# DO NOT RE-ORDER THE LINES IN THIS FILE # # These numbers appear to have names, but in reality the # numbers are read in-order, directly into memory. The names are # for human-readability only. # This means that # LEAN_FOR_KNEE 2.5 # LEAN_FOR_KNEE_STOP -2.5 # is different than # LEAN_FOR_KNEE_STOP -2.5 # LEAN_FOR_KNEE 2.5 # #only programmers should modify this VERSION 8 # These numbers determine when the rider will put his knee # on the seat of the sled, and when he will step all the way over # the seat. When the rider's lean and the sled's tilt are above the # LEAN_FOR_KNEE and TILT_FOR_KNEE, the rider will be ready # to move put his knee on the seat. After a period of time # specified by TIME_FOR_KNEE passes, the rider will begin # the animation to put his knee on the seat. This length # of this animation is specified by TIME_FOR_KNEE_ANIM. # If the rider's lean or sled's tilt drop below the # *_STOP values, the rider will begin removing his knee from # the seat. The *_FULL values control when the rider will step # over the seat. The *_FULL values work the same way as the *_KNEE # values. LEAN_FOR_KNEE 0.47 # range: 0 to 0.5 LEAN_FOR_KNEE_STOP 0.43 # range: 0 to 0.5 TILT_FOR_KNEE 0.45 TILT_FOR_KNEE_STOP 0.35 TIME_FOR_KNEE 0.1 TIME_FOR_KNEE_ANIM 0.85 LEAN_FOR_FULL 0.47 # range: 0 to 0.5 LEAN_FOR_FULL_STOP 0.43 # range: 0 to 0.5 TILT_FOR_FULL 0.65 TILT_FOR_FULL_STOP 0.45 TIME_FOR_FULL 0.0 TIME_FOR_FULL_ANIM 0.85 # These numbers specify how much of the animation should be # used when the rider is sitting, has his knee on the seat, or # has stepped over the seat. The range of these values is 0.0 to 1.0 # The portion of the animation used will be centered around # the midpoint of the animation. In other words, a value of 0.6 # would use the middle 60% of the animation. RANGE_NORMAL 0.1 RANGE_KNEE 0.6 RANGE_FULL 1.0 # This will prevent the rider from leaning too quickly LEAN_CHANGE_MAX 0.5 #look-back (reverse) # This determines how much the sled has to be moving backwards to # trigger a rider look-back animation. This number should be negative. # a number closer to zero will make the look-back animation happen # more often LOOKBACK_THRESHOLD -0.1 # The first number determines how long the sled must be traveling backwards # before the rider will look back. The second number determines the # length of the look-back animation TIME_LAG_FOR_REV_ANIM 0.2 TIME_FOR_REVERSE_ANIM 0.5 # When a player crashes, we will blend in the crash animation (weight). # At the same time, we will advance the animation parameter (vPar). # The *_ADVANCE values determine how much the weight and vPar will advance # each second. When the rider lands on the ground, the weight and # vPar will immediately jump to the *_LANDING values. CRASH_WEIGHT_ADVANCE 10.0 CRASH_WEIGHT_LANDING 1.0 CRASH_VPAR_ADVANCE 0.33 CRASH_VPAR_LANDING 0.35 # This is used to determine whether the rider went flying off of the front # or back of the sled, or if he fell off of one of the sides. CRASH_Z_THRESHOLD 0.5 # The first number is the speed at which the pre-race animation is # faded away. The second number is the length of the pre-race animation PRERACE_FALLOFF_SPEED 2.0 PRERACE_LOOP_TIME 4.0 # This is the length of the post-race animation POSTRACE_LOOP_TIME 3.0 ############################################################################## #bounce parameters #The difference between the raw bounce and the neutralBounce is multiplied #by this number. In other words, this makes the bouncing more extreme. bounceAmp 2.0 #The is the raw bounce number when the rider is sitting on a stationary sled. neutralBounce 0.6 #The neutral bounce will animate using this parameter neutralAnim 0.25 #This is how long the sled must be in the air before the rider begins to #react (creating the illusion that the sled is falling away from the rider). #Note that the sled will get short amounts of air-time when going over moguls airTimeForAnim 0.2 #Immediately after the sled lands, the rider will react to the force of the #landing. These number determine how long the rider will react to the landing. groundTimeForAnim 0.95 groundTimeForAnimExtreme 0.45 #leanZ bounceInfluenceOnLean 0.5 #speed influence on leanZ extraLeanZMinSpeed 10.0 # meters/sec extraLeanZMaxSpeed 30.0 speedInfluenceOnLeanZ 1.0 ########################################################### # This section defines how the animation parameters will # seek their target values. Each animation has a position, # velocity, and acceleration. The position will never be # directly modified. Instead, each frame the animation's # velocity will be adjusted by an acceleration (specified # here). As the position of the animation approaches # the target position, a deceleration will be applied. # The speed at which the position of an animation is # adjusted is limited by maxVelocity. # # closeNoise should be greater or equal to minChangeForAnimUpdate #leanX (side-to-side) accel 7.5 decel -2.5 maxVelocity 3.7 maxNoise 0.10 closeNoise 0.01 #leanZ (front-to-back) accel 7.5 decel -2.5 maxVelocity 3.7 maxNoise 0.15 closeNoise 0.01 #bounce accel 12.5 decel 12.5 maxVelocity 6.7 maxNoise 0.15 closeNoise 0.01 #turn accel 7.5 decel -2.5 maxVelocity 3.7 maxNoise 0.00 closeNoise 0.01 ########################################################### # If the current animation values are close enough to the # target values, leave the current values alone. # This prevents the vibration bug. minChangeForAnimUpdate 0.01 # The sled must be going at least this fast for the noise # to take effect. minSledSpeedForOrganicNoise 15.0 # This controls how long the hold animation will mix # with the return animation, if mixing is necessary. incompleteHoldMixFalloffTime 0.1 # If the hold animation is within this percentage of completion, # play the return animation without mixing the hold animation. holdCompletionPercent 0.1 ########################################################### # how long does it take to mix the acceleration animation in and out? accelAnimMixInTime 0.3 accelAnimMixOutTime 1.3 # how much do weight do we give the acceleration animation at its peak? accelAnimMaxWeight 0.75 # how much turn is required to choose the left or right accel animation accelTurnRequired 0.07 ########################################################### sloppyPlayTime 0.6 sloppyMixTime 0.15 sloppyMaxWeight 0.75