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| Sommaire/Summary : Tom Clancy's Rainbow Six : RavenShield XBOX Current Version / Version courante : [PMC 197.0 (build:197)] Version Time / Heure de la version : [jeu. 2003-10-02 5:34:04,17] |
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| [Message] CLebbos=Un gros merci à la flamme de ma vie, pour sa patience, son support et sa compréhension. Honey I'm coming home ! MMccoy=First, I'd like to thank my lovely wife, Lynn, and kids, Olivia and Clay, for supporting me through all the long hours. Next I want to thank Maxime Beland, co-designer, for his hard work and dedication. Finally, I want to thank the entire Rainbow Six 3 PC team for the solid base upon which to build a game. MBeland=Thanks to... UBI:BF tables. Chling:BF table hack. Alex:BF courses. Chad:My BF partner, even if I suck. Luc:His trailer. Mike:My GD mentor. RS3 Team:All their efforts. Mom and Dad:Their love. Rima:*.* /s. NDuveau=I won't say a word without the presence of my lawyer. Love you Nadine. Love you Thomas LBouchard=Je remercie Isabelle pour sa patience et son amour. Je remercie aussi Gaston et Louiselle pour m'avoir enduré pendant 24 ans dans leur maison. Sans oublier Jean-Pierre, qui graduera peut-être avant que je prenne ma retraite. Et un gros merci final a Sarah, Vicky, Grizzly et Linux. JFDube=Thanks to my wife Emilie for its support, comprehension and patience. I love you so much! =[dEkS]= GBorgia=Merci de m'avoir attendu tout ce temps Marie. J'espère que vous aurez autant de plaisir à jouer à ce jeu que nous en avons eu à le créer. Have fun! PS: Bienvenue parmi nous Xavier! :) RBrek=Congradulations to the entire team for an outstanding job. Its been a great adventure, now its time for some well deserved vacation. Thanks to my family for their love and support. Special thanks to Max, you've been the best part of all this. The future is here. EAllard=Hi I'm Rix. I'd like to thank those who supported me during this project: my girlfriend Julie, my family, my friends, my cat, and of course my motorcyle! ;-) HAllaire=Blah. GGiroux=I'd like to thank my fiance Juhyun for all the support she has given me, thank my family and all my friends, and thank all my teammates for an amazing project! Rainbow Six 3 rules! ADionne=W0rd up dude! FSchelling=Un gros bravo à toute l'équipe!!! Un gros allo à ma famille et mes amis de Québec que je n'ai pas vue depuis longtemps. Un gros merci à mon cousin Martin ( ton nom est enfin dans un jeu;) ) Finalement, Sandra si tu lis ce message c'est que je suis enfin rentré à la maison. Je t'aime et merci de m'avoir attendu durant ces longues heures interminables de travail. xxx PBeausoleil=Merci a San et Jessica pour leur patience ces derniers mois, surtout Jessica qui tenait toujours à m'attendre les soirs de semaine où j'arrivais tard. :) SDore= CGu=A distant journey tests the strength of a horse and a long task proves the character of a man. CLavoie=Salut mon Oncle!!! Let's go Les Petits Champions !!!Chop! Chop! Il n'y en aura pas de cabotinage!!! YAllaire=My work is dedicated to Samuel Allaire - my son. CSirois=Hello, my name is Christian. If you dig me and would love a date send me an e-mail with your picture (women only) to [email protected]. More seriously Thx to anyone who supported me and the team during this project. Least but not last, thx Eve! PDaigle= DMassicotte= DDeslongchamps=I'd first like to thank God