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Text File  |  1998-12-11  |  8KB  |  311 lines

  1. ################################################################################
  2. #
  3. #    Generic Game Settings
  4. #
  5. ################################################################################
  6. #
  7. #            
  8. #-----------------------------------------------------------------------
  9. #
  10. # Action Points Consumption for Each type of Action
  11. #
  12. #-----------------------------------------------------------------------
  13. #
  14. 20        # AP_CAST_SPELL = 20;
  15. 3        # AP_WALK = 3;
  16. 2        # AP_RUN = 2;
  17. 1        # AP_TURN = 1;
  18. 2        # AP_CROUCH = 2;
  19. 2        # AP_STAND = 2;
  20. 2        # AP_OPEN_DOOR = 2;
  21. 4        # AP_DROP_ITEM = 4;
  22. 4        # AP_PICKUP_ITEM = 4;
  23. 10        # AP_THROW_ITEM = 10;
  24. 10        # AP_USE_MEDIKIT = 10;
  25. 15        # AP_USE_SCANNER = 15;
  26. 10        # AP_JUMP = 10;
  27. 15        # AP_THROW_GRENADE = 15;
  28. 4        # AP_HALF_TURN = 4;
  29. 15        # AP_TO_CLEAR_JAMMED_WEAPON = 15;
  30. 10        # AP_HAND_TO_HAND_ROUND = 10;
  31. 2        # AP_TO_USE_SWITCH = 2;
  32. 10        # AP_TO_USE_KEY = 10;
  33. 10        # AP_TO_BOARD_DISEMBARK = 10;
  34. 12        # AP_WHEN_ON_FIRE = 12
  35. 18        # AP_WHEN_BROKEN = 18
  36. #
  37. #-----------------------------------------------------------------------
  38. #
  39. #    Other Miscellaneous Data Fields
  40. #
  41. #-----------------------------------------------------------------------
  42. #
  43. 20        # OCCASIONAL_SOUND_PERCENT = 20;
  44. 40        # OCCASIONAL_MOVEMENT_SOUND = 40;
  45. 120        # FULL_JUMP_FUEL = 120;
  46. 24        # MAX_JUMP_DISTANCE = 24;
  47. 5        # FLY_FRAMES_PER_CELL = 5;
  48. 40        # POWER_ARMOR_RATING = 40;
  49. 110        # TERMINATOR_ARMOR_RATING = 110;
  50. 110        # BLOOD_THIRSTER_ARMOR_RATING = 110;
  51. 30        # DEAMONIC_ARMOR_RATING = 30;
  52. 0        # PRIMATIVE_ARMOR_RATING = 0;
  53. 0        # HORROR_ARMOR_RATING = 0;
  54. 60        # ARMOR_DICE = 60;
  55. 20        # JUMP_PIXELS_PER_FRAME = 20;
  56. 200        # CHARCTER ANIMATION DELAY
  57. 400        # VEHICLE ANIMATION DELAY
  58. 1000    # LOOPING EFFECTS DELAY
  59. 1000    # FIRE ANIMATION DELAY
  60. 1        # CHARACTER_FIRE_TRANSPARENCY
  61. 8        # MISSLE_DRAW_OFFSET pixels per missile piece
  62. 9950    # WEAPON_JAM_PERCENT = 9950    which is 99.5%
  63. 3        # SCAN_FREQUENCY = 5
  64. 5        # COVER_SEARCH_RADIUS 3
  65. 60000    # DIALOG_AUTO_CLOSE_TIME
  66. 50        # POINT_BLANK_BALISTIC_SKILL_BONUS = 50
  67. 5        # POINT_BLANK_RANGE = 5
  68. 35        # MINIMUM_OVERWATCH_SHOT_PERCENT = 35
  69. 20        # MULTIPLE_SELECT_DRAG_TOLERANCE = 20 (In Pixels)
  70. 10        # STANDING_GUARD_POST_RADIUS = 10
  71. 10        # MAX_DEAMON_FLY_DISTANCE = 10
  72. 80        # SPELL_LOOPING_VOLUME = 80 (Percentage)
  73. 30        # PERCENT_OF_CHAOS_IN_SECONDARY_QUADRENT = 30;
  74. 5        # NUMBER_OF_RANDOM_CRATES = 5   // D5 + 1
  75. #
  76. #-----------------------------------------------------------------------
  77. #
  78. #    VEHICLE_WALK_TRANSITION_FRAME
  79. #
  80. #-----------------------------------------------------------------------
  81. #
  82. #        DELETED VEHICLE
  83. 0        # N
  84. 0        # NE
  85. 0        # E
  86. 0        # SE
  87. 0        # S
  88. 0        # SW
  89. 0        # W
  90. 0        # NW
  91. #        VTYPE_ULTRA_RHINO        
  92. 5        # N
  93. 5        # NE
  94. 5        # E
