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Text File  |  1998-08-13  |  18KB  |  525 lines

  1. //
  2. // ** WARNING -- changing values in this file may make your version of
  3. // Tom Clancy's Rainbow Six unrunnable. -- WARNING**
  4. //
  5.  
  6. APP_NAME "Rainbow Six"
  7. APP_TITLE "Rainbow Six"
  8. DUMP_MEMORY_USAGE 0
  9. DUMP_SIMULATION_UPDATE_PERFORMANCE 0
  10. DUMP_MAIN_LOOP_PERFORMANCE 0
  11.  
  12. GRAVITY 98.0
  13. SIMULATION_TIME_SCALE 1.0
  14. SIMULATION_DISPLAY_FRAME_TIMES 0
  15. MAX_FRAME_ELAPSED_SECONDS 0.1        // Simulation runs at a minimum of 10 FPS
  16. MANIPULATABLE_OBJECT_DISTANCE 250.0    // cm
  17. GENERAL_TIME_TO_PICK_LOCK    4.0        // seconds
  18. GENERAL_TIME_TO_PLACE_BREACHING_CHARGE    4.0    // seconds
  19. LINE_OF_SIGHT_3D_UPDATE_INTERVAL 0.75    // seconds
  20. LINE_OF_SIGHT_SHADOW_DISTANCE    800.0    // cm
  21. LINE_OF_SIGHT_ALWAYS_SEEN_DISTANCE 300.0    // cm
  22.  
  23. MIN_COORDINATE 0.0
  24. MAX_COORDINATE 65535.0
  25. HUMAN_SKILL_MIN_VALUE 0
  26. HUMAN_SKILL_MAX_VALUE 100
  27. HEALTH_MIN_LEVEL 0
  28. HEALTH_MAX_LEVEL 15
  29. HEALTH_INCAPACITATED_LEVEL 4
  30. CHARACTER_SCALE_FACTOR 2.75
  31. CHARACTER_LOD_SWITCH1 325.0
  32. CHARACTER_LOD_SWITCH2 725.0
  33.  
  34. HUMAN_COLLISION_RADIUS 36.25
  35.  
  36. CYLINDER_GUNSHOT_COLLISION_DISTANCE 500.0
  37.  
  38. FORWARD_VECTOR    0.0 0.0 1.0
  39. UP_VECTOR        0.0 1.0 0.0
  40. RIGHT_VECTOR    1.0 0.0 0.0
  41.  
  42. CINEMA_CAMERA_NAME "CinemaCamera"
  43. CINEMA_FIELD_OF_VIEW 1.8            // horizontal radians
  44. CINEMA_ASPECT_RATIO 1.8                // horizontal / vertical
  45. CINEMA_NEAR_CLIP_DISTANCE 5.0        // cm
  46. CINEMA_FAR_CLIP_DISTANCE 10000.0    // cm
  47.  
  48. CAMERA_FIRST_PERSON_OFFSET_VECTOR    0.0 0.0 0.0
  49. CAMERA_FIRST_PERSON_LOOK_VECTOR        0.0 0.0 500.0
  50. CAMERA_THIRD_PERSON_LOOK_VECTOR        0.0 0.0 100.0
  51. CAMERA_ROTATION_SPEED                0.6
  52. CAMERA_ZOOM_SPEED                    0.6
  53. CAMERA_THIRD_PERSON_SPRING_CONSTANT 100.0
  54. CAMERA_THIRD_PERSON_SPRING_DAMPING  0.2
  55. CAMERA_THIRD_PERSON_OFFSET_VECTOR     0.0 100.0 -200.0
  56. CAMERA_TARGET_LOCATION_VERTICAL_OFFSET    50.0
  57.  
  58. BULLET_TRANSPARENCY_PERCENTAGE 30.0
  59. GRENADE_TRANSPARENCY_PERCENTAGE 90.0
  60.  
