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INI File  |  2005-02-02  |  18KB  |  490 lines

  1. [SwatGame.SwatPawn]
  2.  
  3. FirstPersonFOV=85.0
  4. bWeaponBob=true
  5. bob=0.002
  6.  
  7. ; maximum distance that compliance is issued for
  8. MaxComplianceIssueDistance=2000.0
  9.  
  10. CollisionRadius=24.0
  11. CollisionHeight=64.0
  12. CrouchHeight=52.0
  13. CrouchRadius=24.0
  14. ;Remember: CollisionHeight and CrouchHeight are half of the total respective heights
  15.  
  16. GroundSpeed=150.00
  17.  
  18. ;BaseEyeHeight is added to CollisionHeight to find the actual height the eye is from the ground.
  19. ;CrouchEyeHeight is added to CrouchHeight to find the actual height the eye is from the ground when crouching.
  20. BaseEyeHeight=48.0
  21. CrouchEyeHeight=35.0
  22.  
  23. ; Relevancy Configuration
  24.  
  25. ; distance in the sound propogation system (Unreal units) that we are relevant to another pawn
  26. ; currently set to the maximum sound distance for AIs hearing a player sprint (800)
  27. RelevancyPropogationDistance=800.0
  28.  
  29. ; the distance in Unreal units that we will be always relevent to another pawn
  30. RelevancyLOSDistance=160.0
  31.  
  32. ;Time it takes a Player to Qualify to Arrest another Pawn
  33. ;(Can be specified independently for SwatPawn subclasses)
  34. QualifyTimeForArrest=3.0
  35.  
  36. ;Percentage compared to our current health divided by our original health
  37. ;that determines appropriate injured speech
  38. PercentageHealthForIntenseInjury=0.5
  39.  
  40. ; Male and Female Anim Groups
  41. MaleAnimGroups=SWATMaleAnimation.SWATaimPoses
  42. MaleAnimGroups=SWATMaleAnimation.SWAThostage
  43. MaleAnimGroups=SWATMaleAnimation.SWATmovement
  44. MaleAnimGroups=SWATMaleAnimation.SWATinjuries
  45. MaleAnimGroups=SWATMaleAnimation.SWATfidgets
  46. MaleAnimGroups=SWATMaleAnimation.SWATaction
  47. FemaleAnimGroups=FemaleAnimation.FEMALEaimPoses
  48. FemaleAnimGroups=FemaleAnimation.FEMALEhostage
  49. FemaleAnimGroups=FemaleAnimation.FEMALEmovement
  50. FemaleAnimGroups=FemaleAnimation.FEMALEinjuries
  51. FemaleAnimGroups=FemaleAnimation.FEMALEfidgets
  52. FemaleAnimGroups=FemaleAnimation.FEMALEaction
  53.  
  54. AnimBoneBase=Bip01
  55. AnimBoneSpineLow=Bip01_Spine1
  56. AnimBoneRightShoulder=Bip01_R_UpperArm
  57. AnimBoneHead=Bip01_Head
  58. AnimBoneJaw=Bone03Jaw
  59.  
  60. ; Note, this is different on SwatPlayers
  61. NormalAimLocationBone=Bip01_Spine2
  62. LeanAimLocationBone=Bip01_Head
  63.  
  64. NormalFireLocationBone=Bip01_Spine2
  65. LeanFireLocationBone=Bip01_Head
  66.  
  67. AnimSocketGripRhand=GripRhand
  68. AnimSocketGripBack=GripBack
  69. AnimSocketGripHolster=GripHolster
  70. AnimSocketGripBelt1=GripBelt1
  71. AnimSocketGripBelt2=GripBelt2
  72. AnimSocketHolster=Holster
  73. AnimSocketPouch=Pouch
  74. AnimSocketHeadGear=HeadGear
  75.  
  76. [SwatGame.SwatPlayer]
  77. ; Head looks correct from the player's perspective even though we fire at the upper spine
  78. NormalAimLocationBone=Bip01_Head
  79. LeanAimLocationBone=Bip01_Head
  80.  
