Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
477 lines
23 KiB
Plaintext
477 lines
23 KiB
Plaintext
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[Mood Entropy]
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// This is how much we add or subtract to our current mood every 2 seconds if
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// our current mood is different from our entropy mood
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entropy_regeneration_at_0 = 0.1; // entropy regeneration every 2 seconds at elite level 0
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entropy_regeneration_at_100 = 0.4; // entropy regeneration every 2 seconds at elite level 100
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// NOTE: entropy_regeneration_at_100 *MUST* be greater than entropy_regeneration_at_0
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[Friendly Fire Building Cheat]
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building_ff_multiplier = 0.1; // when a friendly fire shot hits a building, this multiplier is applied to the damage the building takes
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// (note: this should be very small so that friendly fire has a hard time destroying a base accidentally)
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[Mood Modifiers]
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// These are modifiers for the current mood when various events occur.
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// NOTE: previously, these were multipliers; now, they are what is ADDED to the mood when the
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// event occurs (usually a negative number to indicate that the mood has lowered).
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shutdown = -0.5; // when we are about to be forced to shut down due to overheating
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internal_armor_breached = -0.8; // when internal armor is damaged
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fall_down = -2.5; // when we fall down
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first_arm_hit = -2.0; // when our first arm is blown off
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second_arm_hit = -4.0; // when both arms are now blown off
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first_leg_hit = -2.5; // when one of our legs is taken out (gimped)
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mood_squad_dead_unit_multiplier = 3.5; // when a unit dies, we subtract this number divided by the number of living units left in the group from all who remain
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// i.e. in a 4-unit group, we subtract N/3 when the first unit dies, N/2 when the second unit dies, N when the third unit dies
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// (of course, we don't care when the 4th unit dies, because by then the group is no more!)
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interval_multiplier_desperate = 1.4; // multiplier for the attack interval when we're in a "desperate" mood
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interval_multiplier_defensive = 1.1; // multiplier for the attack interval when we're in a "defensive" mood
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interval_multiplier_neutral = 1.0; // multiplier for the attack interval when we're in a "neutral" mood
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interval_multiplier_aggressive = 0.85; // multiplier for the attack interval when we're in an "aggressive" mood
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interval_multiplier_brutal = 0.7; // multiplier for the attack interval when we're in a "brutal" mood
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[Missed Shot Modifiers]
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// These are modifiers used when we're about to fire a shot that we want to miss.
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// The "skew_size" numbers indicate the maximum amount to randomly offset a point from the component we're trying
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// to miss. Larger numbers mean shots should veer off further from the body part we're pretending to try to hit.
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// WARNING: DO NOT SET THE SKEW SIZE BELOW 1.0!
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// The "skew_increment" numbers indicate, for any given attempt to miss, the multiplier that we temporarily apply to the skew size.
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// I.e. 1.2 indicates "We missed? OK, exaggerate the skew size by 20% and roll a new point. We missed again? OK, repeat."
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// WARNING: DO NOT SET THE SKEW INCREMENT BELOW 1.2! Also, a larger skew size should be paired with a smaller skew increment and vice versa.
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skew_at_0 = 7.0; // skew size at base (unmodified) chance-to_hit of 0%; should be less than skew_at_100
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skew_at_100 = 1.5; // skew size at base (unmodified) chance-to_hit of 100%; should be greater than skew_at_0
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skew_inc_at_0 = 1.3; // skew increment at base (unmodified) chance-to_hit of 0%
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// NOTE: should be smaller than skew_inc_at_100 since the skew_at_0 is already a large number
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skew_inc_at_100 = 1.5; // skew increment at base (unmodified) chance-to_hit of 100%
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// NOTE: this should be higher than the skew_inc_at_0 to ensure that we can actually
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// miss in a reasonable number of retries!
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[Speed Definitions]
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// This section defines "speeds" that will be used in a later section of this file.
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// Each defines a maximum speed value for that level, in KPH.