for is love and amazing grace, and my whole family and friend for their supports trought the development of this game. JPRajotte=OK ! First of all, thanks 2 all the RVS\R6 Crew, Second of all, thanks 2 all the RVS\R6 Crew and Third of all thanks 2 all the RVS\R6 Crew... Also one big up to: Ale6, Blossom, S-Jee, Frede, Aya, MadMax, the borderline Crew and everyone i've forgot... VGuilbault=Thanks to Max and JP for giving me beer during work hours so that I can keep doing a great job... :) BRicher=Thanks dad. -Amon- JDumont=... JArsenault=Thanks to my precious Honey Bunny for her overwhelming love and patience. I couldn't do life without you. Thanks to my twin boys for making me laugh and cry everyday. I love you guys. Thanks to dad, mom and the familly for all their support. Finally, Spongebob for all the pains of laughter in times of gloom! MDufour= MBerube= YSylvestre= JSy=I would like to thank everybody in the RavenShield team and especially to my rotating slave monkey Carl. I would not have been impossible to stay sane without him. CBoulay= AAkopian=Kiss my hairy ass. ALetendre=hum... what should I say... hum... it's my first game and hum... I did my best and my first "nuit blanche max tu me traduis ça SVP" but... IT'S SO COOL WORKING ON A GAME!!!!!!! Thanks for playing it. Alexandre Letendre AGoyette= JFPoirier= TGiroux= BBellavance=L'amour du jeu se compare à l'amour des femmes le caractère en moins :-) Merci Annie pour ton support durant les dernier mois. |
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| WaitingForServer=WAITING FOR SERVER RESPONSE... ESRBNotice=ESRB NOTICE: Game experience may vary during online play. |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; CHEATS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_bCheatChavezNoDie=false m_bCheatPriceNoDie=false m_bCheatLoiselleNoDie=false m_bCheatWeberNoDie=false ; Bullet tracers settings m_fBulletTracersSpeed=01000.0 m_fBulletTracersLength=960.0 m_fBulletTracersTimeReset=3.5 m_BulletTracersRainbowTailColor=(R=000,G=050,B=150) m_BulletTracersRainbowHeadColor=(R=000,G=250,B=100) m_BulletTracersTerroTailColor=(R=150,G=000,B=000) m_BulletTracersTerroHeadColor=(R=255,G=000,B=000) ; Karma settings m_fKarmaImpactFactor=1.0 m_fKarmaImpactAngularFactor=4.0 ; Minimap settings m_fMinimapZoomDefault=999.0 m_fMinimapZoomRange=2500.0 m_fMinimapZoomSpeed=0.01 ; Weapons settings m_fWeaponJumpFactor=00.01 m_fReloadSpeed=5.0 m_fHitMoveFactor=2000.0 m_fRainbowHitMoveFactor=0.5 m_fTerroHitMoveFactor=1.5 m_fHALOLikeMovementRatio=1.0 m_fHALOLikeRotationRatio=1.0 ; Dist at witch NPC will have 100% accuracy (no dispertion on bullets) m_fDistForPerfectAccuracyTerro=500.0 m_fDistForPerfectAccuracyRainbow=500.0 ; Rocket launcher m_fRocketStartSpeed=0.0 m_fRocketAccelerationSpeed=5000.0 m_fRocketMaxSpeed=30000.0 |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; VISIBILITY PARAMETERS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Base Sight Distance (cm) 50m / 5000cm m_fSightRadius=5000.0 ; observation skill factor : 0.75 ... 