This is a sub-page of Bully (PlayStation 2)/Unused Text.
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There is commented text in various files explaining how they work.
bankinfo.txt#
# these bank files must live in BullyVC/Bin/Bully_PS2/Audio/SCREAM
# these bank files must live in BullyVC/Bin/Bully_PS2/Audio/SCREAM
#
#
# THE y/n static field is now to be replaced by either
#
# STATIC // AREA // MISSION // MANUAL
#
break.txt#
#breakinfo config file
#
#
# record format is tab separated
# modelname scream_soundeffect_name number_of_hit_variations
CVPDayNi.txt#
# this file controls the CPV day/night shifting times per season
effects.dat#
# Glow Effects Settings by Area Code
# AreaID ON Threshold Strength Scale Offset
handling.cfg#
Certain vehicles for Grand Theft Auto III and Vice City cars appear here.
; Author: Bill Henderson
; Created 10/12/1999
;
; > COMMENTS <
; ------------
; TWEAK AT YOUR OWN RISK
;
; > UNITS <
; ---------
; vehicle identifier 14 characters max
; dimensions in metres
; mass in Kg
; velocity in Km/h
; acceleration/deceleration in ms-2
; multipliers x1.0 is default
; angles in degrees
; Levels :- (L)ow, (M)edium, (H)igh
; buoyancy = percent submerged (> 100% vehicle sinks)
; engine type :- (P)etrol, (D)iesel, (E)lectric
; engine drive :- (F)ront, (R)ear, (4)-wheel drive
;
; > FIELD DESCRIPTIONS <
; ----------------------
; (A) vehicle identifier [14 characters max]
; (B) fMass [1.0 to 50000.0]
; (C) Dimensions.x [0.0 > x > 20.0]
; (D) Dimensions.y [0.0 > x > 20.0]
; (E) Dimensions.z, [0.0 > x > 20.0]
; (F) CentreOfMass.x [-10.0 > x > 10.0]
; (G) CentreOfMass.y [-10.0 > x > 10.0]
; (H) CentreOfMass.z [-10.0 > x > 10.0]
; (I) nPercentSubmerged [10 to 120]
; (J) fTractionMultiplier [0.5 to 2.0]
; (K) fTractionLoss [0.0 > x > 1.0]
; (L) fTractionBias [0.0 > x > 1.0]
; (M) TransmissionData.nNumberOfGears [1 to 4]
; (N) TransmissionData.fMaxVelocity [5.0 to 150.0]
; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0]
; (P) TransmissionData.nDriveType [F/R/4]
; (Q) TransmissionData.nEngineType [P/D/E]
; (R) fBrakeDeceleration [0.1 to 10.0]
; (S) fBrakeBias [0.0 > x > 1.0]
; (T) bABS [0/1]
; (U) fSteeringLock [10.0 to 40.0]
; (V) fSuspensionForceLevel not [L/M/H]
; (W) fSuspensionDampingLevel not [L/M/H]
; (X) fSeatOffsetDistance // ped seat position offset towards centre of car
; (Y) fCollisionDamageMultiplier [0.2 to 5.0]
; (Z) nMonetaryValue [1 to 100000]
; (aa) suspension upper limit
; (ab) suspension lower limit
; (ac) suspension bias between front and rear
; (ad) suspension anti-dive multiplier
; (ae) flags!!! WARNING - Now written HEX for easier reading of flags
; 1st digit = 1: 1G_BOOST 2: 2G_BOOST 4: REV_BONNET 8: HANGING_BOOT
; 2nd digit = 1: NO_DOORS 2: not used 4: not used 8: not used
; 3rd digit = 1: DBL_EXHAUST 2: TAILGATE_BOOT 4: NOSWING_BOOT 8: NONPLAYER_STABILISER
; 4th digit = 1: NEUTRALHANDLING 2: HAS_NO_ROOF 4: IS_BIG 8: HALOGEN_LIGHTS
; 5th digit = 1: IS_BIKE 2: IS_TRUCK 4: IS_UNIQUE 8: not used
; 6th digit = 1: NO_EXHAUST 2: REARWHEEL_1ST 4: HANDBRAKE_TYRE8: SIT_IN_BOAT
; 7th digit = 1: FAT_REARW 2: NARROW_FRONTW 4: GOOD_INSAND 8: NO_1STPERSON_LOOKBEHIND
;
; (af) front lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ag) rear lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ah) damage done to peds in a collision.