  95. 5        # SE
  96. 5        # S
  97. 5        # SW
  98. 5        # W
  99. 5        # NW
  100. #        VTYPE_ULTRA_PREDATOR        
  101. 5        # N
  102. 5        # NE
  103. 5        # E
  104. 5        # SE
  105. 5        # S
  106. 5        # SW
  107. 5        # W
  108. 5        # NW
  109. #        VTYPE_ULTRA_LAND_SPEEDER        
  110. 5        # N
  111. 5        # NE
  112. 5        # E
  113. 5        # SE
  114. 5        # S
  115. 5        # SW
  116. 5        # W
  117. 5        # NW
  118. #        VTYPE_ULTRA_DREADNOUGHT        
  119. 5        # N
  120. 5        # NE
  121. 5        # E
  122. 5        # SE
  123. 5        # S
  124. 5        # SW
  125. 5        # W
  126. 5        # NW
  127. #        VTYPE_CHAOS_RHINO        
  128. 5        # N
  129. 5        # NE
  130. 5        # E
  131. 5        # SE
  132. 5        # S
  133. 5        # SW
  134. 5        # W
  135. 5        # NW
  136. #        VTYPE_CHAOS_PREDATOR        
  137. 5        # N
  138. 5        # NE
  139. 5        # E
  140. 5        # SE
  141. 5        # S
  142. 5        # SW
  143. 5        # W
  144. 5        # NW
  145. #        VTYPE_CHAOS_DREADNOUGHT        
  146. 5        # N
  147. 5        # NE
  148. 5        # E
  149. 5        # SE
  150. 5        # S
  151. 5        # SW
  152. 5        # W
  153. 5        # NW
  154. #
  155. #-----------------------------------------------------------------------
  156. #
  157. # Multiplayer Choose Units Menu
  158. # Total number of allowed squad types
  159. #
  160. #-----------------------------------------------------------------------
  161. #
  162. 1        # TERMINATOR_SQUAD                = 1
  163. 3        # TACTICAL_SQUAD                = 3
  164. 2        # ASSULT_SQUAD                    = 2
  165. 2        # DEVASTATOR_SQUAD                = 2
  166. #
  167. 3        # CHAOS_SQUAD                    = 3
  168. 2        # CHAOS_KHORNE_SQUAD            = 2
  169. 1        # CHAOS_TERMINATOR_SQUAD        = 1
  170. 3        # CHAOS_CULTIST_SQUAD            = 3
  171. #
  172. 1        # LIBRARIAN_SQUAD                = 1
  173. 1        # TECHMARINE_SQUAD                = 1
  174. 1        # APOTHECARY_SQUAD                = 1
  175. 1        # CHAPLAIN_SQUAD                = 1
  176. 1        # CAPTAIN_SQUAD                    = 1
  177. #
  178. 1        # CHAOS_LORD_SQUAD                = 1
  179. 1        # CHAOS_CHAPLAIN_SQUAD            = 1
  180. 1        # CHAOS_SORCERER_SQUAD            = 1
  181. 1        # CHAOS_BLOOD_THIRSTER_SQUAD    = 1
  182. 1        # CHAOS_BLOOD_LETTER_SQUAD        = 1
  183. 1        # CHAOS_FLESH_HOUND_SQUAD        = 1
  184. 1        # CHAOS_LORD_OF_CHANGE_SQUAD    = 1
  185. 1        # CHAOS_FLAMER_SQUAD            = 1
  186. 1        # CHAOS_PINK_HORROR_SQUAD        = 1
  187. 0        # CHAOS_BLUE_HORROR_SQUAD        = 0
  188. #
  189. # Total number of allowed vehicle types
  190. #
  191. 2        # VTYPE_ULTRA_RHINO                = 2
  192. 2        # VTYPE_ULTRA_PREDATOR            = 2
  193. 2        # VTYPE_ULTRA_LAND_SPEEDER        = 2
  194. 2        # VTYPE_ULTRA_DREADNOUGHT        = 2
  195. 2        # VTYPE_CHAOS_RHINO                = 2
  196. 2        # VTYPE_CHAOS_PREDATOR            = 2
  197. 2        # VTYPE_CHAOS_DREADNOUGHT        = 2
  198. #
  199. #-----------------------------------------------------------------------
  200. #
  201. # Option Screen Defaults
  202. #
  203. #-----------------------------------------------------------------------
  204. #
  205. 1        # Movies ON/OFF
  206. 1        # Music ON/OFF
  207. 1        # Combat Voices ON/OFF
