header for initial part of the file
|| CWBR actually will
work in windowed mode, it will show up in the upper left corner
of the screen and is not movable. This is a great way to work
during development of scenarios. Set it to '1' to go to windowed
|| By turning on the debug level you turn on some of the information that
we use to develop the game. The first number is the number
of frames per second, followed by the number of AI calls in
the last frames with the max reached in parens, next is the
location of the camera and then how many sprites were drawn
the last frame with the total that could have been drawn in
parens. You will also see the coordinates of the currently
Set this to '1'
|| This determines if the game pauses when it loses focus, really only useful
if you're running in windowed mode.
Set this to '0
' to change.
|| Turns off all of the
AI in the game. No until will fire. This is useful for scenario
creation. Because once you have everyone where you want them
to start and facing the right direction, you can then hit
the 'L' key to dump their locations into unitlocs.csv in the
main folder. You can paste the columns from here right into
your OB. Set this to '1' to activate.
|| This section describes
most of the options set by the 3 performance levels. Remember
if you choose to change the values in the ini file DO NOT
go back to the options screen, it will overwrite your values.
|| This is the max amount of units that can run their AI during a single
frame. Lowering this number will increase game speed, but
will slow down the AI's ability to react to situation. We
put this in because at certain moments of scenarios, when
a lot of guys were engaged, the entire game would crawl to
a halt. Default High=30, Med=25, Low=20.
this is set to 1, then the game will automatically use the
low res versions of the maps. All maps have 2 versions one
normal and one low. The low res maps have _LOW in their name.
Set this to '0' to
use the normal maps. Default High=0,
sets whether or not to play the ambient terrain sounds. Set
turn them off. Default High=1, Med=1, Low=0.
will thin out the forest from the values that the map designer
intended. This results in less sprites to draw. We have about
16000 trees on any one map. Set this to '1' to have less trees.
Default: High=0, Med=0, Low=1.
are pregenerated smaller versions of the sprites. This may
result in faster game performance, but uses a lot more memory.
It seems to stop a lot of the flickering of the sprites, but
you can see them pop between mipmap levels. Set to '0' to
turn them off. Default: High=1, Med=0, Low=0.
sets how many different types of sprites inhabit the terrain
features on the maps. If this is set to '1'
forests will have only 1 type of tree. Set
this to '1' to activate. Default: High=0, Med=0, Low=1.
is not really used since we really only have 1 uniform per
side. But if there were multiples uniforms per reg, this would
make them use only the first one defined. Set this to '0'
to use all uniforms. Default: High=0, Med=0, Low=1.
|| This section stores all of the dynamic variables in the game. They can
be created by the modder or created by the design team. These
will be defined in the different places that you can create