[Engine.GameInfo] DefaultGame=BIOC_Base.BioSPGame DefaultServerGame=BIOC_Base.BioSPGame bAdminCanPause=false MaxPlayers=16 GameDifficulty=+1.0 bChangeLevels=True MaxSpectators=2 MaxIdleTime=+0.0 MaxTimeMargin=+1.0 TimeMarginSlack=+1.0 MinTimeMargin=-1.0 [Engine.AccessControl] IPPolicies=ACCEPT;* [Engine.GameReplicationInfo] ServerName=Another Server ShortName=Server MessageOfTheDay= [DefaultPlayer] Name=Player team=255 Class=BIOC_Base.BioPlayerController [Engine.HUD] bMessageBeep=true HudCanvasScale=0.95 ConsoleMessageCount=4 ConsoleFontSize=5 MessageFontOffset=0 bShowHud=true DebugDisplay=AI [Engine.PlayerController] bAimingHelp=false bDynamicNetSpeed=true InteractDistance=512 DynamicPingThreshold=+400.0 InputClass=class'BIOC_Base.BioPlayerInput' ForceFeedbackManagerClassName=WinDrv.XnaForceFeedbackManager [Engine.Weapon] Priority=-1.0 [Engine.WorldInfo] DefaultGravityZ=-981.0 RBPhysicsGravityScaling=1.0 SquintModeKernelSize=128.0 TraceAdjust=2 [Engine.UIDataStore_GameResource] ElementProviderTypes=(ProviderTag="GameTypes",ProviderClassName="Engine.UIGameInfoSummary") [Engine.UISafeRegionPanel] RegionPercentages=0.9 RegionPercentages=0.8 [Configuration] BasedOn=..\Engine\Config\BaseGame.ini [Engine.Pawn] m_bBioHesitationOn=TRUE m_bBioDebugMountFall=FALSE MaxStepHeight=40.0; VehicleCheckRadius=500 [BIOC_Base.BioWorldInfo] ; if (m_nScalePawnsToCharacterLevel <=0) then use the character level to scale the pawns to. m_nScalePawnsToCharacterLevel=0 m_bAdvancedDifficultyScaling=TRUE m_bAllowTreasureLogging=FALSE; CurrentGameDir=..\CurrentGame GlobalTlkFiles=GlobalTlk.GlobalTlk_tlk lstStateEventMapNames=PlotManagerAuto.StateTransitionMap lstConsequenceMapNames=PlotManagerAuto.ConsequenceMap lstOutcomeMapNames=PlotManagerAuto.OutcomeMap lstQuestMapNames=PlotManagerAuto.QuestMap lstCodexMapNames=PlotManagerAuto.DataCodexMap m_fMaxVFXBudget=100.0 m_bShowVinceSurveys=FALSE m_fGameOverPauseTime=3.0f m_fConversationInterruptDistance=2500.0f m_fIdleCameraSpeed=1.0f m_bDebugCameras=FALSE m_fNoSkipBuffer=0.7f m_fLookAtDelays=0.5f m_fLookAtDelays=0.6f m_fLookAtDelays=0.7f m_fLookAtDelays=0.75f m_fLookAtDelays=0.8f m_fLookAtDelays=0.9f m_fLookAtDelays=1.0f m_fLookAtDelays=1.05f m_fLookAtDelays=1.1f m_fLookAtDelays=1.15f m_fLookAtNoticeMaxRange=500.0f m_fLookAtNoticeInitialDelay=1.5f m_fLookAtNoticeDuration=6.0f m_fLookAtNoticeSpeed=0.2f m_buybackArrayMaxSize=20 m_bForceDisableTutorials=FALSE m_bPartyMembersImmuneToExternalForce=TRUE m_srProfileNotSignedInWarningMsg=174310 srDefaultNoSaveReason=168056; srNoSaveInCombat=168057; srTutorialOK=170655 srNoSaveWhenVehicleBadPlace=174024; m_nDesignerEnableTutorialPlotFlag=7147 ; Plot flag that enables difficulty checks for achievements: 2505=Global Plot: Prologue Done m_nDesignerEnableDifficultyChecksPlotFlag=2505 [BIOC_Base.BioHUD] m_fSafeAreaX=0.05 m_fSafeAreaY=0.05 m_bUseGeneratedItemNames=TRUE [BIOC_Base.BioPlayerController] m_fMovementStickDeadzone=0.3 