//////////////////////////////////////////////////////// // // PLAYER VARIABLES // ---------------- // // PLEASE DON'T CHANGE THESE VALUES WITHOUT FIRST ASKING // EITHER RICH FLOWER OR CHRIS LONG. // // IF YOU DON'T UNDERSTAND WHAT A VARIABLE IS OR DOES // CHRIS (LONG) WILL BE ABLE TO HELP. // // VALUES IN BRACKETS AFTER THE COMMENT MARKER (//) FOLLOWING // VARIABLE DECLARATIONS DETERMINE THE VALID RANGE OF THE VARIABLE // * FOR EXAMPLE (0 ~ 1) DETERMINES A VARIABLE // THAT SHOULD ONLY BE SET WITHN THE RANGE OF // 0 to 1. n IS USED TO DETERMINE ANY VALUE, // BUT PLEASE BE REASONABLE! // // // THIS IS THE BASE FILE, AND VALUES CAN BE OVER-RIDEN // IN THE CHARACTER SPECIFIC FILE // // //////////////////////////////////////////////////////// //////////////////////////////////////////////////////// // HEALTH VARIABLES //////////////////////////////////////////////////////// maximum_health 1000 // (0 ~ n) MAXIMUM HEALTH //////////////////////////////////////////////////////// // INVENTORY VARIABLES //////////////////////////////////////////////////////// maximum_clips_held 20 // (-1 ~ 99) MAXIMUM NUMBER OF CLIPS THAT CAN BE HELD (-1 IS INFINITE AMMO) maximum_grenades_held 0 // (0 ~ n) MAXIMUM NUMBER OF HAND GRENADES THAT CAN BE HELD (0 IS NO HAND GRENADE ABILITY) //////////////////////////////////////////////////////// // VARIOUS ABILITIES //////////////////////////////////////////////////////// ability_hostage_rescue 0 // SET TO 1 TO ALLOW CHARACTER TO PERFORM THIS ACTION ability_defuse_bomb 0 // SET TO 1 TO ALLOW CHARACTER TO PERFORM THIS ACTION ability_rewire_fusebox 0 // SET TO 1 TO ALLOW CHARACTER TO PERFORM THIS ACTION ability_keypads 0 // SET TO 1 TO ALLOW CHARACTER TO PERFORM THIS ACTION ability_lockpick 0 // SET TO 1 TO ALLOW CHARACTER TO PERFORM THIS ACTION ability_useswitches 0 // SET TO 1 TO ALLOW CHARACTER TO PERFORM THIS ACTION ability_usebuttons 0 // SET TO 1 TO ALLOW CHARACTER TO PERFORM THIS ACTION ability_usevalves 0 // SET TO 1 TO ALLOW CHARACTER TO PERFORM THIS ACTION //////////////////////////////////////////////////////// // AIMING VARIABLES //////////////////////////////////////////////////////// DisableCrossHairAiming 0.0 // (0 ~ 1) SET TO 1.0 TO DISABLE THE PLAYER AIMING AT THE CROSS HAIR (PLAYER WILL AIM STRAIGHT AHEAD IN CURRENT DIRECTION) Minimum_RaiseWeapon_Time_Standard 1.0 // (0 ~ 1) MINIMUM TIME (IN SECONDS) GUN WILL STAY RAISED Minimum_RaiseWeapon_Time_From_Cover 0.0 // (0 ~ 1) MINIMUM TIME (IN SECONDS) GUN WILL STAY RAISED WHEN FIRING FROM COVER Minimum_LowerWeapon_Time 0.13 // (0 ~ 1) MINIMUM TIME (IN SECONDS) GUN WILL STAY LOWERED Minimum_Strafe_Time 0.5 // (0 ~ 1) MINIMUM TIME (IN SECONDS) THE CHARACTER WILL STRAFE Maximum_TargetLock_Range 40 // (0 ~ n) MAXIMUM DISTANCE AT WHICH AN ENEMY CAN BE LOCKED ON TO // BUTTON PRESSURES (PS2 / PC) ButtonPressure_Fire_Weapon_Standard 50 // (0 ~ 255) HOW MUCH BUTTON PRESSURE NEEDS TO BE APPLIED BEFORE THE GUN FIRES WHEN PRESSING THE BUTTON FROM A GUN LOWERED POSITION ButtonPressure_Fire_Weapon_Aiming 1 // (0 ~ 255) HOW MUCH BUTTON PRESSURE NEEDS TO BE APPLIED BEFORE THE GUN FIRES WHEN PRESSING THE BUTTON FROM A GUN ALREADY