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Game Data

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khalid hamdan
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0% found this document useful (0 votes)
18 views

Game Data

Uploaded by

khalid hamdan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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;//////////////////////////////////////////////////////////////////////////////

; FILE: GameData.ini (SYSTEM) /////////////////////////////////////////////////


;//////////////////////////////////////////////////////////////////////////////

GameData
ShellMapName = Maps\ShellMapMD\ShellMapMD.map
MapName = Assault.map
MoveHintName = SCMoveHint
UseTrees = Yes
UseFPSLimit = Yes
FramesPerSecondLimit = 30
ChipsetType = 0
Windowed = no
XResolution = 1200
YResolution = 686
MaxShellScreens = 8
UseCloudMap = Yes
UseLightMap = Yes
BilinearTerrainTex = Yes
TrilinearTerrainTex = Yes
MultiPassTerrain = Yes
AdjustCliffTextures = Yes
StretchTerrain = yes
UseHalfHeightMap = no
ShowObjectHealth = Yes
HideGarrisonFlags = yes
Use3WayTerrainBlends = 1
DrawEntireTerrain = yes
TerrainLOD = DISABLE ; should be handled by options screen.
TerrainLODTargetTimeMS = 45
TextureReductionFactor = 0; 1 is half res, 2 querter res, etc.
RightMouseAlwaysScrolls = Yes
UseWaterPlane = Yes
UseCloudPlane = Yes
UseShadowVolumes = Yes
UseShadowDecals = Yes
UseBehindBuildingMarker = no
DefaultOcclusionDelay = 3000 ; in ms
OccludedColorLuminanceScale = 5
WaterPositionX = 0.0
WaterPositionY = 0.0
WaterPositionZ = 7.0
WaterExtentX = 2000.0
WaterExtentY = 2000.0
WaterType = 0

; when a structure is reduced to rubble, set its z-height to this if nothing else
is specified.
DefaultStructureRubbleHeight = 10.0

;the following are for vertex animated water


VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map
VertexWaterHeightClampLow1 = 0.0
VertexWaterHeightClampHi1 = 16.3
VertexWaterAngle1 = 20 ;in degrees
VertexWaterXPosition1 = 2700.0
VertexWaterYPosition1 = -750.0
VertexWaterZPosition1 = 2.9
VertexWaterXGridCells1 = 65
VertexWaterYGridCells1 = 360
VertexWaterGridSize1 = 10.0
VertexWaterAttenuationA1 = 1.0
VertexWaterAttenuationB1 = 0.0
VertexWaterAttenuationC1 = 0.0
VertexWaterAttenuationRange1 = 20.0

;the following are for vertex animated water


VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map
VertexWaterHeightClampLow2 = 0.0
VertexWaterHeightClampHi2 = 31.2
VertexWaterAngle2 = -12 ;in degrees
VertexWaterXPosition2 = 282.0
VertexWaterYPosition2 = -20.0
VertexWaterZPosition2 = 3.0
VertexWaterXGridCells2 = 100
VertexWaterYGridCells2 = 200
VertexWaterGridSize2 = 11.0
VertexWaterAttenuationA2 = 1.0
VertexWaterAttenuationB2 = 0.0
VertexWaterAttenuationC2 = 0.0
VertexWaterAttenuationRange2 = 20.0

;the following are for vertex animated water


VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map
VertexWaterHeightClampLow3 = 0.0
VertexWaterHeightClampHi3 = 45.0
VertexWaterAngle3 = -12 ;in degrees
VertexWaterXPosition3 = 1424.0
VertexWaterYPosition3 = -270.0
VertexWaterZPosition3 = 2.0
VertexWaterXGridCells3 = 75
VertexWaterYGridCells3 = 360
VertexWaterGridSize3 = 10.0 ;11.0
VertexWaterAttenuationA3 = 1.0
VertexWaterAttenuationB3 = 0.0
VertexWaterAttenuationC3 = 0.0
VertexWaterAttenuationRange3 = 20.0