  208. 0        # Grid ON/OFF
  209. 1        # Show Paths ON/OFF
  210. 1        # Point Save ON/OFF
  211. 0        # Auto Cut Level ON/OFF
  212. 1        # Show Unit Animations ON/OFF
  213. 3        # Combat Resolution (1 = 640x480,  2 = 800x600,  3 = 1024x768)
  214. 100        # Music Volume
  215. 100        # Sound Effects Volume
  216. 66        # Unit Animation Speed % (see CHARCTER ANIMATION DELAY and VEHICLE ANIMATION DELAY for worst case value)
  217. 66        # Effect Animation Speed % (see LOOPING EFFECTS DELAY for worst case value)
  218. #
  219. #-----------------------------------------------------------------------
  220. #
  221. # Campaign Map Filenames
  222. # These files must be saved with the campaign flag set to TRUE in the Scenario Builder
  223. #
  224. #-----------------------------------------------------------------------
  225. #
  226. Chapter01.MAP
  227. Chapter02.MAP
  228. Chapter03.MAP
  229. Chapter04.MAP
  230. Chapter05.MAP
  231. Chapter06.MAP
  232. Chapter07.MAP
  233. Chapter08.MAP
  234. Chapter09.MAP
  235. Chapter10.MAP
  236. Chapter11.MAP
  237. Chapter12.MAP
  238. Chapter13.MAP
  239. Chapter14.MAP
  240. Chapter15.MAP
  241. #
  242. #-----------------------------------------------------------------------
  243. #
  244. # Campaign End Mission Wave Filenames
  245. # Use "none" for no wave file to be played
  246. #
  247. #-----------------------------------------------------------------------
  248. #
  249. none
  250. none
  251. VOMISH03.wav 
  252. none
  253. none
  254. none
  255. none
  256. none
  257. none
  258. none
  259. none
  260. none
  261. none
  262. none
  263. none
  264. #
  265. #-----------------------------------------------------------------------
  266. #
  267. 5        #    RANGE THAT DEFINES A COHERENT FORCE FOR THE AI
  268. #
  269. #----------------------------------------------------------------------
  270. #        AI DELTA PRIORITY WEIGHTS FOR EACH SPELL
  271. #
  272. 0        #  EW_SPELL_HELL_FIRE = 0;
  273. 0        #  EW_SPELL_LIGHTNING_ARC = 0;
  274. 0        #  EW_SPELL_GATE = 0;
  275. 0        #  EW_SPELL_ASSAIL = 0;
  276. 0        #  EW_SPELL_DISPLACEMENT = 0;
  277. 0        #  EW_SPELL_MACHINE_CURSE = 0;
  278. 0        #  EW_SPELL_SCAN = 0;
  279. 8        #  EW_SPELL_QUICKENING = 8;
  280. 0        #  EW_SPELL_STRENGTH_OF_MIND = 0;
  281. 0        #  EW_SPELL_SMITE = 0;
  282. 8        #  EW_SPELL_IRON_ARM = 8;
  283. 0        #  EW_SPELL_SALAMANDER = 0;
  284. 0        #  EW_SPELL_TELEPORT = 0;
  285. 0        #  EW_SPELL_PSYCHIC_SHIELD = 0;
  286. 0        #  EW_SPELL_DESTROY_DAEMON = 0;
  287. 0        #  EW_SPELL_HOLOCAUST = 0;
  288. 0        #  EW_SPELL_SCOURGE = 0;
  289. 0        #  EW_SPELL_PURGE = 0;
  290. 0        #  EW_SPELL_AURA_OF_FIRE = 0;
  291. 0        #  EW_SPELL_VORTEX = 0;
  292. 0        #  EW_SPELL_STORM_OF_WRATH = 0;
  293. 0        #  EW_SPELL_AURA_OF_FORTITUDE = 0;
  294. 0        #  EW_SPELL_PINK_FIRE_OF_TZEENTCH = 0;
  295. 0        #  EW_SPELL_BOLT_OF_CHANGE = 0;
  296. 0        #  EW_SPELL_TZEENTCH_FIRE_STORM = 0;
  297. #
  298. # -------------------------------------------------------
  299. #        AI PRIORITY 
  300. # -------------------------------------------------------
  301. 12        #  EW_SPECIAL_CHARACTER = 12;
  302. 12        #  EW_VEHICLE = 12;
  303. 8        #  EW_TERMINATOR = 8;
  304. 8        #  EW_HEAVY_WEAPON = 8;
  305. 4        #  EW_REGULAR = 4;
  306. 1        #  EW_CULTIST = 1;
  307. #
  308. #
  309. 200        # AI_COMMAND_INFINATE_LOOP_COUNTER_WATER_MARK = 200    DON'T MESS WITH THIS IT CAN CRIPPLE THE AI
  310. #
  311. #