1.25 (range = 0.5); 0.75 + 0.5*ObservationSkill m_fBaseObservationSkillFactor=0.75 m_fObservationSkillRange=0.5 ; penalty factor = 0.8 : the maximum seeing distance is shortened by 20% m_fSpotterMovingWalkPenaltyFactor=1.8 m_fSpotterMovingRunPenaltyFactor=1.6 ; factor = 1.2, if target is moving, spotter's maximum seeing distance is increased by 20% m_fTargetMovingWalkPenaltyFactor=2.2 m_fTargetMovingRunPenaltyFactor=3.4 ; in normal or good light conditions, the factor used is 1.0 m_fLowLightPenaltyFactor=0.5 m_fMediumLightPenaltyFactor=0.75 |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; TERRORIST SETTINGS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fTerroristSkillMultiplierRecruit=0.40 m_fTerroristSkillMultiplierVeteran=0.70 m_fTerroristSkillMultiplierElite=1.25 m_iChanceToKillHostageModifierRecruit=-20 m_iChanceToKillHostageModifierElite=20 m_fGrenadeReactionDelayRecruit=1.0 m_fGrenadeReactionDelayVeteran=0.5 m_fReactionTimeForFiringRecruit=1.0 m_fReactionTimeForFiringVeteran=0.5 ; max distance to find action point (cm) m_iMaxDistanceForActionSpot=4000 m_iDefaultSearchTime=30 m_fMinDistToThrowGrenade=500 m_fTerroristRelaxSpeed=+116.0 m_fTerroristWalkingSpeed=+170.0 m_fTerroristRunningSpeed=+518.0 m_fTerroristCrouchedRunningSpeed=+410.0 m_fTerroristCrouchedWalkingSpeed=+140.0 |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; RAINBOW SETTINGS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_iNbOfRainbow=4; used for terrorist hunt mode m_iRainbowFormationDistance=200 m_fRainbowMovementReticulePenaltyFactor=0.2 m_fRainbowWalkingSpeed=+250.0 m_fRainbowRunningSpeed=+400.0 m_fRainbowCrouchedWalkingSpeed=+125.0 m_fRainbowCrouchedRunningSpeed=+250.0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; HOSTAGE SETTINGS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fHostageWalkingSpeed=+250.0 m_fHostageRunningSpeed=+400.0 m_fHostageCrouchedWalkingSpeed=+125.0 m_fHostageCrouchedRunningSpeed=+250.0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; DAMAGE MODEL ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_iMPPlayerMaximumWounds=75 m_iPlayerMaximumWounds=50 m_iRainbowMaximumWounds=40 m_iTerroristMaximumWounds=10 m_iArmouredTerroristMaximumWounds=15 m_iHostageMaximumWounds=10 ; Threshold : above this value the target is wounded, below this value : no effe m_aHeadWoundThreshold=20 m_iTorsoWoundThreshold=60 m_iArmsLegsWoundThreshold=80 m_fRangeAdjustedEnergyFactor=500.0000 ; Wound Multiplier by Character Type m_iMPPlayerWoundMultiplier=3 m_iPlayerWoundMultiplier=3 m_iRainbowWoundMultiplier=1 m_iArmouredTerroristWoundMultiplier=1 m_iTerroristWoundMultiplier=1 |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Wound Multiplier by Hit Location & Shooting Character ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_iMPPlayerShootsHeadMultiplier=10 m_iMPPlayerShootsTorsoMultiplier=2 m_iMPPlayerShootsArmsMultiplier=1 m_iMPPlayerShootsLegsMultiplier=1 m_iPlayerShootsHeadMultiplier=10 m_iPlayerShootsTorsoMultiplier=2 m_iPlayerShootsArmsMultiplier=1 m_iPlayerShootsLegsMultiplier=1 m_iRainbowShootsHeadMultiplier=2 m_iRainbowShootsTorsoMultiplier=2 m_iRainbowShootsArmsMultiplier=1 m_iRainbowShootsLegsMultiplier=1 m_iTerroristShootsHeadMultiplier=2 m_iTerroristShootsTorsoMultiplier=2 m_iTerroristShootsArmsMultiplier=1 m_iTerroristShootsLegsMultiplier=1 m_iArmouredTerroristShootsHeadMultiplier=2 m_iArmouredTerroristShootsTorsoMultiplier=2 m_iArmouredTerroristShootsArmsMultiplier=1 m_iArmouredTerroristShootsLegsMultiplier=1 ; severely wounded threshold represents the value below which the health state is severely wounded m_fSeverelyWoundedThreshold=0.15 m_fModeratelyWoundedThreshold=0.20 m_fLightlyWoundedThreshold=0.45 ; above the moderately wounded threshold, the pawn would be considered Slightly Wounded ; Skill Penalty m_fSeverelyWoundedSkillFactor=0.70 