freeplayparameters.xml (EM4)

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  • In den XML-Datei "freeplayparameters.xml" werden Bedingungen und Einstellungen zum Freeplay-Modus von EMERGENCY 4 festgelegt.

    Inhaltsverzeichnis

    Übersicht

    Die Datei "freeplayparameters.xml" ist im Verzeichnis Data bzw. Mod in dem darin enthaltenen Specs Ordner zu finden. Diese XML-Datei bildet die Grundlage für alle Spielmodi. Einstellungen aus anderen XML-Dateien, wie zum Beispiel die Datei "fp_params_endless.xml", überschreiben die freeplayparameters.xml.

    Die Original-Datei hat folgenden Inhalt:

    Quellcode: freeplayparameters.xml

    1. <freeplayparameters>
    2. <Seed value="0"/>
    3. <BuyFactor value="10.0"/>
    4. <SellFactor value="0.5"/>
    5. <InjuredSavedReward value = "100" />
    6. <GlobalEventFrequencyFactor value="0.4"/>
    7. <TimeSpeedFactor value="1.2"/>
    8. <StartBudget value="75000"/>
    9. <MaxBudget value="160000"/>
    10. <Earnings value="30000"/>
    11. <SquadPriceGrowth value="30.0"/>
    12. <InitialEventFrequencyBoost value="100000.0"/>
    13. <InitialEventWaitDuration value="5.0"/>
    14. <starttime value="7:30"/>
    15. <!-- time in seconds until the active player is switched in MP -->
    16. <TimeActivePlayerSwitchMP value="60.0"/>
    17. <!-- score for each event -->
    18. <ScoreForestFire value="10000"/>
    19. <ScoreBombExplosion value="15000"/>
    20. <ScoreCarAccidentNoWater value="500"/>
    21. <ScoreEventMassCarambolage value="5000"/>
    22. <ScoreRiotMob value="5000"/>
    23. <ScorePunchFest value="5000"/>
    24. <ScoreRandomFire value="1500"/>
    25. <ScoreRandomFireNoHouses value="500"/>
    26. <ScoreCigarette value="1000"/>
    27. <ScoreCigaretteNoHouses value="500"/>
    28. <ScoreHeartAttack value="1000"/>
    29. <ScoreFall value="250"/>
    30. <ScoreShock value="250"/>
    31. <ScoreCirculatoryCollapse value="500"/>
    32. <ScoreFoodPoisoning value="500"/>
    33. <ScoreStroke value="750"/>
    34. <ScoreFlashStrike value="1500"/>
    35. <ScoreShopLifting value="1000"/>
    36. <ScoreCarTheft value="1500"/>
    37. <ScorePickpocketing value="750"/>
    38. <ScoreTrafficLightFailure value="500"/>
    39. <ScoreRailwayCrossingFailure value="500"/>
    40. <ScoreSuicideDrowning value="1000"/>
    41. <ScoreCarAccident value="2000"/>
    42. <ScoreBomber value="3000"/>
    43. <ScoreRowdy value="2000"/>
    44. <ScoreHostageTaking value="3000"/>
    45. <ScoreArsonist value="10000"/>
    46. <ScoreRabidDog value="2000"/>
    47. <ScoreDemonstration value="7500"/>
    48. <ScoreBankRobbery value="1250"/>
    49. <ScoreSuicideTrack value="2000"/>
    50. <ScoreSuicideWindow value="1500"/>
    51. <ScoreGasExplosion value="15000"/>
    52. <ScoreRunningAmok value="4000"/>
    53. <ScoreBecomingMurderer value="2500"/>
