// Do not edit this file directly! // Edit the copy in game_data instead!! // // Game Rules ////////////////////////////////////////////////////////////////////// //AI rules BEGIN_PROP_TABLE //the distance around which AI cars attempt to stay from the monsters AI_GROUND_SURROUND_DIST 100.0 //Car AI info -- Change with caution AI_NUM_CARS 30 AI_CAR_CRUISE_SPEED 30 AI_CAR_STOPPING_DIST 22.0 AI_CAR_ESCAPE_SPEED 40.0 AI_CAR_TURN_SPEED 10 AI_CAR_ACCEL_RATE 5.0 AI_CAR_DECEL_RATE 9.0 AI_CAR_MINIMUM_BUMPER_DIST 15.0 AI_CAR_BUMPER_WARNING_DIST 50.0 END_PROP_TABLE ////////////////////////////////////////////////////////////////////// //General game rules BEGIN_PROP_TABLE BUILDING_FIRE_CHANCE_PER_HIT 0.2 ROCKET_TURNRATE 0.75 TRIGGER_THRESHOLD 0.7 TETHER_RADIUS 30000 MULTIPLAYER_TETHER_RADIUS 30000 TELEPORT_RAGE_DISTANCE 400 TELEPORT_DISTANCE 400 MONSTER_GRAVITY_MULTIPLIER 40 THROWN_GRAVITY_MULTIPLIER 50 /// Simon quadrupled this. OBJECT_GRAVITY_MULTIPLIER 4.1 WIND_RESISTANCE 0.1 MAX_OBJECT_THROW_VEL 600 TAN_MAX_OBJECT_THROW_ELELVATION .6 BLDG_BLDG_DAMAGE_SCALE 50.0 BLDG_DESTRUCTION_POINTS_DIV 500.0 //this is a divisor, increasing will decrease scores BLDG_DESTRUCTION_POINTS_INC 25.0 //scores are multiples of this value //This is Rhett's. Dangerous to change without negotiation (was 160, but changed it to make whiners stop) BLDG_WEIGHT_DIVISOR 130.0 //lowering this value increases "building throw weight" FACE_TARGET_RANGE_SCALE 0.03 ACQUIRE_TARGET_RANGE_SCALE 0.03 MELEE_HITPOINTS_SCALE 0.5 THROWN_OBJECT_KNOCKDOWN_SCALE 225 STATICALLY_PENETRATED_BUILDING_SCALE 0.5 FOOTSTEP_DAMAGE_SCALE 1.0 MAXBUILDINGHEIGHTTOBURROWUNDER 100.0 // Simon brought this down from 140. MINBUILDINGTIPOVERHEIGHT 100.0 MAXBUILDINGTIPOVERWIDTH 0.6 //These are multiplied by the number of buttons mashed this game time step and subtracted //from the appropriate timer. Currently 4 buttons can be mashed per timeslice, so 0.25 //will reduce the timers at double the normal rate if they get all buttons each frame. BUTTONMASHSTUNFACTOR 12 //Mashing was still too hard at 0.5 BUTTONMASHLIFTFACTOR 12 //Mashing was still too hard at 0.5 LAVAFOOTSTEPDAMAGE 5 //This is the minimum size that building/object shadows will be before they stop drawing. MINSHADOWPIXELS 10.0 MAX_HUD_HITPOINTS 330 // Maximum health in the HUD in action mode. MAX_MONSTER_TURN_SCALE 1.25 LIGHT_REACTION_PRIORITY 0 STAGGER_REACTION_PRIORITY 1500 KNOCKDOWN_REACTION_PRIORITY 1500 HOOK_ATTACKS_NONE_PRIORITY 150 HOOK_ATTACKS_HOOK_PRIORITY 100 HOOK_ATTACKS_STRAIGHT_PRIORITY 200 HOOK_ATTACKS_CUT_PRIORITY 50 STRAIGHT_ATTACKS_NONE_PRIORITY 150 STRAIGHT_ATTACKS_HOOK_PRIORITY 50 STRAIGHT_ATTACKS_STRAIGHT_PRIORITY 100 STRAIGHT_ATTACKS_CUT_PRIORITY 200 CUT_ATTACKS_NONE_PRIORITY 150 CUT_ATTACKS_HOOK_PRIORITY 200 CUT_ATTACKS_STRAIGHT_PRIORITY 50 CUT_ATTACKS_CUT_PRIORITY 100 WEAPON_LIGHT_REACTION_PRIORITY 1500 WEAPON_STAGGER_REACTION_PRIORITY 2500 WEAPON_KNOCKDOWN_REACTION_PRIORITY 5000 // Simon says this excludes the tail an some other bits. GEN_MONSTER_COLLISION_MASK 31 END_PROP_TABLE