the cutting room mirror

Development Text

This is a sub-page of Bully (PlayStation 2)/Unused Text.

To do:
There's more.

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
;