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INI File | 2005-02-02 | 18.0 KB | 490 lines
[SwatGame.SwatPawn] FirstPersonFOV=85.0 bWeaponBob=true bob=0.002 ; maximum distance that compliance is issued for MaxComplianceIssueDistance=2000.0 CollisionRadius=24.0 CollisionHeight=64.0 CrouchHeight=52.0 CrouchRadius=24.0 ;Remember: CollisionHeight and CrouchHeight are half of the total respective heights GroundSpeed=150.00 ;BaseEyeHeight is added to CollisionHeight to find the actual height the eye is from the ground. ;CrouchEyeHeight is added to CrouchHeight to find the actual height the eye is from the ground when crouching. BaseEyeHeight=48.0 CrouchEyeHeight=35.0 ; Relevancy Configuration ; distance in the sound propogation system (Unreal units) that we are relevant to another pawn ; currently set to the maximum sound distance for AIs hearing a player sprint (800) RelevancyPropogationDistance=800.0 ; the distance in Unreal units that we will be always relevent to another pawn RelevancyLOSDistance=160.0 ;Time it takes a Player to Qualify to Arrest another Pawn ;(Can be specified independently for SwatPawn subclasses) QualifyTimeForArrest=3.0 ;Percentage compared to our current health divided by our original health ;that determines appropriate injured speech PercentageHealthForIntenseInjury=0.5 ; Male and Female Anim Groups MaleAnimGroups=SWATMaleAnimation.SWATaimPoses MaleAnimGroups=SWATMaleAnimation.SWAThostage MaleAnimGroups=SWATMaleAnimation.SWATmovement MaleAnimGroups=SWATMaleAnimation.SWATinjuries MaleAnimGroups=SWATMaleAnimation.SWATfidgets MaleAnimGroups=SWATMaleAnimation.SWATaction FemaleAnimGroups=FemaleAnimation.FEMALEaimPoses FemaleAnimGroups=FemaleAnimation.FEMALEhostage FemaleAnimGroups=FemaleAnimation.FEMALEmovement FemaleAnimGroups=FemaleAnimation.FEMALEinjuries FemaleAnimGroups=FemaleAnimation.FEMALEfidgets FemaleAnimGroups=FemaleAnimation.FEMALEaction AnimBoneBase=Bip01 AnimBoneSpineLow=Bip01_Spine1 AnimBoneRightShoulder=Bip01_R_UpperArm AnimBoneHead=Bip01_Head AnimBoneJaw=Bone03Jaw ; Note, this is different on SwatPlayers NormalAimLocationBone=Bip01_Spine2 LeanAimLocationBone=Bip01_Head NormalFireLocationBone=Bip01_Spine2 LeanFireLocationBone=Bip01_Head AnimSocketGripRhand=GripRhand AnimSocketGripBack=GripBack AnimSocketGripHolster=GripHolster AnimSocketGripBelt1=GripBelt1 AnimSocketGripBelt2=GripBelt2 AnimSocketHolster=Holster AnimSocketPouch=Pouch AnimSocketHeadGear=HeadGear [SwatGame.SwatPlayer] ; Head looks correct from the player's perspective even though we fire at the upper spine NormalAimLocationBone=Bip01_Head LeanAimLocationBone=Bip01_Head PreThrowAnimation=sPullPinUpper ThrowShortAnimation=sThrowShortUpper ThrowLongAnimation=sThrowLongUpper ThrowAnimationRootBone=Bip01_Spine1 ThrowAnimationTweenTime=0.0 ;velocity of the grenade in unreal units per second, per second that the throw button is held ThrowSpeedTimeFactor=360.000000 ;clamp the min & max velocity of a thrown grenade ThrowSpeedRange=(Max=1500.0,Min=350.0) ;if a ThrownWeapon is thrown at a speed less than this, then the 'short' animations are played, otherwise, 'long' animations are used ;Note: this should match the setting in SwatGame.ini [Engine.Hands] MinimumLongThrowSpeed=1000.0 ;see comments in SwatPlayer.uc PawnModelApparentBaseEyeHeight=30.0 PawnModelApparentCrouchEyeHeight=6.0 ;*********************** ;sting grenade camera effect tuning ;*********************** ;the effect will drop-off evenly over the last x% of the duration StingEffectDropOffTimePercent=0.2 StingEffectFrequency=6.0 ;maximum angular offset in unreal angle units (65535 unreal angle units is 360 degrees) StingViewEffectAmplitude=(Roll=9000,Pitch=9000,Yaw=9000) ;in input units per second StingInputEffectMagnitude=9 ;in unreal distance units, the farthest shake distance TasedViewEffectAmplitude=20 ;how often to recenter TasedViewEffectFrequency=200 ;*********************** ;Leaning tuning ;*********************** ; The length of time, in seconds, it takes for the first person view to go from unleaned, to fully leaned. LeanTransitionDuration=0.3 ; Horizontal offset distance the first-person camera moves on a full-lean. LeanHorizontalDistance=44.0f ; The vertical offset distance the first-person camera moves on a full-lean. LeanVerticalDistance=-16.0f ; The roll angle (in degrees) of the first-person camera during a full-lean. LeanRollDegrees=8.0f ; Control points on the bezier curve that smooths out the first-person lean a bit. Pt0 is locked at (0,0) ; and Pt4 is locked at (1,1). These control points allow finer control over how the lean looks. LeanBezierPt1X=0.4f LeanBezierPt1Y=0.0f LeanBezierPt2X=0.6f LeanBezierPt2Y=1.0f ;********************** ;Low-Ready ;********************** ;Tween time for playing fire while in low-ready LowReadyFireTweenTime=0.0 ;************************ ;AI Throwing data ;************************ [SwatGame.SwatAI] ; SwatAI has different collision radii than SwatPawn CollisionRadius=24.0 CrouchRadius=24.0 ; when the SwatAI releases a ThrownWeapon (AnimNotify_Use), the initial location of the projectile ; will be set to the Pawn's Location + ThrownProjectileInitialOffset OverhandThrownProjectileInitialOffset=(X=47.0,Y=15,Z=49.0) UnderhandThrownProjectileInitialOffset=(X=36.0,Y=24.0,Z=-10.0) ; in degrees ThrownProjectilePitch=15 ThrowShortAnimation=sThrowShort ThrowLongAnimation=sThrowLong ThrowFromLeftAnimation=sGrenadeThrowLeft ThrowFromRightAnimation=sGrenadeThrowRight ThrowAnimationTweenTime=0.1 ; the amount of time since we were last rendered required ; before we start using simple vision and idling MinLastRenderedTimeDeltaForRelevency=5.0 ; amount of time before we care about the player blocking our path PlayerBlockingPathTime=3.0 ; maximum distance that an AI will throw underhand MaxUnderhandThrowDistance=1024.00 ; ZOffset for overhand throw ; if the Target.Location > (Location.Z + ZPositiveOffsetForOverhandThrow), ; reguardless of the MaxUnderhandThrowDistance we will throw overhand ZPositiveOffsetForOverhandThrow=96.0 ; amount of time that we're not rendered before we stop testing ; each node on our path's current reachability PathReachabilityRenderedRecentlyDelta=5.0 ; Flashbang animations FBStandingReactionAnimations=sReactionFB FBStandingNoWeaponReactionAnimations=sReactionFBNoWeapon FBCrouchingReactionAnimations=cReactionFB FBCrouchingNoWeaponReactionAnimations=cReactionFBNoWeapon FBCompliantReactionAnimations=ComplyReactionFB FBRestrainedReactionAnimations=cuffedReactionFB FBStandingAffectedAnimations=sLoopFB1 FBStandingAffectedAnimations=sLoopFB2 FBStandingNoWeaponAffectedAnimations=sLoopFB1NoWeapon FBStandingNoWeaponAffectedAnimations=sLoopFB2NoWeapon FBCrouchingAffectedAnimations=cLoopFB1 FBCrouchingAffectedAnimations=cLoopFB2 FBCrouchingNoWeaponAffectedAnimations=cLoopFB1NoWeapon FBCrouchingNoWeaponAffectedAnimations=cLoopFB2NoWeapon FBCompliantAffectedAnimations=ComplyLoopFB FBRestrainedAffectedAnimations=cuffedLoopFB FBStandingRecoveryAnimations=sRecoveryFB FBStandingNoWeaponRecoveryAnimations=sRecoveryFBNoWeapon FBCrouchingRecoveryAnimations=cRecoveryFB FBCrouchingNoWeaponRecoveryAnimations=cRecoveryFBNoWeapon FBCompliantRecoveryAnimations=ComplyRecoveryFB