  81. PreThrowAnimation=sPullPinUpper
  82. ThrowShortAnimation=sThrowShortUpper
  83. ThrowLongAnimation=sThrowLongUpper
  84.  
  85. ThrowAnimationRootBone=Bip01_Spine1
  86. ThrowAnimationTweenTime=0.0
  87.  
  88. ;velocity of the grenade in unreal units per second, per second that the throw button is held
  89. ThrowSpeedTimeFactor=360.000000
  90. ;clamp the min & max velocity of a thrown grenade
  91. ThrowSpeedRange=(Max=1500.0,Min=350.0)
  92.  
  93. ;if a ThrownWeapon is thrown at a speed less than this, then the 'short' animations are played, otherwise, 'long' animations are used
  94. ;Note: this should match the setting in SwatGame.ini [Engine.Hands]
  95. MinimumLongThrowSpeed=1000.0
  96.  
  97. ;see comments in SwatPlayer.uc
  98. PawnModelApparentBaseEyeHeight=30.0
  99. PawnModelApparentCrouchEyeHeight=6.0
  100.  
  101. ;***********************
  102. ;sting grenade camera effect tuning
  103. ;***********************
  104.  
  105. ;the effect will drop-off evenly over the last x% of the duration
  106. StingEffectDropOffTimePercent=0.2
  107. StingEffectFrequency=6.0
  108. ;maximum angular offset in unreal angle units (65535 unreal angle units is 360 degrees)
  109. StingViewEffectAmplitude=(Roll=9000,Pitch=9000,Yaw=9000)
  110. ;in input units per second
  111. StingInputEffectMagnitude=9
  112. ;in unreal distance units, the farthest shake distance
  113. TasedViewEffectAmplitude=20
  114. ;how often to recenter
  115. TasedViewEffectFrequency=200
  116.  
  117. ;***********************
  118. ;Leaning tuning
  119. ;***********************
  120.  
  121. ; The length of time, in seconds, it takes for the first person view to go from unleaned, to fully leaned.
  122. LeanTransitionDuration=0.3
  123. ; Horizontal offset distance the first-person camera moves on a full-lean.
  124. LeanHorizontalDistance=44.0f
  125. ; The vertical offset distance the first-person camera moves on a full-lean.
  126. LeanVerticalDistance=-16.0f
  127. ; The roll angle (in degrees) of the first-person camera during a full-lean.
  128. LeanRollDegrees=8.0f
  129. ; Control points on the bezier curve that smooths out the first-person lean a bit. Pt0 is locked at (0,0)
  130. ; and Pt4 is locked at (1,1). These control points allow finer control over how the lean looks.
  131. LeanBezierPt1X=0.4f
  132. LeanBezierPt1Y=0.0f
  133. LeanBezierPt2X=0.6f
  134. LeanBezierPt2Y=1.0f
  135.  
  136. ;**********************
  137. ;Low-Ready
  138. ;**********************
  139.  
  140. ;Tween time for playing fire while in low-ready
  141. LowReadyFireTweenTime=0.0
  142.  
  143. ;************************
  144. ;AI Throwing data
  145. ;************************
  146.  
  147.  
  148. [SwatGame.SwatAI]
  149. ; SwatAI has different collision radii than SwatPawn
  150. CollisionRadius=24.0
  151. CrouchRadius=24.0
  152.  
  153. ; when the SwatAI releases a ThrownWeapon (AnimNotify_Use), the initial location of the projectile
  154. ; will be set to the Pawn's Location + ThrownProjectileInitialOffset
  155. OverhandThrownProjectileInitialOffset=(X=47.0,Y=15,Z=49.0)
  156. UnderhandThrownProjectileInitialOffset=(X=36.0,Y=24.0,Z=-10.0)
  157.  
  158. ; in degrees
  159. ThrownProjectilePitch=15
  160.  
  161. ThrowShortAnimation=sThrowShort
  162. ThrowLongAnimation=sThrowLong
  163.  