m_fModeratelyWoundedSkillFactor=0.80 m_fLightlyWoundedSkillFactor=0.90 ; Fluid Door Control m_iDoorSpeed=20 |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; AMMO MULTIPLIERS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_PlayerMagazineMultiplierRecruit=6 m_PlayerMagazineMultiplierVeteran=4 m_PlayerMagazineMultiplierElite=4 m_PlayerGrenadeMultiplierRecruit=1 m_PlayerGrenadeMultiplierVeteran=1 m_PlayerGrenadeMultiplierElite=2 ; the following is for rainbow AI only m_bUnlimitedRainbowMagazines=true ; Bullets to put in primary weapon when all clips are empty m_iNbOfBulletWhenEmpty=9 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; FALLING DAMAGE ; Fall < 3m = No Damage ; 3m >= Fall >5m = Loose 25% (0.25) of original wounds ; 5m >= Fall >7m = Loose 50% (0.5) of original wounds ; 7m >= Fall >9m = Loose 75% (0.75) of original wounds ; Fall >= 9m = Dead ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_iSafeFallingHeight=20000 m_iLowerWoundFallingHeight=40000 m_iUpperWoundFallingHeight=60000 m_iDeathFallingHeight=99999 m_fPctWoundsLostFallingLow=0.05 m_fPctWoundsLostFallingMid=0.10 m_fPctWoundsLostFallingHigh=0.25 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; GAMEPAD CONTROLS ; All the attributes in this section can be refreshed ; in-game by opening the console and typing REFRESHGAMESETTINGS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Sensitivity control for controls ; A multiplier of 1.0 will not affect controls at all, while ; a multiplier of 2.0 will double the sensitivity of an axis, and ; a multiplier of 0.5 will halve the sensitivity of an axis m_fXSensitivityMultiplier = 0.70 m_fYSensitivityMultiplier = 0.60 ; SensitivityMaxSteps indicates the maximum steps the sensitivity ; can take. This is mainly useful for menus to determine a range of values m_iXSensitivityMaxSteps = 10 m_iYSensitivityMaxSteps = 10 ; SensitivityIncrement indicates by how much the SensitivityMultiplier ; will be increased (mainly for use in menus) m_fXSensitivityStepIncrement = 0.15 m_fYSensitivityStepIncrement = 0.15 ; Maximum vertical rotation speed, expressed in degrees/second. ; The rotation speed will be linearly calculated from 0 to m_fRotationControlPoint based on the distance between ; the current joystick position and the centered position. m_fRotationControlPoint=160 ; Horizontal rotation speed function of the distance between the current joystick position and the centered position [0 - 10], ; expressed in degrees/second. m_afRotationControlPoints[0]=0.0 m_afRotationControlPoints[1]=2.7 m_afRotationControlPoints[2]=10.8 m_afRotationControlPoints[3]=24.3 m_afRotationControlPoints[4]=43.2 m_afRotationControlPoints[5]=67.5 m_afRotationControlPoints[6]=97.2 m_afRotationControlPoints[7]=132.3 m_afRotationControlPoints[8]=172.8 m_afRotationControlPoints[9]=230.7 m_afRotationControlPoints[10]=320.0 ; The time (in seconds) it will take to go from last rotation speed to new rotation speed when the joystick position changes. m_fSmoothingTime=0.15 ; A number by which the rotation speed is multiplied when a target is acquired by the auto-aim system. m_fAimDamping=0.65 ; The zone (a fraction of 1) withing which the m_fAimDamping will take it's full effect (the rotation speed will be minimum) ; Increasing this number will make the transition between full speed and minimum speed faster. m_fAimDampingMinZone=0.300 ; Percentage of "stickiness" when locked on a target