RAISED POSITION // BUTTON PRESSURES (XBOX ) XB_ButtonPressure_Fire_Weapon_Standard 150 // (0 ~ 255) HOW MUCH BUTTON PRESSURE NEEDS TO BE APPLIED BEFORE THE GUN FIRES WHEN PRESSING THE BUTTON FROM A GUN LOWERED POSITION XB_ButtonPressure_Fire_Weapon_Aiming 80 // (0 ~ 255) HOW MUCH BUTTON PRESSURE NEEDS TO BE APPLIED BEFORE THE GUN FIRES WHEN PRESSING THE BUTTON FROM A GUN ALREADY RAISED POSITION //////////////////////////////////////////////////////// // MOVEMENT VARIABLES //////////////////////////////////////////////////////// // NOTE: THE HEADING TURN RATES ARE THE RATE AT WHICH THE PLAYER CHARACTER // CHANGES HEADING TO MATCH EITHER THE CAMERA HEADING (IN COMBAT MODE) OR // THE DESIRED DIRECTION (IN NON COMBAT MODE) // IF YOU WISH TO ADJUST THE SPEED AT WHICH RIGHT STICK CHANGES // THE CAMERA LOOK VECTOR YOU SHOULD CHANGE THE "LOOK AROUND" VARIABLES walkcycle_overclock 1.2 // (0 ~ n) RUN ANIMATION PLAYBACK SPEED WHEN USER REQUESTS FULL SPEED (1 is normal) walkcycle_overclock_strafe 1.2 // (0 ~ n) RUN ANIMATION PLAYBACK SPEED WHEN USER REQUESTS FULL SPEED (sTRAFING) (1 is normal) walkcycle_overclock_crouched 1.2 // (0 ~ n) RUN ANIMATION PLAYBACK SPEED WHEN USER REQUESTS FULL SPEED (CROUCHED) (1 is normal) walkcycle_overclock_Crouched_strafe 1.2 // (0 ~ n) RUN ANIMATION PLAYBACK SPEED WHEN USER REQUESTS FULL SPEED (CROUCHED STRAFING) (1 is normal) bearing_turn_rate 0.1 // (0 ~ 1) HOW FAST THE CHARACTER BEARING CHANGES (WHEN CHASE CAMERA IS ENABLED) heading_turn_rate_noncombat 0.1 // (0 ~ 1) HOW FAST THE CHARACTER HEADING CHANGES WHEN GUN IS LOWERED heading_turn_rate_combat 0.2 // (0 ~ 1) HOW FAST THE CHARACTER HEADING CHANGES WHEN THE GUN IS RAISED ladderanimspeed 1.3 // (0 ~ n) HOW FAST TO PLAY LADDER ANIMS turnonspotanim_degreespersecond 100 // (0 ~ n) RATE AT WHICH TURN ON SPOT ANIM TURNS strafe_walkspeed 1.0 // !!!! NO LONGER USED !!!!! (THOUGH KEPT IN FOR LEGACY SUPPORT) - USE the walkcycle_overcock-** variables above !!!! (0 ~ n) MAXIMUM WALK SPEED WHEN STRAFING //////////////////////////////////////////////////////// // "LOOK AROUND" VARIABLES //////////////////////////////////////////////////////// pitch_speed_sniper 0.028 //0.06 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA PITCH IN SNIPER MODE yaw_speed_sniper 0.046 //0.06 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA YAW IN SNIPER MODE // SLOW slow_pitch_speed_combat 0.024 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA PITCH WHEN GUN IS RAISED slow_pitch_speed_noncombat 0.024 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA PITCH WHEN GUN IS LOWERED slow_pitch_dampen_user 0.002 // (0 ~ 1) DAMPEN EFFECT ON USER PITCH CHANGES; LOWER VALUES ARE MORE DAMPENED slow_pitch_dampen_torest 1.0 // (0 ~ 1) DAMPEN EFFECT ON PITCH CHANGES COMING TO REST WHEN USER LETS GO OF STICK; LOWER VALUES ARE MORE DAMPENED slow_yaw_speed_combat 0.035 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA YAW WHEN GUN IS RAISED slow_yaw_speed_noncombat 0.035 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA YAW WHEN GUN IS LOWERED slow_yaw_dampen_user 0.002 // (0 ~ 1) DAMPEN EFFECT ON USER YAw CHANGES; LOWER VALUES ARE