FBRestrainedRecoveryAnimations=cuffedRecoveryFB GasStandingReactionAnimations=sReactionGas GasStandingNoWeaponReactionAnimations=sReactionGasNoWeapon GasCrouchingReactionAnimations=cReactionGas GasCrouchingNoWeaponReactionAnimations=cReactionGasNoWeapon GasCompliantReactionAnimations=complyReactionGas GasRestrainedReactionAnimations=cuffedReactionGas GasStandingAffectedAnimations=sLoopGas1 GasStandingAffectedAnimations=sLoopGas2 GasStandingNoWeaponAffectedAnimations=sLoopGas1NoWeapon GasStandingNoWeaponAffectedAnimations=sLoopGas2NoWeapon GasCrouchingAffectedAnimations=cLoopGas1 GasCrouchingAffectedAnimations=cLoopGas2 GasCrouchingNoWeaponAffectedAnimations=cLoopGas1NoWeapon GasCrouchingNoWeaponAffectedAnimations=cLoopGas2NoWeapon GasCompliantAffectedAnimations=ComplyLoopGas1 GasRestrainedAffectedAnimations=cuffedLoopGas GasStandingRecoveryAnimations=sRecoveryGas GasStandingNoWeaponRecoveryAnimations=sRecoveryGasNoWeapon GasCrouchingRecoveryAnimations=cRecoveryGas GasCrouchingNoWeaponRecoveryAnimations=cRecoveryGasNoWeapon GasCompliantRecoveryAnimations=ComplyRecoveryGas GasRestrainedRecoveryAnimations=cuffedRecoveryGas StungStandingReactionAnimations=sReactionFB StungStandingNoWeaponReactionAnimations=sReactionFBNoWeapon StungCrouchingReactionAnimations=cReactionFB StungCrouchingNoWeaponReactionAnimations=cReactionFBNoWeapon StungCompliantReactionAnimations=ComplyReactionFB StungRestrainedReactionAnimations=cuffedReactionFB StungStandingAffectedAnimations=sLoopStunned StungStandingNoWeaponAffectedAnimations=sLoopStunned StungCrouchingAffectedAnimations=cLoopStunned StungCrouchingNoWeaponAffectedAnimations=cLoopStunned StungCompliantAffectedAnimations=ComplyLoopStunned StungRestrainedAffectedAnimations=cuffedLoopFB StungStandingRecoveryAnimations=sRecoveryFB StungStandingNoWeaponRecoveryAnimations=sRecoveryFBNoWeapon StungCrouchingRecoveryAnimations=cRecoveryFB StungCrouchingNoWeaponRecoveryAnimations=cRecoveryFBNoWeapon StungCompliantRecoveryAnimations=ComplyRecoveryFB StungRestrainedRecoveryAnimations=cuffedRecoveryFB TasedStandingReactionAnimations=sTaserReaction TasedCrouchingReactionAnimations=cTaserReaction TasedCompliantReactionAnimations=complyReactionTaser TasedRestrainedReactionAnimations=cuffedReactionTaser TasedStandingAffectedAnimations=sTaserLoop TasedCrouchingAffectedAnimations=cTaserLoop TasedCompliantAffectedAnimations=complyLoopTaser TasedRestrainedAffectedAnimations=cuffedLoopTaser TasedStandingRecoveryAnimations=sTaserRecovery TasedCrouchingRecoveryAnimations=cTaserRecovery TasedCompliantRecoveryAnimations=complyRecoveryTaser TasedRestrainedRecoveryAnimations=cuffedRecoveryTaser ; flinch animations StandingFlinchAnimations=sFlinch StandingFlinchAnimations=sFlinch2 StandingFlinchAnimations=sFlinch3 StandingFlinchAnimations=sFlinch4 StandingFlinchAnimations=sFlinch5 CrouchingFlinchAnimations=cFlinch CrouchingFlinchAnimations=cFlinch2 CrouchingFlinchAnimations=cFlinch3 CrouchingFlinchAnimations=cFlinch4 CrouchingFlinchAnimations=cFlinch5 CompliantFlinchAnimations=ComplyFlinch CompliantFlinchAnimations=ComplyFlinch2 CompliantFlinchAnimations=ComplyFlinch3 CompliantFlinchAnimations=ComplyFlinch4 CompliantFlinchAnimations=ComplyFlinch5 RestrainedFlinchAnimations=CuffedFlinch RestrainedFlinchAnimations=CuffedFlinch2 RestrainedFlinchAnimations=CuffedFlinch3 RestrainedFlinchAnimations=CuffedFlinch4 RestrainedFlinchAnimations=CuffedFlinch5 ; Distance at which the player can report AIs to TOC UsableDistance=2000 ; This is for all AI types. Can be modified for enemies separately ; by adding to a