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speed_stopped = 5; // stopped, or very slow: 0 to N KPH
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speed_slow = 20; // moving slowly
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speed_medium = 50; // moving at a moderate clip
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speed_fast = 80; // moving at a fast speed
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speed_maximum = 1000; // moving very fast
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[Tonnage Definitions]
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// This section defines mech sizes in terms of tonnage that will be used in a later section of this file.
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// Each size defines a maximum tonnage value for that level.
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mech_tiny = 1; // tiny mech: 0 to N tons
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mech_small = 35; // small mech
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mech_medium = 55; // medium-size mech
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mech_large = 75; // large mech
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mech_huge = 200; // huge mech
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[Distance Definitions]
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// This section defines mech distances in terms of meters that will be used in a later section of this file.
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// Each value defines a maximum distance value for that level.
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distance_adjacent = 25; // target is very close: 0 to N meters
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distance_near = 70; // target is not far
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distance_medium = 200; // target is medium range
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distance_far = 600; // target is kinda far away
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distance_very_far = 2000; // target is near the edge of my perception
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[To-Hit Modifiers]
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// These are multipliers to the to-hit percentage roll for various attributes of the target.
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if_crouched = 0.8; // if the target is crouched
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if_tiny = 0.8;
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if_small = 0.85;
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if_medium_size = 0.9;
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if_large = 0.95;
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if_huge = 1.0;
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if_stopped = 1.0;
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if_slow = 0.95; \
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if_medium_speed = 0.9;
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if_fast = 0.8;
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if_maximum = 0.65;
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if_shooter_stopped = 1.0;
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if_shooter_slow = 0.95;
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if_shooter_medium = 0.90;
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if_shooter_fast = 0.80;
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if_shooter_maximum = 0.65;
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if_adjacent = 1.0;
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if_near = 0.95;
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if_medium_range = 0.85;
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if_far = 0.75;
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if_very_far = 0.55;
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if_firing_with_one_arm = 0.5;
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if_turning = 0.97; // the multiplier to be used when the target is turning at the maximum rate (intermediate
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// turning values will be smoothly interpolated between this number and 1)
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// "if_bearing_90" is used as follows:
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// -if the target is stopped or slow, the value is used
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// -if the target is medium or fast, the value is squared, then used
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// -if the target is maximum, the value is cubed, then used
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if_bearing_90 = 0.95; // the multiplier to use when the target is sideways relative to us
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// (we interpolate between this number and 1.0, with 1.0 used when target is
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// facing toward or away from us)
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[Elite Levels]
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// These are the minimum and maximum elite levels (inclusive) required in order for a vehicle to perform a specific action.
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// These are specified as percentage values, from 0 to 100. The "min" value must ALWAYS be less than or equal to
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// (probably *much* less than) the max value. If min > max, the action cannot be carried out!
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// If a unit's current elite level is less than the minimum or greater than the maximum, it will not perform the action.
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// A "min" value of 0 and a "max" value of 100 indicates that the elite level is irrelevant to carrying out the specified task.
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// The "min_tactic_*" numbers are the minimum and maximum elite levels to carry out a given tactic.
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min_evade_when_missiles_shot_at_me = 65; // whether or not I will attempt to evade missiles shot directly at me
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max_evade_when_missiles_shot_at_me = 100;
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min_evade_when_targeted = 10; // whether or not I will avoid allowing myself to remain within the player's targeting reticule
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max_evade_when_targeted = 100; // for more than a half-second or so (i.e. I try to avoid even letting him target me)
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min_evade_by_jumping = 70; // whether or not I can jump as an evasive maneuver
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max_evade_by_jumping = 100;
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min_evade_by_throttle_override = 60; // whether or not I can override my attack throttle (i.e. increase my speed back up to full speed)
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max_evade_by_throttle_override = 100; // as an evasive maneuver
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min_evade_by_crouching = 75; // whether or not I can crouch as an evasive maneuver (considered for use only if I'm standing still)
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max_evade_by_crouching = 100;
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min_jump_if_rushed = 55; // whether or not I can jump if I think I'm about to collide with the player
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max_jump_if_rushed = 100; // (NOTE: this is specifically for enemy AI units against the player; AI units will not use this on each other!)