    54. <ScoreEarthquake value="15000"/>
    55. <ScoreCivilcarDefect value="1500"/>
    56. <ScoreShortCircuit value="2500"/>
    57. <ScoreBirdFlu value="2000"/>
    58. <ScoreHail value="7500"/>
    59. <ScoreAmokDrive value="5000"/>
    60. <ScoreTrafficJam value="1500"/>
    61. <ScoreHydrantDamaged value="1000"/>
    62. <ScoreSaboteur value="7500"/>
    63. <ScoreElectricShock value="2000"/>
    64. <ScoreSniper value="4000"/>
    65. <ScoreMissingPerson value="2000"/>
    66. <ScoreHomicide value="3000"/>
    67. <ScoreRadioactiveCloud value="10000"/>
    68. <ScoreZombie value="15000"/>
    69. <ScoreSylvester value="5000"/>
    70. <IndividualScore>
    71. <score id="0" points="4"/>
    72. <score id="1" points="10"/>
    73. <score id="2" points="10000"/>
    74. <score id="3" points="2500"/>
    75. <score id="4" points="10"/>
    76. <score id="5" points="5"/>
    77. <score id="6" points="10000"/>
    78. <score id="7" points="2500"/>
    79. <score id="8" points="20"/>
    80. <score id="9" points="25000"/>
    81. <score id="10" points="4"/>
    82. <score id="11" points="10000"/>
    83. <score id="12" points="10000"/>
    84. <score id="13" points="50000"/>
    85. <score id="14" points="25000"/>
    86. <score id="15" points="100"/>
    87. <score id="16" points="-2000"/>
    88. <score id="17" points="-10000"/>
    89. <score id="18" points="-5000"/>
    90. <score id="19" points="-100000"/>
    91. <score id="20" points="-5000"/>
    92. <star id="0" points="100000"/>
    93. <star id="1" points="200000"/>
    94. <star id="2" points="300000"/>
    95. <star id="3" points="400000"/>
    96. <star id="4" points="550000"/>
    97. <star id="5" points="700000"/>
    98. <star id="6" points="850000"/>
    99. <star id="7" points="1000000"/>
    100. <star id="8" points="1200000"/>
    101. <star id="9" points="1400000"/>
    102. <star id="10" points="1600000"/>
    103. <star id="11" points="1800000"/>
    104. <star id="12" points="2100000"/>
    105. <star id="13" points="2400000"/>
    106. <star id="14" points="2700000"/>
    107. <star id="15" points="3000000"/>
    108. <star id="16" points="3400000"/>
    109. <star id="17" points="3800000"/>
    110. <star id="18" points="4200000"/>
    111. <star id="19" points="4400000"/>
    112. <star id="20" points="1000000000"/>
    113. <medal stars="4"/>
    114. </IndividualScore>
    115. <Rating>
    116. <!-- Schwierigkeitsgrad (je höher desto schwerer)-->
    117. <UpperLimitEasy value = "35.0" />
    118. <UpperLimitMedium value = "50.0" />
    119. <UpperLimitHard value = "75.0" />
    120. <!-- abbrechen wenn gesamtzustand im challengemode zu groß wird -->
    121. <ChallengeAbortRatingDifference value = "150.0" />
    122. <!-- Einstellungen der Punkte
    123. Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist.