  61. TARGET_CONE_MIN_ANGLE_COSINE 0.9        // What angle are targets seen in (increase to narrow, decrease to expand) should be 0 - 1
  62. TARGET_RETICULE_MIN_ANGLE_TANGENT 0.005    // What is the smallest reticule angle
  63. TARGET_RETICULE_MAX_ANGLE_TANGENT 0.095    // What is the largest reticule angle
  64. TARGET_NEW_TARGET_MULTIPLIER 2.0        // UNUSED AT THE MOMENT
  65. TARGET_FIRING_MULTIPLIER 3.0            // UNUSED AT THE MOMENT
  66. TARGET_RUNNING_MULTIPLIER 10.0            // Reticule size multiplier when running
  67. TARGET_WALKFAST_MULTIPLIER 6.0            // Reticule size multiplier when walking fast
  68. TARGET_WALK_MULTIPLIER 2.0            // Reticule size multiplier when walking
  69. TARGET_SHUFFLE_MULTIPLIER 1.2            // Reticule size multiplier when shuffling
  70. TARGET_STOPPED_MULTIPLIER 1.0            // Reticule size multiplier when stopped
  71. TARGET_TURNING_MULTIPLIER 3.0            // How much turning affects reticule size 1 + ( multiplier * rad/s )
  72. TARGET_STUNNED_MULTIPLIER 6.0            // Reticule size multiplier when stunned
  73. TARGET_DAZED_MULTIPLIER      8.0            // Reticule size multiplier when dazed
  74. TARGET_WOUNDED_MULTIPLIER 3.0            // Reticule size multiplier when wounded
  75. TARGET_CROUCH_MULTIPLIER 0.7            // Reticule size multiplier when crouched
  76. TARGET_SHRINK_TIME 0.5                // How long the reticule takes to go from max to min in seconds
  77. TARGET_REDUCE_BY_HALF_TIME 0.1            // UNUSED AT THE MOMENT
  78. TARGET_HEAD_SIZE_PERCENTAGE 0.2            // When the reticule gets below this size, characters can target the head
  79. TARGET_MIN_SKILL_TO_TARGET_HEAD    75        // Minimum firearms skill a character needs in order to target the head
  80. TARGET_EXTRA_BULLET_MULTIPLIER 0.7        // How much each round after the first in a burst has its effect on the reticule size changed by
  81. TARGET_MAX_SKILL_MULTIPLIER 1.0            // Multiplier for someone with max skill
  82. TARGET_MIN_SKILL_MULTIPLIER 6.0            // Multiplier for someone with min skill
  83. TARGET_MAX_SKILL_LINGER_TIME 0.5        // How long someone with max skill will linger on a dead target ( seconds )
  84. TARGET_MIN_SKILL_LINGER_TIME 1.5        // How long someone with min skill will linger on a dead target ( seconds )
  85. TARGET_STRESSED_LINGER_MULTIPLIER 3.0        // How much longer to linger when stressed
  86. TARGET_MAX_RETICULE_TANGENT   0.26179939    // Maximum tangent the reticule will grow to. Larger number = larger reticule
  87.  
  88.  
  89. MINIMUM_MISSION_OBJECTIVE_ACTIVATION_DISTANCE_SQUARED    62500
  90. MINIMUM_FRAG_OR_FLASH_NEXT_ROOM_DISTANCE_SQUARED    62500
  91. MINIMUM_BREACH_DOOR_DISTANCE_SQUARED        40000
  92.  
  93. MAXIMUM_TIME_DOOR_LEFT_OPEN 60.0
  94.  
  95. NUMBER_OF_WOUNDS_TO_BE_DEAD 10
  96. TEAM_MEMBER_WOUND_ATTRIBUTE_MODIFIER 5
  97.  
  98. "ADJUSTED_TERRORIST_ATTRIBUTES_MEDIUM"    5
  99. "ADJUSTED_TERRORIST_ATTRIBUTES_HARD"    10
  100. "ADJUSTED_HOSTAGE_ATTRIBUTES_MEDIUM"    5
  101. "ADJUSTED_HOSTAGE_ATTRIBUTES_HARD"        10
  102.  
  103. EXTRACTION_ZONE_Y_EPSILON    150.0        // In cm
  104. VC_LOCATION_CHECK_EPSILON    2500.0        // In cm
  105.  
  106. MINIMUM_LIGHT_HALO_PERCENT    0.05
  107. MAXIMUM_LIGHT_HALO_PERCENT  0.3
  108.  
  109. GENERIC_SURFACE_ELASTICITY    0.25
  110.  
  111. STAIR_ABILITY_HEIGHT 61.0    // cm
  112. CLAMBER_LOW_HEIGHT 75.0        // cm
  113. CLAMBER_MED_HEIGHT 135.0    // cm
  114. CLAMBER_HIGH_HEIGHT 175.0    // cm
  115.  
  116. FLASHBANG_ITEM_NAME            "Flashbang"
  117. FRAG_GRENADE_ITEM_NAME        "Frag Grenade"
  118. BREACHING_CHARGE_ITEM_NAME    "Breaching Charge"
  119. HEARTBEAT_SENSOR_ITEM_NAME    "Heartbeat Sensor"
  120.  
