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artemisMod.ini
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artemisMod.ini
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; -------------------------------------------------------------------------------------
; this is the main initialization file for the PC Artemis exe.
; this contains modifiable settings for the game
; -------------------------------------------------------------------------------------
; this is a comment because it starts with a semicolon. You can type anything on this line. The INI parser will ignore it
; REMEMBER! no spaces around the equal sign! Yes: cameraPitch=0.0 No: cameraPitch = 0.0
; SETTING: cameraPitch
; USE: Amount of downward tilt on the follow camera
; ACCEPTABLE: 0 to -0.5
cameraPitch=-0.25
;cameraPitch=0.0
; SETTING: cameraDistance
; USE: distance from the follow camera to the player ship
; ACCEPTABLE: 50 to 600
cameraDistance=300
;cameraDistance=0
; SETTING: networkPort
; USE: listening port that Artemis connects on
; ACCEPTABLE: acceptable TCP ports
networkPort=2010
; SETTING: jumpTimeCoeff
; USE: coefficient of how much time a jump takes
; ACCEPTABLE: 0.01 to 100.0
jumpTimeCoeff=1.0
; SETTING: useDebugConsoleWindow
; USE: if 1, a seperate console window will appear on your windows desktop, filled with code tracking messages.
; in the event of a hard crash, the last line of the code tracking information could be useful to the developer.
; ACCEPTABLE: 0 (no) or 1 (yes)
useDebugConsoleWindow=0
; SETTING: energyCostOfOneBeamShot
; USE: base energy cost, every time you shoot a beam.
; ACCEPTABLE: 0.0 to 10.0
;energyCostOfOneBeamShot=1.0
; SETTING: gSoundOneShotVolume
; USE: overrides the currently saved volume. 0.0 is silence.
; ACCEPTABLE: 0.0 to 1.0
;gSoundOneShotVolume=1.0
; SETTING: musicObjectMasterVolume
; USE: overrides the currently saved volume. 0.0 is silence.
; ACCEPTABLE: 0.0 to 1.0
;musicObjectMasterVolume=1.0
; SETTING: commsObjectMasterVolume
; USE: overrides the currently saved volume. 0.0 is silence.
; ACCEPTABLE: 0.0 to 1.0
;commsObjectMasterVolume=1.0
; -------------------------------------------------------------------------------------
; STARTUP RESOLUTION SETTINGS (the following settings let you bypass the initial screen dialog by specifying the screen mode and resolution here)
; -------------------------------------------------------------------------------------
;gameWindowWidth=850 (screen width in pixels; your screen may not be able to show all resolutions, especially in Full Screen mode)
;gameWindowHeight=800 (screen height in pixels; your screen may not be able to show all resolutions, especially in Full Screen mode)
;gameWindowMode=2 ("Full Screen" = 1, "Windowed" = 2, "Full Screen Windowed" = 3)
; -------------------------------------------------------------------------------------
; CLIENT_SIDE SETTINGS (the following settings don't mean anything to the server)
; -------------------------------------------------------------------------------------
; sometimes you want this client to be "locked" into a specific console
; SETTING: clientSide
; USE: forces this client to be associated with a specific ship
; ACCEPTABLE: 1 to 8, 1 = the artemis, the first ship on the ship choice list
;clientSide=3
; SETTING: clientHelm, clientWeapon, clientEngineer, clientScience, clientComms
; USE: forces this client to be associated ONLY with one or more bridge stations
; ACCEPTABLE: 1 = yes, otherwise no
;clientMainScreen=1
;clientHelm=1
;clientWeapon=1
;clientEngineer=1
;clientScience=1