m_fMovementDebounceDeadzone=0.0 m_fMovementWalkRunTrans=0.8 m_fMovementWalkUpperMult=1.2 m_fLeaveConvPitch=-20.0 m_srVehicleExitFailureMsg=172833 ; "Mako requires level ground for safe egress." when exit fails m_srVehicleExitAButtonMsg=172832 ; "Continue" that appears beside the A button CoverEnterInterval=0.0 ; Length of time to enter cover CoverExitCameraAngle=85 ; Camera angle from cover direction that causes cover exit CoverMovementModifier=0.25 ; Movement modifier when in cover ZoomMovementModifier=0.8 ; Movement modifier while zoomed m_fForwardStormInputWeight=1.5 InputClass=class'BIOC_Base.BioPlayerInput' m_bUseCameraRelativeInputForVehicle=FALSE; m_bDebugVehicleUse=TRUE; PlayerSquadClass=BIOG_StrategicAI.BioSquadPlayer m_fMoveToCoverSearchRadius_Short=350.0 m_fMoveToCoverSearchRadius_Medium=800.0 m_fMoveToCoverSearchRadius_Long=1600.0 m_fMoveToCoverSearchRange_Short=1200.0 m_fMoveToCoverSearchRange_Medium=2400.0 m_fMoveToDropDistance=4000.0 m_fMoveToDelayTime=1.5 m_fTacticalDelayTime=1.0 m_bUpdateRadarHud=FALSE; m_fRadarGUISize=76.5 m_fMaxZDifference=2000.0 m_fDifferenceScale=100.0 m_fCoverMoveSuppersionTime=0.3 m_bBackLockedToWallForCover=FALSE ; drift angle=m_fSniperNoiseCoefficient * noise + m_fSniperNoiseConstant ; noise=RootOf( ( drift angle - m_fSniperNoiseConstant ) / m_fSniperNoiseCoefficient ) m_fSniperNoiseConstant=0.90f; m_fSniperNoiseCoefficient=0.60f; m_bZoomCamFocusOnTarget=TRUE; [BIOC_Base.BioAIController] m_fPartyCoverSearchRadius=750.0 m_bDesignerClearAllActionsDisplay=FALSE m_bPawnTeleportOnFailure=FALSE m_AIWeaponTargetStepoutBiases=0.5; m_AIPowerTargetStepoutBiases=1.0 [BIOC_Base.BioCameraManager] m_fCameraTraceRange=10000.0 m_fVehicleTraceRange=40000.0 m_fSniperTraceRange=40000.0 m_fHidePawnRadiusFactor=0.76f [BIOC_Base.BioCamera] m_bCameraIsWidescreen=true [BIOC_Base.BioCameraUtility] m_bDoCamShake=1 [BIOC_Base.BioCameraBehavior] m_minSensitivity=(m_yaw=0.5f,m_pitch=0.5f); m_maxSensitivity=(m_yaw=1.5f,m_pitch=1.5f); [BIOC_Base.BioTlkFile] m_bDisplayStringId=false [BIOC_Base.BioCharacterImporter] m_stockPlayerCharacter=(m_Label="Soldier",m_Gender=BIO_ATTRIBUTE_PAWN_GENDER_MALE,m_FirstName="John",m_origin=BIO_PLAYER_CHARACTER_BACKGROUND_ORIGIN_EARTHBORN,m_notoriety=BIO_PLAYER_CHARACTER_BACKGROUND_NOTORIETY_SURVIVOR,nBonusTalentID=-1) m_femaleActorType=BIOG_Female_Player_C.Human.Human_Female m_maleActorType=BIOG_Male_Player_C.Human.Human_Male m_MAX_TALENT_PREREQS=1; [BIOC_Base.BioSPGame] m_sDefaultPlayerActorType=BIOG_Male_Player_C.Human.Human_Male EnableCombatLogging=0 [BIOC_Base.BioActorBehavior] m_bAreShieldsDisabled=FALSE AllowFriendlyCollateral=FALSE m_fFiringObsticalAbortPercentage=0.33 m_fFiringAbortCutoffRadius=300.0 bUseStringRefActorGameName=TRUE bDisableFacefx=FALSE m_bPhysicsDamageEnabled=TRUE m_bPhysicsDamageLoggingEnabled=FALSE m_fPhysicsDamagePerRelVel=0.02f m_fPhysicsDamageImpulsePerRelVel=0.01f m_fHenchAimLagFactor=0.25 