Moderatorzy: Morpheus, gagar, Robert18gol
na identyczne. Wtedy każde zdarzenie występowałoby tyle samo razy w ciągu całej gry.<AverageFrequency value = "1.0" />
<freeplayparameters>
<MinDurationBetweenEvents value = "25.0" />
<MaxIdleDuration value = "2.0" />
<Seed value="0"/>
<BuyFactor value="1.0"/>
<SellFactor value="0.8"/>
<GlobalEventFrequencyFactor value="1.0"/>
<TimeSpeedFactor value="1.0"/>
<StartBudget value="750000"/>
<MaxBudget value="500000000"/>
<Earnings value="30000"/>
<SquadPriceGrowth value="1.0"/>
<MaxParkingSpace value="10000" />
<InitialEventFrequencyBoost value="100000.0"/>
<InitialEventWaitDuration value="5.0"/>
<starttime value="4:30"/>
<Rating>
<!-- Schwierigkeitsgrad (je höher desto schwerer)-->
<UpperLimitEasy value = "35.0" />
<UpperLimitMedium value = "50.0" />
<UpperLimitHard value = "75.0" />
<!-- abbrechen wenn gesamtzustand im challengemode zu groß wird -->
<ChallengeAbortRatingDifference value = "100.0" />
<!-- Einstellungen der Punkte
Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist.
Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte -->
<ScoreUpperLimitBonus value = "0.0" />
<!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht -->
<TimeFactor value = "0.0" />
<Factor name="Burning Houses" value="8.0" />
<Factor name="Burning Objects" value="4.0" />
<Factor name="Gangsters" value="6.0" />
<Factor name="Injured Persons" value="5.0" />
<Factor name="Dead Persons" value="3.0" />
<Factor name="Contaminated Persons" value="8.0" />
</Rating>
<!-- score -->
<InitialScorePerMinute value="500.0"/>
<InnocentPersonWoundedPermanentPenalty value="75.0"/>
<InnocentPersonKilledPermanentPenalty value="90.0"/>
<InnocentVehicleShotPermanentPenalty value="75.0"/>
<RegeneratePermanentPenaltyPerMinute value="0.001"/>
<MaxScoreStepPerMinute value="1.0"/>
<!-- cheat penalties -->
<!-- penalty as soon as x spawns where blocked within the last minute -->
<!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> -->
<!-- more spawns blocked than max are ignored -->
<!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> -->
<!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 -->
<CheatPenaltyMinTrafficJamRatio value = "0.5"/>
<!-- highest value cheat penalties can reach (between 0=none and 1) -->
<CheatPenalityScaling value = ""/>
<!-- no longer used, will now be calculated using the worth values of the events
<BurningHousePenalty Basic="75.0" PerObject="0.0"/>
<BurningObjectPenalty Basic="50.0" PerObject="0.0"/>
<InjuredPersonPenalty Basic="75.0" PerObject="0.0"/>
<ContaminatedPersonPenalty Basic="50.0" PerObject="0.0"/>
<DeadPersonPenalty Basic="90.0" PerObject="0.0"/>
<DestroyedVehiclesPenalty Basic="30.0" PerObject="0.0"/>
<UnarmedGangsterPenalty Basic="75.0" PerObject="0.0"/>
<ArmedGangsterPenalty Basic="90.0" PerObject="0.0"/>
<HostagePenalty Basic="50.0" PerObject="0.0"/>
-->
<!-- misc -->
<ContaminationRange value="10.0"/> <!-- in meter -->
<TrainCycle value="180.0"/> <!-- in seconds -->
<events>
<!-- JH -->
<EFPEventFall>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.3" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT17" />
<SupervisorFinish value = "" />
</EFPEventFall>
<!-- JH -->
<EFPEventShock>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.4" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT18" />
<SupervisorFinish value = "" />
</EFPEventShock>
<!-- JH -->
<EFPEventCirculatoryCollapse>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.2" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT19" />
<SupervisorFinish value = "" />
</EFPEventCirculatoryCollapse>
<!-- JH -->
<EFPEventFoodPoisoning>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.4" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT20" />
<SupervisorFinish value = "" />
</EFPEventFoodPoisoning>
<!-- JH -->
<EFPEventHeartAttack>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.3" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT21" />
<SupervisorFinish value = "" />
</EFPEventHeartAttack>
<!-- JH -->
<EFPEventStroke>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.4" />
<Worth value = "4.0" />
<SupervisorStart value = "ID_SUPERV_EVENT22" />
<SupervisorFinish value = "" />
</EFPEventStroke>
<!-- JH -->
<EFPEventFlashStrike>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") -->
<AverageFrequency value = "0.1" />
<!-- DamageRadius: in meter -->
<DamageRadius value = "10.0" />
<Worth value = "10.0" />
<SearchDamageRounds value = "100" />
<SupervisorStart value = "ID_SUPERV_EVENT36" />
<SupervisorFinish value = "" />
</EFPEventFlashStrike>
<!-- JH -->
<EFPRandomFire>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT33" />
<SupervisorFinish value = "" />
</EFPRandomFire>
<!-- JH -->
<EFPEventCigarette>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<!-- MaxDropDistance: in meter -->
<MaxDropDistance value = "5.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT28" />
<SupervisorFinish value = "" />