m_fAimStrafeStickiness=0.175 ; The threshold under which the analog inputs are considered 0 (number between 0 and 1) m_fDeadZone=0.40 ; A number by wich the rotation speed is multiplied when zoom is activated. By setting this number to 1, ; the rotation speed is will be exactly proportionnal to the Field Of View (FOV==90 ---> full speed, FOV==0 ---> no speed) ; The number is to be used is we want to slow down the rotation speed even more when zoom is activated. m_fRotationZoomingMultiplier=1.5 ; Undocumented variables. m_fWalkRunThreshold=0.90 m_bEnableSettingAnalogJoystickAsDigital=true m_fWalkUnpeekThreshold=0.64 |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; HUD EFFECTS ; Controls the HUD effect ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_iHUDEffectNumberOfLines=20 ; Number of "noise" lines when damage in effect m_fHUDEffectMovingSpeed=5.0f ; Number of seconds for a complete screen pass by the line m_fHUDEffectDurationOfEffect=1.0f ; Duration of the noise effect when damage occur (seconds) m_fHUDEffectHeightOfLine=2.0f ; Height of the line, in texel m_fHUDEffectMaxHeightOfRandomLines=5.0f ; Max random height of the "noise" lines ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Blood stains ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fBloodStainMinSize=5.0f ; start size of blood stain m_fBloodStainMaxSize=90.0f ; end size of blood stain m_fBloodStainGrowthTime=5.0f ; time for blod stain to achieve max size |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; RETICULE AND AUTO-AIM ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fRetHysteresis=100 m_fRetStationaryAccuracyModifier=9.0f m_fRetWalkingAccuracyModifier=9.0f m_fRetWalkingFastAccuracyModifier=8.0f m_fRetDuckAccuracyBonus=15.0f m_retColor=(R=0,G=0,B=255,A=150) m_retFriendlyTargetColor=(R=0,G=255,B=0,A=255) m_iRetAutoAimCirclePrecision=30 ; Number of lines used to render a circle m_iRetAimingCirclePrecision=20 ; Number of lines used to render a circle m_iRetAimingDotSize=4 ; Size of the aiming dot, put an even value m_fRetZoomModifier_5=20.0f ; 10x bigger zoom auto-aim modifier m_fRetZoomModifier_4=10.0f ; 5x m_fRetZoomModifier_3=3.5f ; 3.5x m_fRetZoomModifier_2=2.5f ; 2.5x m_fRetZoomModifier_1=1.5f ; 1.5x smaller zoom auto-aim modifier m_bShowAutoAimCircle=FALSE ; Display auto-aim circle m_bShowAimingCircle=FALSE ; Display aiming circle m_bDrawAutoAimGuidis=FALSE ; Display {} instead of circle m_bAutoAimZoom=TRUE ; Enable auto-aim when zoooming m_fErrorMaxSize=0.02f ; Factor for error size when firing (using fWalkingFastAccuracy) m_fTimeToShrink=0.5f ; Time to go back to zero error. (1/m_fTimeToShrink sec.) m_fJumpSize=0.02f ; Percentage of max error to add per bullet |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; MISSION OBJECTIVES ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fEndGameDefaultTime=6.0f m_fHudFadeToBlackDefaultTime=2.0f ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; VOICE ENGINE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fXHVVoiceConfidence=20.0f m_fXHVVoiceConfidenceFRA=12.0f m_fXHVVoiceConfidenceGER=15.0f m_fXHVVoiceConfidenceESP=20.0f m_fXHVMinNoiseLevel=5.0f m_fXHVRecordTimeOut=0.7f m_bAlwaysRecordVoice=TRUE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; HUD HIT DIRECTIION ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fHitDisplayTimer=5.0f ; Amount of time that hit texture will be displayed m_fHitDisplayRate=0.05f ; Hit texture blinking rate ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; TEAM MEMBER NAMES IN MULTIPLAYER ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fMultiNameDistanceOverHead=150.0f m_fMultiNameDistanceOverHeadWhenCrouching=166.0f m_iMultiNameMinFadeRenderedPixels=500 m_iMultiNameMaxFadeRenderedPixels=800 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; COOP STATISTICS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fStatsRecruitMultiplier=0.75f m_fStatsVeteranMultiplier=1.0f m_fStatsEliteMultiplier=1.25f m_fStats1PlayerMultiplier=1.0f m_fStats2PlayersMultiplier=1.0f m_fStats3PlayersMultiplier=0.75f m_fStats4PlayersMultiplier=0.5f m_fStatsFriendlyFireMultiplier=0.75f m_fReconSatelliteTerrosPosUpdateTime=2.0f m_fReconSatelliteTerrosPosFadeTime=1.0f m_fTimeBetweenCompleteAndNewObj=3.0f |
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| ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SERVER TIMERS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; m_fWaitingForOtherPlayersTimer=15.0f m_fPreGameTimer=3.5f [R6Abstract.R6AbstractHUD] m_hudNormalColor=(R=050,G=050,B=150,A=150) m_hudNightVisionColor=(R=050,G=255,B=050,A=150) m_hudHeatVisionColor=(R=050,G=050,B=255,A=150) m_hudTextNormalColor=(R=167,G=172,B=181,A=255) m_hudTextNightVisionColor=(R=133,G=177,B=124,A=255) m_hudTextHeatVisionColor=(R=77,G=142,B=180,A=255) m_hudHighLightTextNormalColor=(R=237,G=242,B=251,A=255) m_hudHighLightTextNightVisionColor=(R=203,G=247,B=194,A=255) m_hudHighLightTextHeatVisionColor=(R=185,G=236,B=245,A=255) m_hudDisabledTextNormalColor=(R=80,G=81,B=83,A=255) m_hudDisabledTextNightColor=(R=85,G=107,B=74,A=255) m_hudDisabledTextHeatColor=(R=45,G=86,B=105,A=255) m_byBlinkTextAlpha=128 [R6Game.R6HUD] m_fVoiceBlinkRate=0.15f ; Voice icon blinking rate m_fOutOfAmmoBlinkRate=0.15f ; Out of ammo blinking rate m_fLowAmmoBlinkRate=0.30f ; Low ammo blinking rate m_fLowAmmoPercentage=0.25f ; Percentage of leaving ammo to begin ammo blink m_fRadarBlinkRate=0.25f ; Radar blinking rate when zooming m_fRadarScaleSpeed=10.0f; Radar scaling speed m_fRadarMoveSpeed=1000.0f; Radar move up/down speed m_fRadarBlinkTime=0.25f ; Radar blinking time when zooming m_fMessageDisplayTime=8.0f; Amount of time that a message is displayed in the message box m_fMessageFadingSpeed=125.0f; Open / close message box speed m_iMaxNbMessages=3 ; Maximum number of messages displayed in the message box m_fRadarObjTime=2.0f ; Amount of time that the objective icon will blink m_fRadarObjBlinkRate=0.25f; Objective blinking rate m_fReloadPosY=290 ; Reload text y position in the screen m_bDisplayMsgBoxBackgroundInMulti=false ; m_iMultiPlayerBlinkTime=10 ; Remaining time of a round when the timer will start blinking m_fMultiPlayerBlinkRate=0.25f ; Timer blinking rate m_fHudItemBlinkRate=0.25f m_fLoseHealthBlinkTime=4.0f ; Amout of time that health units blink when loosing health m_fLoseHealthBlinkRate=0.05f ; Health units blinking rate m_fFriendsInvTime=10.0f ; Amount of time that the friends invite notification is displayed m_fFriendsInvBlinkRate=0.25f ; Friends invite icon blinking rate m_fTeamSpeakBlinkRate=0.5f ; Team member name blinking rate when he's speaking m_fButtonFadingSpeed=350.0f m_fMinButtonGlowAlpha=0.0f m_fMaxButtonGlowAlpha=175.0f m_chatterTalkingColor=(R=0,G=212,B=0,A=255) [Engine.R6GameColors] PopUpAlphaFactor=128 