     7                                        // number of frames
  207.         50                                    // opacity
  208.         ex00001                            // frame pix name
  209.         75
  210.         ex00002
  211.         75
  212.         ex00003
  213.         100
  214.         ex00004
  215.         100
  216.         ex00005
  217.         50
  218.         ex00006
  219.         25
  220.         ex00007
  221.  
  222.     8,8                                        // min count, max count
  223.     0.1,0.3                                    // min start delay, max start delay
  224.     0,0.25,0                                // offset
  225.     0.2,0.7                                    // min x factor, max x factor
  226.     0.2,0.7                                    // min y factor, max y factor
  227.     0.2,0.7                                    // min z factor, max z factor
  228.     7,11                                    // min frame rate, max frame rate
  229.     7,9                                        // min scaling factor, max scaling factor
  230.     randomrotate                            // rotate mode
  231.     7                                        // number of frames
  232.         50                                    // opacity
  233.         ex00001                            // frame pix name
  234.         75
  235.         ex00002
  236.         75
  237.         ex00003
  238.         100
  239.         ex00004
  240.         100
  241.         ex00005
  242.         50
  243.         ex00006
  244.         25
  245.         ex00007
  246.  
  247.     5,15                                    // min count, max count
  248.     0.15,0.6                                // min start delay, max start delay
  249.     0,0.25,0                                // offset
  250.     0.5,1.1                                    // min x factor, max x factor
  251.     0.5,1.1                                    // min y factor, max y factor
  252.     0.5,1.1                                    // min z factor, max z factor
  253.     7,12                                    // min frame rate, max frame rate
  254.     4,6                                        // min scaling factor, max scaling factor
  255.     randomrotate                            // rotate mode
  256.     7                                        // number of frames
  257.         50                                    // opacity
  258.         ex00001                            // frame pix name
  259.         75
  260.         ex00002
  261.         75
  262.         ex00003
  263.         100
  264.         ex00004
  265.         100
  266.         ex00005
  267.         50
  268.         ex00006
  269.         25
  270.         ex00007
  271.  
  272.  
  273. // Powerup connotations
  274.  
  275. 1                                        // Number of sounds
  276.     5401                                    // Sound ID
  277.     
  278. 0                                        // Shrapnel count
  279.  
  280. 2                                        // Number of explosion groups
  281.     1,1                                        // min count, max count
  282.     0,0                                        // min start delay, max start delay
  283.     0,0.15,0                                // offset
  284.     0,0                                        // min x factor, max x factor
  285.     0,0                                        // min y factor, max y factor
  286.     0,0                                        // min z factor, max z factor
  287.     8,8                                        // min frame rate, max frame rate
  288.     15,15                                    // min scaling factor, max scaling factor
  289.     norotate                        // rotate mode
  290.     6                                        // number of frames
  291.         50                                    // opacity
  292.         BING1                            // frame pix name
  293.         75
  294.         BING2
  295.         75
  296.         BING3
  297.         100
  298.         BING4
  299.         100
  300.         BING5
  301.         50
  302.         BING6
  303.         
  304.  
  305. 5,15                                    // min count, max count
  306.     0.15,0.6                                // min start delay, max start delay
  307.     0,0.15,0                                // offset
  308.     0.5,1.8                                    // min x factor, max x factor
  309.     0.5,1.8                                    // min y factor, max y factor
  310.     0.5,1.8                                    // min z factor, max z factor
  311.     9,12                                    // min frame rate, max frame rate
  312.     12,16                                        // min scaling factor, max scaling factor
  313.     randomrotate                            // rotate mode
  314.     7                                        // number of frames
  315.         50                                    // opacity
  316.         TWINK1                            // frame pix name
  317.         75
  318.         TWINK2                            // frame pix name
  319.         75
  320.         TWINK3                            // frame pix name
  321.         100
  322.         TWINK4                            // frame pix name
  323.         100
  324.         TWINK3                            
  325.         50
  326.         TWINK2                            
  327.         25
  328.         TWINK1                            
  329.  
  330.  
  331. none                                    // No slick material
  332. 0                                        // No non-car cuboids
  333. 0                                        // No smash activation cuboids
  334. 0                                        // Extension flags
  335. 0                                        // Room turn on
  336. none                                    // Award code
  337. 0                                        // No variable changes
  338.  
  339.