m_fMaxHenchAimDist=300.0 [BIOC_Base.BioBaseSquad] m_fGrimeIncGrime=0.0025; m_fGrimeIncDirt=0.00125; m_fGrimeIncPeriod=0.5; [BIOC_Base.BioSquadAI] m_nPerceptionFrequency=1.0 ; Amount of time in seconds it takes the entire squad to update perception versus the player squad [BIOC_Base.BioInventory] m_fTreasureStdDev=0.35 m_nResourceIdOffset=-1000 m_nPlotItemOffset=-10000 m_nMaxCredits=999999999 m_nMaxGrenades=5 m_fMaxSalvage=9999 m_fMaxMedigel=5 srInventoryTitle=151385 [BIOC_Base.BioItem] m_fSalvageMultiplier=0.1 [BIOC_Base.BioCameraBehaviorConversation] m_nProceduralCameraClass= m_bIdleCamEnabled=FALSE [BIOC_Base.BioStage] m_bUseOldProceduralCameraAdjust=FALSE m_bDisableProceduralCameraAdjust=FALSE [BIOC_Base.BioConversation] m_bNewConversationSystem=TRUE m_fShowRepliesOffset=20.0 m_fShowLastLineOffset=-120.0 m_bDisplayNonAmbientName=TRUE m_fSubtitleTimingModifier=0.5 m_fSubtitleTimingMinimum=2.0 m_bEnableLookAtWithStage=TRUE m_bRemoveWeapons=TRUE m_bEnableConvCooking=TRUE m_fVOInterruptRampDownTime=1.0 m_colSubtitleColor=(R=204,G=255,B=255,A=255) m_nmTutorialConversation=nor10_joker_dlg m_fTutorialDelay=10.0 m_bNextLinePreLoadEnabled=TRUE m_aForceConvCooking=nor10_backgrounds_dlg m_aForceConvCooking=nor10_joker_dlg m_aForceConvCooking=nor10_ambient_01_dlg m_aForceConvCooking=nor10_ambient_02_dlg m_aForceConvCooking=nor10_navigator_dlg m_aForceConvCooking=nor10_doctor_dlg m_aForceConvCooking=nor10_comm_room_dlg m_aForceConvCooking=nor10_captain_dlg m_aForceConvCooking=nor10_jenkins_dlg m_aForceConvCooking=nor10_landing_bay_dlg [BIOC_Base.BioSubtitles] m_DefaultRenderMode=SUBTITLE_RENDER_TOP [BIOC_Base.BioPawnBehavior] m_fStabilityAtMaxError=0.0 m_fStabilityAtMinError=1.0 m_bDrawReiculeSimDebugCircles=0 m_LootGUIMechanism=eBioLootGUINever; m_bEnableLeaning=FALSE; m_fPainSoundDamageThreshold=1.0f m_bAllowPhysicsOnDeadBodies=True m_fMeshAdjCheckFrequency=0.15f m_fMeshAdjFarCheckFrequency=1.0f m_fMeshAdjFarCheckDistance=2000.0f m_fBleedOutThreshold=0.25f ; actualDmg=originalDmg * DR m_fBleedOutMinDamageResistance=0.25f m_fBleedOutCasualMinDamageResistance=0.1f m_fHardCoreEnemyDamageReduction=0.75f m_fInsanityEnemyDamageReduction=0.5f ; (.0017 pctofmax/sec) * 6 secs=0.01 pctofmax => 1% of max per 6 secs m_fBleedOutMinHealthRegenRate=0.0017f m_fCasualBonusHealthRegenRate=2.0f ; the values must be >=1.0f m_fBleedOutSoundDurationStart=2.0f m_fBleedOutSoundDurationEnd=1.0f m_fBleedOutSoundVolumeStart=0.5f m_fBleedOutSoundVolumeEnd=1.0f m_nmBleedOutVFXParameter=fb_Damage m_nMountStrref=166110 m_fDeathCapabilityActivationTime=2 m_fVehicleExpScaleFactor=0.9 m_fHenchDamageResistance=0.75 m_fHenchCasualDamageResistance=0.5 m_aTargetTipDefaults=159225 //Humanoid cretures that can be talked to. [BIOC_Base.BioAttributesItemWeaponRanged] TEMP_CONFIG_m_Kickback=0.05 TEMP_CONFIG_m_DriftAngleMin=2.0 TEMP_CONFIG_m_ImpactJumpPerShot=0.20 TEMP_CONFIG_m_ImpactRollStepSizeMax=60.0 