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min_opportunity_fire = 10; // whether or not I can fire at other potential targets when I
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max_opportunity_fire = 100; // can't shoot my current target target (for whatever reason -- torso twisted wrong way, etc.)
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min_look_left_or_right = 50; // whether or not a mech can look left/right out of the cockpit and shoot with only that arm
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max_look_left_or_right = 100;
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min_look_time_at_0 = 2; // minimum time a unit must be looking from left or right arm before it can fire (at elite level 0)
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min_look_time_at_100 = 0; // minimum time a unit must be looking from left or right arm before it can fire (at elite level 100)
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switch_to_random_component_picking = 65; // the point at which I switch from picking the least damaged
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// component on my enemy to picking a random component to hit
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switch_to_most_damaged_component_picking = 91; // the point at which I switch from picking a random component
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// on my enemy to picking the most damaged
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min_prefer_water = 0; // whether or not I should prefer to use water when executing an offensive tactic (i.e. not "retreat")
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max_prefer_water = 100;
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min_dont_use_limited_ammo_vs_non_mechs = 1; // whether I can use limited-ammo weapons against non-mech targets (assuming I have lasers)
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max_dont_use_limited_ammo_vs_non_mechs = 100;
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min_vulnerable_leg_hiding = 70; // whether or not I can take a single damaged/destroyed leg into account when maneuvering or turning in combat
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max_vulnerable_leg_hiding = 100;
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min_mood_vulnerable_leg_hiding = 2; // same as above, but based on mood
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max_mood_vulnerable_leg_hiding = 7;
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min_throttle_override = 10; // minimum elite skill required for certain tactics (such as Retreat) to override my current attack throttle setting
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torso_twist_multiplier_at_0 = 0.65; // this specifies a multiplier that will be used at elite level 0; the AI will interpolate between this value and the value specified below
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torso_twist_use_full_multiplier = 45; // specifies an elite skill to use 100% torso twist speed; less than this value, we interpolate according to the number above; greater or equal to this value, we use 100%
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// MUST BE GREATER THAN 0!
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[Evasion Characteristics]
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jump_wait_time_at_0 = 30; // minimum time (in seconds) a mech at elite level 0 must wait between jumps
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jump_wait_time_at_100 = 8; // minimum time (in seconds) a mech at elite level 100 must wait between jumps
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evade_focus_time_at_0 = 3; // minimum time (in seconds) the player must be focused on a mech for it to decide to evade, at elite level 0
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evade_focus_time_at_100 = 0.8; // minimum time (in seconds) the player must be focused on a mech for it to decide to evade, at elite level 100
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[Lancemates]
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lancemate_can_attack_radius = 450; // radius at which a lancemate searches for enemies to attack automatically
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max_lancemate_distance_from_leader = 300; // the maximum distance a lancemate can go from its leader
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[Tactics]
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max_defend_distance_from_target = 120; // maximum distance anyone using the "defend" tactic can go from its target
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jump_and_shoot_hover_height_min = 45; // minimum of how far off the ground a mech using the "jump and shoot" tactic will attempt to hover in midair
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jump_and_shoot_hover_height_max = 100; // maximum of how far off the ground a mech using the "jump and shoot" tactic will attempt to hover in midair
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[Firing]
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max_fire_cheat_angle = 25; // maximum angle (in degrees) by which we can "cheat" when we fire
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max_airplane_fire_cheat_angle = 50; // maximum cheat angle for air units
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max_turret_fire_cheat_angle = 8; // maximum angle for laser turrets
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[Tactic Selection]
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// This section lists constants for automatic tactic selection/switching -- i.e. what tactics to select when you use OrderAttack()
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min_tactic_time = 10; // minimum amount of time (in seconds) that we try any given tactic before switching to another tactic
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// Joust
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min_elite_joust = 0; // min elite level to select "Joust" tactic
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max_elite_joust = 100; // max elite level to select "Joust" tactic
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min_mood_joust = 6; // min mood to select "Joust" tactic
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max_mood_joust = 8; // max mood to select "Joust" tactic
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// Rush
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min_elite_rush = 0; // min elite level to select "Rush" tactic
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max_elite_rush = 100; // max elite level to select "Rush" tactic
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min_mood_rush = 7; // min mood to select "Rush" tactic
