;////////////////////////////////////////////////////////////////////////////// ; 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 = 800 ;YResolution = 600 MaxShellScreens = 8 UseCloudMap = Yes UseLightMap = Yes BilinearTerrainTex = Yes TrilinearTerrainTex = Yes MultiPassTerrain = Yes AdjustCliffTextures = Yes StretchTerrain = No UseHalfHeightMap = No ShowObjectHealth = Yes HideGarrisonFlags = No 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 = Yes DefaultOcclusionDelay = 3000 ; in ms OccludedColorLuminanceScale = 0.5 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 = 45 ;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 = 8.4 ; good for default 96 x 96 map, make 17.5 for 256x256 CameraPitch = 37.5 CameraYaw = 0.0 CameraHeight = 232.0 MaxCameraHeight = 1000.0 MinCameraHeight = 120.0 CameraAdjustSpeed = 0.3 ; 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 = 0.8 StructureStiffness = 0.3 ; 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