TEMP_CONFIG_m_DriftAngleMax=5.0 TEMP_CONFIG_m_ImpactAngle=0.5 TEMP_CONFIG_m_ImpactTrackingSpeed=4.0 TEMP_CONFIG_m_TrackingPenalty=0.5 TEMP_CONFIG_m_DriftSizeMin=0.1 TEMP_CONFIG_m_SelRangeClose=500.0 TEMP_CONFIG_m_SelRangeFar=1000.0 TEMP_CONFIG_m_SelHalfAngleClose=12.0 TEMP_CONFIG_m_SelHalfAngleFar=8.0 TEMP_CONFIG_m_HeatPerShot=0.0 TEMP_CONFIG_m_HeatMax=1.0 TEMP_CONFIG_m_HeatLossRate=1.0 TEMP_CONFIG_m_HeatLossRateWhileOverheated=1.0 TEMP_CONFIG_m_HeatMin=0.0 [BIOC_Base.BioItemWeaponRanged] m_fBestRangeConst=10.0 m_fMinRangeConst=4000.0 m_fMaxRangeConst=60.0 [BIOC_Base.BioWeapon] m_fWeaponShotImpactNoise=1.0 m_nActivatedMatParamName=WPN_MASTER_Emis_ColourTint m_vActivatedMatParamColor_Active=(R=1,G=2,B=20) m_vActivatedMatParamColor_Inactive=(R=20,G=2,B=1) [BIOC_Base.BioWeaponRanged] m_fProjectilesSpreadModifier=0.2 m_nTraceFireTestType=0 m_fOverlapRecurseBreakoutDistance=50 m_nTotalNumberStrips=10 m_nTotalNumberCloseStrips=2 m_nCloseStripLength=1500 m_nWeaponVFXLevel=0 m_fVehicleFireDistance=60000 m_fWeaponFireDistance=20000 m_fSniperFireDistance=40000 PortArmsPistolDistance=15.0 PortArmsShotgunDistance=10.0 PortArmsAssaultDistance=10.0 PortArmsSniperDistance=35.0 m_fMaxVFXIntensity=6.0f; m_fMinVFXIntensity=0.0f; m_fMaxVFXDecalIntensity=1.0f; m_fMinVFXDecalIntensity=0.0f; [BIOC_Base.BioPower] m_fBestRangeConst=40.0 m_fAreaAttackThresholdConst=100.0 [BIOC_Base.BioSpectatorModeCamera] m_cameras=(sName="Conversation 1",vLocation=(X=184.637939,Y=154.217850,Z=68.554634),rRotation=(Pitch=-2800,Yaw=35852,Roll=0),rLockRotation=(Pitch=-2800,Yaw=35854,Roll=0)) m_cameras=(sName="Conversation 2",vLocation=(X=138.519409,Y=108.968567,Z=78.599426),rRotation=(Pitch=-692,Yaw=-37608,Roll=0),rLockRotation=(Pitch=-690,Yaw=27929,Roll=0)) m_cameras=(sName="Conversation 3",vLocation=(X=98.165581,Y=69.723267,Z=87.513168),rRotation=(Pitch=2488,Yaw=35964,Roll=0),rLockRotation=(Pitch=2488,Yaw=35964,Roll=0)) [BIOC_Base.BioActiveShoot] m_isLoopingFireAnimationRateVariable=TRUE m_fLeanDelayTime=1 m_fLeanDelayVarianceTime=0.5 [BIOC_Base.BioArtPlaceable] CoverSearchRadius=500.0 CoverSearchRadiusSlotSize_XY=20 CoverSearchRadiusSlotSize_Z=90 m_fMaxRelevancyDistance=6250000.0 m_bDisregardLineTestsFromBasedActor=TRUE; m_nMaxCorpseVisibilityCleanupAttempts=4 ;If after this many tries, the body has not gone off screen, use the distance threshold m_fCorpseCleanupFirstAttemptTime=360.0 ;How many seconds to wait until the first corpse cleanup attempt m_fCorpseCleanupAttemptRetryTime=60.0 ;How many seconds to wait between cleanup tries m_fMaxCorpseCleanupDistanceThreshold=4000.0 ;FOR NON SKELETAL MESH CORPSES: Distance the corpse must be from the camera before it is cleaned up even if it is in view (in centimeters) m_fMaxCorpseCleanupScreenSizeThreshold=0.20 ;FOR SKELETAL MESH CORPSES: The corpse must take up this much screen space or less before it is cleaned up even if it is in view (see