;clientComms=1
;clientFighter=1
;clientData=1
;clientObserver=1
;clientCaptMap=1
; SETTING: useJoystick
; USE: when set to 1, allows the joystick to be read and used for the helm control
; ACCEPTABLE: 0 or 1, 0 means do NOT use the joystick
useJoystick=1
; SETTING: touchScreen
; USE: when set to 1, changes the mouse pointer to a small point
; ACCEPTABLE: 0 or 1, 0 means you aren't using a touchscreen
touchScreen=0
; SETTING: forceAddress
; USE: when set, this address will always be used on the client connection screen
; ACCEPTABLE: any valid IPaddress or URL; just like what you type to connect to the server
;forceAddress=192.168.1.9
; SETTING: showVisTab
; USE: when set to 1, the VIS tab will let a client see the 3d view
; ACCEPTABLE: 0 or 1, 0 means don't draw the VIS tab
showVisTab=1
; SETTING: showScrnPopups
; USE: when set to 0, this machine will NOT show the lower-right popup messages
; ACCEPTABLE: 0 or 1, 0 means don't show the lower-right popup messages
showScrnPopups=1
; SETTING: helmShipEditing
; USE: when set to 0, this machine will NOT show the button that lets a helm client player customize the ship
; ACCEPTABLE: 0 or 1
helmShipEditing=1
; SETTING: operatorLogoImage
; USE: draws the defined PNG file to the client screen, on the console choice screen
; ACCEPTABLE: a file name to a PNG art file
;operatorLogoImage=dat/operator-logo.png
;operatorLogoImageX=400
;operatorLogoImageY=300
; SETTING: allowOptionButton
; USE: when set to 0, this machine will NOT show the option button for players
; ACCEPTABLE: 0 or 1, 0 means don't show the option button for players
allowOptionButton=1
; SETTING: allowVolumeControls
; USE: when set to 0, this machine will NOT show the volume slider controls
; ACCEPTABLE: 0 or 1, 0 means don't show the volume slider controls
allowVolumeControls=1
; SETTING: showWeaponArcToggle
; USE: detrmins which weapon arcs get shown on the tacticle view
; ACCEPTABLE: 0, 1, or 2 (2=all arcs visible)
;showWeaponArcToggle=0
; SETTING: tacticleViewType
; USE: determines what is "up" on the tacticale display
; ACCEPTABLE: 0 or 1 (0=up is always the directon of the player ship, 1=up is always space north)
;tacticleViewType=0
; SETTING: damageEffectType
; USE: detrmins which graphical effect happens when the ship takes damage
; ACCEPTABLE: 0, 1, 2, or 3 (0=no visible effect)
;damageEffectType=1
; SETTING: damConTeamAutonomy
; USE: are damcon teams autonomous
; ACCEPTABLE: 0 or 1,
;damConTeamAutonomy=1
; -------------------------------------------------------------------------------------
; SERVER_SIDE SETTINGS (the following settings don't mean anything to the clients)
; -------------------------------------------------------------------------------------
; SETTING: ServerNetworkName
; USE: name this server, as it appears to the client auto-server selection list
; ACCEPTABLE: a text name, between 2 and 30 characters
; ServerNetworkName=TSN
; SETTING: stationEnergy
; USE: Amount the station gives you when you dock
; ACCEPTABLE: 500 to 2000
stationEnergy=1000
; SETTING: playerShieldRechargeRate
; USE: How fast player ship's shields recharge
; ACCEPTABLE: 0.02 to 2.0
; ORIGINAL 0.4
playerShieldRechargeRate=0.1
; SETTING: enemyShieldRechargeRate
; USE: How fast enemy ship's shields recharge
; ACCEPTABLE: 0.02 to 2.0
; ORIGINAL 0.2
enemyShieldRechargeRate=0.05
; SETTING: stationSensorRange
; USE: how many meters away can a station detect an enemy?
; ACCEPTABLE: 5000 to 100000
stationSensorRange=50000
; SETTING: playerSensorRange
; USE: how many meters away can a player detect an enemy?