  164. ThrowFromLeftAnimation=sGrenadeThrowLeft
  165. ThrowFromRightAnimation=sGrenadeThrowRight
  166.  
  167. ThrowAnimationTweenTime=0.1
  168.  
  169. ; the amount of time since we were last rendered required
  170. ; before we start using simple vision and idling
  171. MinLastRenderedTimeDeltaForRelevency=5.0
  172.  
  173. ; amount of time before we care about the player blocking our path
  174. PlayerBlockingPathTime=3.0
  175.  
  176. ; maximum distance that an AI will throw underhand
  177. MaxUnderhandThrowDistance=1024.00
  178.  
  179. ; ZOffset for overhand throw 
  180. ; if the Target.Location > (Location.Z + ZPositiveOffsetForOverhandThrow),
  181. ; reguardless of the MaxUnderhandThrowDistance we will throw overhand
  182. ZPositiveOffsetForOverhandThrow=96.0
  183.  
  184. ; amount of time that we're not rendered before we stop testing
  185. ; each node on our path's current reachability
  186. PathReachabilityRenderedRecentlyDelta=5.0
  187.  
  188. ; Flashbang animations
  189. FBStandingReactionAnimations=sReactionFB
  190. FBStandingNoWeaponReactionAnimations=sReactionFBNoWeapon
  191. FBCrouchingReactionAnimations=cReactionFB
  192. FBCrouchingNoWeaponReactionAnimations=cReactionFBNoWeapon
  193. FBCompliantReactionAnimations=ComplyReactionFB
  194. FBRestrainedReactionAnimations=cuffedReactionFB
  195.  
  196. FBStandingAffectedAnimations=sLoopFB1
  197. FBStandingAffectedAnimations=sLoopFB2
  198. FBStandingNoWeaponAffectedAnimations=sLoopFB1NoWeapon
  199. FBStandingNoWeaponAffectedAnimations=sLoopFB2NoWeapon
  200. FBCrouchingAffectedAnimations=cLoopFB1
  201. FBCrouchingAffectedAnimations=cLoopFB2
  202. FBCrouchingNoWeaponAffectedAnimations=cLoopFB1NoWeapon
  203. FBCrouchingNoWeaponAffectedAnimations=cLoopFB2NoWeapon
  204. FBCompliantAffectedAnimations=ComplyLoopFB
  205. FBRestrainedAffectedAnimations=cuffedLoopFB
  206.  
  207. FBStandingRecoveryAnimations=sRecoveryFB
  208. FBStandingNoWeaponRecoveryAnimations=sRecoveryFBNoWeapon
  209. FBCrouchingRecoveryAnimations=cRecoveryFB
  210. FBCrouchingNoWeaponRecoveryAnimations=cRecoveryFBNoWeapon
  211. FBCompliantRecoveryAnimations=ComplyRecoveryFB
  212. FBRestrainedRecoveryAnimations=cuffedRecoveryFB
  213.  
  214. GasStandingReactionAnimations=sReactionGas
  215. GasStandingNoWeaponReactionAnimations=sReactionGasNoWeapon
  216. GasCrouchingReactionAnimations=cReactionGas
  217. GasCrouchingNoWeaponReactionAnimations=cReactionGasNoWeapon
  218. GasCompliantReactionAnimations=complyReactionGas
  219. GasRestrainedReactionAnimations=cuffedReactionGas
  220.  
  221. GasStandingAffectedAnimations=sLoopGas1
  222. GasStandingAffectedAnimations=sLoopGas2
  223. GasStandingNoWeaponAffectedAnimations=sLoopGas1NoWeapon
  224. GasStandingNoWeaponAffectedAnimations=sLoopGas2NoWeapon
  225. GasCrouchingAffectedAnimations=cLoopGas1
  226. GasCrouchingAffectedAnimations=cLoopGas2
  227. GasCrouchingNoWeaponAffectedAnimations=cLoopGas1NoWeapon
  228. GasCrouchingNoWeaponAffectedAnimations=cLoopGas2NoWeapon
  229. GasCompliantAffectedAnimations=ComplyLoopGas1
  230. GasRestrainedAffectedAnimations=cuffedLoopGas
  231.  