FSkeletalMeshObject::MaxDistanceFactor) [engine.controller] m_fPredictionThreshold=400.0 StormMeleeCheckInterval=0.3 [BIOC_Base.BioVehicleBase] m_bShowVehicleDebugHUD=FALSE; [BIOC_Base.BioVehicleBehaviorBase] m_bVehicleAudioEnable=TRUE; m_fPainSoundDamageThreshold=1; m_fLowShieldThreshold=0.2 m_aTargetTipDefaults=159224 //Text for using the vehicle [BIOC_Base.BioPawn] m_PLAYERLEVELHACK=20 m_isCameraShakeEnabled=TRUE m_fWeaponLOSThreshold=0.666 PortArmsPlayerInterval=0.1 PortArmsNPCInterval=0.5 PortArmsWedgeHeight=5 PortArmsWedgeRadius=5 CoverPlayerInterval=0.1 ; Player cover update interval - length of time between cover updates CoverNPCInterval=0.2 ; NPC cover update interval - length of time between cover updates CoverStickyInterval=0.5 ; Amount of time sticky cover holds you in cover CoverStickyResetInterval=0.1 ; Amount of time it takes to reset sticky cover CoverTestDistance=50 ; Forward distance to check for cover (collision radius is added in code) CoverTestAngle=45 ; Entrance angle for cover, push the stick within this angle into cover to enter CoverFireTestDistance=55 ; Distance forward from the lean out position to test to see if it is available CoverFireTestRadius=25 ; Radius for the extent on player fire position tests CoverFireTestHeight=5 ; Height for the extent on player fire position tests CoverStepTestRadius=15 ; Radius for the extent on testing to the lean fire position from the player position CoverStepTestHeight=25 ; Height for the extent on testing to the lean fire position from the player position CoverMoveDirectionAngle=45 ; Sticky cover movement angle. If the stick is being moved in this arc it will activate sticky cover CoverTransferCameraAngle=40 ; Camera angle past the cover direction that cancels the lean on a given side m_fEnableCCDMultiplierThreshold=10.0 m_nMaxCorpseVisibilityCleanupAttempts=4 ;If after this many tries, the body has not gone off screen, use the distance threshold m_fCorpseCleanupFirstAttemptTime=5.0 ;How many seconds to wait until the first corpse cleanup attempt m_fCorpseCleanupAttemptRetryTime=2.0 ;How many seconds to wait between cleanup tries m_fMaxCorpseCleanupDistanceThreshold=4000.0 ;FOR NON SKELETAL MESH CORPSES: Distance the corpse must be from the camera before it is cleaned up even if it is in view (in centimeters) m_fMaxCorpseCleanupScreenSizeThreshold=0.10 ;FOR SKELETAL MESH CORPSES: The corpse must take up this much screen space or less before it is cleaned up even if it is in view (see FSkeletalMeshObject::MaxDistanceFactor) m_fCrouchNoiseModifier=0.5 m_fWalkNoiseModifier=1.0 m_fRunNoiseModifier=1.5 m_fDeathNoisePeriod=1.0 m_fDeathNoiseMagnitude=1.0 m_fMaxRelevancyDistance=100000000.0 m_fBumpMultiplierMin=3.0; m_fBumpMultiplierMax=8.0; m_fLookMultiplier=8.0; m_nWrinkleHighestLOD=0 m_sWrinkleMaterialIdentifier=_face m_fChatterSuppressionDuration=3.0f [BIOC_Base.BioInterface_Appearance] m_bEnableMorphFaces=TRUE m_bForceRunTimeUpdates=FALSE ;force run-time updates of all appearances -- to ease art work-flow and should be FALSE in final game [BIOC_Base.BioActivePower] m_bSkipPowerCooldown=FALSE m_fLeanDelayTime=0.5 m_fLeanDelayVarianceTime=0.5 m_fMaxWaitTimeForAnimation=5.0f [Cover] DefaultStandingHeight=88 DefaultCrouchedHeight=55 DefaultRadius=30 DefaultLeanLeftDistance=60 DefaultLeanRightDistance=60 [DynamicCover] m_fStandingCoverHeight=170 m_fMidLevelCoverHeight=120; m_fLowLevelCoverHeight=70; m_fStandingCoverTestHeight=121; m_fMidLevelCoverTestHeight=71; m_fLowLevelCoverTestHeight=40; [BIOC_Base.BioEvtSysTrackVOElementsInst] m_aDefaultActorTypes=(sTag="voelems_player_male",sActorType="BIOG_Male_Player_C.Human.Human_Male"); m_aDefaultActorTypes=(sTag="voelems_player_female",sActorType="BIOG_Female_Player_C.Human.Human_Female"); m_aDefaultActorTypes=(sTag="hench_humanmale",sActorType="BIOG_HumanMale_Hench_C.hench_humanmale"); m_aDefaultActorTypes=(sTag="hench_humanfemale",sActorType="BIOG_HumanFemale_Hench_C.hench_humanfemale"); m_aDefaultActorTypes=(sTag="hench_asari",sActorType="BIOG_Asari_Hench_C.hench_asari"); m_aDefaultActorTypes=(sTag="hench_turian",sActorType="BIOG_Turian_Hench_C.hench_turian"); m_aDefaultActorTypes=(sTag="hench_krogan",sActorType="BIOG_Krogan_Hench_C.hench_krogan"); m_aDefaultActorTypes=(sTag="hench_quarian",sActorType="BIOG_Quarian_Hench_C.hench_quarian"); m_aDefaultActorTypes=(sTag="pro10_jenkins",sActorType="BIOG_Jenkins_Hench_C.hench_jenkins"); [BIOC_Base.BioSunActor] ; fStartFading=5.0; fFadeTime=2.0; [BIOC_Base.BioGrenadeProjectileFrisbee] m_fExplosionNoise=2; m_fStickNoise=0.25; [BIOC_Base.BioPhysicsSounds] m_sPhysicsSoundEntity=snd_phys_proto.se_physics m_fMaxMass=100.0f m_fMaxSpeed=500.0f m_fMinTimeBetweenSoundByActor=0.300f ;the lowers Period that a actor is allowed to play a physics sound. m_nMaxSimultaneousSounds=3 ;number of audio tracks dedicated to playing physics sounds. m_bPhysicsSoundDebug=FALSE [BIOC_Base.BioShop] m_resourceInfoArray[0]=(m_name=169889,m_description=0,m_lotSize=0,m_unitPrice=1.0,m_iconIndex=0) m_resourceInfoArray[1]=(m_name=169890,m_description=0,m_lotSize=50,m_unitPrice=10.0,m_iconIndex=0) m_resourceInfoArray[2]=(m_name=169891,m_description=0,m_lotSize=10,m_unitPrice=20.0,m_iconIndex=0) m_resourceInfoArray[3]=(m_name=169892,m_description=0,m_lotSize=1,m_unitPrice=50.0,m_iconIndex=0) BIOSHOP_MINIMUM_PRICE_ADJUSTMENT=0.0 BIOSHOP_MAXIMUM_PRICE_ADJUSTMENT=0.15 [BIOC_Base.BioAttributesPawnPlayer] MINIMUM_SKILL_HAGGLE=0.0 MAXIMUM_SKILL_HAGGLE=0.15 MINIMUM_SKILL_SALESMAN=0.0 MAXIMUM_SKILL_SALESMAN=0.15 [BIOC_Base.BioTalent] m_MAX_TALENT_RANK=12 [BIOC_Base.BioTalentContainer] m_PASSIVE_RANK_ICON=0 m_LOCKED_RANK_ICON=28 m_UNLOCKED_RANK_ICON=29 srPluralUnlockRequirement=169070 srSingularUnlockRequirement=169080 srRequiredUnlockRequirement=169082 [BIOC_Base.BioItemSophisticated] m_MIN_ITEM_SOPHISTICATION=1 m_MAX_ITEM_SOPHISTICATION=10 