; ACCEPTABLE: 5000 to 100000
playerSensorRange=50000
; SETTING: torpedoTubeLoadingCoeff
; USE: adjustment to base speed of torpedo loading over time
; ACCEPTABLE: 0.2 to 3.0
torpedoTubeLoadingCoeff=1.0
; SETTING: energyUseCoeff
; USE: adjustment to total amount of energy the player ship uses over time
; ACCEPTABLE: 0.2 to 3.0
; ORIGINAL 1.0
energyUseCoeff=0.6
; SETTING: energyCoeffBeams
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
; ORIGINAL 3.0
energyCoeffBeams=10.0
; SETTING: energyCoeffTubes
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
; ORIGINAL 1.0
energyCoeffTubes=10.0
; SETTING: energyCoeffTactical
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
; ORIGINAL 1.0
energyCoeffTactical=1.0
; SETTING: energyCoeffManeuver
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
; ORIGINAL 2.0
energyCoeffManeuver=2.0
; SETTING: energyCoeffImpulse
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
; ORIGINAL 4.0
energyCoeffImpulse=4.0
; SETTING: energyCoeffWarp
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
; ORIGINAL 6.0
energyCoeffWarp=1.0
; SETTING: energyCoeffFrontShlds
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
; ORIGINAL 5.0
energyCoeffFrontShlds=8.0
; SETTING: energyCoeffRearShlds
; USE: coefficient of how much energy this system uses
; ACCEPTABLE: 1.0 to 10.0
; ORIGINAL 5.0
energyCoeffRearShlds=8.0
; SETTING: energyCoeffJump
; USE: coefficient of how much energy a jump uses (* distance)
; ACCEPTABLE: 0.01 to 100.0
; ORIGINAL 0.9
energyCoeffJump=0.9
; SETTING: playerBeamDelay
; USE: time delay between individual beams firing, so all beams don't fire at once
; ACCEPTABLE: 0.0 to 1.0
;ORIGINAL: 0.3
playerBeamDelay=0.6
; SETTING: overloadThreshold
; USE: Systems heat up if the ship has more than this minimum of energy
; ACCEPTABLE: 1000 to 6000
overloadThreshold=4000
; SETTING: overloadHeat
; USE: Systems heat up this much if the ship has more than the overloadThreshold of energy
; ACCEPTABLE: 0.0 to 5.0
overloadHeat=1.0
; SETTING: torpEnergyValue
; USE: energy you get for sacrificing a homing torp
; ACCEPTABLE: 1-
; ORIGINAL 100
torpEnergyValue=50
; SETTING: torpEnergyCostValue
; USE: energy you pay for creating a homing torp
; ACCEPTABLE: 1-
;ORIGINAL 150
torpEnergyCostValue=75
; SETTING: beamDamageCap
; USE: max damage an enemy beam can be, relative to the difficulty level
; ACCEPTABLE: 3-10
beamDamageCap=7
; SETTING: friendlyBeamDamageCap
; USE: max damage an ai ship beam can be, relative to the difficulty level
; ACCEPTABLE: 3-10
;ORIGINAL: 3
friendlyBeamDamageCap=7
; ----------------------- Homing Torpedo Data --------------------------------
; SETTING: lowStartStationTorpHom
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpHom=10
; SETTING: highStartStationTorpHom
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpHom=30
// replaced editable torpedo values
damageTorpHom=35
speedTorpHom=5
turnTorpHom=0.02
minutesToProduceTorpHom=3
; ----------------------- Nuke Torpedo Data --------------------------------
; SETTING: lowStartStationTorpNuk
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
;ORIGINAL: 0
lowStartStationTorpNuk=2
; SETTING: highStartStationTorpNuk
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
;ORIGINAL: 2
highStartStationTorpNuk=6
// replaced editable torpedo values
damageTorpNuk=1.6
speedTorpNuk=3
turnTorpNuk=0.02
minutesToProduceTorpNuk=10
; ----------------------- Mine Torpedo Data --------------------------------
; SETTING: lowStartStationTorpMin
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpMin=10
; SETTING: highStartStationTorpMin
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpMin=30
// replaced editable torpedo values
damageTorpMin=1.6
speedTorpMin=3
turnTorpMin=0.02
minutesToProduceTorpMin=4
; ----------------------- ECM Torpedo Data --------------------------------
; SETTING: lowStartStationTorpEmp
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
;ORIGINAL: 0
lowStartStationTorpEmp=6
; SETTING: highStartStationTorpEmp
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpEmp=20
// replaced editable torpedo values
damageTorpEmp=0
speedTorpEmp=3
turnTorpEmp=0.02
minutesToProduceTorpEmp=5
; ----------------------- Phase Shock Torpedo Data --------------------------------
; SETTING: lowStartStationTorpShk
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
;ORIGINAL: 0
lowStartStationTorpShk=6
; SETTING: highStartStationTorpShk
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
;ORIGINAL: 2
highStartStationTorpShk=10
// replaced editable torpedo values
damageTorpShk=350
speedTorpShk=2.7
turnTorpShk=0.02
minutesToProduceTorpShk=10
; ----------------------- Buoy Torpedo Data --------------------------------
; SETTING: lowStartStationTorpBoy
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpBoy=0
; SETTING: highStartStationTorpBoy
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpBoy=4
// replaced editable torpedo values
damageTorpBea=0
speedTorpBea=3
turnTorpBea=0.02
minutesToProduceTorpBea=1
; ----------------------- Probe Torpedo Data --------------------------------
; SETTING: lowStartStationTorpPro
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpPro=0
; SETTING: highStartStationTorpPro
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpPro=4
// replaced editable torpedo values
damageTorpPro=0
speedTorpPro=9
turnTorpPro=0.02
minutesToProduceTorpPro=1
; ----------------------- Tag Torpedo Data --------------------------------
; SETTING: lowStartStationTorpTag
; USE: least possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
lowStartStationTorpTag=0
; SETTING: highStartStationTorpTag
; USE: most possible number of torps at each station at start of game
; ACCEPTABLE: 0 to ?