    124. Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte -->
    125. <ScoreUpperLimitBonus value = "0.0" />
    126. <!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht -->
    127. <TimeFactor value = "0.0" />
    128. <Factor name="Burning Houses" value="15.0" />
    129. <Factor name="Burning Objects" value="5.0" />
    130. <Factor name="Gangsters" value="10.0" />
    131. <Factor name="Injured Persons" value="5.0" />
    132. <Factor name="Dead Persons" value="3.0" />
    133. <Factor name="Contaminated Persons" value="10.0" />
    134. </Rating>
    135. <!-- score -->
    136. <InitialScorePerMinute value="500.0"/>
    137. <InnocentPersonWoundedPermanentPenalty value="75.0"/>
    138. <InnocentPersonKilledPermanentPenalty value="90.0"/>
    139. <InnocentVehicleShotPermanentPenalty value="75.0"/>
    140. <RegeneratePermanentPenaltyPerMinute value="0.001"/>
    141. <MaxScoreStepPerMinute value="1.0"/>
    142. <!-- cheat penalties -->
    143. <!-- penalty as soon as x spawns where blocked within the last minute -->
    144. <!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> -->
    145. <!-- more spawns blocked than max are ignored -->
    146. <!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> -->
    147. <!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 -->
    148. <CheatPenaltyMinTrafficJamRatio value = "0.5"/>
    149. <!-- highest value cheat penalties can reach (between 0=none and 1) -->
    150. <CheatPenalityScaling value = ""/>
    151. <!-- misc -->
    152. <ContaminationRange value="10.0"/> <!-- in meter -->
    153. <TrainCycle value="240.0"/> <!-- in seconds -->
    154. <events>
    155. <!-- JH -->
    156. <EFPEventFall>
    157. <Enabled value = "0" />
    158. <!-- AverageFrequency: average number of events per 10 minutes -->
    159. <AverageFrequency value = "1.0" />
    160. <Worth value = "2" />
    161. <SupervisorStart value = "ID_SUPERV_EVENT17" />
    162. <SupervisorFinish value = "" />
    163. </EFPEventFall>
    164. <!-- JH -->
    165. <EFPEventShock>
    166. <Enabled value = "0" />
    167. <!-- AverageFrequency: average number of events per 10 minutes -->
    168. <AverageFrequency value = "1.0" />
    169. <Worth value = "2" />
    170. <SupervisorStart value = "ID_SUPERV_EVENT18" />
    171. <SupervisorFinish value = "" />
    172. </EFPEventShock>
    173. <!-- JH -->
    174. <EFPEventCirculatoryCollapse>
    175. <Enabled value = "0" />
    176. <!-- AverageFrequency: average number of events per 10 minutes -->
    177. <AverageFrequency value = "1.0" />
    178. <Worth value = "2" />
    179. <SupervisorStart value = "ID_SUPERV_EVENT19" />
    180. <SupervisorFinish value = "" />
    181. </EFPEventCirculatoryCollapse>
    182. <!-- JH -->
    183. <EFPEventFoodPoisoning>
    184. <Enabled value = "0" />
    185. <!-- AverageFrequency: average number of events per 10 minutes -->
    186. <AverageFrequency value = "1.0" />
    187. <Worth value = "2" />
    188. <SupervisorStart value = "ID_SUPERV_EVENT20" />
    189. <SupervisorFinish value = "" />
    190. </EFPEventFoodPoisoning>
    191. <!-- JH -->
    192. <EFPEventHeartAttack>
    193. <Enabled value = "0" />
    194. <!-- AverageFrequency: average number of events per 10 minutes -->
    195. <AverageFrequency value = "1.0" />
    196. <Worth value = "2" />
    197. <SupervisorStart value = "ID_SUPERV_EVENT21" />
    198. <SupervisorFinish value = "" />
    199. </EFPEventHeartAttack>
    200. <!-- JH -->
    201. <EFPEventStroke>
    202. <Enabled value = "0" />
    203. <!-- AverageFrequency: average number of events per 10 minutes -->
