//Atom Zombie Smasher manifest file. //Blendo Games 2010 //WHAT IS THIS? //This "manifest" file allows you to modify //gameplay parameters. //Lines beginning with // double slash are //considered comments. They're ignored by //the game. //Debug hotkeys are available to you during gameplay: //CTRL+SHIFT+F11: open debug menu. //F12: Re-load your mod. Press this at any time to // instantly update the game with any mod changes. //File location: //Place manifest.txt file in your mod folder: // Windows 7: // C:\Users\\AppData\Roaming\AtomZombieData\mods\\ // Windows XP: // C:\Documents and Settings\\Application Data\AtomZombieData\mods\\ // Mac: // Users\\Library\Application Support\AtomZombieData\mods\\ //Enjoy! //Name of this mod. MODNAME Example Mod //Mod author's name. AUTHOR Blendo Games //Mod description. DESCRIPTION { This is an example mod for Atom Zombie Smasher. Feel free to use this Example Mod as a template for your own mod. To find the location of this file, click on the "Info" button. Enjoy! } // --------------------------------------------------------------------- // ======================= CITY/WORLD GENERATION ======================= // --------------------------------------------------------------------- //City generation: min/max horizontal dimension of city. Size scales to city population. GAME_CITYMINWIDTH 33 GAME_CITYMAXWIDTH 45 //City generation: min/max vertical dimension of city. Size scales to city population. GAME_CITYMINHEIGHT 26 GAME_CITYMAXHEIGHT 30 //Building generation: min/max size a building can be. MINBUILDINGSIZE 2 MAXBUILDINGSIZE 5 //Building generation: min/max height a building can be. MINBUILDINGHEIGHT 10 MAXBUILDINGHEIGHT 100 //Buildings: min/max health. Health scales depending on their size. GAME_BLD_MINHEALTH 10 GAME_BLD_MAXHEALTH 70 //Min/max amount of parks in a city. GAME_CITYPARKS_MIN 1 GAME_CITYPARKS_MAX 5 //City populations. Scales according to its zombie outbreak levels. CITYPOP_LVL1 125 CITYPOP_LVL2 250 CITYPOP_LVL3 350 //Scientist populations per zombie outbreak levels. SCIPOP_LVL1 1 SCIPOP_LVL2 5 SCIPOP_LVL3 10 //Worldmap: maximum number of territories. GEO_MAXCITIES 40 //Worldmap: amount of tiles wide. GEO_WIDTH 100 //Worldmap: amount of tiles high. GEO_HEIGHT 60 //Worldmap: minimum buffer distance between cities. GEO_CITYBUFFER 3 //Worldmap: minimum buffer distance between world edge borders & cities. GEO_BORDERBUFFER 6 //Clamp the city size scalers to this max population. GAME_CITYPOPULATIONCLAMP 350 //Color: dotted borders. GEOBORDERCOLOR_R 200 GEOBORDERCOLOR_G 220 GEOBORDERCOLOR_B 200 //Color: human-owned territories. GEOHUMANCOLOR_R 250 GEOHUMANCOLOR_G 230 GEOHUMANCOLOR_B 140 //Color: unclaimed territories. GEOUNCLAIMEDCOLOR_R 