m_srSophistication=160871 m_srSophistication=160872 m_srSophistication=160873 m_srSophistication=160874 m_srSophistication=160875 m_srSophistication=165064 m_srSophistication=165065 m_srSophistication=165066 m_srSophistication=165067 m_srSophistication=165068 [BIOC_Base.BioSaveGame] m_bUseNewSaveSystem=TRUE; m_bIgnoreDLCRequirements=FALSE; m_fAutoSaveTime=300.0 m_nNumSaveSlots=5; m_fAutoSaveAttemptDelay=2.0; m_bFilterCharacterSaves=true m_bDissableAutoSave=TRUE; m_nSaveGameSize=4194304 m_bEnableLimitedSaves=FALSE; m_nMaxSaveGames=999; m_GameSpecificOptions=OPTION_TYPE_COMBAT_DIFFICULTY; m_GameSpecificOptions=OPTION_TYPE_AUTO_LEVELUP; m_GameSpecificOptions=OPTION_TYPE_SUBTITLES; m_GameSpecificOptions=OPTION_TYPE_TARGET_ASSIST_MODE; m_GameSpecificOptions=OPTION_TYPE_SQUAD_POWER_USE; m_GameSpecificOptions=OPTION_TYPE_AUTO_SAVE; m_srQuickSaveComplete=181127; m_srQuickSaveFail=181126; [BIOC_Base.BioCameraTransition] m_fNormalizedDisplacementScale=0.2 m_fNormalizedDisplacementScaleClamp=1000 m_fNormalizedDisplacementThreshold=0.999 [BIOGame.Movies] StartupMovie=BWLogo StartupMovie=MSGS_Logo_blkFadeOut StartupMovie=publisher LoadingMovie=GLO_Relay_LOAD DisableTextureStreamingAll=TRUE [BIOC_Base.BioEvtSysTrackDOF] m_fDOFDefaultBlurKernel=5.0 m_fDOFDefaultExponent=5.0 m_fDOFDefaultMaxNearBlur=0.9 m_fDOFDefaultMaxFarBlur=0.8 [BIOC_Base.BioArtPlaceableBehavior] m_aTargetTipDefaults=159226 //0 Target tip text for unlocked containers and doors m_aTargetTipDefaults=159227 //1 Target tip text for locked objects with easy decryption m_aTargetTipDefaults=159228 //2 Target tip text for locked objects with medium decryption m_aTargetTipDefaults=159229 //3 Target tip text for locked objects with hard decryption m_aTargetTipDefaults=159230 //4 Target tip text for locked objects and the player skill not sufficient m_aTargetTipDefaults=159231 //5 Target tip text for locked objects and the player salvage is insufficient -- even with minigame. m_aTargetTipDefaults=159232 //6 Target tip text for locked objects and the salvage is low. m_aTargetTipDefaults=159233 //7 Target tip text for malfunctioning objects with Easy Electronics. m_aTargetTipDefaults=159234 //8 Target tip text for malfunctioning objects with Medium Electronics. m_aTargetTipDefaults=159235 //9 Target tip text for malfunctioning objects with Hard Electronics. m_aTargetTipDefaults=159236 //10 Target tip text for malfunctioning objects and the player skill not sufficient m_aTargetTipDefaults=159237 //11 Target tip text for malfunctioning objects and the player salvage is insufficient -- even with minigame. m_aTargetTipDefaults=159238 //12 Target tip text for malfunctioning objects and the salvage is low. [BIOC_Base.BioAttributesPawnVehicle] m_ConfigVehicleName=160931 [BIOC_Base.BioGamerProfile] m_bDefaultYAxisInverted=FALSE; m_DefaultGammaPostProcessTemplate=0; m_nDefaultCombatDifficulty=1; m_nDefaultDialogMode=0; m_nDefaultAutoLevelUp=1; m_nDefaultAutoEquip=0; m_nDefaultTutorialFlag=1; m_nDefaultSubTitles=0; m_nDefaultAutoPauseEnemySighted=0; m_nDefaultAutoPauseSquadMemberDown=0; m_nDefaultMusicVolume=100; m_nDefaultFXVolume=100; m_nDefaultDialogVolume=100; m_nDefaultSouthpawFlag=0; m_nDefaultTargetingAssistMode=1; m_nDefaultHorizontalCombatSensitivity=50; m_nDefaultVerticalCombatSensitivity=50; m_nDefaultHorizontalExplorationSensitivity=50; m_nDefaultVerticalExplorationSensitivity=50; m_nDefaultControllerSensativityLow=30; m_nDefaultControllerSensativityMedium=50; m_nDefaultControllerSensativityHigh=70; m_nmSKU=ENPLES m_nDefaultRumbleFlag=1; m_nDefaultAutoPauseBleedOut=0; m_nDefaultMotionBlur=1; m_nDefaultFilmGrain=1; m_nDefaultSquadPowerUse=2; m_nDefaultAnalogSensePerc=50; m_nDefaultMouseSensePerc=50; m_nDefaultInvertMouseState=0; m_nDefaultAutoSave=1; m_nAchievedCombatDifficultyOverride=-1; m_nDefaultTargetingAssistModifierHigh=2.0 ; easier game-play, 1.0 < value < ? m_nDefaultTargetingAssistModifierNormal=1.0 ; normal game-play, value = 1.0 m_nDefaultTargetingAssistModifierLow=0.5 ; harder game-play, 0.0 < value < 1.0 [BIOC_Base.BioCameraBehaviorFollowSniper] m_fNoiseChangeSpeedMin=1.0; // radians per second m_fNoiseChangeSpeedMax=2.0; // radians per second m_fNoiseChangeAccelerationMin=0.1; // radians per second squared m_fNoiseChangeAccelerationMax=1.75; // radians per second squared m_fNoiseScaleRate=182; // angle-in-UUs per second m_fConfigCamStickScalar=0.5; [BIOC_Base.BioCameraZoom] m_focusConfig=(m_fNearClipFactor=0.035f,m_fNearClipMax=100,m_fInnerRadiusFactor=0.5f,m_fMinRate=10000,m_fDuration=0.5f,m_fFalloffExponent=2,m_fBlurKernelSize=2,m_fMaxNearBlurAmount=1,m_fMaxFarBlurAmount=1,m_clrModulateBlur=(R=255,G=255,B=255,A=255)); m_magnificationConfig=(m_fCamSpeedFactor=0.5f,m_fFOVFactor=0.5f,m_nLevelCount=2,m_fTransitionDuration=0.5f) [BIOC_Base.BioPlayerSelection] m_fSelectionRangeDebug=5000.0; m_fSelectionRangePlayer=4000.0; m_fSelectionRangeVehicle=12000; m_fSelectionHalfAngleDebug=40.0; m_fSelectionHalfAnglePlayer=10.0; m_fSelectionHalfAngleVehicle=5.0; m_fSelectionRangeCamFOVAngleThreshold=1000.0f; //within the specified range the selection cone closely matches the Camera FOV. [BIOC_Base.BioMapNote] m_fUpdateDelay=1.0; // Check whether the map note has become visible once a second. [BIOC_Base.BioVFXTemplate] m_afCostTable[0]=1.0 m_afCostTable[1]=2.0 m_afCostTable[2]=3.0 m_afCostTable[3]=4.0 m_afCostTable[4]=5.0 [BIOC_Base.BioVisualEffectPool] m_fDecayPeriod=60.0 [BIOC_Base.BioPowerManager] m_fPowerHalfAngle=4.0f [IniVersion] 0=1206538026.000000 1=1210140348.000000 [ShaderCacheOverride] ForceRebuiltLocalShaderCache102=False [BIOC_Base.BioCameraBehaviorFollow] m_minSensitivity=(m_yaw=0.500000,m_pitch=0.500000) m_maxSensitivity=(m_yaw=1.500000,m_pitch=1.500000) [BIOC_Base.BioCameraBehaviorZoom] m_minSensitivity=(m_yaw=0.500000,m_pitch=0.500000) m_maxSensitivity=(m_yaw=1.500000,m_pitch=1.500000)