;
; > THE DATA <
; ------------
;
; A B C D E F G H I J K L M N O P Q R S T U V W X Y Z aa ab ac ae ad AE AF
;BLISTA 1900.0 2.1 5.5 1.9 0.0 0.0 0.2 70 0.8 0.75 0.54 5 170.0 20.0 F P 7.0 0.65 0 30.0 1.4 0.11 0.2 0.8 20000 0.25 -0.15 0.5 0.0 2 0 1
;BELLYUP 2600.0 2.2 6.5 2.8 0.0 0.0 0.2 80 0.85 0.80 0.5 5 180.0 22.0 4 D 4.5 0.80 0 30.0 2.0 0.09 0.46 0.5 22000 0.30 -0.20 0.5 0.0 422 0 3
;MRWONGS 3500.0 2.2 6.5 2.8 0.0 0.0 -0.2 80 0.95 0.85 0.48 5 180.0 20.0 4 D 4.5 0.80 0 30.0 1.8 0.12 0.46 0.22 28000 0.30 -0.22 0.5 0.0 423 0 3
;YARDIE 1800.0 2.1 5.0 1.6 0.0 0.0 0.0 70 0.80 0.79 0.52 5 160.0 22.0 R P 6.20 0.55 0 25.0 1.8 0.07 0.36 0.45 30000 0.30 -0.15 0.5 0.0 8103 1 1
;YAKUZA 1400.0 1.9 4.7 1.6 0.0 0.25 -0.3 50 0.95 0.9 0.5 5 200.0 30.0 4 P 11.0 0.45 0 30.0 2.6 0.1 0.25 0.7 35000 0.28 -0.14 0.5 0.0 180 1 1
;DIABLOS 1500.0 2.2 4.5 1.9 0.0 0.0 0.1 70 0.9 0.80 0.53 5 180.0 30.0 R P 6.1 0.52 0 30.0 1.5 0.07 0.3 0.65 45000 0.33 -0.09 0.5 0.0 9902 1 1
;COLUMB 3200.0 2.4 5.7 2.6 0.0 0.0 0.3 80 0.82 0.77 0.48 5 175.0 22.0 4 P 15.0 0.51 0 25.0 2.0 0.08 0.28 0.15 50000 0.32 -0.17 0.5 0.0 9A00 0 1
;HOODS 2000.0 2.1 5.0 2.3 0.0 0.0 0.0 85 1.0 0.82 0.52 5 150.0 24.0 4 P 10.5 0.45 0 30.0 1.4 0.1 0.2 0.5 26000 0.33 -0.21 0.5 0.0 8023 0 1
;PANLANT 2600.0 2.0 6.0 2.6 0.0 0.0 0.1 80 0.85 0.70 0.46 5 160.0 15.0 R D 6.0 0.80 0 30.0 2.2 0.07 0.2 0.45 20000 0.35 -0.15 0.4 0.0 22 0 1
;BORGNINE 1900.0 2.1 5.0 2.2 0.0 0.0 0.0 75 1.05 0.9 0.53 4 190.0 27.0 4 P 15.0 0.54 0 40.0 1.9 0.1 0.2 0.15 10000 0.25 -0.22 0.45 0.0 2 0 1
;
particle.cfg#
; Author: Alexander Roger
; Date: 21/12/2000
;
; Author: Andrzej Madajczyk
; Date: 26/02/2001
; 14/03/2001 - Alpha (opacity) support added;
; 10/05/2001 - Drag/Friction Decceleration changed to constants;
; 28/08/2001 - Initial Color Variation added;
;
; Note! Last line of the file MUST BE ";the end\n", otherwise you'll get parsing error(s) of the file;
;
;Particle Systems Configuration Data:: Format
;
;
;A: Particle Type Name (max 20 chars)
;
;B/C/D: Render Colouring (r,g,b) (0-255)
;
;GONER : CV: Initial Color Variation (for r,g,b only, in %) (0-100);
; (i.e. Color=(100,100,100) and CV=20, then v=random(-20,20), real_color=(100+v, 100+v, 100+v));
;
;GONER : B2/C2/D2: Fade Destination Color (r,g,b) (0-255)
;
;GONER : FT: Color Fade Time for (B,C,D)->(B2,C2,D2), (0 for none);
;
;E: Default Initial Radius (float)
;F: Expansion Rate (float)
;
; Color "Fade-to-Black" options:
;G: Initial Intensity (0-255)
;GONER : H: Fade Time (time between fade steps in frames)
;GONER : I: Fade Amount (-255 to 255) can get brighter or dimmer (if -ve, column "G" must be smaller than 255, and if +ve, G must larger than 0)
;
; "Fade Alpha" options:
;GA: Initial Intensity (0-255)
;HA: Fade Time (time between fade steps in frames)
;IA: Fade Amount
;
; "Z Rotation" options:
;GONER : GZA: Initial Angle (0-1023)
;GONER : HZA: Change Time (time between steps in frames)
;GONER : IZA: Angle Change Amount
;
;GONER : GZR: Initial Z Radius
;GONER : HZR: Change Time (time between steps in frames)
;GONER : IZR: Z Radius Change Amount
;
;J: Animation Speed (0=no animation)(time between steps msec)
;GONER : K: Start Animation Frame ( 0 -> )
;L: Final Animation Frame ( H -> )
;
;GONER : M: Rotation Speed (0=None,i-deg/frame)
;N: Gravitational Acceleration (0=none, float)
;O: Drag/Friction Decceleration (int: 0=none, 50=0.50, 80=0.80, 90=0.90, 95=0.95, 96=0.96, 99=0.99)
;
;P: Default Life-Span of Particle (msec)
;
;Q: Position Random Error [position += (+/-)rand(a)]
;R: Velocity Random Error [velocity += (+/-)rand(b)]
;GONER : S: Expansion Rate Error [exp_rate += (+)rand(c)]
;GONER : T: Rotation Rate Error [rot_speed = (+/-)rand(d)]
;GONER : U: Life-Span Error Shape [shape distribution, e=0->all at default, e->Inf then shape->0] (max=255!!)
;V: Trail Length Multiplier [length *= (float) multiplier] (only used if trail flag active)
;
;WX: Stretch value of texture in X
;WY: Stretch value of texture in Y
;WI: Wind factor for how much influenced by the wind direction
;
;CR:Particle Create Range (in meters: 0=no check); if particles are created enough far away from camera, they are deleted (not added to particle system);
;
;
;Z: Flags! Guide: 1=ZCHECK_FIRST, 2=ZCHECK_STEP, 4=DRAW_OPAQUE, 8=SCREEN_TRAIL
; 16=SPEED_TRAIL, 32=RAND_VERT_V, 64=CYCLE_ANIM, 128=DRAW_DARK, 256=VERT_TRAIL
; 1024=DRAWTOP2D, 2048=CLIPOUT2D
; 4096=ZCHECK_BUMP, 8192=ZCHECK_BUMP_FIRST
;
;*************** WARNING SCREEN_TRAIL OPTION USES VARs OTHERWISE USED FOR Z-CHECK AND EXPAND RATE ***************************************
;** if using SCREEN_TRAIL, don't use ZCHECK_FIRST, ZCHECK_BUMP, ZCHECK_BUMP_FIRST, and expansion rate (F) and error (S) must = 0 ********
;****************************************************************************************************************************************