230 GEOUNCLAIMEDCOLOR_G 250 GEOUNCLAIMEDCOLOR_B 230 //Color: zeppelins. GEOZEPPELINCOLOR_R 255 GEOZEPPELINCOLOR_G 170 GEOZEPPELINCOLOR_B 0 // ------------------------------------------------------------ // ======================= PEOPLE STATS ======================= // ------------------------------------------------------------ //Human wander move speed. (Seconds needed move from one tile to next tile) HUMANSPEED 7.0 //Human evacuation run speed. (Seconds needed move from one tile to next tile) HUMANEVACUATIONSPEED 1.7 //Human run-away-from-zombies panic speed. (Seconds needed move from one tile to next tile) HUMANPANICSPEED 1.2 //Zombie default speed. (Seconds needed move from one tile to next tile) ZOMBIESPEED 1.55 //Casual mode: Zombie movespeed modifier. (base speed * modifer = final speed) ZOMBIESPEED_CASUAL_MODIFIER 1.0 //Hardcore mode: Zombie movespeed modifier. (base speed * modifer = final speed) ZOMBIESPEED_HARDCORE_MODIFIER -0.5 //Zed color. HUMANCOLOR_R 255 HUMANCOLOR_G 230 HUMANCOLOR_B 110 //Zed color. ZOMBIECOLOR_R 255 ZOMBIECOLOR_G 50 ZOMBIECOLOR_B 255 //Super Zed color SUPERZOMBIECOLOR_R 255 SUPERZOMBIECOLOR_G 160 SUPERZOMBIECOLOR_B 255 //Human blood decal color. HUMANBLOODCOLOR_R 70 HUMANBLOODCOLOR_G 0 HUMANBLOODCOLOR_B 0 //Human animated bloodspurt color. HUMANBLOODSPURTCOLOR_R 255 HUMANBLOODSPURTCOLOR_G 30 HUMANBLOODSPURTCOLOR_B 30 //Zombie blood decal color. ZOMBIEBLOODCOLOR_R 100 ZOMBIEBLOODCOLOR_G 150 ZOMBIEBLOODCOLOR_B 0 //Zombie animated bloodspurt color. ZOMBIEBLOODSPURTCOLOR_R 130 ZOMBIEBLOODSPURTCOLOR_G 240 ZOMBIEBLOODSPURTCOLOR_B 0 // --------------------------------------------------------------- // ======================= DAY/NIGHT CYCLE ======================= // --------------------------------------------------------------- //Default seconds in one day. DAYTIME_SECONDS 60 //Casual mode: daytime modifier. (seconds * modifer = final time) DAYTIME_MODIFIER_CASUAL 1.5 //Hardcore mode: daytime modifier. (seconds * modifier = final time) DAYTIME_MODIFIER_HARDCORE 0.75 // ------------------------------------------------------- // ======================= SCORING ======================= // ------------------------------------------------------- //How many points a human territory generates. HUMAN_TERRITORYSCORE 15 //How many points a zombie territory generates. (outbreak level * multiplier = final score) GAME_ZOMBIETERRITORY_MULTIPLIER 10 //Default victory points for a default game. DEFAULTVICTORYPOINTS 6000 //Victory points for a short game. VICTORYPOINTS_SHORT 1000 //Victory points for a long game. VICTORYPOINTS_LONG 20000 //Score modifier for zombie outbreak levels. (people rescued * (outbreaklevel * pointmod) = final