////////////////////////////////////////////////////////////////////// /* bj_tweak.sch */ /* Author: DJ Jones */ /* Tweak values for base jump activity. */ ////////////////////////////////////////////////////////////////////// // Cutscene values TWEAK_FLOAT fCUTSCENE_END_WAIT 0.2 // Delay before ending cutscene in s TWEAK_INT iCUTSCENE_INTERP_DUR 10000 // Duration of cutscene cam interpolation in ms // Look values TWEAK_FLOAT fLOOK_SCALAR_HORIZ 5.0 // Speed of horizontal look cam rotation TWEAK_FLOAT fLOOK_SCALAR_VERT 5.0 // Speed of vertical look cam rotation TWEAK_FLOAT fLOOK_MAX_HORIZ 52.6 // Max horizontal rotation for look cam TWEAK_FLOAT fLOOK_MAX_VERT 10.0 // Max rotation for cam looking up TWEAK_FLOAT fLOOK_MIN_VERT -45.0 // Min rotation for cam looking down TWEAK_FLOAT fLOOK_INIT_PITCH -30.0 // Initial tilt down of look cam TWEAK_FLOAT fLOOK_FOV 60.0 // FOV for the look cam TWEAK_FLOAT fHELI_SWAY_MAG 0.006 // Magnitude of chopper's sway motion TWEAK_FLOAT fHELI_SWAY_FREQ 0.25 // Frequency of chopper's sway motion // Jump values TWEAK_FLOAT fJUMP_CAM_START_INTERP 0.0 // Wait before starting scripted interp TWEAK_FLOAT fJUMP_CAM_GAME_INTERP 0.0 // Wait before starting game interp TWEAK_FLOAT fJUMP_CAM_DUR 1.1 // Duration of full interp to game cam TWEAK_FLOAT fHEAD_CAM_X 0.0 // Relative x offset of attached jump cam TWEAK_FLOAT fHEAD_CAM_Y -0.5 // Relative y offset of attached jump cam TWEAK_FLOAT fHEAD_CAM_Z 3.5 // Relative z offset of attached jump cam TWEAK_FLOAT fHEAD_CAM_LX 0.0 // Relative x look pos of attached jump cam TWEAK_FLOAT fHEAD_CAM_LY 0.0 // Relative y look pos of attached jump cam TWEAK_FLOAT fHEAD_CAM_LZ 0.0 // Relative z look pos of attached jump cam // Target values TWEAK_FLOAT fAIR_TGT_RANGE 22.0 // Distance for air target check TWEAK_FLOAT fAIR_TGT_INNER_RANGE 10.0 // Distance for the inner air target check TWEAK_FLOAT fGROUND_TGT_RG_HORIZ 15.0 // Horizontal dist for ground target check TWEAK_FLOAT fGROUND_TGT_RG_VERT_ABOVE 5.0 // Vert above dist for ground target check TWEAK_FLOAT fGROUND_TGT_RG_VERT_BELOW -2.0 // Vert below dist for ground target check TWEAK_FLOAT fGROUND_TGT_START_MOVING 325.0 // Vert dist from vehicle target before it starts moving TWEAK_FLOAT fTRAIN_TGT_START_MOVING 200.0 // Vert dist from train before it starts moving TWEAK_FLOAT fNEXT_TGT_DIST_DROPOFF 0.05 // Decrease virtual height per dist from tgt TWEAK_FLOAT fAIR_TGT_DRAW_SCALE 14.0 // Draw scale of air target ring TWEAK_FLOAT fGND_TGT_DRAW_SCALE_S 4.0 // Draw scale of inner ground target ring TWEAK_FLOAT fGND_TGT_DRAW_SCALE_M 9.0 // Draw scale of middle ground target ring TWEAK_FLOAT fGND_TGT_DRAW_SCALE_L 14.0 // Draw scale of outer ground target ring TWEAK_FLOAT fAIR_NXT_TGT_SCALE 0.5 // Draw scale of next air target TWEAK_FLOAT fGND_NXT_TGT_SCALE 0.5 // Draw scale of next ground target TWEAK_FLOAT fCUR_BLIP_SCALE 1.2 // Draw scale for current blip TWEAK_FLOAT fNEXT_BLIP_SCALE 0.7 // Draw scale for next blip TWEAK_FLOAT fFINISH_REWARD_MULT 1.5 // Minimum money to