  121. MIN_THROW_VELOCITY 500.0
  122. MAX_THROW_VELOCITY 1100.0
  123. GRENADE_HIDE_TIME 1.0
  124.  
  125. ANIMATION_FRAME_SPEED 0.028333
  126.  
  127. NUM_BLEND_FRAMES 5
  128. BREATH_FREQUENCY_MIN 2.0
  129. BREATH_FREQUENCY_MAX 4.0
  130. BREATH_AMPLITUDE 0.020
  131. BREATH_SCALE_RATIO    1.0        0.8        1.0
  132.  
  133. // positive numbers increase stress, negative numbers decrease it
  134.  
  135. TERRORIST_STRESS_PER_WOUND 10                    // per wound taken
  136. TERRORIST_STRESS_PER_DEAD_FRIENDLY 15            // per terrorist seen killed
  137. TERRORIST_STRESS_PER_VISIBLE_ENEMY 10            // per visible team member
  138. TERRORIST_STRESS_PER_VISIBLE_FRIENDLY -10        // per visible terrorist
  139. TERRORIST_STRESS_CLOSE_FRIENDLY_DISTANCE 600.0    // how close terrorist must be to be visible
  140. TERRORIST_STRESS_FOR_OUT_OF_AMMO 30                // for completely out of ammo
  141. TERRORIST_STRESS_FOR_SHOT_IN_BACK 10            // for being shot by someone that wasn't seen
  142. HOSTAGE_STRESS_MIN_TIME_FOR_GUNSHOTS 5.0        // min time between hostage checks due to gunfire
  143. HOSTAGE_STRESS_PER_WOUND 10                        // per wound taken
  144. HOSTAGE_STRESS_PER_VISIBLE_ENEMY 10                // per visible terrorist
  145. HOSTAGE_STRESS_PER_VISIBLE_FRIENDLY -15            // per visible team member
  146. HOSTAGE_STRESS_IS_ESCORTED -30                    // for being escorted
  147. TEAM_STRESS_PER_WOUND 3                            // per wound taken
  148. TEAM_STRESS_PER_DEAD_FRIENDLY 5                    // per team member killed
  149. TEAM_STRESS_PER_TEAM_SIZE -10                    // per living member on current team
  150. TEAM_STRESS_LEADERSHIP_MULTIPLIER -0.25            // multiplied by leader's leadership rating
  151. STRESS_MIN_SKILL_CALM_DOWN_TIME 30.0            // seconds after no threats
  152. STRESS_MAX_SKILL_CALM_DOWN_TIME    5.0                // seconds after no threats
  153.  
  154. HEARTBEAT_SENSOR_CONE_RANGE 3000.0                    // range when being used in cm
  155. HEARTBEAT_SENSOR_CONE_ANGLE_COS  -0.8660254037844    // maximum cosine of the angle for the cone, should be between 0.0 and -1.0, closer to -1.0 is a narrower cone
  156. HEARTBEAT_SENSOR_SPHERE_RANGE 1000.0                    // range when being carried in cm
  157.  
  158. ALERTNESS_STATE_UPGRADE_TIME 1.0                // seconds
  159. ALERTNESS_STATE_BORED_VISION_MIN_ANGLE_COS 0.7    // larger = narrower, must be 1.0 or less
  160. ALERTNESS_STATE_READY_VISION_MIN_ANGLE_COS 0.6    // larger = narrower, must be 1.0 or less
  161. ALERTNESS_STATE_ALERT_VISION_MIN_ANGLE_COS 0.5    // larger = narrower, must be 1.0 or less
  162. ALERTNESS_STATE_BORED_HEARING_PERCENTAGE 0.6
  163. ALERTNESS_STATE_READY_HEARING_PERCENTAGE 0.7
  164. ALERTNESS_STATE_ALERT_HEARING_PERCENTAGE 0.8
  165. ALERTNESS_STATE_BORED_DAZED_TIME 5.0    // seconds, for flashbangs and wounds
  166. ALERTNESS_STATE_READY_DAZED_TIME 3.0    // seconds, for flashbangs and wounds
  167. ALERTNESS_STATE_ALERT_DAZED_TIME 0.5    // seconds, for flashbangs and wounds
  168.  