score) GAME_OUTBREAK_POINTMOD 1.25 //How many extra rescues needed for a gold medal. GOLDMEDALTHRESHOLD 60 //How many extra rescues needed for a silver medal. SILVERMEDALTHRESHOLD 30 //Time threshold for getting gold medal in assault missions. ASSAULTGOLDTIME 20 //Time threshold for getting silver medal in assault missions. ASSAULTSILVERTIME 40 //Assault mission: how many scientists you get upon mission success. GAME_ASSAULTSCIENTISTREWARD 35 //Assault mission: how many victory points you get upon mission success. GAME_ASSAULT_VP_REWARD 100 // ------------------------------------------------------------------- // ======================= EXPLOSIVE BUILDINGS ======================= // ------------------------------------------------------------------- //Explosion radius for explosive buildings. GAME_EXPLOSIVEBUILDING_RADIUS 7 //Explosion damage for explosive buildings. GAME_EXPLOSIVEBUILDING_DAMAGE 150 //Min/max amount of explosive buildings in a city. GAME_EXPLOSIVEBUILDING_MIN 1 GAME_EXPLOSIVEBUILDING_MAX 5 //Multiply their health by this value. GAME_EXPLOSIVEBUILDING_HEALTHMOD 0.25 // ---------------------------------------------------- // ======================= GAME ======================= // ---------------------------------------------------- //The max zombie outbreak level. GAME_MAXZOMBIELEVEL 4 //How many new outbreaks every month. GAME_NEWOUTBREAKAMOUNT_JAN 2 //How many people have to be rescued in a mission. RESCUEAMOUNT_DEFAULT 60 //The people rescue quotas for the first five missions. RESCUEAMOUNT_1 10 RESCUEAMOUNT_2 20 RESCUEAMOUNT_3 30 RESCUEAMOUNT_4 40 RESCUEAMOUNT_5 50 //The min/max timescale (multiply by 100 to get value, i.e. "0.1" = 10% time scale) TIMESCALE_MIN 0.1 TIMESCALE_MAX 5.0 //Default timescale when starting new game. TIMESCALE_DEFAULT 0.7 //How many outbreaks (random min/max) per month. OUTBREAKS_JAN_MIN 2 OUTBREAKS_JAN_MAX 2 OUTBREAKS_FEB_MIN 2 OUTBREAKS_FEB_MAX 3 OUTBREAKS_MAR_MIN 2 OUTBREAKS_MAR_MAX 3 OUTBREAKS_APR_MIN 2 OUTBREAKS_APR_MAX 3 OUTBREAKS_MAY_MIN 2 OUTBREAKS_MAY_MAX 3 OUTBREAKS_JUN_MIN 2 OUTBREAKS_JUN_MAX 3 OUTBREAKS_JUL_MIN 2 OUTBREAKS_JUL_MAX 3 OUTBREAKS_AUG_MIN 2 OUTBREAKS_AUG_MAX 3 OUTBREAKS_SEP_MIN 2 OUTBREAKS_SEP_MAX 3 OUTBREAKS_OCT_MIN 2 OUTBREAKS_OCT_MAX 2 OUTBREAKS_NOV_MIN 2 OUTBREAKS_NOV_MAX 2 OUTBREAKS_DEC_MIN 2 OUTBREAKS_DEC_MAX 2 //Determines whether an outbreak occurs per month (0 = false, 1 = true) OUTBREAKMONTHS_JAN 1 OUTBREAKMONTHS_FEB 1 OUTBREAKMONTHS_MAR 1 OUTBREAKMONTHS_APR 1 OUTBREAKMONTHS_MAY 1 OUTBREAKMONTHS_JUN 1 OUTBREAKMONTHS_JUL 1 OUTBREAKMONTHS_AUG 1 OUTBREAKMONTHS_SEP 1 OUTBREAKMONTHS_OCT 1 OUTBREAKMONTHS_NOV 1 OUTBREAKMONTHS_DEC 1 // ------------------------------------------------------------ // ======================= MERC GENERAL ======================= // ------------------------------------------------------------ //Gather radius for helicopters. GAME_HELI_GATHERRADIUS 10 //Heli: how long the heli waits on the ground. HELI_LANDEDTIME 8 //Heli: how long the heli takes to land. HELI_LOWERTIME 3 //Heli: how long it takes for heli to take off. HELI_RAISETIME 2 //Artillery: seconds it takes for visual bomb to fall. GAME_DISPLAYBOMB_FALLTIME 2.0 //Artillery: in a multi-shell barrage, seconds between shells. GAME_BARRAGEGAP 0.8 //Dynamite: how much damage is inflicted to buildings. DYNAMITE_DMG 100 //Dynamite: seconds between detonations. DYNAMITE_GAPTIME 0.3 //Dynamite: seconds before initial detonation. DYNAMITE_INITIALTIME 0.3 //How many mercs you can carry to a mission. MERCS_MAX 4 //How many mercs you can carry w/ the "zeppelin cabin" upgrade. MERCS_MAX_PLUS 5 //Amount of mercs you can carry when Party Wagon is active. //Note this overrides the Mercs_max and Mercs_max_plus values. PARTYWAGON_MERCS 5 // ---------------------------------------------------------- // ======================= MERC STATS ======================= // ---------------------------------------------------------- //Infantry: accuracy levels. INFANTRY_ACCURACY_0 0.4 INFANTRY_ACCURACY_1 0.6 INFANTRY_ACCURACY_2 0.8 INFANTRY_ACCURACY_3 0.9 INFANTRY_ACCURACY_4 1.0 //Infantry: speed levels. INFANTRY_SPEED_0 1.0 INFANTRY_SPEED_1 1.2 INFANTRY_SPEED_2 1.4 INFANTRY_SPEED_3 1.6 INFANTRY_SPEED_4 1.8 INFANTRY_SPEED_5 1.85 INFANTRY_SPEED_6 1.9 INFANTRY_SPEED_7 1.95 //Heli: arrival time STAT_HELI_ARRIVALTIME_1 6 STAT_HELI_ARRIVALTIME_2 5.6 STAT_HELI_ARRIVALTIME_3 5.2 STAT_HELI_ARRIVALTIME_4 4.8 STAT_HELI_ARRIVALTIME_5 4.4 STAT_HELI_ARRIVALTIME_6 4 STAT_HELI_ARRIVALTIME_7 3.9 STAT_HELI_ARRIVALTIME_8 3.8 STAT_HELI_ARRIVALTIME_9 3.7 STAT_HELI_ARRIVALTIME_10 3.6 STAT_HELI_ARRIVALTIME_11 3.5 //Heli: passenger load time STAT_HELI_LOADTIME_1 0.25 STAT_HELI_LOADTIME_2 0.23 STAT_HELI_LOADTIME_3 0.21 STAT_HELI_LOADTIME_4 0.19 STAT_HELI_LOADTIME_5 0.17 STAT_HELI_LOADTIME_6 0.15 //Landmines: amounts STAT_LANDMINE_AMOUNTS_1 3 STAT_LANDMINE_AMOUNTS_2 4 STAT_LANDMINE_AMOUNTS_3 5 STAT_LANDMINE_AMOUNTS_4 6 STAT_LANDMINE_AMOUNTS_5 7 STAT_LANDMINE_AMOUNTS_6 8 //Snipers: refire time STAT_SNIPERS_REFIRETIME_1 1.1 STAT_SNIPERS_REFIRETIME_2 0.9 STAT_SNIPERS_REFIRETIME_3 0.8 STAT_SNIPERS_REFIRETIME_4 0.7 STAT_SNIPERS_REFIRETIME_5 0.6 STAT_SNIPERS_REFIRETIME_6 0.5 //Snipers: reposition time STAT_SNIPERS_REPOSITIONTIME_1 4 STAT_SNIPERS_REPOSITIONTIME_2 3 STAT_SNIPERS_REPOSITIONTIME_3 2 STAT_SNIPERS_REPOSITIONTIME_4 1 STAT_SNIPERS_REPOSITIONTIME_5 0.5 STAT_SNIPERS_REPOSITIONTIME_6 0.4 STAT_SNIPERS_REPOSITIONTIME_7 0.3 