award for base jump TWEAK_INT iTARGET_RED 240 // Amount of red to use when drawing target TWEAK_INT iTARGET_GREEN 200 // Amount of green to use when drawing target TWEAK_INT iTARGET_BLUE 80 // Amount of blue to use when drawing target TWEAK_INT iTARGET_ALPHA 170 // Amount of alpha to use when drawing target TWEAK_INT iCHECKPOINT_ALPHA 113 // The checkpoints appear more solid than the hoops TWEAK_INT iGATE_REWARD 30 // How much cash to award player for air gate TWEAK_INT iALL_GATE_REWARD 100 // Reward for hitting all the gates in the course TWEAK_INT iFINISH_REWARD_BASE 50 // Minimum money to award for base jump // UI values TWEAK_FLOAT fINPUT_DELAY 0.5 // Delay before input becomes available TWEAK_FLOAT fPOST_WIN_TIMEOUT 60.0 // Win screen disappears after timeout TWEAK_FLOAT fPOST_LOSS_TIMEOUT 60.0 // Loss screen disappears after timeout TWEAK_INT iLAUNCH_FADE_OUT_TIME 2500 // Fade out from launcher in ms TWEAK_INT iFADE_OUT_TIME 800 // Fade out time in ms TWEAK_INT iFADE_IN_TIME 800 // Fade in time in ms // Add every new tweak value here! #IF IS_DEBUG_BUILD PROC BJ_IGNORE_UNREFERENCED_TWEAKS() // Cutscene values fCUTSCENE_END_WAIT = fCUTSCENE_END_WAIT iCUTSCENE_INTERP_DUR = iCUTSCENE_INTERP_DUR // Look values fLOOK_SCALAR_HORIZ = fLOOK_SCALAR_HORIZ fLOOK_SCALAR_VERT = fLOOK_SCALAR_VERT fLOOK_MAX_HORIZ = fLOOK_MAX_HORIZ fLOOK_MAX_VERT = fLOOK_MAX_VERT fLOOK_MIN_VERT = fLOOK_MIN_VERT fLOOK_INIT_PITCH = fLOOK_INIT_PITCH fLOOK_FOV = fLOOK_FOV fHELI_SWAY_MAG = fHELI_SWAY_MAG fHELI_SWAY_FREQ = fHELI_SWAY_FREQ // Jump values fJUMP_CAM_START_INTERP = fJUMP_CAM_START_INTERP fJUMP_CAM_GAME_INTERP = fJUMP_CAM_GAME_INTERP fJUMP_CAM_DUR = fJUMP_CAM_DUR fHEAD_CAM_X = fHEAD_CAM_X fHEAD_CAM_Y = fHEAD_CAM_Y fHEAD_CAM_Z = fHEAD_CAM_Z fHEAD_CAM_LX = fHEAD_CAM_LX fHEAD_CAM_LY = fHEAD_CAM_LY fHEAD_CAM_LZ = fHEAD_CAM_LZ // Target values fAIR_TGT_RANGE = fAIR_TGT_RANGE fAIR_TGT_INNER_RANGE = fAIR_TGT_INNER_RANGE fGROUND_TGT_RG_HORIZ = fGROUND_TGT_RG_HORIZ fGROUND_TGT_RG_VERT_ABOVE = fGROUND_TGT_RG_VERT_ABOVE fGROUND_TGT_RG_VERT_BELOW = fGROUND_TGT_RG_VERT_BELOW fGROUND_TGT_START_MOVING = fGROUND_TGT_START_MOVING fTRAIN_TGT_START_MOVING = fTRAIN_TGT_START_MOVING fNEXT_TGT_DIST_DROPOFF = fNEXT_TGT_DIST_DROPOFF fAIR_TGT_DRAW_SCALE = fAIR_TGT_DRAW_SCALE fGND_TGT_DRAW_SCALE_S = fGND_TGT_DRAW_SCALE_S fGND_TGT_DRAW_SCALE_M = fGND_TGT_DRAW_SCALE_M fGND_TGT_DRAW_SCALE_L = fGND_TGT_DRAW_SCALE_L fAIR_NXT_TGT_SCALE = fAIR_NXT_TGT_SCALE fGND_NXT_TGT_SCALE = fGND_NXT_TGT_SCALE fFINISH_REWARD_MULT = fFINISH_REWARD_MULT fCUR_BLIP_SCALE = fCUR_BLIP_SCALE fNEXT_BLIP_SCALE = fNEXT_BLIP_SCALE iTARGET_RED = iTARGET_RED iTARGET_GREEN = iTARGET_GREEN iTARGET_BLUE = iTARGET_BLUE iTARGET_ALPHA = iTARGET_ALPHA iGATE_REWARD = iGATE_REWARD iFINISH_REWARD_BASE = iFINISH_REWARD_BASE // UI values fINPUT_DELAY = fINPUT_DELAY fPOST_WIN_TIMEOUT = fPOST_WIN_TIMEOUT fPOST_LOSS_TIMEOUT = fPOST_LOSS_TIMEOUT iLAUNCH_FADE_OUT_TIME = iLAUNCH_FADE_OUT_TIME iFADE_OUT_TIME = iFADE_OUT_TIME iFADE_IN_TIME = iFADE_IN_TIME ENDPROC #ENDIF