;the following are for vertex animated water


VertexWaterAvailableMaps4 = Maps\USA06\USA06.map
VertexWaterHeightClampLow4 = 0.0
VertexWaterHeightClampHi4 = 16.3
VertexWaterAngle4 = 45 ;in degrees
VertexWaterXPosition4 = 2700.0
VertexWaterYPosition4 = -750.0
VertexWaterZPosition4 = 2.9
VertexWaterXGridCells4 = 65
VertexWaterYGridCells4 = 360
VertexWaterGridSize4 = 10.0
VertexWaterAttenuationA4 = 1.0
VertexWaterAttenuationB4 = 0.0
VertexWaterAttenuationC4 = 0.0
VertexWaterAttenuationRange4 = 20.0

DownwindAngle = -0.785 ; Northeast! AKA "Away and to the right"


DrawSkyBox = Yes
SkyBoxPositionZ = -100.0 ; lowers center of skybox under terrain
SkyBoxScale = 30 ; good for default 96 x 96 map, make 17.5 for 256x256
CameraPitch = 37.5
CameraYaw = 0.0
CameraHeight = 232.0
MaxCameraHeight = 600.0
MinCameraHeight = 20.0
CameraAdjustSpeed = 0.5 ; between 0 and 1 - this is how fast the camera
snaps to the desired height
ScrollAmountCutoff = 50.0 ; arbitrary units - above this value, we don't
update height while scrolling
EnforceMaxCameraHeight = No ; Obey max camera height while scrolling?
TerrainHeightAtEdgeOfMap = 100.0
UnitDamagedThreshold = 0.7
UnitReallyDamagedThreshold = 0.35
GroundStiffness = 0.
StructureStiffness = 0.
; acceleration due to gravity, in dist/sec^2
; note that our distance units are roughly one foot, so
; this corresponds to earth-normal gravity (32 ft/sec^2)
;Gravity = -32.0
; this "feels" better... (srj)
Gravity = -64.0

PartitionCellSize = 40.0

ParticleScale = 1.0 ;

AutoFireParticleSmallPrefix = FireS
AutoFireParticleSmallSystem = FireFactionSmall
AutoFireParticleSmallMax = 2
AutoFireParticleMediumPrefix = FireM
AutoFireParticleMediumSystem = FireFactionMedium
AutoFireParticleMediumMax = 1
AutoFireParticleLargePrefix = FireL
AutoFireParticleLargeSystem = FireFactionLarge
AutoFireParticleLargeMax = 1
AutoSmokeParticleSmallPrefix = SmokeS
AutoSmokeParticleSmallSystem = SmokeFactionSmall
AutoSmokeParticleSmallMax = 4
AutoSmokeParticleMediumPrefix = SmokeM
AutoSmokeParticleMediumSystem = SmokeFactionMedium
AutoSmokeParticleMediumMax = 2
AutoSmokeParticleLargePrefix = SmokeL
AutoSmokeParticleLargeSystem = SmokeFactionLarge
AutoSmokeParticleLargeMax = 1
AutoAflameParticlePrefix = Aflame
AutoAflameParticleSystem = FireBuildingSmall
AutoAflameParticleMax = 4

HistoricDamageLimit = 5000 ; how long to retain historical-damage for weapons


that need it, in msec

AmmoPipScaleFactor = 1.5
ContainerPipScaleFactor = 1.5
AmmoPipScreenOffset = X:-1.0 Y:0.0 ; note that this is a multiplier to
boundingspheresize, NOT an absolute offset
ContainerPipScreenOffset = X:1.0 Y:0.0 ; note that this is a multiplier to
boundingspheresize, NOT an absolute offset
AmmoPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world-
>screen xform
ContainerPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world-
>screen xform

LevelGainAnimationName = LevelGainedAnimation
LevelGainAnimationTime = 4.0
LevelGainAnimationZRise = 15.0

GetHealedAnimationName = GetHealedAnimation
GetHealedAnimationTime = 4.0
GetHealedAnimationZRise = 15.0

MaxTerrainTracks = 100 ; how many vehicles can generate tread marks on the
terrain.
TimeOfDay = AFTERNOON
Weather = NORMAL
MakeTrackMarks = Yes
ForceModelsToFollowTimeOfDay = Yes
ForceModelsToFollowWeather = Yes

InfantryLightMorningScale = 100f ; amount to scale map lighting to make infantry


easier to see.
InfantryLightAfternoonScale = 100f ; amount to scale map lighting to make
infantry easier to see.
InfantryLightEveningScale = 200f ; amount to scale map lighting to make infantry
easier to see.
InfantryLightNightScale = 200f ; amount to scale map lighting to make infantry
easier to see.