STAT_SNIPERS_REPOSITIONTIME_8 0.2 //Zed bait: range STAT_NECTAR_RANGE_1 7 STAT_NECTAR_RANGE_2 8 STAT_NECTAR_RANGE_3 9 STAT_NECTAR_RANGE_4 10 STAT_NECTAR_RANGE_5 11 STAT_NECTAR_RANGE_6 12 STAT_NECTAR_RANGE_7 13 STAT_NECTAR_RANGE_8 14 //Zed bait: lifetime STAT_NECTAR_LIFETIME_1 8 STAT_NECTAR_LIFETIME_2 10 STAT_NECTAR_LIFETIME_3 12 STAT_NECTAR_LIFETIME_4 14 STAT_NECTAR_LIFETIME_5 16 STAT_NECTAR_LIFETIME_6 18 STAT_NECTAR_LIFETIME_7 20 //Zed bait: reload time STAT_NECTAR_RELOAD_1 30 STAT_NECTAR_RELOAD_2 27 STAT_NECTAR_RELOAD_3 23 STAT_NECTAR_RELOAD_4 20 STAT_NECTAR_RELOAD_5 18 STAT_NECTAR_RELOAD_6 16 STAT_NECTAR_RELOAD_7 14 STAT_NECTAR_RELOAD_8 12 //Artillery: impact time STAT_ARTY_IMPACTTIME_1 7 STAT_ARTY_IMPACTTIME_2 5 STAT_ARTY_IMPACTTIME_3 4 STAT_ARTY_IMPACTTIME_4 3 STAT_ARTY_IMPACTTIME_5 2.9 STAT_ARTY_IMPACTTIME_6 2.8 STAT_ARTY_IMPACTTIME_7 2.7 STAT_ARTY_IMPACTTIME_8 2.6 STAT_ARTY_IMPACTTIME_9 2.5 //Artillery: reload time STAT_ARTY_RELOADTIME_1 12 STAT_ARTY_RELOADTIME_2 10 STAT_ARTY_RELOADTIME_3 8 STAT_ARTY_RELOADTIME_4 6 STAT_ARTY_RELOADTIME_5 5.9 STAT_ARTY_RELOADTIME_6 5.8 STAT_ARTY_RELOADTIME_7 5.7 STAT_ARTY_RELOADTIME_8 5.6 STAT_ARTY_RELOADTIME_9 5.5 //Dynamite: amounts STAT_DYNAMITE_AMOUNTS_1 4 STAT_DYNAMITE_AMOUNTS_2 5 STAT_DYNAMITE_AMOUNTS_3 6 STAT_DYNAMITE_AMOUNTS_4 7 STAT_DYNAMITE_AMOUNTS_5 8 STAT_DYNAMITE_AMOUNTS_6 9 STAT_DYNAMITE_AMOUNTS_7 10 //Barricades: amounts STAT_BARRICADE_AMOUNTS_1 2 STAT_BARRICADE_AMOUNTS_2 3 STAT_BARRICADE_AMOUNTS_3 4 STAT_BARRICADE_AMOUNTS_4 5 // ----------------------------------------------------------- // ======================= MERC COLORS ======================= // ----------------------------------------------------------- //Zed bait NECTARCOLOR_R 0 NECTARCOLOR_G 170 NECTARCOLOR_B 255 //Artillery BOMBCOLOR_R 255 BOMBCOLOR_G 100 BOMBCOLOR_B 0 //Sniper SNIPERCOLOR_R 0 SNIPERCOLOR_G 255 SNIPERCOLOR_B 255 //Mines MINECOLOR_R 120 MINECOLOR_G 180 MINECOLOR_B 255 //Infantry INFANTRYCOLOR_R 70 INFANTRYCOLOR_G 220 INFANTRYCOLOR_B 80 //Infantry paths. INFANTRYPATHCOLOR_R 120 INFANTRYPATHCOLOR_G 210 INFANTRYPATHCOLOR_B 145 //Infantry visibility cone. INFANTRYVISIBILITYCOLOR_R 0 INFANTRYVISIBILITYCOLOR_G 255 INFANTRYVISIBILITYCOLOR_B 0 //Helicopter HELICOLOR_R 255 HELICOLOR_G 200 HELICOLOR_B 40 //DONE BUTTON RESEARCHCOLOR_R 70 RESEARCHCOLOR_G 180 RESEARCHCOLOR_B 255 // ---------------------------------------------------------- // ======================= MILESTONES ======================= // ---------------------------------------------------------- //Victory point requirements for milestones. (-1 = never unlocks) MS_RESEARCH 700 MS_CATBIRD 1200 MS_ELEPHANTBIRD 2000 MS_LLAMABOMB 2600 MS_CABIN 3500 MS_BIGOUTBREAKS 500 MS_EXPLOSIVEBUILDINGS 1500 