</EFPEventCigarette>
<!-- JH -->
<EFPEventShopLifting>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.2" />
<!-- IsArmed: probability in percent -->
<IsArmed value = "0.25" />
<!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) -->
<VictimWaitTime value = "1.0" />
<!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) -->
<VictimMoveDistance value = "10.0" />
<!-- VictimWaveTime: in seconds (time the victim waves for help) -->
<VictimWaveTime value = "60.0"/>
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT23" />
<SupervisorFinish value = "" />
</EFPEventShopLifting>
<!-- JH -->
<EFPEventCarTheft>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- MaxRadius: in meter (max. distance between committer and car) -->
<MaxRadius value = "100.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT02" />
<SupervisorFinish value = "" />
</EFPEventCarTheft>
<!-- DG -->
<EFPEventCarAccident>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.8" />
<!-- SafetyRadius: in meters -->
<SafetyRadius value ="30.0" />
<!-- LifeDrain: in Energy per tick -->
<LifeDrain value = "1.2" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT01" />
<SupervisorFinish value = "" />
</EFPEventCarAccident>
<!-- DG -->
<EFPRabidDog>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<!-- Resistance against energy -->
<Resistance value = "10000.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT15" />
<SupervisorFinish value = "" />
</EFPRabidDog>
<!-- DG -->
<EFPEventTrafficLightFailure>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.2" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT37" />
<SupervisorFinish value = "" />
</EFPEventTrafficLightFailure>
<EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt -->
<Enabled value = "1" />
<AverageFrequency value = "0.2" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT38" />
<SupervisorFinish value = "" />
</EFPEventRailwayCrossingFailure>
<!-- DG -->
<EFPRowdy>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- Resistance against energy -->
<Resistance value = "100.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "25.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT10" />
<SupervisorFinish value = "" />
</EFPRowdy>
<!-- DG -->
<EFPBomber>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- MaxDistance: in meter (max. way between bomb and bomber) -->
<MaxDistance value = "25.0" />
<!-- MinBombTime: minimum seconds till bomb explods -->
<MinBombTime value = "180.0" />
<!-- MaxBombTime: maximum seconds till bomb explods -->
<MaxBombTime value = "240.0" />
<!-- Armed: probability in percent -->
<Armed value = "50.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT14" />
<SupervisorFinish value = "" />
</EFPBomber>
<!-- DG -->
<EFPHostageTaking>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- Time to send a flight car -->
<TimeFlightCar value = "360.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT13" />
<SupervisorFinish value = "" />
</EFPHostageTaking>
<!-- DG -->
<EFPArsonist>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- Time to next arson -->
<TimeToNextArson value = "45.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT12" />
<SupervisorFinish value = "" />
</EFPArsonist>
<!-- DG -->
<EFPDemonstration>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.4" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "30.0" />
<MaxAttractRadius value = "20.0" />
<MaxDemonstrants value = "8" />
<MaxMolCockTime value = "120.0" />
<CalmDownTime value = "240.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT11" />
<SupervisorFinish value = "" />
</EFPDemonstration>
<!-- DG -->
<EFPBankRobbery>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.05" />
<!-- Time to stay in bank -->
<TimeInBank value = "75.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT25" />
<SupervisorFinish value = "" />
</EFPBankRobbery>
<!-- DG -->
<EFPPickpocketing>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- Armed: probability in percent -->
<Armed value = "25.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT24" />
<SupervisorFinish value = "" />
</EFPPickpocketing>
<!-- DG -->
<EFPEventSuicideDrowning>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideDrowning>
<!-- DG -->
<EFPEventSuicideTrack>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.2" />
<Worth value = "5.0" />
<ChanceChangeMind value = "50.0" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideTrack>
<!-- DG -->
<EFPEventSuicideWindow>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.2" />
<Worth value = "5.0" />
<ChanceChangeMind value = "50.0" />
<WaitingTime value = "240.0" />
<WaitingTimeIncrease value = "50.0" />
<SupervisorStart value = "ID_SUPERV_EVENT27" />
<SupervisorFinish value = "" />
</EFPEventSuicideWindow>
<!-- AE -->
<EFPEventCivilcarDefect>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.7" />
<!-- AverageTimeTillExplode (in sec. - 50% spreading) -->