  169. AI_MOVETO_PRETHINK_DELAY 0.05
  170. AI_CHANGESOP_PRETHINK_DELAY 0.05
  171. AI_WAITFOR_PRETHINK_DELAY 0.10
  172. AI_USEENVIRONMENTOBJECT_PRETHINK_DELAY 0.05
  173. AI_USEINVENTORYITEM_PRETHINK_DELAY 0.05
  174. AI_PATROLAREA_PRETHINK_DELAY 0.10
  175. AI_PATROLPATH_PRETHINK_DELAY 0.10
  176. AI_GUARDSPOT_PRETHINK_DELAY 0.10
  177. AI_ELIMINATETHREAT_PRETHINK_DELAY 0.05
  178. AI_FOLLOWTARGET_PRETHINK_DELAY 0.05
  179. AI_INVESTIGATE_DISTURBANCE_PRETHINK_DELAY 0.50
  180. AI_SCAN_SURROUNDINGS_PRETHINK_DELAY 0.50
  181. AI_FORMTEAM_PRETHINK_DELAY 0.05
  182. AI_CLEARROOM_PRETHINK_DELAY 0.05
  183. AI_STACKTEAM_PRETHINK_DELAY 0.05
  184. AI_DONOTHING_PRETHINK_DELAY 0.25
  185. AI_OPENDOOR_PRETHINK_DELAY 0.10
  186. AI_BREACHDOOR_PRETHINK_DELAY 0.10
  187. AI_GRENADEROOM_PRETHINK_DELAY 0.10
  188. AI_CLIMBLADDER_PRETHINK_DELAY 0.05
  189. AI_CROUCH_PRETHINK_DELAY 0.05
  190. AI_FLEE_AREA_PRETHINK_DELAY 0.05
  191. AI_FLEE_PATH_PRETHINK_DELAY 0.05
  192. AI_RETREAT_PRETHINK_DELAY 0.05
  193. AI_SEEK_PRETHINK_DELAY 0.05
  194. AI_AMBUSH_PRETHINK_DELAY 0.05
  195. AI_FLINCH_PRETHINK_DELAY 0.05
  196. AI_BECOME_CAPTIVE_PRETHINK_DELAY 0.05
  197. AI_BECOME_FREE_PRETHINK_DELAY 0.05
  198. AI_PICKLOCK_PRETHINK_DELAY 0.05
  199. AI_SHOTGUNBREACH_PRETHINK_DELAY 0.05
  200. AI_MANIPULATEOBJECT_PRETHINK_DELAY 0.05
  201. AI_PANIC_PRETHINK_DELAY 0.05
  202. AI_BERSERK_PRETHINK_DELAY 0.05
  203. AI_PATH_FOLLOWING_DISTANCE 65.0
  204. AI_WALL_TOO_CLOSE_FACTOR 0.5
  205. AI_FOLLOW_WALL_ACQUIRE_ANGLE 6.0            // radians / second
  206. AI_FOLLOW_WALL_BLOCKED_DISTANCE 120.0        // cm
  207. AI_FOLLOW_WALL_BLOCKED_ANGLE 8.0            // radians / second
  208. AI_FOLLOW_WALL_PROJECTED_DISTANCE    100.0    // cm
  209. AI_MOVE_DISTANCE_Y_THRESHOLD 75.0            // cm
  210. AI_MAX_OBSTACLE_ANGLE_COS 0.0
  211. AI_PORTAL_MOVEMENT_OFFSET 50.0            // cm
  212. AI_NEW_FOLLOW_POINT_DISTANCE_THRESHOLD 30.0    // cm
  213. AI_FOLLOW_RUN_MULTIPLIER 8.0
  214. AI_FOLLOW_FAST_MULTIPLIER 4.0
  215. AI_FOLLOW_BACKUP_ANGLE_MAX_COS -0.25        // radians
  216. AI_FOLLOW_TOO_CLOSE_MULTIPLIER 1.3
  217. AI_FOLLOW_MULTIPLIER 2.0
  218. AI_AVATAR_WAYPOINT_SATISFIED_DISTANCE 100.0
  219. AI_AVATAR_UPDATE_INTERVAL 0.25
  220. AI_MINIMUM_CLEARING_TIME 1.0    // seconds
  221. AI_CLEAR_ROOM_FINISHED_MAX_COS 0.7071067811865    // 45 degrees
  222. AI_CLOSE_PORTAL_DISTANCE_THRESHOLD 5.0
  223. AI_FORWARD_MIN_COS 0.7071067811865    // 45 degrees
  224. AI_MINIMUM_CLEAR_ROOM_WIDTH 360.0    // cm, should be around 3 times AI_FOLLOW_WALL_BLOCKED_DISTANCE
  225. AI_LOW_RISK_RETICULE_SIZE_MULTIPLIER    1.0
  226. AI_MEDIUM_RISK_RETICULE_SIZE_MULTIPLIER    1.5
  227. AI_HIGH_RISK_RETICULE_SIZE_MULTIPLIER    3.0
  228. AI_WALL_CLAMBERABLE_MAX_COS -0.5
  229. AI_PORTAL_FRUSTUM_ORIGIN_OFFSET_DISTANCE 75.0    // cm
  230. AI_INSIDE_PORTAL_FRUSTUM_DISTANCE 300.0            // cm
  231. AI_GRENADE_STEP_SATISFIED_TIME 10.0    // seconds