SwatGame.SwatEnemy section, same for officers. MinTimeBetweenFireHG=0.1 MaxTimeBetweenFireHG=0.2 MinTimeBetweenFireSMGSingleShot=0.1 MaxTimeBetweenFireSMGSingleShot=0.2 MinTimeBetweenFireSMGBurst=0.2 MaxTimeBetweenFireSMGBurst=0.4 MinTimeBetweenFireSMGFullAuto=0.5 MaxTimeBetweenFireSMGFullAuto=0.7 MinTimeBetweenFireMGSingleShot=0.1 MaxTimeBetweenFireMGSingleShot=0.2 MinTimeBetweenFireMGFullBurst=0.2 MaxTimeBetweenFireMGFullBurst=0.4 MinTimeBetweenFireMGFullAuto=0.5 MaxTimeBetweenFireMGFullAuto=0.7 MinTimeBetweenFireShotgun=0.3 MaxTimeBetweenFireShotgun=0.6 TurnAwayAnimationHG=TurnAwayRight_HG TurnAwayAnimationHG=TurnAwayRightAlt1_HG TurnAwayAnimationSG=TurnAwayRight_SG TurnAwayAnimationSG=TurnAwayRightAlt1_SG TurnAwayAnimationMG=TurnAwayRight_M4 TurnAwayAnimationMG=TurnAwayRightAlt1_M4 TurnAwayAnimationSMG=TurnAwayRight_SMG TurnAwayAnimationSMG=TurnAwayRightAlt1_SMG TurnAwayAnimationPB=TurnAwayRight_PB [SwatGame.SwatAICharacter] ; amount we will be incapacitated at IncapacitatedHealthAmount=20 RestrainedHandcuffsClassName="SwatEquipment.IAmCuffed" [SwatGame.SwatTrainer] ; Trainer should never become incapacitated or it breaks training mission IncapacitatedHealthAmount=0 RestrainedHandcuffsClassName="SwatEquipment.IAmCuffed" [SwatGame.SwatEnemy] ; Base Aim Error by Skill Level LowSkillAdditionalBaseAimError=7.0 MediumSkillAdditionalBaseAimError=6.0 HighSkillAdditionalBaseAimError=3.0 ; minimum 2d distance between us and another enemy to affect their morale ; also does a line of sight check MinDistanceToAffectMoraleOfOtherEnemiesUponDeath=500.0 ; Range of time per skill level that an Enemy will fire full auto for LowSkillMinTimeToFireFullAuto=1.0 LowSkillMaxTimeToFireFullAuto=2.0 MediumSkillMinTimeToFireFullAuto=0.6 MediumSkillMaxTimeToFireFullAuto=1.0 HighSkillMinTimeToFireFullAuto=0.2 HighSkillMaxTimeToFireFullAuto=0.5 ; animations used for throwing weapons down when they're empty ThrowWeaponDownAnimationsHG=OutOfAmmoDropHG1 ThrowWeaponDownAnimationsHG=OutOfAmmoDropHG2 ThrowWeaponDownAnimationsHG=OutOfAmmoDropHG3 ThrowWeaponDownAnimationsSMG=OutOfAmmoDropSMG1 ThrowWeaponDownAnimationsSMG=OutOfAmmoDropSMG2 ThrowWeaponDownAnimationsMG=OutOfAmmoDropMG1 ThrowWeaponDownAnimationsMG=OutOfAmmoDropMG2 ThrowWeaponDownAnimationsSG=OutOfAmmoDropSG1 ThrowWeaponDownAnimationsSG=OutOfAmmoDropSG2 ; chance that we will play a full body hit animation HighSkillFullBodyHitChance=0.25 MediumSkillFullBodyHitChance=0.5 LowSkillFullBodyHitChance=0.666 [SwatGame.SwatOfficer] ; Range of time that an officer will fire full auto for MinTimeToFireFullAuto=0.2 MaxTimeToFireFullAuto=0.4 ; If set will be the overlay for the officer viewport (note, you can have different overlays for red/blue teams by setting this value in the subclass properties) ViewportOverlayMaterial=Material'HUD.officerviewport' ; time before we say something to the player about hitting us with something harmless against officers DeltaReactionTimeBetweenHarmlessShot=3.0 [SwatGame.SniperPawn] SniperRifleClass=Class'SwatEquipment.SniperRifle' SniperOverlay=Material'HUD.SniperScopeShader' ; frequency of the noise that gets applied when the sniper view isn't moved kSniperBaseFrequency=0.75 ; this frequency gets added to the base frequency above whenever the viewport is moved kSniperMovementAddedFrequency=0.0 ; Base amplitude for the noise that gets applied when the sniper view isn't moved ; Each unit is about approx. 