// Quake3
//===========================================================================
-#define PRESENCE_NONE 1
-#define PRESENCE_NORMAL 2
-#define PRESENCE_CROUCH 4
+#define PRESENCE_NONE 1
+#define PRESENCE_NORMAL 2
+#define PRESENCE_CROUCH 4
// more bounding boxes can be added if required
// always minimize the number of bounding boxes listed here to reduce AAS file size
// for instance if players cannot crouch then it's good to remove the bbox definition for it
//bounding box when running/walking
-bbox //30x30x56
+bbox //30x30x56
{
- presencetype PRESENCE_NORMAL
- flags 0x0000
- mins {-15, -15, -24}
- maxs {15, 15, 32}
+ presencetype PRESENCE_NORMAL
+ flags 0x0000
+ mins {-15, -15, -24}
+ maxs {15, 15, 32}
}
// bounding box when crouched
-bbox //30x30x40
+bbox //30x30x40
{
- presencetype PRESENCE_CROUCH
- flags 0x0001
- mins {-15, -15, -24}
- maxs {15, 15, 16}
+ presencetype PRESENCE_CROUCH
+ flags 0x0001
+ mins {-15, -15, -24}
+ maxs {15, 15, 16}
}
// do not forget settings as they might not be defaulted correctly when this cfg is used
settings
{
// physics settings
- phys_gravitydirection {0, 0, -1} // direction of gravity
- phys_friction 6 // friction
- phys_stopspeed 100 // stop speed
- phys_gravity 800 // gravity
- phys_waterfriction 1 // friction in water
- phys_watergravity 400 // gravity in water
- phys_maxvelocity 320 // maximum run speed
- phys_maxwalkvelocity 320 // maximum walk speed (set for running)
- phys_maxcrouchvelocity 100 // maximum crouch speed
- phys_maxswimvelocity 150 // maximum swim speed
- phys_walkaccelerate 100 // acceleration for walking
- phys_airaccelerate 0 // acceleration flying through the air
- phys_swimaccelerate 0 // acceleration for swimming
- phys_maxstep 18 // maximum step height
- phys_maxsteepness 0.7 // maximum floor steepness a player can walk on
- phys_maxwaterjump 19 // maximum height for an out of water jump
- phys_maxbarrier 33 // maximum barrier a player can jump onto
- phys_jumpvel 270 // jump velocity
- phys_falldelta5 40 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
- phys_falldelta10 60 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
+ phys_gravitydirection {0, 0, -1} // direction of gravity
+ phys_friction 6 // friction
+ phys_stopspeed 100 // stop speed
+ phys_gravity 800 // gravity
+ phys_waterfriction 1 // friction in water
+ phys_watergravity 400 // gravity in water
+ phys_maxvelocity 320 // maximum run speed
+ phys_maxwalkvelocity 320 // maximum walk speed (set for running)
+ phys_maxcrouchvelocity 100 // maximum crouch speed
+ phys_maxswimvelocity 150 // maximum swim speed
+ phys_walkaccelerate 100 // acceleration for walking
+ phys_airaccelerate 0 // acceleration flying through the air
+ phys_swimaccelerate 0 // acceleration for swimming
+ phys_maxstep 18 // maximum step height
+ phys_maxsteepness 0.7 // maximum floor steepness a player can walk on
+ phys_maxwaterjump 19 // maximum height for an out of water jump
+ phys_maxbarrier 33 // maximum barrier a player can jump onto
+ phys_jumpvel 270 // jump velocity
+ phys_falldelta5 40 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
+ phys_falldelta10 60 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
// reachability settings
// the following are all additional travel times added
// for certain reachabilities in 1/100th of a second
- rs_waterjump 400
- rs_teleport 50
- rs_barrierjump 100
- rs_startcrouch 300
- rs_startgrapple 500
- rs_startwalkoffledge 70
- rs_startjump 300
- rs_rocketjump 500
- rs_bfgjump 500
- rs_jumppad 250
- rs_aircontrolledjumppad 300
- rs_funcbob 300
- rs_startelevator 50
- rs_falldamage5 300 // avoid getting 5 damage
- rs_falldamage10 500 // avoid getting 10 damage
+ rs_waterjump 400
+ rs_teleport 50
+ rs_barrierjump 100
+ rs_startcrouch 300
+ rs_startgrapple 500
+ rs_startwalkoffledge 70
+ rs_startjump 300
+ rs_rocketjump 500
+ rs_bfgjump 500
+ rs_jumppad 250
+ rs_aircontrolledjumppad 300
+ rs_funcbob 300
+ rs_startelevator 50
+ rs_falldamage5 300 // avoid getting 5 damage
+ rs_falldamage10 500 // avoid getting 10 damage
// if != 0 then this is the maximum fall height a reachability can be created for
- rs_maxfallheight 0
+ rs_maxfallheight 0
// maximum height a bot may fall down when jumping to some location
- rs_maxjumpfallheight 450
+ rs_maxjumpfallheight 450
}