highStartStationTorpTag=4
// replaced editable torpedo values
damageTorpTag=0
speedTorpTag=3
turnTorpTag=0.02
minutesToProduceTorpTag=1
; ----------------------- Drone Data --------------------------------
; SETTING: droneSpeed
; USE: speed of a torgoth drone
; ACCEPTABLE: positive value, around 2-3
droneSpeed=2.7
; SETTING: droneDamageTorgoth
; USE: damage caused by a torgoth drone. Internally, this value is multiplied by the port power of the torgoth launcher.
; ACCEPTABLE: positive value, around 1
droneDamageTorgoth=1.3
; SETTING: droneDamageSkaraan
; USE: damage caused by a Skaraan drone.
; ACCEPTABLE: positive value, around 1
droneDamageSkaraan=40.0
; SETTING: droneDamageSegmentCount
; USE: against player ships, this is the number of times a drone will cause internal damage
; ACCEPTABLE: positive value, 1-10
droneDamageSegmentCount=4
; -------------------------------------------------------------------------------------
; SOUND FX CUES (for client and server)
; -------------------------------------------------------------------------------------
; SETTING: cueShieldsDown
; USE: played on the main screen when shields are lowered by buttons on the helm and weapon stations
; ACCEPTABLE: a file name to a WAV file
cueShieldsDown=dat/shieldsDown.wav
cueShieldsDownVol=1.0
; SETTING: cueShieldsUp
; USE: played on the main screen when shields are raised by buttons on the helm and weapon stations
; ACCEPTABLE: a file name to a WAV file
cueShieldsUp=dat/shieldsUp.wav
cueShieldsUpVol=1.0
; SETTING: cueAIShipExplode
; USE: played on the main screen when an AIShip dies within 3000m of the Artemis
; ACCEPTABLE: a file name to a WAV file
cueAIShipExplode=dat/enemy-explode.wav
cueAIShipExplodeVol=1.0
; SETTING: cueRedAlert
; USE: played on the main screen when the comms officer toggles the "red alert" state to on
; ACCEPTABLE: a file name to a WAV file
cueRedAlert=dat/alarm4.wav
cueRedAlertVol=0.1
; SETTING: cueInternalDamageAlarm
; USE: played on the main screen when an enemy damages an internal part of the player ship
; ACCEPTABLE: a file name to a WAV file
cueInternalDamageAlarm=dat/alarm2.wav
cueInternalDamageAlarmVol=1.0
; SETTING: cueHullHit
; USE: played on the main screen when an enemy damages an internal part of the player ship
; ACCEPTABLE: a file name to a WAV file
cueHullHit=dat/hullHit.wav
cueHullHitVol=1.0
; SETTING: cueShieldHit
; USE: played on the main screen when an enemy damages a shield of the player ship
; ACCEPTABLE: a file name to a WAV file
cueShieldHit=dat/shieldHit.wav
cueShieldHitVol=1.0
; SETTING: cuePlayerBeam
; USE: played on the main screen when the player ship fires a beam
; ACCEPTABLE: a file name to a WAV file
cuePlayerBeam=dat/weapon0.wav
cuePlayerBeamVol=1.0
; SETTING: cuePlayerTorpedo
; USE: played on the main screen when the player ship fires a torpedo of any type
; ACCEPTABLE: a file name to a WAV file
cuePlayerTorpedo=dat/weapon1.wav
cuePlayerTorpedoVol=1.0
cueFighterTorpedoVol=0.8
; SETTING: cueStationDock
; USE: played on the main screen when the player ship docks with a station
; ACCEPTABLE: a file name to a WAV file
cueStationDock=dat/tractor.wav
cueStationDockVol=1.0
; SETTING: cueEngineLoop
; USE: looping sound. The main screen plays two copies of this simultainiously, and pitches one according to the speed of the ship
; ACCEPTABLE: a file name to a WAV file
cueEngineLoop=dat/engine2.wav
cueEngineLoopVol=0.7
; SETTING: cueWarpFail
; USE: played on main screen when warp jump fails
; ACCEPTABLE: a file name to a WAV file
cueWarpFail=dat/WarpFail.wav
cueWarpFailVol=0.6
; SETTING: cueWarpTravel
; USE: played on main screen when warp jump succeeds
; ACCEPTABLE: a file name to a WAV file