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max_mood_rush = 10; // max mood to select "Rush" tactic
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// Hit + Run
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min_elite_hitandrun = 0; // min elite level to select "Hit + Run" tactic
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max_elite_hitandrun = 100; // max elite level to select "Hit + Run" tactic
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min_mood_hitandrun = 5; // min mood to select "Hit + Run" tactic
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max_mood_hitandrun = 7; // max mood to select "Hit + Run" tactic
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// Rear
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min_elite_rear = 0; // min elite level to select "Rear" tactic
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max_elite_rear = 100; // max elite level to select "Rear" tactic
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min_mood_rear = 3; // min mood to select "Rear" tactic
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max_mood_rear = 10; // max mood to select "Rear" tactic
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// Circle
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min_elite_circle = 0; // min elite level to select "Circle of Death" tactic
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max_elite_circle = 100; // max elite level to select "Circle of Death" tactic
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min_mood_circle = 3; // min mood to select "Circle of Death" tactic
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max_mood_circle = 8; // max mood to select "Circle of Death" tactic
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// Retreat
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min_elite_retreat = 0; // min elite level to select "Retreat" tactic
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max_elite_retreat = 100; // max elite level to select "Retreat" tactic
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min_mood_retreat = 0; // min mood to select "Retreat" tactic
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max_mood_retreat = 2; // max mood to select "Retreat" tactic
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// Death From Above
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min_elite_dfa = 70; // min elite level to select "Death From Above" tactic
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max_elite_dfa = 100; // max elite level to select "Death From Above" tactic
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min_mood_dfa = 7; // min mood to select "Death From Above" tactic
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max_mood_dfa = 10; // max mood to select "Death From Above" tactic
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[AI Slope]
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leg_up_slope = 0.707f; //cos (45 deg) slope order for best manuverablity
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leg_down_slope = 0.5f; //cos (60 deg) must be leg, track, wheel, hover
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track_up_slope = 0.766f; //cos (40 deg)
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track_down_slope = 0.707f; //cos (45 deg)
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wheel_up_slope = 0.819f; //cos (35 deg)
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wheel_down_slope = 0.819f; //cos (35 deg)
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hover_up_slope = 0.866f; //cos (30 deg)
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hover_down_slope = 0.866f; //cos (30 deg)
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[AI Movement Costs]
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leg_dirt_cost = 0; // this is cost added to base cost of 1 to enter cell
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leg_rock_cost = 0; // negative would be easier to enter
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leg_steel_cost = 0; // positive would be harder
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leg_blacktop_cost = 0; // use a number less than -100 for impassable
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leg_glass_cost = 0;
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leg_brick_cost = 0;
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leg_grass_cost = 0;
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leg_wood_cost = 0;
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leg_tree_cost = 0;
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leg_swamp_cost = 0;
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leg_concrete_cost = 0;
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leg_rough_cost = 0;
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leg_snow_cost = 0;
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leg_underbrush_cost = 0;
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leg_shallowwater_cost = 0;
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leg_midwater_cost = 0;
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leg_oceanicwater_cost = 0;
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leg_desert_cost = 0;
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leg_flatswamp_cost = 0;
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leg_thickswamp_cost = 0;
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// leg_crackedlava_cost = 0.5;
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// leg_openlava_cost = 0.75;
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leg_crackedlava_cost = -150.0;
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leg_openlava_cost = -150.0;
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track_dirt_cost = 0;
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track_rock_cost = 0;
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track_steel_cost = 0;
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track_blacktop_cost = 0;
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track_glass_cost = 0;
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track_brick_cost = 0;
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track_grass_cost = 0;
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track_wood_cost = 0;
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track_tree_cost = 0;
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track_swamp_cost = 0;
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track_concrete_cost = 0;
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track_rough_cost = 0;
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track_snow_cost = 0;
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track_underbrush_cost = 0;