MS_SUPERZOMBIES 2500 //This lets player purchase llamabombs. MS_LLAMAPURCHASEABLE -1 //How much the purchaseable llamabomb costs (scientists). LLAMA_COST 10 // ----------------------------------------------------------------------- // ======================= UPGRADES, PURCHASEABLES ======================= // ----------------------------------------------------------------------- //XP level quotas. XP_LVL02 125 XP_LVL03 250 XP_LVL04 500 XP_LVL05 1000 XP_LVL06 2000 XP_LVL07 4000 XP_LVL08 8000 XP_LVL09 16000 XP_LVL10 32000 XP_LVL11 64000 XP_LVL12 128000 //Helicopter capacity upgrades. UPG_HELICARRY_1 30 UPG_HELICARRY_2 40 UPG_HELICARRY_3 45 UPG_HELICARRY_4 50 UPG_HELICARRY_5 55 UPG_HELICARRY_6 60 UPG_HELICARRY_7 65 UPG_HELICARRY_COST_2 25 UPG_HELICARRY_COST_3 30 UPG_HELICARRY_COST_4 35 UPG_HELICARRY_COST_5 40 UPG_HELICARRY_COST_6 45 UPG_HELICARRY_COST_7 50 //Scientist speed boost upgrades. (1 = normal speed, 0 = lightning speed) UPG_SPEEDBOOTS_1 1 UPG_SPEEDBOOTS_2 0.5 UPG_SPEEDBOOTS_3 0.35 UPG_SPEEDBOOTS_4 0.2 UPG_SPEEDBOOTS_COST_2 15 UPG_SPEEDBOOTS_COST_3 20 UPG_SPEEDBOOTS_COST_4 25 //Merc XP bonus upgrades. (multiplies how much XP the mercs get) UPG_XPBONUSAMOUNTS_1 1 UPG_XPBONUSAMOUNTS_2 1.1 UPG_XPBONUSAMOUNTS_3 1.15 UPG_XPBONUSAMOUNTS_4 1.2 UPG_XPBONUSAMOUNTS_5 1.25 UPG_XPBONUSCOSTS_2 15 UPG_XPBONUSCOSTS_3 20 UPG_XPBONUSCOSTS_4 25 UPG_XPBONUSCOSTS_5 30 //Llama bomb upgrades. (how many llamabombs you can drop at one time) UPG_LLAMAAMOUNT_1 2 UPG_LLAMAAMOUNT_2 3 UPG_LLAMAAMOUNT_3 4 UPG_LLAMACOST_2 10 UPG_LLAMACOST_3 25 //Artillery barrage upgrades. How many shells dropped per payload. UPG_BARRAGEAMOUNTS_1 1 UPG_BARRAGEAMOUNTS_2 2 UPG_BARRAGEAMOUNTS_3 4 UPG_BARRAGEAMOUNTS_4 6 UPG_BARRAGEAMOUNTS_5 8 UPG_BARRAGECOST_2 15 UPG_BARRAGECOST_3 25 UPG_BARRAGECOST_4 30 UPG_BARRAGECOST_5 35 //Elephantbird upgrades. How many shells dropped per payload UPG_ELEPHANTBIRDAMOUNTS_1 3 UPG_ELEPHANTBIRDAMOUNTS_2 6 UPG_ELEPHANTBIRDAMOUNTS_3 12 UPG_ELEPHANTBIRDAMOUNTS_4 24 UPG_ELEPHANTBIRDCOST_2 10 UPG_ELEPHANTBIRDCOST_3 15 UPG_ELEPHANTBIRDCOST_4 20 //Catbird upgrades. Multiplier for how quickly catbird points are earned. UPG_CATBIRDAMOUNTS_1 1 UPG_CATBIRDAMOUNTS_2 1.2 UPG_CATBIRDAMOUNTS_3 1.3 UPG_CATBIRDAMOUNTS_4 1.4 UPG_CATBIRDCOST_2 20 UPG_CATBIRDCOST_3 25 UPG_CATBIRDCOST_4 30 //Kraken upgrades. Damage multiplier for explosive weapons vs. mega zed. UPG_KRAKENAMOUNTS_1 1 UPG_KRAKENAMOUNTS_2 1.5 UPG_KRAKENAMOUNTS_3 2 UPG_KRAKENAMOUNTS_4 2.5 UPG_KRAKENCOST_2 15 UPG_KRAKENCOST_3 20 UPG_KRAKENCOST_4 25 // --------------------------------------------------------- // ======================= RENDERING ======================= // --------------------------------------------------------- //Renderer: how much units is one tile. TILESIZE 64 //Renderer: size dimensions of a person. PERSONHEIGHT 14 PERSONWIDTH 10 ZOMBIEWIDTH 16 SUPERZOMBIEWIDTH 48 SUPERZOMBIEHEIGHT 96 // -------------------------------------------------- // ======================= UI ======================= // -------------------------------------------------- //UI: Position of main tooltip. UI_TOOLTIP1_Y 95 //UI: Position of top mini-tooltip. UI_TOOLTIP2_Y 135 //UI: Position of bottom mini-tooltip. UI_TOOLTIP3_Y 58 //UI: Distance before mouse is considered "hovering" over unit. HOVERTOLERANCE 1000 //UI: Height of the top bar. SUPPLYBAR_HEIGHT 30 //UI: Height of the bottom bar. BARHEIGHT 55 //The starting year. START_YEAR 1961 //Time it takes to sign a signature. GAME_SIGNATURETIME 0.4 //Color of the paper menus. (_R = red, _G = green, _B = blue, 0-255) PAPERCOLOR_R 210 PAPERCOLOR_G 195 PAPERCOLOR_B 160 //Color of menu titles. UICOLOR_R 255 UICOLOR_G 210 UICOLOR_B 0 //Color of the buttons. UI_BUTTONIDLE_R 55 UI_BUTTONIDLE_G 75 UI_BUTTONIDLE_B 50 //Color of the buttons during mousehover. UI_BUTTONIDLEGLOW_R 95 UI_BUTTONIDLEGLOW_G 120 UI_BUTTONIDLEGLOW_B 90 //Zedpedia entries given to player throughout campaign. ZEDPEDIA_ENTRY1 evacheli ZEDPEDIA_ENTRY2 zeppelin ZEDPEDIA_ENTRY3 zedautopsy ZEDPEDIA_ENTRY4 his_lewis ZEDPEDIA_ENTRY5 his_eighteen ZEDPEDIA_ENTRY6 his_hyperborea ZEDPEDIA_ENTRY7 his_arouet //DONE BUTTON DONECOLOR_R 200 DONECOLOR_G 40 DONECOLOR_B 40 //Selection circle when hovering over units. SELECTIONCIRCLECOLOR_R 255 SELECTIONCIRCLECOLOR_G 255 SELECTIONCIRCLECOLOR_B 255 //Color: dotted line for "invalid selection" (world map) GEOERRORLINECOLOR_R 180 GEOERRORLINECOLOR_G 0 GEOERRORLINECOLOR_B 0 //Color: tooltips. TOOLTIPCOLOR_R 32 TOOLTIPCOLOR_G 96 TOOLTIPCOLOR_B 145 // ------------------------------------------------------ // ======================= CAMERA ======================= // ------------------------------------------------------ //Min/max camera parameters during worldmap. CAM_GEOMINCAMDIST -2000 CAM_GEOMAXCAMDIST -4000 //Min/max camera parameters during city missions. CAM_CITYMINCAMDIST -1000 CAM_CITYMAXCAMDIST -2000 //City missions: maximum amount of zombiespawners per side. GAME_MAXSPAWNERS_PERSIDE 3 //Camera: how long it takes to zoom in one step. ZOOMTIME 0.08 //Camera: how far to zoom in one step. ZOOMSTEP 0.5 //Camera: how fast you can drag-pan with mouse when fully zoomed in. MINPANDISTANCE 192 //Camera: how fast you can drag-pan with mouse when fully zoomed out. MAXPANDISTANCE 512 //Camera: how fast you can pan with keyboard when fully zoomed out. MAXKEYBOARDPANDISTANCE 700 //Camera: how fast you can pan with keyboard when fully zoomed in. MINKEYBOARDPANDISTANCE 1024