  232. GasStandingRecoveryAnimations=sRecoveryGas
  233. GasStandingNoWeaponRecoveryAnimations=sRecoveryGasNoWeapon
  234. GasCrouchingRecoveryAnimations=cRecoveryGas
  235. GasCrouchingNoWeaponRecoveryAnimations=cRecoveryGasNoWeapon
  236. GasCompliantRecoveryAnimations=ComplyRecoveryGas
  237. GasRestrainedRecoveryAnimations=cuffedRecoveryGas
  238.  
  239. StungStandingReactionAnimations=sReactionFB
  240. StungStandingNoWeaponReactionAnimations=sReactionFBNoWeapon
  241. StungCrouchingReactionAnimations=cReactionFB
  242. StungCrouchingNoWeaponReactionAnimations=cReactionFBNoWeapon
  243. StungCompliantReactionAnimations=ComplyReactionFB
  244. StungRestrainedReactionAnimations=cuffedReactionFB
  245.  
  246. StungStandingAffectedAnimations=sLoopStunned
  247. StungStandingNoWeaponAffectedAnimations=sLoopStunned
  248. StungCrouchingAffectedAnimations=cLoopStunned
  249. StungCrouchingNoWeaponAffectedAnimations=cLoopStunned
  250. StungCompliantAffectedAnimations=ComplyLoopStunned
  251. StungRestrainedAffectedAnimations=cuffedLoopFB
  252.  
  253. StungStandingRecoveryAnimations=sRecoveryFB
  254. StungStandingNoWeaponRecoveryAnimations=sRecoveryFBNoWeapon
  255. StungCrouchingRecoveryAnimations=cRecoveryFB
  256. StungCrouchingNoWeaponRecoveryAnimations=cRecoveryFBNoWeapon
  257. StungCompliantRecoveryAnimations=ComplyRecoveryFB
  258. StungRestrainedRecoveryAnimations=cuffedRecoveryFB
  259.  
  260. TasedStandingReactionAnimations=sTaserReaction
  261. TasedCrouchingReactionAnimations=cTaserReaction
  262. TasedCompliantReactionAnimations=complyReactionTaser
  263. TasedRestrainedReactionAnimations=cuffedReactionTaser
  264.  
  265. TasedStandingAffectedAnimations=sTaserLoop
  266. TasedCrouchingAffectedAnimations=cTaserLoop
  267. TasedCompliantAffectedAnimations=complyLoopTaser
  268. TasedRestrainedAffectedAnimations=cuffedLoopTaser
  269.  
  270. TasedStandingRecoveryAnimations=sTaserRecovery
  271. TasedCrouchingRecoveryAnimations=cTaserRecovery
  272. TasedCompliantRecoveryAnimations=complyRecoveryTaser
  273. TasedRestrainedRecoveryAnimations=cuffedRecoveryTaser
  274.  
  275. ; flinch animations
  276. StandingFlinchAnimations=sFlinch
  277. StandingFlinchAnimations=sFlinch2
  278. StandingFlinchAnimations=sFlinch3
  279. StandingFlinchAnimations=sFlinch4
  280. StandingFlinchAnimations=sFlinch5
  281. CrouchingFlinchAnimations=cFlinch
  282. CrouchingFlinchAnimations=cFlinch2
  283. CrouchingFlinchAnimations=cFlinch3
  284. CrouchingFlinchAnimations=cFlinch4
  285. CrouchingFlinchAnimations=cFlinch5
  286. CompliantFlinchAnimations=ComplyFlinch
  287. CompliantFlinchAnimations=ComplyFlinch2
  288. CompliantFlinchAnimations=ComplyFlinch3
  289. CompliantFlinchAnimations=ComplyFlinch4
  290. CompliantFlinchAnimations=ComplyFlinch5
  291. RestrainedFlinchAnimations=CuffedFlinch
  292. RestrainedFlinchAnimations=CuffedFlinch2
  293. RestrainedFlinchAnimations=CuffedFlinch3
  294. RestrainedFlinchAnimations=CuffedFlinch4
  295. RestrainedFlinchAnimations=CuffedFlinch5
  296.  