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track_shallowwater_cost = 0;
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track_midwater_cost = 0;
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track_oceanicwater_cost = 0;
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track_desert_cost = 0;
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track_flatswamp_cost = 0;
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track_thickswamp_cost = 0;
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track_crackedlava_cost = -150;
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track_openlava_cost = -150;
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wheel_dirt_cost = 0;
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wheel_rock_cost = 0;
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wheel_steel_cost = 0;
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wheel_blacktop_cost = 0;
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wheel_glass_cost = 0;
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wheel_brick_cost = 0;
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wheel_grass_cost = 0;
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wheel_wood_cost = 0;
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wheel_tree_cost = 0;
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wheel_swamp_cost = 0;
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wheel_concrete_cost = 0;
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wheel_rough_cost = 0;
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wheel_snow_cost = 0;
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wheel_underbrush_cost = 0;
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wheel_shallowwater_cost = 0;
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wheel_midwater_cost = 0;
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wheel_oceanicwater_cost = 0;
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wheel_desert_cost = 0;
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wheel_flatswamp_cost = 0;
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wheel_thickswamp_cost = 0;
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wheel_crackedlava_cost = -150;
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wheel_openlava_cost = -150;
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hover_dirt_cost = 0;
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hover_rock_cost = 0;
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hover_steel_cost = 0;
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hover_blacktop_cost = 0;
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hover_glass_cost = 0;
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hover_brick_cost = 0;
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hover_grass_cost = 0;
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hover_wood_cost = 0;
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hover_tree_cost = 0;
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hover_swamp_cost = 0;
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hover_concrete_cost = 0;
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hover_rough_cost = 0;
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hover_snow_cost = 0;
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hover_underbrush_cost = 0;
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hover_shallowwater_cost = 0;
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hover_midwater_cost = 0;
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hover_oceanicwater_cost = 0;
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hover_desert_cost = 0;
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hover_flatswamp_cost = 0;
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hover_thickswamp_cost = 0;
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hover_crackedlava_cost = -150;
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hover_openlava_cost = -150;
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[Objective]
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objective_display_time = 30; // in seconds.
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[Joystick]
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throttle_center = 0.3 // 0-1
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throttle_dead_low = 0.25 // on either side of throttle_center
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throttle_dead_high = 0.06 // on either side of throttle_center
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[Skills]
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default_pilot = 20;
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default_gunnery = 50;
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default_elite = 30;
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// default_minheat = 50;
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// default_maxheat = 80;
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default_minheat = 10;
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default_maxheat = 35;
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default_sensor = 2; // max time (in seconds) sensor data can be refreshed
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default_blind = 80; // default multiplier (%) used for night and heavy fog missions if not specified
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default_longrange = 100; // default additional multiplier (%) applied for long-range shots if not specified
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default_shortrange = 100; // default additional multiplier (%) applied for short-range shots if not specified
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default_addpilot = 10;
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default_addgunnery = 1;
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default_addelite = 10;
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max_skill_add = 5; // max value a skill can increase per game
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max_fog_dist_to_use_blind_skill = 400; // in a non-night mission, we use blind fighting skill if fog is <= this distance
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[Piloting] // modifiers for piloting rolls
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damage_amount = 1.1; // this amount is multiplied by tonage of the mech to get the damage to cause a skill check
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fall_damage_minus = 40; // points of damage to subtract every second
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fall_splash_multiplier = 0.115;
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min_fall_timer = 10.0; // was 30.0