cueWarpTravel=dat/WarpTravel.wav
cueWarpTravelVol=0.6
; SETTING: cueJumpWarmup
; USE: played on main screen when warp jump starts
; ACCEPTABLE: a file name to a WAV file
cueJumpWarmup=dat/jumpWarmup.wav
cueJumpWarmupVol=0.6
; ------------------------------------------------
; SETTING: cueUI00
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI00=dat/testIUSound0.wav
cueUI00Vol=0.4
; SETTING: cueUI01
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI01=dat/testIUSound1.wav
cueUI01Vol=0.4
; SETTING: cueUI02
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI02=dat/testIUSound2.wav
cueUI02Vol=0.4
; SETTING: cueUI03
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI03=dat/testIUSound3.wav
cueUI03Vol=0.4
; SETTING: cueUI04
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI04=dat/testIUSound4.wav
cueUI04Vol=0.4
; SETTING: cueUI05
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI05=dat/testIUSound5.wav
cueUI05Vol=0.4
; SETTING: cueUI06
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI06=dat/testIUSound6.wav
cueUI06Vol=0.4
; SETTING: cueUI07
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI07=dat/testIUSound8.wav
cueUI07Vol=0.4
; SETTING: cueUI08
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI08=dat/testIUSound8.wav
cueUI08Vol=0.4
; SETTING: cueUI09
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI09=dat/testIUSound9.wav
cueUI09Vol=0.4
; ------------------------------------------------
; SETTING: cueUI10
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI10=dat/testIUSound10.wav
cueUI10Vol=0.4
; SETTING: cueUI11
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI11=dat/testIUSound11.wav
cueUI11Vol=0.4
; SETTING: cueUI12
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI12=dat/testIUSound12.wav
cueUI12Vol=0.4
; SETTING: cueUI13
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI13=dat/testIUSound13.wav
cueUI13Vol=0.4
; SETTING: cueUI14
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI14=dat/testIUSound14.wav
cueUI14Vol=0.4
; SETTING: cueUI15
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI15=dat/testIUSound15.wav
cueUI15Vol=0.4
; SETTING: cueUI16
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI16=dat/testIUSound16.wav
cueUI16Vol=0.4
; SETTING: cueUI17
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI17=dat/testIUSound17.wav
cueUI17Vol=0.4
; SETTING: cueUI18
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI18=dat/testIUSound18.wav
cueUI18Vol=0.4
; SETTING: cueUI19
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI19=dat/testIUSound19.wav
cueUI19Vol=0.4
; ------------------------------------------------
; SETTING: cueUI20
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI20=dat/testIUSound20.wav
cueUI20Vol=0.4
; SETTING: cueUI21
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI21=dat/testIUSound21.wav
cueUI21Vol=0.4
; SETTING: cueUI22
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI22=dat/testIUSound22.wav
cueUI22Vol=0.4
; SETTING: cueUI23
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI23=dat/testIUSound23.wav
cueUI23Vol=0.4
; SETTING: cueUI24
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI24=dat/testIUSound24.wav
cueUI24Vol=0.4
; SETTING: cueUI25
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI25=dat/testIUSound25.wav
cueUI25Vol=0.4
; SETTING: cueUI26
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI26=dat/testIUSound26.wav
cueUI26Vol=0.4
; SETTING: cueOverheat
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueOverheat=dat/overheat-warning.wav
cueOverheatVol=0.99
; SETTING: fighterBeamShot
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
fighterBeamShot=dat/fighter-zap.wav
fighterBeamShotVol=0.99
; end of file