  232. AI_LADDER_WAYPOINT_HEIGHT_DIFFERENCE 100.0        // cm
  233. AI_LADDER_CLOSE_MULTIPLIER 1.5
  234. AI_THROW_GRENADE_HOLD_DOWN_TIME    0.5    // seconds
  235. AI_BACK_UP_TIME    0.75 // seconds
  236. AI_EXTRA_PATH_DISTANCE    5.0    // cm/s
  237. AI_WAITFOR_CLOSE_PORTAL_DISTANCE    300.0    // cm
  238. AI_RETREAT_STRESS_CHECK_FAIL_AMOUNT    25        // Fail a stress check by this or less and you just retreat
  239. AI_MAXIMUM_IMMEDIATE_THREAT_SOUND_DISTANCE 1000000.0 // how far out we check for immediate sound threats
  240. AI_INVESTIGATE_DISTURBANCE_TURN_DELAY 0.05 
  241. AI_SCAN_SURROUNDINGS_TURN_DELAY 0.05
  242. AI_TEAM_OFF_PATH_DISTANCE    200.0    // cm
  243. AI_MAX_SEEKING_TERRORISTS    5    // maximum number of terrorists that can be seeking sounds at any one time
  244. ACTION_WIDGET_W 640
  245. ACTION_WIDGET_H 120
  246. TEAM_GROUP_WIDGET_X 557
  247. TEAM_GROUP_WIDGET_Y 10
  248. ACTION_SLOT_GROUP_WIDGET_X 401
  249. ACTION_SLOT_GROUP_WIDGET_Y 10
  250. CINEMA_WIDGET_X 0
  251. CINEMA_WIDGET_Y 0
  252. CINEMA_WIDGET_W 640
  253. CINEMA_WIDGET_H 360
  254. MAX_NORMAL_CINEMA_RES 360
  255. MAX_FULL_CINEMA_RES 480
  256. MAP_WIDGET_X 10
  257. MAP_WIDGET_Y 10
  258. MAP_WIDGET_W 155
  259. MAP_WIDGET_H 101
  260. INVENTORY_WIDGET_X 167
  261. INVENTORY_WIDGET_Y 10
  262. INVENTORY_WIDGET_W 183
  263. INVENTORY_WIDGET_H 93
  264. STATUS_WIDGET_X 171
  265. STATUS_WIDGET_Y 355
  266. STATUS_WIDGET_W 298
  267. STATUS_WIDGET_H 106
  268. CHAT_WIDGET_X 171
  269. CHAT_WIDGET_Y 463
  270. CHAT_WIDGET_W 298
  271. CHAT_WIDGET_H 15
  272. INVENTORY_LIST_WIDGET_X 171
  273. INVENTORY_LIST_WIDGET_Y 355
  274. INVENTORY_LIST_WIDGET_W 298
  275. INVENTORY_LIST_WIDGET_H 106
  276. PLAN_STEP_X 300
  277. PLAN_STEP_Y 0
  278. ACTION_WIDGET_PLANSTEP_COLOR 255 255 255    // Red Green Blue
  279. ACTION_WIDGET_CDTRACK 1                        // Make < 1 for no track
  280. RETICULE_ROTATION      0                        // 2PI = one full rotation, 0 = no rotation
  281.  
  282. OBSTACLE_WALL_COLOR         110 110 110
  283. STAIR_WALL_COLOR            255 255 255
  284. CLAMBER_LOW_WALL_COLOR        110 110 110
  285. CLAMBER_MED_WALL_COLOR        110 110 110
  286. CLAMBER_HIGH_WALL_COLOR        110 110 110
  287. LOCKED_DOOR_COLOR                    255 0 0
  288. UNLOCKED_DOOR_COLOR                    0 235 35
  289. DIMMED_DOOR_COLOR            125 0 0
  290. WINDOW_COLOR                255 0 255
  291. DIMMED_WINDOW_COLOR            125 0 125
  292. NAV_FLOOR_COLOR                0 38 51
  293. NON_NAV_FLOOR_COLOR            0 30 50
  294. DIMMED_NAV_FLOOR_COLOR        0 15 20
  295. DIMMED_NON_NAV_FLOOR_COLOR    2 12 20
  296. INSERTION_AREA_COLOR        35 102 125
  297. EXTRACTION_AREA_COLOR        217 217 217
  298. HOSTAGE_ICON_COLOR        0 0 255
  299. TERRORIST_ICON_COLOR        255 0 0
  300. LANDMARK_ICON_COLOR        0 255 0
  301.  