MORE DAMPENED slow_yaw_dampen_torest 1.0 // (0 ~ 1) DAMPEN EFFECT ON YAw CHANGES COMING TO REST WHEN USER LETS GO OF STICK; LOWER VALUES ARE MORE DAMPENED slow_FastTurn_StickMin 0.91 // (0 ~ 1) POINT ON STICK AT WHICH FAST TURN IS TRIGGERED slow_FastTurn_Multiplier 1.4 // (0 ~ 1) HOW MUCH THE FAST TURN SPEEDS UP TURNING // STANDARD standard_pitch_speed_combat 0.028 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA PITCH WHEN GUN IS RAISED standard_pitch_speed_noncombat 0.028 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA PITCH WHEN GUN IS LOWERED standard_pitch_dampen_user 0.002 // (0 ~ 1) DAMPEN EFFECT ON USER PITCH CHANGES; LOWER VALUES ARE MORE DAMPENED standard_pitch_dampen_torest 1.0 // (0 ~ 1) DAMPEN EFFECT ON PITCH CHANGES COMING TO REST WHEN USER LETS GO OF STICK; LOWER VALUES ARE MORE DAMPENED standard_yaw_speed_combat 0.046 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA YAW WHEN GUN IS RAISED standard_yaw_speed_noncombat 0.046 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA YAW WHEN GUN IS LOWERED standard_yaw_dampen_user 0.002 // (0 ~ 1) DAMPEN EFFECT ON USER YAw CHANGES; LOWER VALUES ARE MORE DAMPENED standard_yaw_dampen_torest 1.0 // (0 ~ 1) DAMPEN EFFECT ON YAw CHANGES COMING TO REST WHEN USER LETS GO OF STICK; LOWER VALUES ARE MORE DAMPENED standard_FastTurn_StickMin 0.91 // (0 ~ 1) POINT ON STICK AT WHICH FAST TURN IS TRIGGERED standard_FastTurn_Multiplier 1.6 // (0 ~ 1) HOW MUCH THE FAST TURN SPEEDS UP TURNING // FAST fast_pitch_speed_combat 0.035 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA PITCH WHEN GUN IS RAISED fast_pitch_speed_noncombat 0.035 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA PITCH WHEN GUN IS LOWERED fast_pitch_dampen_user 0.004 // (0 ~ 1) DAMPEN EFFECT ON USER PITCH CHANGES; LOWER VALUES ARE MORE DAMPENED fast_pitch_dampen_torest 1.0 // (0 ~ 1) DAMPEN EFFECT ON PITCH CHANGES COMING TO REST WHEN USER LETS GO OF STICK; LOWER VALUES ARE MORE DAMPENED fast_yaw_speed_combat 0.065 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA YAW WHEN GUN IS RAISED fast_yaw_speed_noncombat 0.065 // (0 ~ 1) MAX SPEED AT WHICH USER CHANGES CAMERA YAW WHEN GUN IS LOWERED fast_yaw_dampen_user 0.0025 // (0 ~ 1) DAMPEN EFFECT ON USER YAw CHANGES; LOWER VALUES ARE MORE DAMPENED fast_yaw_dampen_torest 1.0 // (0 ~ 1) DAMPEN EFFECT ON YAw CHANGES COMING TO REST WHEN USER LETS GO OF STICK; LOWER VALUES ARE MORE DAMPENED fast_FastTurn_StickMin 0.85 // (0 ~ 1) POINT ON STICK AT WHICH FAST TURN IS TRIGGERED fast_FastTurn_Multiplier 1.15 // (0 ~ 1) HOW MUCH THE FAST TURN SPEEDS UP TURNING //////////////////////////////////////////////////////// // SNIPER VARIABLES //////////////////////////////////////////////////////// sniper_zoom_min 2.0 // (1 ~ n) MINIMUM xZOOM OF SNIPER SCOPE sniper_zoom_max 8.0 // (1 ~ n) MAXIMUM xZOOM OF SNIPER SCOPE sniper_zoom_rate 0.06 // (0 ~ 1) HOW FAST THE SNIPER RIFLE ZOOMS IN/OUT RELATIVE TO THE TOTAL ZOOM RANGE sniper_aim_wobble_standing_amplitude 0.3 // (0 ~ n) HOW FAR "OFF TARGET" THE SNIPER SCOPE WOBBLE IS ALLOWED TO DRIFT sniper_aim_wobble_standing_frequency 0.2 // (0 ~ n) FREQUENCY OF THE SNIPER SCOPE