acceleration due to gravity, in dist/sec^2
#Ratate screen lotr bfme 2 update
ScrollAmountCutoff = 50.0 arbitrary units - above this value, we don't update height while scrollingĮnforceMaxCameraHeight = No Obey max camera height while scrolling? UseCameraInReplay = No Not working, don't use it yet.ĬameraAdjustSpeed = 0.3 between 0 and 1 - this is how fast the camera snaps to the desired height These figures are compatible with the new 25-degree projection angle OK TO UNCOMMENT CameraEaseFactor = 0.2 for softening the tethered camera (while locked to an object or a drawable)
If you move the camera near a mountain, it'll raise up sooner with a large value. ****PS: These values haven't been changed since original Generals anyways, this is an educational message.ĬameraTerrainSampleRadiusForHeight = 1.0 Controls how sensitive the camera height adjust is to nearby terrain. ****DO NOT CHANGE ABOVE VALUES ********* ****CHANGING ANY OF THESE VALUES WILL AFFECT CINEMATICS*****ĭefaultCameraMinHeight = 7.5 //50.0 Def 120 - The minimum height of the camera relative to the terrain.ĭefaultCameraMaxHeight = 300.0 //400.0 Def 300 - The maximum height of the camera relative to the terrain.ĭefaultCameraPitchAngle = 37.5 //35 Def 37.5 - The pitch angle of the camera off top down view.ĭefaultCameraYawAngle = 0.0 The direction the camera faces by default.ĭefaultCameraScrollSpeedScalar = 1.0 How much faster or slower all scrolling is. VertexWaterAvailableMaps4 = Maps\USA06\USA06.mapĭownwindAngle = -0.785 Northeast! AKA "Away and to the right" VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map the following are for vertex animated water VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map when a structure is reduced to rubble, set its z-height to this if nothing else is specified. TerrainLOD = DISABLE should be handled by options screen.ĭefaultUnitHealingBuffFxList = FX_DefaultUnitHealBuffĭefaultStructureRepairBuffFxList = DefaultStructureRepairBuffFx Windowed = No Please leave this commented during production ShellMapName = Maps\ShellMap1\ShellMap1.map