3 degrees. NoiseAmplitudeByFOVLevel(0)=2.5 NoiseAmplitudeByFOVLevel(1)=3.0 NoiseAmplitudeByFOVLevel(2)=3.3 NoiseAmplitudeByFOVLevel(3)=3.8 ; This amplitude gets added when the sniper is being moved, same units as above kSniperMovementAmplitude=15.0 ; How much amplitude and frequency is lost per second... kSniperMovementZeroedSpeed=2 ; How much the horizontal axis of the noise is dampened... kSniperHorizontalNoiseDamping=0.3 ; Length of time after a shot is fired before the sound plays. ReloadTime=1 ; Length of time the sound plays: This should only be set by Eric really ReloadSoundTime=1 AnimBoneBase=Bip01 AnimBoneSpineLow=Bip01_Spine1 AnimBoneLClavicle=Bip01_L_Clavicle AnimBoneRClavicle=Bip01_R_Clavicle AnimBoneHead=Bone01Eye AnimSocketGripRhand=GripRhand AnimSocketGripBack=GripBack AnimSocketGripHolster=GripHolster AnimSocketGripBelt1=GripBelt1 AnimSocketGripBelt2=GripBelt2 AnimSocketHolster=Holster AnimSocketPouch=Pouch AnimSocketHeadGear=HeadGear GroundSpeed=150.000000 WalkingPct=0.500000 CrouchedPct=0.250000 BaseEyeHeight=48.000000 CrouchEyeHeight=35.000000 CrouchHeight=45.000000 CrouchRadius=24.000000 FirstPersonFOV=85.000000 Mass=100.000000 ; Male and Female Anim Groups MaleAnimGroups=SWATMaleAnimation.SWATaimPoses MaleAnimGroups=SWATMaleAnimation.SWAThostage MaleAnimGroups=SWATMaleAnimation.SWATmovement MaleAnimGroups=SWATMaleAnimation.SWATinjuries MaleAnimGroups=SWATMaleAnimation.SWATfidgets MaleAnimGroups=SWATMaleAnimation.SWATaction FemaleAnimGroups=FemaleAnimation.FEMALEaimPoses FemaleAnimGroups=FemaleAnimation.FEMALEhostage FemaleAnimGroups=FemaleAnimation.FEMALEmovement FemaleAnimGroups=FemaleAnimation.FEMALEinjuries FemaleAnimGroups=FemaleAnimation.FEMALEfidgets FemaleAnimGroups=FemaleAnimation.FEMALEaction [SwatGame.NetPlayer] IdealCuffingDistanceBetweenPawns=50.0 [SwatGame.SwatRagdollPawn] LimbTwitchTime=3 LimbIdleTime=8 RenderTimeout=1.5 InitialRagdollRenderTimeout=3.0 ; Don't mess with these. Ever. Unless you're Carlos or Chris that is. So yeah. TwitchInfos=(BoneName=Bip01_Head,ForceMagnitude=(Min=-3000,Max=3000),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque) TwitchInfos=(BoneName=Bip01_Spine2,ForceMagnitude=(Min=-120,Max=1200),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Force) ;TwitchInfos=(BoneName=Bip01_L_Forearm,ForceMagnitude=(Min=-200,Max=500),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Force) ;TwitchInfos=(BoneName=Bip01_R_Forearm,ForceMagnitude=(Min=-200,Max=500),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Force) ;TwitchInfos=(BoneName=Bip01_R_UpperArm,ForceMagnitude=(Min=-120,Max=1200),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque) ;TwitchInfos=(BoneName=Bip01_L_UpperArm,ForceMagnitude=(Min=-120,Max=1200),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque) ;TwitchInfos=(BoneName=Bip01_R_Calf,ForceMagnitude=(Min=-300,Max=3000),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque) ;TwitchInfos=(BoneName=Bip01_L_Calf,ForceMagnitude=(Min=-300,Max=3000),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque) ; Bones with non-default linear damping (default is 0.0) ;BoneLinearDamping=(Damping=10,BoneName=Bip01_Neck) ;BoneLinearDamping=(Damping=10,BoneName=Bip01_Head) ; Bones with non-default angular damping (default is 0.5) ;BoneAngularDamping=(Damping=10,BoneName=Bip01_Neck) ;BoneAngularDamping=(Damping=10,BoneName=Bip01_Head) ;BoneAngularDamping=(Damping=10,BoneName=Bip01_L_Thigh) ;BoneAngularDamping=(Damping=10,BoneName=Bip01_L_Calf) ;BoneAngularDamping=(Damping=10,BoneName=Bip01_R_Thigh) ;BoneAngularDamping=(Damping=10,BoneName=Bip01_R_Calf) ;BoneAngularDamping=(Damping=10,BoneName=Bip01_L_Upperarm) ;BoneAngularDamping=(Damping=10,BoneName=Bip01_R_Upperarm) [SwatGame.SwatOfficerRagdollParams] hkJointFriction=3.0