Black=(B=0,G=0,R=0,A=0) BlueLight=(B=239,G=209,R=129,A=0) Blue=(R=90,G=125,B=195) Gold=(B=95,G=140,R=155,A=0) GrayDark=(B=50,G=50,R=50,A=0) GrayLight=(B=120,G=120,R=120,A=0) Green=(R=60,G=182,B=0,A=0) Orange=(B=0,G=192,R=255,A=0) Red=(R=182,G=0,B=0,A=0) White=(B=255,G=255,R=255,A=0) Yellow=(B=0,G=255,R=255,A=0) TeamHUDColor[0]=(B=9,G=31,R=196,A=75) TeamHUDColor[1]=(B=60,G=200,R=60,A=50) TeamHUDColor[2]=(B=8,G=165,R=216,A=50) HUDWhite=(B=255,G=255,R=255,A=255) HUDGrey=(B=255,G=255,R=255,A=100) TeamColor[0]=(R=182,G=0,B=0,A=255) TeamColor[1]=(R=60,G=182,B=0,A=255) TeamColor[2]=(R=204,G=150,B=0,A=255) TeamColorLight[0]=(R=215,G=64,B=51,A=255) TeamColorLight[1]=(R=94,G=215,B=51,A=255) TeamColorLight[2]=(R=215,G=184,B=51,A=255) TeamColorDark[0]=(R=51,G=0,B=0,A=255) TeamColorDark[1]=(R=17,G=51,B=0,A=255) TeamColorDark[2]=(R=82,G=60,B=0,A=255) ButtonTextColor[0]=(B=255,G=255,R=255,A=0) ButtonTextColor[1]=(B=120,G=120,R=120,A=0) ButtonTextColor[2]=(B=239,G=209,R=129,A=0) ButtonTextColor[3]=(B=239,G=209,R=129,A=0) ToolTipColor=(B=190,G=190,R=190,A=0) m_cBGPopUpContour=(B=0,G=0,R=0,A=180) m_cBGPopUpWindow=(B=0,G=0,R=0,A=0) |
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________Template\Air-R-G3A3.tpt_ |
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| { local SavedMove Next; //#ifdef R6CODE if( bOnlySpectator ) Pawn = none; //#endif if ( Pawn != None ) Pawn.Died( self, Pawn.Location ); //#ifdef R6BUGFIX // Remove CheatManager and PlayerInput reference to be sure they are garbage collected if(CheatManager!=none) CheatManager.ClearOuter(); CheatManager = none; if(PlayerInput!=none) PlayerInput.ClearOuter(); PlayerInput = none; //#endif // #ifdef R6BUGFIX Super.Destroyed(); myHud.Destroy(); myHud = none; // R6CODE while ( FreeMoves != None ) { Next = FreeMoves.NextMove; FreeMoves.Destroy(); FreeMoves = Next; } while ( SavedMoves != None ) { Next = SavedMoves.NextMove; SavedMoves.Destroy(); SavedMoves = Next; } } |
| QUOTE (Mr. Peabody @ Jun 11 2004, 07:13 PM) |
| WHY HSDEMONZ? I told you not to share this info with ANYONE, EVER. "Research was done on closed lans. (and on occassion.. closed passworded rooms on XBC. Most of which was conducted at xmas.. with help from Letterman and Shanafan, Peerx and a select few others.)" I found this hack. I'm the one that has 6 pages of notes on the relation of just about every line of this file. I'm the one that deciphered the binary strings for weapons attributes (damage, accuracy, capacity, zoom, etc.). I'm the one that figured out how to make grenades wipe out an entire room. It's so great you can cut and paste some lines (too bad you removed things like my credits out of the file first, 'make sure you put something here so you know you've edited it' LIKE THAT WAS EVEN AN ORIGINAL THOUGHT. I gave you this. I told you not to share it with anyone. I told you not to use it in gameplay. Now everyone and thier little brother are shooting people through the eye while tying their shoes. What the fuck were you thinking? You owe me an explanation. |
| QUOTE (Mr. Peabody @ Jun 11 2004, 02:13 PM) |
| (too bad you removed things like my credits out of the file first, 'make sure you put something here so you know you've edited it' LIKE THAT WAS EVEN AN ORIGINAL THOUGHT. I gave you this. I told you not to share it with anyone. I told you not to use it in gameplay. Now everyone and thier little brother are shooting people through the eye while tying their shoes. What the fuck were you thinking? You owe me an explanation. |