  297.  
  298. ; Distance at which the player can report AIs to TOC
  299. UsableDistance=2000
  300.  
  301. ; This is for all AI types.  Can be modified for enemies separately 
  302. ; by adding to a SwatGame.SwatEnemy section, same for officers.
  303. MinTimeBetweenFireHG=0.1
  304. MaxTimeBetweenFireHG=0.2
  305.  
  306. MinTimeBetweenFireSMGSingleShot=0.1
  307. MaxTimeBetweenFireSMGSingleShot=0.2
  308. MinTimeBetweenFireSMGBurst=0.2
  309. MaxTimeBetweenFireSMGBurst=0.4
  310. MinTimeBetweenFireSMGFullAuto=0.5
  311. MaxTimeBetweenFireSMGFullAuto=0.7
  312.  
  313. MinTimeBetweenFireMGSingleShot=0.1
  314. MaxTimeBetweenFireMGSingleShot=0.2
  315. MinTimeBetweenFireMGFullBurst=0.2
  316. MaxTimeBetweenFireMGFullBurst=0.4
  317. MinTimeBetweenFireMGFullAuto=0.5
  318. MaxTimeBetweenFireMGFullAuto=0.7
  319.  
  320. MinTimeBetweenFireShotgun=0.3
  321. MaxTimeBetweenFireShotgun=0.6
  322.  
  323. TurnAwayAnimationHG=TurnAwayRight_HG
  324. TurnAwayAnimationHG=TurnAwayRightAlt1_HG
  325.  
  326. TurnAwayAnimationSG=TurnAwayRight_SG
  327. TurnAwayAnimationSG=TurnAwayRightAlt1_SG
  328.  
  329. TurnAwayAnimationMG=TurnAwayRight_M4
  330. TurnAwayAnimationMG=TurnAwayRightAlt1_M4
  331.  
  332. TurnAwayAnimationSMG=TurnAwayRight_SMG
  333. TurnAwayAnimationSMG=TurnAwayRightAlt1_SMG
  334.  
  335. TurnAwayAnimationPB=TurnAwayRight_PB
  336.  
  337. [SwatGame.SwatAICharacter]
  338. ; amount we will be incapacitated at
  339. IncapacitatedHealthAmount=20
  340. RestrainedHandcuffsClassName="SwatEquipment.IAmCuffed"
  341.  
  342. [SwatGame.SwatTrainer]
  343. ; Trainer should never become incapacitated or it breaks training mission
  344. IncapacitatedHealthAmount=0
  345. RestrainedHandcuffsClassName="SwatEquipment.IAmCuffed"
  346.  
  347. [SwatGame.SwatEnemy]
  348. ; Base Aim Error by Skill Level
  349. LowSkillAdditionalBaseAimError=7.0
  350. MediumSkillAdditionalBaseAimError=6.0
  351. HighSkillAdditionalBaseAimError=3.0
  352.  
  353. ; minimum 2d distance between us and another enemy to affect their morale
  354. ; also does a line of sight check
  355. MinDistanceToAffectMoraleOfOtherEnemiesUponDeath=500.0
  356.  
  357. ; Range of time per skill level that an Enemy will fire full auto for
  358. LowSkillMinTimeToFireFullAuto=1.0
  359. LowSkillMaxTimeToFireFullAuto=2.0
  360. MediumSkillMinTimeToFireFullAuto=0.6
  361. MediumSkillMaxTimeToFireFullAuto=1.0
  362. HighSkillMinTimeToFireFullAuto=0.2
  363. HighSkillMaxTimeToFireFullAuto=0.5
  364.  