  302. TEAM_WAYPOINT_COLORS        3    110        233
  303.                             231 3        4
  304.                             0    235        0
  305.                             236 152        3
  306. TEAM_PATH_COLORS            0   74        156
  307.                             154  0        0
  308.                             0    97        0
  309.                             157 103        0
  310.  
  311. PLANNING_MAP_BACKGROUND_COLOR    2 12 27
  312.  
  313. FLOOR_TILING            1.0 1.0
  314.  
  315. LOG_NETWORK_MESSAGES        1
  316. MAX_NETWORK_DISTANCE_DELTA  600
  317. MAX_NETWORK_TARGETED_AIM_DELTA        1.047197551197
  318. MAX_NETWORK_UNTARGETED_AIM_DELTA    0.3490658503989
  319. MIN_NETWORK_POSITION_UPDATE    1.00
  320. MAX_NETWORK_POSITION_UPDATE 0.075
  321. MAX_CLIENT_FACING_UPDATE    0.10
  322. MAX_CLIENT_MOVEMENT_UPDATE  0.05
  323. MAX_NETWORK_START_GAME_DELAY 180
  324. MAX_NETWORK_END_GAME_DELAY   45
  325. NETWORK_BUFFER_SIZE 2048
  326.  
  327. MP_OPTIONS_PLAYER_NAME "JOHN DOE"
  328. MP_OPTIONS_SERVER_NAME "R6 GAME SERVER"
  329. MP_OPTIONS_MESSAGE "Message of the Day"
  330. MP_OPTIONS_CONNECTION_TYPE 0
  331. MP_OPTIONS_PASSWORD "SECRET"
  332. MP_OPTIONS_ANNOUNCE_GAMES 1
  333. MP_OPTIONS_ACTIVE_PASSWORD 0
  334.  
  335. MP_OPTIONS_AUTOTARGETTING 1
  336. MP_OPTIONS_RANDOM_TEAMS 0
  337. MP_OPTIONS_RANDOM_MAPS 0
  338. MP_OPTIONS_GAME_TYPE 0
  339. MP_OPTIONS_GAME_LENGTH 0
  340. MP_OPTIONS_SHOW_ENEMIES 0
  341. MP_OPTIONS_TIME_LIMIT 1
  342.  
  343. MP_OPTIONS_CHARACTER "Chavez.act"
  344. MP_OPTIONS_SPECIALTY 0
  345. MP_OPTIONS_UNIFORM 1
  346. MP_OPTIONS_WEAPON1 "pw_mp5.wpn"
  347. MP_OPTIONS_WEAPON2 "sw_9mm.wpn"
  348. MP_OPTIONS_ITEM1 "flashbng.eq"
  349. MP_OPTIONS_ITEM2 "frag.eq"
  350.  
  351. PLANMAP_CAMERA_SPEED_UP_DELAY        2.0
  352. PLANMAP_CAMERA_MAXIMUM_MOVE_SPEED    1200
  353. PLANMAP_CAMERA_MAXIMUM_ZOOM_SPEED    1000
  354. PLANMAP_CAMERA_MAXIMUM_ROTATE_SPEED    1.57
  355. PLANMAP_CAMERA_MOVE_DELTA        120.0    // cm
  356. PLANMAP_CAMERA_ZOOM_DELTA        160.0    // cm
  357. PLANMAP_CAMERA_ROTATE_DELTA        0.0872    // 5 degrees
  358. PLANMAP_INITIAL_CAMERA_MOVE_SPEED    600
  359. PLANMAP_INITIAL_CAMERA_ZOOM_SPEED    500
  360. PLANMAP_INITIAL_CAMERA_ROTATE_SPEED    0.785    // radians
  361. PLANMAP_CAMERA_OFFSET_DIRECTION 0.0 4.0 -1.0
  362. PLANMAP_MAXIMUM_CAMERA_ANIMATION_TIME    0.2
  363.  