TerrainLightingMorningAmbient = R:128 G:100 B:77


TerrainLightingMorningDiffuse = R:230 G:180 B:153
TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
TerrainLightingEveningAmbient = R:64 G:59 B:51
TerrainLightingEveningDiffuse = R:153 G:128 B:102
TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
TerrainLightingNightAmbient = R:26 G:26 B:39
TerrainLightingNightDiffuse = R:51 G:51 B:77
TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0

TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77


TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153
TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29
TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51
TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102
TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2
TerrainObjectsLightingNightAmbient = R:26 G:26 B:39
TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77
TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0

TerrainLightingAfternoonAmbient = R:56 G:52 B:44


TerrainLightingAfternoonDiffuse = R:255 G:255 B:255
TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45
TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44
TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255
TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45

TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0


TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120
TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00
TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0
TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80
TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00

TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0


TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20
TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34
TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0
TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20
TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34

AudioOn = Yes
MusicOn = Yes
SoundsOn = Yes
SpeechOn = Yes
VideoOn = Yes

DebugAI = No
DebugAIObstacles = No

MaxRoadSegments = 4000
MaxRoadVertex = 3000
MaxRoadIndex = 5000
MaxRoadTypes = 100

ValuePerSupplyBox = 75

BuildSpeed = 1.0
MinDistFromEdgeOfMapForBuild = 30.0 ; buildings may not be constructed this
close to a map edge
SupplyBuildBorder = 20.0 ; min dist you can put a supply center from a supply
source

;Terrain height at structure footprint must be within this much to


;be considerd "flat" and therefore buildable
AllowedHeightVariationForBuilding = 10.0

MinLowEnergyProductionSpeed = 0.5
MaxLowEnergyProductionSpeed = 0.8
LowEnergyPenaltyModifier = 1.0
MultipleFactory = 1.0
RefundPercent = 50.0%
StealthFriendlyOpacity = 50.0%

CommandCenterHealRange = 500.0 ; command center heals your/ally stuff this close


to the command center
CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount
per logic frame
MaxLineBuildObjects = 50 ; line build style objects can be in a line no
longer than this count of objects
MaxTunnelCapacity = 10 ; How many can be in a player's tunnel network.
Limit 10 for UI currently

StandardMinefieldDensity = 0.004 ; in mines per square foot


StandardMinefieldDistance = 40 ; in feet. should generally be larger than
typical tank shot range.

HorizontalScrollSpeedFactor = 1.6; ; Factor applied to the maximum RMB scroll


speed. Larger allows faster scrolling.
VerticalScrollSpeedFactor = 2.0; ; Split to account for aspect ratio
induced speed limits. Room to mouse drag.
KeyboardScrollSpeedFactor = 2.0; ; Factor applied to the maximum keyboard
scroll speed. Larger allows faster scrolling.
MovementPenaltyDamageState = REALLYDAMAGED ; Point at which we slow movement

MaxParticleCount = 2500 ; the maximum number of particles that can exist


at one time (to 5000 for demo)
MaxFieldParticleCount = 30 ; the number of field type particles rendered to
the screen, beyond which this type will begin skipping
; a field particle is one of Priority AREA_EFFECT
and isGroundAligned = Yes
; Typically these are puddles, toxic
contamination, radiation, decontamination, etc.