<AverageTimeTillExplode value = "360" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT09" />
<SupervisorFinish value = "" />
</EFPEventCivilcarDefect>
<!-- AE -->
<EFPGasExplosion>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT32" />
<SupervisorFinish value = "" />
</EFPGasExplosion>
<!-- AE -->
<EFPEventShortCircuit>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- InjureInhousePersons: probability in percent -->
<InjureInhousePersons value = "80.0" />
<!-- BurnHouse: probability in percent -->
<BurnHouse value = "20.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT03" />
<SupervisorFinish value = "" />
</EFPEventShortCircuit>
<!-- AE -->
<EFPRunningAmok>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- ReactionRange: in meters -->
<ReactionRange value = "25.0" />
<!-- ShootRange: in meters -->
<ShootRange value = "25.0" />
<!-- Spread: in degrees -->
<Spread value = "5.0" />
<!-- ShootPower: in percent -->
<ShootPower value = "100" />
<!-- ShotDuration: in seconds -->
<ShotDuration value = "2.0" />
<!-- SightAngle: in degrees -->
<SightAngle value = "90.0" />
<!--- resistance agains shots: like in editor -->
<ResistanceShot value = "0.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT40" />
<SupervisorFinish value = "" />
</EFPRunningAmok>
<!-- AE -->
<EFPBecomingMurderer>
<Enabled value = "1" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.1" />
<!-- MaxDistanceToVictim: in meter -->
<MaxDistanceToVictim value = "25.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT39" />
<SupervisorFinish value = "" />
</EFPBecomingMurderer>
<!-- AE -->
<EFPEarthquake>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- AverageNumberOfBurningHouses (50% spreading) -->
<AverageNumberOfBurningHouses value = "2" />
<!-- AverageNumberOfInjuredPersons (50% spreading) -->
<AverageNumberOfInjuredPersons value = "5" />
<!-- CameraShakeDuration (in sec.) -->
<CameraShakeDuration value = "10.0" />
<!-- CameraShakeStrength -->
<CameraShakeStrength value = "30.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT16" />
<SupervisorFinish value = "" />
</EFPEarthquake>
</events>
<cleanup>
<wait min="300.0" max="600.0"/>
<choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0"/>
<killedperson safetyradius="20.0"/>
<deleteobject safetyradius="20.0"/>
<deletewreck safetyradius="20.0"/>
<unburnobject safetyradius="100.0"/>
<restoreposition safetyradius_source="10.0" safetyradius_destination="10.0"/>
<sliceablecar waitmultiplier="5"/>
</cleanup>
<climate initial="fair">
<weather name="fair" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
<transition state="cloudy" weight="1.5"/>
<transition state="misty" weight="0.7"/>
</weather>
<weather name="cloudy" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
<transition state="fair" weight="1.0"/>
<transition state="misty" weight="0.7"/>
<transition state="light rain" weight="1.5"/>
</weather>
<weather name="misty" changeduration="7.0" minduration="30" maxduration="90">
<fog intensity="0.7" color="a0a0a0"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
<transition state="fair" weight="0.5"/>
<transition state="cloudy" weight="1.0"/>
<transition state="light rain" weight="1.0"/>
</weather>
<weather name="light rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.1" color="7F7F7F"/>
<rain intensity="0.2"/>
<storm intensity="0.1" speed="0.1"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
<transition state="cloudy" weight="1.0"/>
<transition state="misty" weight="0.7"/>
<transition state="heavy rain" weight="1.0"/>
<transition state="thunderstorm" weight="1.5"/>
</weather>
<weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.5"/>
<storm intensity="0.1" speed="0.2"/>
<flash frequencyfactor="0.0"/>
<sound name="mod:Audio/Ambient/rain01.wav"/>
<sound2 name=""/>
<transition state="misty" weight="0.7"/>
<transition state="light rain" weight="1.0"/>
<transition state="thunderstorm" weight="2.0"/>
</weather>
<weather name="thunderstorm" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.4" color="606060"/>
<rain intensity="1.0"/>
<storm intensity="0.5" speed="0.4"/>
<flash frequencyfactor="1.0"/>
<sound name="mod:Audio/Ambient/rain02.wav"/>
<sound2 name="mod:Audio/Ambient/thunder02.wav"/>
<transition state="heavy rain" weight="1.0"/>
<transition state="light rain" weight="1.0"/>
</weather>
</climate>
</freeplayparameters>
<AverageFrequency value = "1.0" />
Sasquie pisze:W pliku fp_params_endless.xml musiałbyś zmienić wszystkie wartościna identyczne. Wtedy każde zdarzenie występowałoby tyle samo razy w ciągu całej gry.<AverageFrequency value = "1.0" />
<Factor name="Burning Houses" value="10.0" />
<Factor name="Burning Objects" value="8.0" />
<Factor name="Gangsters" value="10.0" />
<Factor name="Injured Persons" value="10.0" />
<Factor name="Dead Persons" value="5.0" />
<Factor name="Contaminated Persons" value="5.0" /> [code][/code]
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