  364. MINIMUM_WAYPOINT_SCALE        1.0
  365. MINIMUM_WAYPOINT_CONNECTOR_SCALE    2.5
  366. MINIMUM_ICON_SCALE        1.0
  367. MAXIMUM_WAYPOINT_SCALE    2.5
  368. MAXIMUM_WAYPOINT_CONNECTOR_SCALE    6.0
  369. MAXIMUM_ICON_SCALE        2.5
  370.  
  371. FOOTSTEP_DEFAULT_VOLUME 100.0
  372. AVATAR_FOOTSTEP_DEFAULT_VOLUME 50.0
  373. GUNSHOT_DEFAULT_VOLUME 100.0
  374. AVATAR_GUNSHOT_DEFAULT_VOLUME 100.0
  375.  
  376. GUNSHOT_MIN_DISTANCE 2500.0
  377. GUNSHOT_MAX_DISTANCE 15000.0
  378. FOOTSTEP_MIN_DISTANCE 300.0
  379. FOOTSTEP_MAX_DISTANCE 1000.0
  380. DOOR_MIN_DISTANCE 300.0
  381. DOOR_MAX_DISTANCE 1000.0
  382. CLOSED_PORTAL_SOUND_PROPAGATION_DAMPENING_FACTOR    0.67
  383.  
  384. DOOR_ANIMATION_DELAY_TIME 0.4
  385. DOOR_DELAY_OPERATE_TIME 1.0
  386. GO_CODE_SATISFIED_TIME    5.0
  387.  
  388. ATTACH_TO_VEHICLE    0
  389. VEHICLE_KILL_SPEED    600
  390.  
  391. ACTOR_PUSH_SPEED    50
  392.  
  393. FLASHBANG_MODEL_FILENAME    "flashbang.sob"
  394. FRAGGRENADE_MODEL_FILENAME    "grenade.sob"
  395.  
  396. HEARTBEAT_SENSOR_MODEL_FILENAME    "motion_sensor.sob"
  397.  
  398. AUTO_TRANSITION_FRAME_X        45
  399. AUTO_TRANSITION_FRAME_Y        30
  400.  
  401. LADDER_ICON_SCALE    2.0 2.0 2.0
  402. STAIR_ICON_SCALE    1.4 1.4 1.4
  403.  
  404. AI_HEAR_BULLET_DISTANCE 300.0
  405. AI_HEAR_HUMAN_SHOT_DISTANCE 400.0
  406.  
  407. SOUND_PROPAGATION_PORTAL_DEPTH 4
  408.  
  409.  
  410. JANGLE_FREQUENCY_MIN            5
  411. JANGLE_FREQUENCY_MAX            15
  412. JANGLE_THRESHOLD_1            10
  413. JANGLE_THRESHOLD_2            25
  414. JANGLE_WALK_WEIGHT            -5
  415. JANGLE_RUN_WEIGHT            10
  416. JANGLE_LIGHT_HRT_WEIGHT            -10
  417. JANGLE_HEAVY_HRT_WEIGHT            35
  418. JANGLE_CAR15_WEIGHT            3
  419. JANGLE_SHOTGUN_WEIGHT            6
  420. JANGLE_BREACH_CHARGE_WEIGHT        10
  421. JANGLE_BIOSUIT_WEIGHT            40
  422. JANGLE_WOUNDED_WEIGHT            15
  423. JANGLE_FATIGUED_WEIGHT            5
  424. JANGLE_PANICKED_WEIGHT            30
  425. JANGLE_SNIPER_WEIGHT            20
  426. JANGLE_SIDEWAYS_WEIGHT            10
  427. JANGLE_BACKWARDS_WEIGHT            20
  428. JANGLE_STEPS_WEIGHT            5
  429. JANGLE_LADDER_WEIGHT            20
  430.  
  431. BRUSH_FREQUENCY_MIN            5
  432. BRUSH_FREQUENCY_MAX            15
  433. BRUSH_THRESHOLD                25
  434. BRUSH_WALK_WEIGHT            -5
  435. BRUSH_RUN_WEIGHT            10
  436. BRUSH_LIGHT_HRT_WEIGHT            -10
  437. BRUSH_HEAVY_HRT_WEIGHT            15
  438. BRUSH_CAR15_WEIGHT            3
  439. BRUSH_SHOTGUN_WEIGHT            6
  440. BRUSH_BREACH_CHARGE_WEIGHT        10
  441. BRUSH_BIOSUIT_WEIGHT            40
  442. BRUSH_WOUNDED_WEIGHT            15
  443. BRUSH_FATIGUED_WEIGHT            5
  444. BRUSH_PANICKED_WEIGHT            30
  445. BRUSH_SNIPER_WEIGHT            20
  446. BRUSH_GRS_WEIGHT            5
  447. BRUSH_BRU_WEIGHT            15
  448. BRUSH_SIDEWAYS_WEIGHT            5
  449. BRUSH_BACKWARDS_WEIGHT            10
  450.  
