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settings.d
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/*
* This file contains the basic settings of this script package, based on the different features.
*
* Values deviating too far from the default values should either be avoided or tested thoroughly!
*/
// GFA_RANGED
const int GFA_TRUE_HITCHANCE = TRUE; // Enable accuracy scattering (true) or use Gothic default hit chance
const int GFA_UPDATE_RET_SHOOT = FALSE; // Also update the reticle while the shooting/reloading animation plays
const int GFA_TRAJECTORY_ARC_MAX = 200; // Maximum time (ms) after which projectile trajectory drops off (gravity)
const float GFA_PROJECTILE_GRAVITY = 0.15; // Gravity to apply to projectile after GFA_TRAJECTORY_ARC_MAX ms
const int GFA_MAX_RECOIL = 15; // Visual angle (degrees) of maximum recoil (recoil = 100%)
// GFA_RANGED and/or GFA_SPELLS
const int GFA_STRAFING = TRUE; // Enable/disable movement while aiming (for both ranged and spell combat)
const float GFA_ROTATION_SCALE = 0.16; // Turn rate while aiming (changes Gothic 1 controls only)
const int GFA_CAMERA_X_SHIFT = FALSE; // Set to true, if camera is set to shoulderview (not recommended)
const int GFA_DEBUG_CONSOLE = TRUE; // Enable console commands (debugging). Disable in final mod
const int GFA_DEBUG_PRINT = FALSE; // Output information to zSpy by default (can be enabled via console)
// GFA_CUSTOM_COLLISIONS
const int GFA_COLL_PRIOR_NPC = -1; // When bouncing off: ignore(-1), destroy(0), coll(1) or deflect(2) off NPC
const int GFA_TRIGGER_COLL_FIX = TRUE; // Trigger collision fix (disable collision), necessary for Gothic 2 only
const string GFA_COLL_SND_METAL = "RUN_METAL_A4"; // Projectile collision sound, Gothic 1 only
const string GFA_COLL_SND_STONE = "RUN_WOOD_A4"; // Projectile collision sound, Gothic 1 only
const string GFA_COLL_SND_STUCK = "CS_IHL_ST_EA"; // Projectile collision sound, Gothic 1 only
const string GFA_COLL_SND_OTHER = "SCRATCH_SMALL"; // Projectile collision sound, Gothic 1 only