    204. <AverageFrequency value = "1.0" />
    205. <Worth value = "2" />
    206. <SupervisorStart value = "ID_SUPERV_EVENT22" />
    207. <SupervisorFinish value = "" />
    208. </EFPEventStroke>
    209. <!-- JH -->
    210. <EFPEventFlashStrike>
    211. <Enabled value = "0" />
    212. <!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") -->
    213. <AverageFrequency value = "10.0" />
    214. <!-- DamageRadius: in meter -->
    215. <DamageRadius value ="30.0" />
    216. <Worth value = "5.0" />
    217. <SearchDamageRounds value="1" />
    218. <SupervisorStart value = "ID_SUPERV_EVENT36" />
    219. <SupervisorFinish value = "" />
    220. </EFPEventFlashStrike>
    221. <!-- JH -->
    222. <EFPRandomFire>
    223. <Enabled value = "0" />
    224. <!-- AverageFrequency: average number of events per 10 minutes -->
    225. <AverageFrequency value = "2.0" />
    226. <Worth value = "10.0" />
    227. <SupervisorStart value = "ID_SUPERV_EVENT33" />
    228. <SupervisorFinish value = "" />
    229. </EFPRandomFire>
    230. <!-- JH -->
    231. <EFPEventCigarette>
    232. <Enabled value = "0" />
    233. <!-- AverageFrequency: average number of events per 10 minutes -->
    234. <AverageFrequency value = "5.0" />
    235. <!-- MaxDropDistance: in meter -->
    236. <MaxDropDistance value = "10.0" />
    237. <Worth value = "10.0" />
    238. <SupervisorStart value = "ID_SUPERV_EVENT28" />
    239. <SupervisorFinish value = "" />
    240. </EFPEventCigarette>
    241. <!-- JH -->
    242. <EFPEventShopLifting>
    243. <Enabled value = "0" />
    244. <!-- AverageFrequency: average number of events per 10 minutes -->
    245. <AverageFrequency value = "2.0" />
    246. <!-- IsArmed: probability in percent -->
    247. <IsArmed value = "0.5" />
    248. <!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) -->
    249. <VictimWaitTime value = "3.0" />
    250. <!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) -->
    251. <VictimMoveDistance value = "4.0" />
    252. <!-- VictimWaveTime: in seconds (time the victim waves for help) -->
    253. <VictimWaveTime value = "30.0"/>
    254. <Worth value = "5.0" />
    255. <SupervisorStart value = "ID_SUPERV_EVENT23" />
    256. <SupervisorFinish value = "" />
    257. </EFPEventShopLifting>
    258. <!-- JH -->
    259. <EFPEventCarTheft>
    260. <Enabled value = "0" />
    261. <!-- AverageFrequency: average number of events per 10 minutes -->
    262. <AverageFrequency value = "10.0" />
    263. <!-- MaxRadius: in meter (max. distance between committer and car) -->
    264. <MaxRadius value = "100.0" />
    265. <!-- time till person becomes active gangster -->
    266. <MinDurationBetweenEventsOffset value = "60.0" />
    267. <Worth value = "8.0" />
    268. <SupervisorStart value = "ID_SUPERV_EVENT02" />
    269. <SupervisorFinish value = "" />
    270. </EFPEventCarTheft>
    271. <!-- DG -->
    272. <EFPEventCarAccident>
    273. <Enabled value = "0" />
    274. <!-- AverageFrequency: average number of events per 10 minutes -->
    275. <AverageFrequency value = "2.0" />
    276. <!-- SafetyRadius: in meters -->
    277. <SafetyRadius value ="12.0" />
    278. <!-- LifeDrain: in Energy per tick -->
    279. <LifeDrain value = "2.0" />
    280. <Worth value = "5.0" />
    281. <SupervisorStart value = "ID_SUPERV_EVENT01" />
    282. <SupervisorFinish value = "" />
    283. </EFPEventCarAccident>
    284. <EFPCarAccidentNoWater> <!-- Autounfall, nicht im Wasser -->
    285. <Enabled value = "0" />
    286. <AverageFrequency value = "2.0" />
    287. <SafetyRadius value = "12.0" />