; note that the weapon bonus types are:


;"GARRISONED",
;"HORDE",
;"CONTINUOUS_FIRE_MEAN",
;"CONTINUOUS_FIRE_FAST",
;"NATIONALISM",
;"PLAYER_UPGRADE",
;"DRONE_SPOTTING",
;"ENTHUSIASTIC",
;"VETERAN",
;"ELITE",
;"HERO",
;"BATTLEPLAN_BOMBARDMENT",
;"BATTLEPLAN_HOLDTHELINE",
;"BATTLEPLAN_SEARCHANDDESTROY",
;"SUBLIMINAL",
;"SOLO_HUMAN_EASY",
;"SOLO_HUMAN_NORMAL",
;"SOLO_HUMAN_HARD",
;"SOLO_AI_EASY",
;"SOLO_AI_NORMAL",
;"SOLO_AI_HARD",
;
; and the weapon bonus 'fields' are:
;"DAMAGE",
;"RADIUS",
;"RANGE",
;"RATE_OF_FIRE",
;"PRE_ATTACK",

;HORDE, NATIONALISM and FANATICISM are cumulative bonuses for the China Redguard,
;and only apply when they are in a horde. NATIONALISM does not replace HORDE!
FANATICISM does not replace NATIONALISM

;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard,
;and only apply when they are within effect radius of a propaganda tower.
SUBLIMINAL does not replace ENTHUSIASTIC!

WeaponBonus = HORDE RATE_OF_FIRE 150% ;Horded troops fire their weapons


25% faster
WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ;Horded troops with nationalism
fire their weapon an additional 25% faster
WeaponBonus = FANATICISM RATE_OF_FIRE 125% ;Horded troops with nationalism
fire their weapon an additional 25% faster
WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ;In range of a speaker tower,
gaining enthusiasm
WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ;In range of an upgraded speaker
tower, gaining even more enthusiasm
WeaponBonus = GARRISONED RANGE 133% ; when garrisoned, all weapons get
n times normal range
WeaponBonus = GARRISONED DAMAGE 125% ; when garrisoned, all weapons get
n times normal range

WeaponBonus = TARGET_FAERIE_FIRE RATE_OF_FIRE 150% ; If shooting at someone


marked with Faerie Fire, shoot faster (we don't miss ever, so can't hit easier)

WeaponBonus = FRENZY_ONE DAMAGE 110% ; Granted by a China Generals power


WeaponBonus = FRENZY_TWO DAMAGE 120%
WeaponBonus = FRENZY_THREE DAMAGE 130%

WeaponBonus = VETERAN RATE_OF_FIRE 120%


WeaponBonus = VETERAN DAMAGE 110%
WeaponBonus = ELITE RATE_OF_FIRE 140%
WeaponBonus = ELITE DAMAGE 120%
WeaponBonus = HERO RATE_OF_FIRE 160%
WeaponBonus = HERO DAMAGE 130%

;Strategy centers provides bonuses based on the active battleplan!


WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120%
; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120%
WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120%
WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ;Note this does
nothing -- just for balancing reference.

WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80%


WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100%
WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120%

; you cannot set this; it always has a value of 100%.


; HealthBonus_Regular = 100%
HealthBonus_Veteran = 120%
HealthBonus_Elite = 130%
HealthBonus_Heroic = 150%

HumanSoloPlayerHealthBonus_Easy = 150%
HumanSoloPlayerHealthBonus_Normal = 100% ; ie, unadjusted
HumanSoloPlayerHealthBonus_Hard = 80%

; Audio parameters
; VolumeDistribution = Linear ; for linear falloff
; VolumeDistribution = MuLaw ; for S-Curve falloff
; VolumeMuValue = 6.0 ; defines the steepness of the S, must be
>=0, higher is steeper.

GroupSelectMinSelectSize = 5
GroupSelectVolumeBase = 0.5
GroupSelectVolumeIncrement = 0.02
MaxUnitSelectSounds = 8

SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is


purely saturated
SelectionFlashHouseColor = No ; if 'No', selection flashes white

CameraAudibleRadius = 250 ; defines the radius that we can hear when


the camera is looking up.
GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and
calculate the smallest possible rectangle
; that contains them all, and click within
that, all the selected units will break
; formation and gather at the point the
user clicked (if the value is 1.0). If it's
; 0.0, units will always keep their
formation. If it's <1.0, then the user must
; click a smaller area within the rectangle
to order the gather.