world.dat#
#
# Load IDEs first, then the models and after that the IPLs
#
# everything is loaded on a per directory basis and in alphabetical order
# to improve the speed of loading
areabbox.dat#
# This file sets out the parameters for the area bounding boxes.
# [Left,Top, Base] [Right, Bottom, Height] reference using Max Script
# Anything zeroed out is not currently in game.
Attitude.dat#
# Attitudes of each faction to each other faction, students and the player
#
# Attitudes: Adore, Dig, Dispassionate, Averse, Abhor (c. ScriptEnums.h)
# Towards: Prefect, Nerd, Jock, Dropout, Greaser, Preppy, Student, Cop, Teacher, Townsperson, ShopKeep, Bully, Player
#
BlipLocs.dat#
# This document indicates which exit the blips for each area should be drawn when the player is in the specified area
# Exit locations are defined in ExitLocs.dat
# The areas currently follow the VisibleAreaEnum
carcols.dat#
# Generated By MultiEdit V1.3 On 14/09/2002 22:46:02 [http://icey.gouranga.com]
#
# This file contains all the info about the car colours. There are two
# sections, col which contains the colour table and car which contains
# the possible indices into the colour table for each car.
#
# The end column of the col section is the radio chat version of the car colour.
#
# Press START on controller to reload this file while the game is running.
#
Cloths.dat#
# ModelName ClothingType Style Warmth Factor Flags
#
# Warmth Factors: Flag Types:
#
# 0 - Bare NA - None
# 2 - Cold BAREARM - Bare Arm (All Tattoos are shown)
# 4 - Warm SHORTSLEEVE - Short Sleeve (Tattoos on Lower Arm and Upper Arm are shown)
# 6 - Hot LONGSLEEVE - Long Sleeve (No Tattoos will be shown)
# UNGIVEABLE - Debug Give All Won't Give this Item
# SPECIALKISS - Special Kiss Flag for Head Items
clthopin.dat#
# Clothing Opinions (As used by the clothing manager to determine whether or
# not a particular PedType likes a particular style of Clothing.
#
# Across we have the Clothing Style - ClothingStyleTypeEnum
# Down we have the Ped Type - PedTypeEnum
#
colctbls.dat#
# this document sets up the collectibles items
# blank lines and lines that start with # are ignored
# the form is as follows:
# Collectible Type (see CollectibleTypeEnum)
# Name of Collectible (each name gets its own line). This string must match the Collectible Name given in the IPLs
# end (signifies you are done with this part)
colours.dat#
# Colours for the rings around pickups
#
# PickupClass, r, g, b, a
#
default.dat#
#
# Resident object definitions
#
##IDE Objects\default.ide
#
#enable plant generator
#
#SHRUB_GEN MODELS\SHRUBS\SHRUBINF.DAT
ExitLocs.dat#
# This maps the exits from each area
# AreaID, ExitID, x, y, z
# Note, ExitIDs start at 0 for each area, and then for every exit added, increment the exitID by one
mirrors.dat#
#
# Here's the order of entering data:
#
# AreaCode's are stored in GameEnum.h
# Add texture later...
#
object.dat#
; Title :Object.dat
; Author :Richard Jobling
; Date :3/2/2000
; NOTE: Make the HitPoints=30000 and it's invulnerable
; Note: DestroyByWeaponOnly meens you need a weapon to destory this object
; acceptable weapons are flaged in the Global_Weapons.act via the CanDestroyObjects bool
ped.dat#
# Pedtype name, walk speed, run speed, fast run speed, flee distance, heading change, min money (cents), max money (cents)
#
PedCover.dat#
# NOTE : Saving in XML - Choose 'Yes' to save format and 'No' to save changes
# A: PedCoverName (must be unique)
# B: AttackModePrcntg
# C: EngageDist
# D: BreakCoverDist
# E: MinCoverTime
# F: MaxCoverTime
# G: PreFireDelay
# H: PostFireDelay
# I: MinGunRounds
# J: MaxGunRounds
# K: MinThrownRounds
# L: MaxThrownRounds
# M: NeverLeaveCover true =1 false = 0
# PedCoverName AttackModePrcntg EngageDist BreakCoverDist MinCoverTime MaxCoverTime PreFireDelay PostFireDelay MinGunRounds MaxGunRounds MinThrownRounds MaxThrownRounds NeverLeaveCover
PedPop.dat#