    288. <LifeDrain value = "2.0" />
    289. <Worth value = "5.0" />
    290. <SupervisorStart value = "ID_SUPERV_EVENT01" />
    291. <SupervisorFinish value = "" />
    292. </EFPCarAccidentNoWater>
    293. <!-- DG -->
    294. <EFPRabidDog>
    295. <Enabled value = "0" />
    296. <!-- AverageFrequency: average number of events per 10 minutes -->
    297. <AverageFrequency value = "1.5" />
    298. <!-- Resistance against energy -->
    299. <Resistance value = "10000.0" />
    300. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    301. <MaxDistance value = "50.0" />
    302. <!-- time till person becomes active gangster -->
    303. <MinDurationBetweenEventsOffset value = "30.0" />
    304. <Worth value = "10.0" />
    305. <SupervisorStart value = "ID_SUPERV_EVENT15" />
    306. <SupervisorFinish value = "" />
    307. </EFPRabidDog>
    308. <!-- DG -->
    309. <EFPEventTrafficLightFailure>
    310. <Enabled value = "0" />
    311. <!-- AverageFrequency: average number of events per 10 minutes -->
    312. <AverageFrequency value = "2.0" />
    313. <Worth value = "8.0" />
    314. <SupervisorStart value = "ID_SUPERV_EVENT37" />
    315. <SupervisorFinish value = "" />
    316. </EFPEventTrafficLightFailure>
    317. <!-- DG -->
    318. <EFPRowdy>
    319. <Enabled value = "0" />
    320. <!-- AverageFrequency: average number of events per 10 minutes -->
    321. <AverageFrequency value = "1.0" />
    322. <!-- Resistance against energy -->
    323. <Resistance value = "100.0" />
    324. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    325. <MaxDistance value = "25.0" />
    326. <!-- time till person becomes active gangster -->
    327. <MinDurationBetweenEventsOffset value = "15.0" />
    328. <Worth value = "15.0" />
    329. <SupervisorStart value = "ID_SUPERV_EVENT10" />
    330. <SupervisorFinish value = "" />
    331. </EFPRowdy>
    332. <!-- DG -->
    333. <EFPBomber>
    334. <Enabled value = "0" />
    335. <!-- AverageFrequency: average number of events per 10 minutes -->
    336. <AverageFrequency value = "0.8" />
    337. <!-- MaxDistance: in meter (max. way between bomb and bomber) -->
    338. <MaxDistance value = "150.0" />
    339. <!-- time till person becomes active gangster -->
    340. <MinDurationBetweenEventsOffset value = "90.0" />
    341. <!-- MinBombTime: minimum seconds till bomb explods -->
    342. <MinBombTime value = "90.0" />
    343. <!-- MaxBombTime: maximum seconds till bomb explods -->
    344. <MaxBombTime value = "120.0" />
    345. <!-- Armed: probability in percent -->
    346. <Armed value = "50.0" />
    347. <Worth value = "15.0" />
    348. <SupervisorStart value = "ID_SUPERV_EVENT14" />
    349. <SupervisorFinish value = "" />
    350. </EFPBomber>
    351. <!-- DG -->
    352. <EFPHostageTaking>
    353. <Enabled value = "0" />
    354. <!-- AverageFrequency: average number of events per 10 minutes -->
    355. <AverageFrequency value = "0.8" />
    356. <!-- Time to send a flight car -->
    357. <TimeFlightCar value = "180.0" />
    358. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    359. <MaxDistance value = "150.0" />
    360. <!-- time till person becomes active gangster -->
    361. <MinDurationBetweenEventsOffset value = "90.0" />
    362. <Worth value = "15.0" />
    363. <SupervisorStart value = "ID_SUPERV_EVENT13" />
    364. <SupervisorFinish value = "" />
    365. </EFPHostageTaking>
    366. <!-- DG -->
    367. <EFPArsonist>
    368. <Enabled value = "0" />
    369. <!-- AverageFrequency: average number of events per 10 minutes -->
    370. <AverageFrequency value = "0.8" />