  365. ; animations used for throwing weapons down when they're empty
  366. ThrowWeaponDownAnimationsHG=OutOfAmmoDropHG1
  367. ThrowWeaponDownAnimationsHG=OutOfAmmoDropHG2
  368. ThrowWeaponDownAnimationsHG=OutOfAmmoDropHG3
  369.  
  370. ThrowWeaponDownAnimationsSMG=OutOfAmmoDropSMG1
  371. ThrowWeaponDownAnimationsSMG=OutOfAmmoDropSMG2
  372.  
  373. ThrowWeaponDownAnimationsMG=OutOfAmmoDropMG1
  374. ThrowWeaponDownAnimationsMG=OutOfAmmoDropMG2
  375.  
  376. ThrowWeaponDownAnimationsSG=OutOfAmmoDropSG1
  377. ThrowWeaponDownAnimationsSG=OutOfAmmoDropSG2
  378.  
  379. ; chance that we will play a full body hit animation
  380. HighSkillFullBodyHitChance=0.25
  381. MediumSkillFullBodyHitChance=0.5
  382. LowSkillFullBodyHitChance=0.666
  383.  
  384. [SwatGame.SwatOfficer]
  385. ; Range of time that an officer will fire full auto for
  386. MinTimeToFireFullAuto=0.2
  387. MaxTimeToFireFullAuto=0.4
  388.  
  389. ; If set will be the overlay for the officer viewport (note, you can have different overlays for red/blue teams by setting this value in the subclass properties)
  390. ViewportOverlayMaterial=Material'HUD.officerviewport'
  391.  
  392. ; time before we say something to the player about hitting us with something harmless against officers
  393. DeltaReactionTimeBetweenHarmlessShot=3.0
  394.  
  395. [SwatGame.SniperPawn]
  396. SniperRifleClass=Class'SwatEquipment.SniperRifle'
  397. SniperOverlay=Material'HUD.SniperScopeShader'
  398.  
  399. ; frequency of the noise that gets applied when the sniper view isn't moved
  400. kSniperBaseFrequency=0.75
  401. ; this frequency gets added to the base frequency above whenever the viewport is moved 
  402. kSniperMovementAddedFrequency=0.0
  403. ; Base amplitude for the noise that gets applied when the sniper view isn't moved
  404. ; Each unit is about approx. 3 degrees.
  405. NoiseAmplitudeByFOVLevel(0)=2.5
  406. NoiseAmplitudeByFOVLevel(1)=3.0
  407. NoiseAmplitudeByFOVLevel(2)=3.3
  408. NoiseAmplitudeByFOVLevel(3)=3.8
  409. ; This amplitude gets added when the sniper is being moved, same units as above
  410. kSniperMovementAmplitude=15.0
  411. ; How much amplitude and frequency is lost per second...
  412. kSniperMovementZeroedSpeed=2
  413. ; How much the horizontal axis of the noise is dampened...
  414. kSniperHorizontalNoiseDamping=0.3
  415. ; Length of time after a shot is fired before the sound plays.  
  416. ReloadTime=1
  417. ; Length of time the sound plays: This should only be set by Eric really
  418. ReloadSoundTime=1
  419. AnimBoneBase=Bip01
  420. AnimBoneSpineLow=Bip01_Spine1
  421. AnimBoneLClavicle=Bip01_L_Clavicle
  422. AnimBoneRClavicle=Bip01_R_Clavicle
  423. AnimBoneHead=Bone01Eye
  424. AnimSocketGripRhand=GripRhand
  425. AnimSocketGripBack=GripBack
  426. AnimSocketGripHolster=GripHolster
  427. AnimSocketGripBelt1=GripBelt1
  428. AnimSocketGripBelt2=GripBelt2
  429. AnimSocketHolster=Holster
  430. AnimSocketPouch=Pouch
  431. AnimSocketHeadGear=HeadGear
  432. GroundSpeed=150.000000
  433. WalkingPct=0.500000
  434. CrouchedPct=0.250000
  435. BaseEyeHeight=48.000000
  436. CrouchEyeHeight=35.000000
  437. CrouchHeight=45.000000
  438. CrouchRadius=24.000000
  439. FirstPersonFOV=85.000000
  440. Mass=100.000000
  441. ; Male and Female Anim Groups
  442. MaleAnimGroups=SWATMaleAnimation.SWATaimPoses
  443. MaleAnimGroups=SWATMaleAnimation.SWAThostage
  444. MaleAnimGroups=SWATMaleAnimation.SWATmovement
  445. MaleAnimGroups=SWATMaleAnimation.SWATinjuries
  446. MaleAnimGroups=SWATMaleAnimation.SWATfidgets
  447. MaleAnimGroups=SWATMaleAnimation.SWATaction
  448. FemaleAnimGroups=FemaleAnimation.FEMALEaimPoses
  449. FemaleAnimGroups=FemaleAnimation.FEMALEhostage
  450. FemaleAnimGroups=FemaleAnimation.FEMALEmovement
  451. FemaleAnimGroups=FemaleAnimation.FEMALEinjuries
  452. FemaleAnimGroups=FemaleAnimation.FEMALEfidgets
  453. FemaleAnimGroups=FemaleAnimation.FEMALEaction
  454.  