WOBBLE (OR HOW FAST IT TRAVELS THROUGH THE "WOBBLE WAVE") sniper_aim_wobble_crouching_amplitude 0.2 // (0 ~ n) HOW FAR "OFF TARGET" THE SNIPER SCOPE WOBBLE IS ALLOWED TO DRIFT sniper_aim_wobble_crouching_frequency 0.1 // (0 ~ n) FREQUENCY OF THE SNIPER SCOPE WOBBLE (OR HOW FAST IT TRAVELS THROUGH THE "WOBBLE WAVE") //////////////////////////////////////////////////////// // TV CAMERA VARIABLES //////////////////////////////////////////////////////// tvcamera_zoom_min 1.0 // (1 ~ n) MINIMUM xZOOM OF TV CAMERA tvcamera_zoom_max 4.0 // (1 ~ n) MAXIMUM xZOOM OF TV CAMERA tvcamera_zoom_rate 0.05 // (0 ~ 1) HOW FAST THE TV CAMERA ZOOMS IN/OUT RELATIVE TO THE TOTAL ZOOM RANGE //////////////////////////////////////////////////////// // TARGET HELPER //////////////////////////////////////////////////////// target_slow_over_help 0.95 //0.3 // (0 ~ 1) HOW MUCH THE CROSSHAIR SLOWS DOWN WHEN MOVING OVER TARGETS (HIGHER VALUES SLOW DOWN THE CROSS HAIR MORE) target_moving_help 0.7 //0.4 // (0 ~ 1) HOW MUCH "HOLD LOCK HELP" IS APPLIED WHEN THE PLAYER IS MOVING AROUND //------------------------------------------------------------------------------------------------------------------------- // // PLAYER CAMERA VARIABLES // //------------------------------------------------------------------------------------------------------------------------- //////////////////////////////////////////////////////// // RELATIVE POSITION //////////////////////////////////////////////////////// camera_distance_from_player 3.8 // (0 ~ n) HOW FAR AWAY (IN THE XZ PLANE) FROM THE PLAYER THE CAMERA SITS camera_distance_from_player_combat 0.7 // (0 ~ n) HOW FAR AWAY (IN THE XZ PLANE) FROM THE PLAYER THE CAMERA SITS WHEN IN COMBAT camera_combat_zoomin_time 0.1 // (0 ~ n) TIME (IN SECONDS) CAMERA TAKES TO ZOOM IN WHEN ENTERING COMBAT MODE camera_combat_zoomout_time 0.6 // (0 ~ n) TIME (IN SECONDS) CAMERA TAKES TO ZOOM OUT WHEN EXITING COMBAT MODE camera_height_offset 1.45 // (0 ~ n) HOW HIGH THE CAMERA SITS RELATIVE TO THE PLAYER camera_right_offset 0.6 // (0 ~ n) HOW FAR TO THE RIGHT THE CAMERA SITS RELATIVE TO THE PLAYER camera_right_adjust_close_scale 0.6 // (0 ~ n) HOW MUCH TO SCALE THE RIGHT OFFSET WHEN THE CAMERA IS FORCED CLOSE IN (MOVES CAMERA CLOSER TO THE HEAD TO KEEP THE PLAYER IN VIEW) (!NOT VALID WHEN GUN IS RAISED!) camera_crouch_height_adjust 0.35 // (0 ~ n) HOW MUCH THE CAMERA MOVES DOWN WHEN THE CHARACTER CROUCHES //////////////////////////////////////////////////////// // CHASE CAMERA EFFECT (NON COMBAT MODE ONLY) // // COULD MOVE THESE VARIABLES INTO A CAMERAVARIABLES.TXT, // BUT I KIND OF LIKE THEM HERE, AS THEY AFFECT PLAYER CONTROL //////////////////////////////////////////////////////// camera_chase_strength 0.09 // (0 ~ 1) GENERALY HOW STRONG THE INFLUENCE TO GET BEHIND THE PLAYER IS camera_chase_rear_deadzone 0.15 // (0 ~ 1) SIZE OF DEAD ZONE WHEN THE CAMERA IS BEHIND PLAYER (WHEN CAMERA IS IN THE DEAD ZONE THERE IS NO GET BEHIND THE PLAYER EFFECT) camera_chase_front_deadzone 0.0 // (0 ~ 1) SIZE OF DEAD ZONE WHEN THE CAMERA IS FACING PLAYER (WHEN CAMERA IS IN THE DEAD ZONE THERE IS NO GET BEHIND THE PLAYER EFFECT)