    371. <!-- Time to next arson -->
    372. <TimeToNextArson value = "45.0" />
    373. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    374. <MaxDistance value = "100.0" />
    375. <!-- time till person becomes active gangster -->
    376. <MinDurationBetweenEventsOffset value = "90.0" />
    377. <Worth value = "30.0" />
    378. <SupervisorStart value = "ID_SUPERV_EVENT12" />
    379. <SupervisorFinish value = "" />
    380. </EFPArsonist>
    381. <!-- DG -->
    382. <EFPDemonstration>
    383. <Enabled value = "0" />
    384. <!-- AverageFrequency: average number of events per 10 minutes -->
    385. <AverageFrequency value = "1.0" />
    386. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    387. <MaxDistance value = "300.0" />
    388. <!-- time till person becomes active gangster -->
    389. <MinDurationBetweenEventsOffset value = "180.0" />
    390. <MaxAttractRadius value = "25.0" />
    391. <MaxDemonstrants value = "10" />
    392. <MaxMolCockTime value = "30.0" />
    393. <MaxMolCockBurnChance value = "75" />
    394. <CalmDownTime value = "60.0" />
    395. <Worth value = "8.0" />
    396. <SupervisorStart value = "ID_SUPERV_EVENT11" />
    397. <SupervisorFinish value = "" />
    398. </EFPDemonstration>
    399. <!-- DG -->
    400. <EFPBankRobbery>
    401. <Enabled value = "0" />
    402. <!-- AverageFrequency: average number of events per 10 minutes -->
    403. <AverageFrequency value = "0.8" />
    404. <!-- Time to stay in bank -->
    405. <TimeInBank value = "15.0" />
    406. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    407. <MaxDistance value = "50.0" />
    408. <!-- time till person becomes active gangster -->
    409. <MinDurationBetweenEventsOffset value = "30.0" />
    410. <Worth value = "5.0" />
    411. <SupervisorStart value = "ID_SUPERV_EVENT25" />
    412. <SupervisorFinish value = "" />
    413. </EFPBankRobbery>
    414. <!-- DG -->
    415. <EFPPickpocketing>
    416. <Enabled value = "0" />
    417. <!-- AverageFrequency: average number of events per 10 minutes -->
    418. <AverageFrequency value = "2.0" />
    419. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    420. <MaxDistance value = "50.0" />
    421. <!-- time till person becomes active gangster -->
    422. <MinDurationBetweenEventsOffset value = "30.0" />
    423. <!-- Armed: probability in percent -->
    424. <Armed value = "25.0" />
    425. <Worth value = "3.0" />
    426. <SupervisorStart value = "ID_SUPERV_EVENT24" />
    427. <SupervisorFinish value = "" />
    428. </EFPPickpocketing>
    429. <!-- DG -->
    430. <EFPEventSuicideDrowning>
    431. <Enabled value = "0" />
    432. <!-- AverageFrequency: average number of events per 10 minutes -->
    433. <AverageFrequency value = "1.5" />
    434. <Worth value = "3.0" />
    435. <MaxDistance value = "50" />
    436. <SupervisorStart value = "ID_SUPERV_EVENT26" />
    437. <SupervisorFinish value = "" />
    438. </EFPEventSuicideDrowning>
    439. <!-- DG -->
    440. <EFPEventSuicideTrack>
    441. <Enabled value = "0" />
    442. <!-- AverageFrequency: average number of events per 10 minutes -->
    443. <AverageFrequency value = "1.0" />
    444. <Worth value = "3.0" />
    445. <MaxDistance value = "50" />
    446. <ChanceChangeMind value = "50.0" />
    447. <SupervisorStart value = "ID_SUPERV_EVENT26" />
    448. <SupervisorFinish value = "" />
    449. </EFPEventSuicideTrack>
    450. <!-- DG -->
    451. <EFPEventSuicideWindow>
    452. <Enabled value = "0" />
    453. <!-- AverageFrequency: average number of events per 10 minutes -->
    454. <AverageFrequency value = "0.8" />