ShakeSubtleIntensity = 0.5
ShakeNormalIntensity = 1.0
ShakeStrongIntensity = 2.5
ShakeSevereIntensity = 5.0
ShakeCineExtremeIntensity = 7.5 ;Cinematic reserved -- don't use for game
stuff because it can change.
ShakeCineInsaneIntensity = 10.0 ;Cinematic reserved -- don't use for game
stuff because it can change.

MaxShakeIntensity = 10.0
MaxShakeRange = 150.0

SellPercentage = 50% ; You get this percentage back of the cost to build

BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per


second from auto base regeneration
BaseRegenDelay = 3000 ;in MS, delay in frames we must be damage
free before we can auto heal from base regeneration

; sorry, prisons are cut, maybe next version (srj)


; PrisonBountyMultiplier = 2.0 ;Players get this X the cost to build a unit
; ;that is delivered to a prison with
; ;KINDOF_COLLECTS_PRISON_BOUNTY
; PrisonBountyTextColor = R:255 G:128 B:64 A:255

SpecialPowerViewObject = SuperweaponPing ; Name of the object created for


superweapons to let you watch what happens

; this is a list of bones that will always be exposed to Logic.


; please note that this is really here for quick backwards compatibility with old
code,
; which didn't require declaring which bones you wanted to be able to use from
logic...
; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a
particular
; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead
; (see the airfields for an example). (srj)
StandardPublicBone = FirePoint
StandardPublicBone = Target_Left
StandardPublicBone = Target_Right
StandardPublicBone = ExitStart
StandardPublicBone = ExitEnd
StandardPublicBone = Muzzle
StandardPublicBone = PARA_COG
StandardPublicBone = PARA_ATTCH
StandardPublicBone = PARA_MAN
StandardPublicBone = ExitStart
StandardPublicBone = DockStart
StandardPublicBone = DockAction
StandardPublicBone = DockEnd
StandardPublicBone = DockWaiting
StandardPublicBone = WeaponA
StandardPublicBone = Smoke
StandardPublicBone = Fire
StandardPublicBone = WaterSpray
StandardPublicBone = Spray
StandardPublicBone = WaterSprayBig
StandardPublicBone = Steam
StandardPublicBone = Propeller
StandardPublicBone = SpawnPoint
StandardPublicBone = FireS
StandardPublicBone = FireM
StandardPublicBone = FireL
StandardPublicBone = SmokeS
StandardPublicBone = SmokeM
StandardPublicBone = SmokeL
StandardPublicBone = Aflame

DefaultStartingCash = 10000 ;The amount of cash the player starts with by


default.

UnlookPersistDuration = 5000 ; How long after you stop looking until the fog
grows back

ShroudColor = R:255 G:255 B:255


ClearAlpha = 255
FogAlpha = 127
ShroudAlpha = 0 ; 0 is opaque, 255 is clear. Unsigned Byte

; Network timing settings. Don't mess with these unless you know what you're
doing!
; If you are tempted to mess with these, please let me know. Bryan x36810
; This does not imply that I know what I'm doing.
NetworkFPSHistoryLength = 30 ; The number of fps history entries.
NetworkLatencyHistoryLength = 200 ; The number of ping history entries.
NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead
metrics things
NetworkCushionHistoryLength = 10 ; The number of cushion values to keep.
NetworkRunAheadSlack = 10 ; The amount of slack in the run ahead value.
This is the percentage of the calculated run ahead that is added.
NetworkKeepAliveDelay = 20 ; The number of seconds between when the
connections to each player send a keep-alive packet.
NetworkDisconnectTime = 5000 ; The number of milliseconds between when the
game gets stuck on a frame for a network stall and when the disconnect dialog comes
up.
NetworkPlayerTimeoutTime = 60000 ; The number of milliseconds between when a
player's last keep alive command was recieved and when they are considered
disconnected from the game.
NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between
when the disconnect screen comes up and when the disconnect notification is sent to
the other players.

KeyboardCameraRotateSpeed = 0.1 ; How fast the camera rotates when rotated via
keyboard controls.

End

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