  455. [SwatGame.NetPlayer]
  456. IdealCuffingDistanceBetweenPawns=50.0
  457.  
  458. [SwatGame.SwatRagdollPawn]
  459. LimbTwitchTime=3
  460. LimbIdleTime=8
  461. RenderTimeout=1.5
  462. InitialRagdollRenderTimeout=3.0
  463. ; Don't mess with these.  Ever.  Unless you're Carlos or Chris that is.  So yeah.
  464. TwitchInfos=(BoneName=Bip01_Head,ForceMagnitude=(Min=-3000,Max=3000),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque)
  465. TwitchInfos=(BoneName=Bip01_Spine2,ForceMagnitude=(Min=-120,Max=1200),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Force)
  466. ;TwitchInfos=(BoneName=Bip01_L_Forearm,ForceMagnitude=(Min=-200,Max=500),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Force)
  467. ;TwitchInfos=(BoneName=Bip01_R_Forearm,ForceMagnitude=(Min=-200,Max=500),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Force)
  468. ;TwitchInfos=(BoneName=Bip01_R_UpperArm,ForceMagnitude=(Min=-120,Max=1200),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque)
  469. ;TwitchInfos=(BoneName=Bip01_L_UpperArm,ForceMagnitude=(Min=-120,Max=1200),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque)
  470. ;TwitchInfos=(BoneName=Bip01_R_Calf,ForceMagnitude=(Min=-300,Max=3000),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque)
  471. ;TwitchInfos=(BoneName=Bip01_L_Calf,ForceMagnitude=(Min=-300,Max=3000),TargetBoneName=Bip01_Spine,TwitchType=ETWITCH_Torque)
  472.  
  473. ; Bones with non-default linear damping (default is 0.0)
  474. ;BoneLinearDamping=(Damping=10,BoneName=Bip01_Neck)
  475. ;BoneLinearDamping=(Damping=10,BoneName=Bip01_Head)
  476.  
  477. ; Bones with non-default angular damping (default is 0.5)
  478. ;BoneAngularDamping=(Damping=10,BoneName=Bip01_Neck)
  479. ;BoneAngularDamping=(Damping=10,BoneName=Bip01_Head)
  480. ;BoneAngularDamping=(Damping=10,BoneName=Bip01_L_Thigh)
  481. ;BoneAngularDamping=(Damping=10,BoneName=Bip01_L_Calf)
  482. ;BoneAngularDamping=(Damping=10,BoneName=Bip01_R_Thigh)
  483. ;BoneAngularDamping=(Damping=10,BoneName=Bip01_R_Calf)
  484. ;BoneAngularDamping=(Damping=10,BoneName=Bip01_L_Upperarm)
  485. ;BoneAngularDamping=(Damping=10,BoneName=Bip01_R_Upperarm)
  486.  
  487. [SwatGame.SwatOfficerRagdollParams]
  488. hkJointFriction=3.0
  489.  
  490.