  451. FOOT_HITTING_GROUND_HEIGHT        13
  452.  
  453. NUMBER_SPARKS_PER_BULLET_HIT        3
  454. NUMBER_SMOKE_PUFFS_PER_BULLET_HIT    1
  455. DYING_DIM_COLOR_DIVIDE                2.0f
  456. NUMBER_BLOOD_DROPS_FOR_WOUND        10
  457. NUMBER_BLOOD_DROPS_FOR_DEATH        30
  458. NIGHT_VISION_SWITCH_TIME            1.0f
  459.  
  460. SHOTGUN_CONE_RADIUS 3.0
  461.  
  462. CD_TRACK_INTRO                    1
  463. CD_TRACK_CREDIT                    2
  464. CD_TRACK_END_LEVEL_FAIL            3
  465. CD_TRACK_END_LEVEL_SUCCESS        4
  466. CD_TRACK_END_LEVEL_PERFECT        5
  467. CD_TRACK_PLANNING_FIRST            6
  468. CD_TRACK_PLANNING_LAST            10
  469. CD_TRACK_SNEAKY_HIT_FIRST        11
  470. CD_TRACK_SNEAKY_HIT_LAST        15
  471. CD_TRACK_SNEAKY_CUE_FIRST        16
  472. CD_TRACK_SNEAKY_CUE_LAST        20
  473. CD_TRACK_ACTION_HIT_FIRST        21
  474. CD_TRACK_ACTION_HIT_LAST        25
  475. CD_TRACK_ACTION_CUE_FIRST        26
  476. CD_TRACK_ACTION_CUE_LAST        30
  477. CD_TRACK_SAD_HIT_FIRST            31
  478. CD_TRACK_SAD_HIT_LAST            33
  479. CD_TRACK_SAD_CUE_FIRST            34
  480. CD_TRACK_SAD_CUE_LAST            36
  481. CD_TRACK_GLOBAL_OFFSET            1
  482.  
  483. MIN_FIRST_STAGE_GLASS_VELOCITY -0.0
  484. MAX_FIRST_STAGE_GLASS_VELOCITY -20.0
  485. MIN_SECOND_STAGE_GLASS_VELOCITY 0.0
  486. MAX_SECOND_STAGE_GLASS_VELOCITY 20.0
  487.  
  488. VOICE_BUFFERS_PER_SECOND        2.0
  489. PLAYBACK_VOICE                    0
  490. PLAYBACK_COMPRESSED_VOICE        0
  491.  
  492. MINIMAL_ESSENTIAL_SOUNDS        3
  493. MINIMAL_NON_ESSENTIAL_SOUNDS    3
  494. MAXIMAL_ESSENTIAL_SOUNDS        8
  495. MAXIMAL_NON_ESSENTIAL_SOUNDS    12
  496.  
  497. SNEAKY_CUE_FREQUENCY        6
  498.  
  499. SHOTGUN_PAIR_DISTANCE    5.0
  500.  
  501. BULLET_RICOCHET_FREQUENCY        0.17
  502.  
  503. BULLET_MIN_SOUND_LENGTH            0.2
  504.  
  505. MISSION_LIST_FILE_NAME            "mission.lst"
  506.  
  507. RANDOMIZE_RADIO_PITCH    1
  508. MAP_DRAW_OBSTACLE_WALLS 0
  509. VIEW_TEAM_MEMBERS_ONLY    0
  510.  
  511. EXTRANEOUS_SCALING_FACTOR 2.0
  512. SUPERFLUOUS_SCALING_FACTOR 3.0
  513. EXTRANEOUS_AMPLITUDE_FACTOR 0.75
  514.  
  515. VICTORY_TIME_REQUIRED_FOR_FAILURE 6.0
  516. VICTORY_TIME_REQUIRED_FOR_SUCCESS 3.0
  517.  
  518. MPLAYER_EXECUTABLE_NAME "mplaynow.exe"
  519.  
  520. FULL_INSTALL_NAME "Full"
  521. TYPICAL_INSTALL_NAME "Typical"
  522. MINIMAL_INSTALL_NAME "Minimal"
  523. LABEL_NAME "Rainbow Six"
  524.  
  525. CONSTANTS_END    // Must be last line of file