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damage_mod = 0.8;
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low_water_mod = 0.9;
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mid_water_mod = 0.8;
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concrete_mod = 0.9;
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gimped_mod = 0.5;
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double_damage_mod = 0.75;
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moving_fast_mod = 0.75; // over 50% of max speed
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jump_recover_mod = 0.75;
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max_water_jump = 1; // maximum depth of water allowed for jumping
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flying_turn_rate = 0.3; // turn rate to use while jump-jetting in radians per second (0.2 equals about 10 degrees)
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// flying_turn_rate = 0.2; // turn rate to use while jump-jetting in radians per second (0.2 equals about 10 degrees)
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[Ejecting] // modifiers for when pilots eject
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eject_chance_for_non_lancemate = 25; // chance that a non-lancemate will eject
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eject_chance_for_lancemate = 60; // chance that a lancemate will eject when destroyed
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eject_chance_ok_when_ejected = 40; // chance that a lancemate will have "OK" status when he ejects
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eject_chance_injured_when_ejected = 30; // chance that a lancemate will have "injured" status when he ejects
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// NOTE: the chance to be "MIA" when ejected is 100 minus the sum of the chances to be OK or injured when ejected
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[Difficulty] // modifier for difficulty levels
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friend_easy_gunnery_mod = 1.3;
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friend_medium_gunnery_mod = 1.1;
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friend_hard_gunnery_mod = 1.0;
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friend_impossible_gunnery_mod = 1.0;
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enemy_easy_gunnery_mod = 0.35;
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enemy_medium_gunnery_mod = 0.6;
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enemy_hard_gunnery_mod = 1.00;
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enemy_impossible_gunnery_mod = 2.0;
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neutral_easy_gunnery_mod = 1.0;
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neutral_medium_gunnery_mod = 1.0;
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neutral_hard_gunnery_mod = 1.0;
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neutral_impossible_gunnery_mod = 1.0;
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[Collision] // modifiers for collision system
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collision_mech_light_damage = 0.010 // was 0.003 points of damage done per ton per mps of impact
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collision_mech_light_slowdown = 8.0 // was 8.0 mps of speed lost by a mech hitting a small building
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collision_mech_light_mech_speed = 123.456 // was 123.456 square of minimum damaging impact speed in mps from mechs
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collision_mech_light_building_speed = 25.0 // was 25.0 square of minimum damaging impact speed in mps to large buildings
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collision_mech_medium_tonage = 20.0 // was 40 tons required for mech to be considered medium weight (now light/medium)
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collision_mech_medium_damage = 0.010 // was 0.003 points of damage done per ton per mps of impact
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collision_mech_medium_slowdown = 6.0 // was 7.0 mps of speed lost by a mech hitting a small building
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collision_mech_medium_mech_speed = 123.456 // was 123.456 square of minimum damaging impact speed in mps from mechs
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collision_mech_medium_building_speed = 25.0 // was 25.0 square of minimum damaging impact speed in mps to large buildings
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collision_mech_heavy_tonage = 65.0 // was 75 tons required for mech to be considered heavy weight (now med/heavy/assault)
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collision_mech_heavy_damage = 0.010 // was 0.003 points of damage done per ton per mps of impact
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collision_mech_heavy_slowdown = 1.0 // was 6.0 mps of speed lost by a mech hitting a small building
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collision_mech_heavy_mech_speed = 123.456 // was 123.456 square of minimum damaging impact speed in mps from mechs
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collision_mech_heavy_building_speed = 25.0 // was 25.0 square of minimum damaging impact speed in mps to large buildings
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collision_dfa_speed = 19.6 // (was 19.6) minimum downward impact speed in mps to use DFA constant
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collision_dfa_damage_given = 0.050 // (was 0.016)points of damage done to target per ton per mps of dfa impact
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collision_dfa_damage_taken = 0.01 // (was 0.006)points of damage done to landing mech per ton per mps of dfa impact
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collision_tank_slowdown = 8.0 // mps of speed lost by a tank when hitting a small building or tree
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[Salvage]
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chance_salvage = 4 // chance for a destroyed mech to be added to salvage
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[Mouse]
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mouse_min_change = 0.015 // minimum the mouse must move to return to center
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mouse_interia_mult = 0.02 // amount mouse delta is multiplied by, delta is in screen coordinates
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mouse_max_mouse = 0.75 // maximum the mouse is allowed to be away from center 0-1 range
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