the cutting room mirror

Development Text

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ButtonMap.txt#

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-
-
- Button mappings
-
- Please don't change the words on the LEFT (those are the original buttons)
- Only change the words on the right
-
-
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- ORIGINAL Buttons  Re-mapped buttons
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default.ide#

peds                                                                       
#                                                                       
# Index 0 is the player ped                                                                     
# Index 1 is default ped  always loaded                                                                     
#                                                                       
#   MODEL       TXD     FEMALE  SIZE    TYPE    STAT    ANIMGROUP1  ANIMGROUP2  ANIMGROUP3  ANIMGROUP4  UNIQUE  ACTIONTREE ROOT ACTIONTREE FILE AITREE ROOT     AITREE FILE
#                                                                       

# all cars have MXD files now and sockets                                                                   

# Id    MODELNAME(DFF)  TXD Type        HandlingId      Game name       ANIMGROUP   ANIMGROUP2      Class       Frq Lvl Comprules   wheelmodelId        WheelScale

#   Model name      Txd name    ANIMGROUP       ANIMGROUP2                                          

#bike parts are under clothing      

# wheels                                                                

# special character slots                                                               

# Bike parts    and clothing
# You no longer need to add an entry here!!
# To Add clothing:
# 1. Add the dff and txd to Bully\Datasource\Models\Clothing
# 2. Add an entry to Bully\Bin\Bully_PS2\Config\Dat\Cloths.dat
# 3. Run BuildGameSmart.bat

props.ide#

#   - Model Index
# 0 - Dff Name
# 1 - TXD Name
# 2 - StreamingSource/World/Anim/AGR Name
# 3 - Ped AGR Name
# 4 - Alpha test (0 alpha-test off, 1 alpha-test on)
# 5 - Secondary collision model
#       | is the collision
#       / is the animating door
#       . is the root of the object
#
#       0 = none
#
#       1 = | / 
#           |/  .
#
#       2 =  \ |
#           . \|
#
#       3 = |  /     \  |
#           |./   or  \.|
#
#       4 = | / \ |
#           |/ . \|
#
#       5 = StalDoor
#       6 = PrepDoor
# 6 - Manual Target Lock
#
# COMMENTS
# All Attributes have been moved to Globals.Act under Props
# The modelname (0) is now also used for the directory since all
# of the models currently use that naming convention. Check that 
# the directory name is the same as the modelname. Ie, pDoorBrk needs
# a directory in animod called pDoorBrk.