# CONTROL VARIABLES
# m_fOnScreenCullRange
# m_fOnScreenMinRadius
# m_fOnScreenMaxRadius
# m_fOffScreenCullRange
# m_fOffScreenMinRadius
# m_fOffScreenMaxRadius
# m_fOffScreenHeightCull
# m_nChancePerFrame
# m_nNumAttempts
#
#
# 1 Total population
# 2 Prefects
# 3 Nerds
# 4 Jocks
# 5 Dropouts
# 6 Greasers
# 7 Preppies
# 8 Students
# 9 Cops
# 10 Teachers
# 11 Townpeople
# 12 Shopkeep
# 13 Bully
#
# Refer to ScriptEnums.h for TimePeriodTypes. At the time of writing, these are:
# DAY_OUTOFCLASS, DAY_INCLASS, NIGHT_EVENING, NIGHT_CURFEW
#
#
pedstats.dat#
<pre style='white-space: pre-wrap; overflow: auto; height: 500px'>
# A: PedStat type name (must be unique)
# B: Id of pickup def (c. Pickups.dat)
# C: Likelihood (n/100) of dropping an item
# D: Vision Yaw (in degrees) - note this is total yaw and not angle from facing direction (which is this value / 2)
# E: Vision Range (in metres)
# F: Max Health (n/100)
# G: Health regeneration rate - percentage of maximum rate (n/100)
# H: Fear (n/100)
# I: Chicken (n/100) (chance of tattling/ yelling for help)
# J: Attack Frequency (n/100)
# K: Bike Attack Frequency (n/100)
# L: Projectile Attack Accuracy (n/100)
# M: Projectile Attack Frequency (n/100)
# N: Block Frequency (n/100)
# O: Evade Frequency (n/100)
# P: "Aggresion (n/100) (how likely are they to initiate a fight, and how likely they are to contnue it)"
# Q: Criminality
# R: Sprint Meter
# S: Character Class
# T: Preferred Combat Zone (0/1/2 = short/medium/long)
# U: "Preferred Orientation (Bit field: 0001 front, 0010 side, 0100 back. So front+side = 011 = 3, and 111 = 7)"
# V: Animation Speed factor (100 = 100% speed)
# W: Zone Promote
# X: Special Meter
# Y: Special Points
# Z: Bike Cruise Speed
# AA: Bike Top Speed
# AB: Bike Wait Speed
# AC: Bike Flee Distance
# AD: Bike Catchup Distance
# AE: Bike Wait Distance
# AF: Bike Projectile Usage (n/100)
# AG: Damage_Scale
# AH: Dive probability
# AI: "Tenacity (n/100), indicates how tough they are to knock down or off a bike"
# AJ: Evasion (n/100)
# AK: Bike Flee Speed
# AL: Bike Follow Speed
# AM: Bike Catchup Speed
# AN: Grap1Reversal (Strikes)
# AO: Grap2Reversal (Grapples)
# AP: Night weapon
# AQ: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
# AR: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
# AS: "Name of the bike model which the ped can ride (""""None"""" if the ped can't ride any bike)"
# AT: Likelihood (n/100) of having a weapon
# AU: Weapon slot 1: Type of melee/projectile
# AV: Weapon slot 1: Amount of Ammo
# AW: Weapon slot 1: Selection weight for melee/projectile weapon - HIGHEST NUMBER WINS
# AX: "Weapon slot 1: Available after mission (use ""init"" to signify start of game)"
# AY: Weapon slot 2: Type of melee/projectile
# AZ: Weapon slot 2: Amount of Ammo
# BA: Weapon slot 2: Selection weight for melee/projectile weapon
# BB: "Weapon slot 2: Available after mission (use ""init"" to signify start of game)"
# BC: Weapon slot 3: Type of melee/projectile
# BD: Weapon slot 3: Amount of Ammo
# BE: Weapon slot 3: Selection weight for melee/projectile weapon
# BF: "Weapon slot 3: Available after mission (use ""init"" to signify start of game)"
# BG: Weapon slot 4: Type of melee/projectile
# BH: Weapon slot 4: Amount of Ammo
# BI: Weapon slot 4: Selection weight for melee/projectile weapon
# BJ: "Weapon slot 4: Available after mission (use ""init"" to signify start of game)"
# BK: Stun Resistance (n/100) how resistant a ped is to stunning
# BL: "Ped can be knocked down (0 = no, 1+ = yes)"
# BM Percent health at which the ped can be humiliated in combat
surface.dat#
; Title : Surface.dat
; Author : Richard Jobling
; Date : 14/02/00
;
;--** RUBBER **--
; GLASS
; GARAGE_DOOR
; CAR_PANEL
; THICK_METAL_PLATE
; SCAFFOLD_POLE
; LAMP_POST
; FIRE_HYDRANT
; METAL_CHAIN_FENCE
; PLASTIC
; CONTAINER
; NEWS_VENDOR
; CAR
; GIRDER
; TRANSPARENT_CLOTH
; TRANSPARENT_STONE
; METAL_GATE
; MUD
;
;--** HARD **--
; DEFAULT
; TARMAC
; PAVEMENT
; WOOD_CRATES
; WOOD_BENCH
; WOOD_SOLID
; CONCRETE_BEACH
;
;--** ROAD **--
; GRASS
; GRAVEL
; VEGETATION
; CARDBOARDBOX
; STEEPHILL
;
;--** LOOSE **--
; SAND
; SAND_NOTBEACH
;
;--** SAND **--
; SHALLOW_WATER
;
;-- ** WET **--
;
; Currently WheelBase is the surface used for the tyres
;
; Rubber Hard Road Loose Sand Wet
;