    455. <Worth value = "3.0" />
    456. <ChanceChangeMind value = "25.0" />
    457. <WaitingTime value = "180.0" />
    458. <WaitingTimeIncrease value = "30.0" />
    459. <SupervisorStart value = "ID_SUPERV_EVENT27" />
    460. <SupervisorFinish value = "" />
    461. </EFPEventSuicideWindow>
    462. <!-- AE -->
    463. <EFPEventCivilcarDefect>
    464. <Enabled value = "0" />
    465. <!-- AverageFrequency: average number of events per 10 minutes -->
    466. <AverageFrequency value = "1.0" />
    467. <!-- AverageTimeTillExplode (in sec. - 50% spreading) -->
    468. <AverageTimeTillExplode value = "90" />
    469. <Worth value = "8.0" />
    470. <SupervisorStart value = "ID_SUPERV_EVENT09" />
    471. <SupervisorFinish value = "" />
    472. </EFPEventCivilcarDefect>
    473. <!-- AE -->
    474. <EFPGasExplosion>
    475. <Enabled value = "0" />
    476. <!-- AverageFrequency: average number of events per 10 minutes -->
    477. <AverageFrequency value = "0.5" />
    478. <Worth value = "15.0" />
    479. <SupervisorStart value = "ID_SUPERV_EVENT32" />
    480. <SupervisorFinish value = "" />
    481. </EFPGasExplosion>
    482. <!-- AE -->
    483. <EFPEventShortCircuit>
    484. <Enabled value = "0" />
    485. <!-- AverageFrequency: average number of events per 10 minutes -->
    486. <AverageFrequency value = "1.0" />
    487. <!-- InjureInhousePersons: probability in percent -->
    488. <InjureInhousePersons value = "50.0" />
    489. <!-- BurnHouse: probability in percent -->
    490. <BurnHouse value = "50.0" />
    491. <Worth value = "10.0" />
    492. <SupervisorStart value = "ID_SUPERV_EVENT03" />
    493. <SupervisorFinish value = "" />
    494. </EFPEventShortCircuit>
    495. <!-- AE -->
    496. <EFPRunningAmok>
    497. <Enabled value = "0" />
    498. <!-- AverageFrequency: average number of events per 10 minutes -->
    499. <AverageFrequency value = "0.5" />
    500. <!-- ReactionRange: in meters -->
    501. <ReactionRange value = "25.0" />
    502. <!-- ShootRange: in meters -->
    503. <ShootRange value = "20.0" />
    504. <!-- Spread: in degrees -->
    505. <Spread value = "5.0" />
    506. <!-- ShootPower: in percent -->
    507. <ShootPower value = "250" />
    508. <!-- ShotDuration: in seconds -->
    509. <ShotDuration value = "1.0" />
    510. <!-- SightAngle: in degrees -->
    511. <SightAngle value = "120.0" />
    512. <!--- resistance agains shots: like in editor -->
    513. <ResistanceShot value = "0.0" />
    514. <Worth value = "15.0" />
    515. <SupervisorStart value = "ID_SUPERV_EVENT40" />
    516. <SupervisorFinish value = "" />
    517. </EFPRunningAmok>
    518. <!-- AE -->
    519. <EFPBecomingMurderer>
    520. <Enabled value = "0" />
    521. <!-- AverageFrequency: average number of events per 10 minutes -->
    522. <AverageFrequency value = "1.0" />
    523. <!-- MaxDistanceToVictim: in meter -->
    524. <MaxDistanceToVictim value = "25.0" />
    525. <!-- time till person becomes active gangster -->
    526. <MinDurationBetweenEventsOffset value = "15.0" />
    527. <Worth value = "6.0" />
    528. <SupervisorStart value = "ID_SUPERV_EVENT39" />
    529. <SupervisorFinish value = "" />
    530. </EFPBecomingMurderer>
    531. <!-- AE -->
    532. <EFPEarthquake>
    533. <Enabled value = "0" />
    534. <!-- AverageFrequency: average number of events per 10 minutes -->
    535. <AverageFrequency value = "0.3" />
    536. <!-- AverageNumberOfBurningHouses (50% spreading) -->
    537. <AverageNumberOfBurningHouses value = "2" />
    538. <!-- AverageNumberOfInjuredPersons (50% spreading) -->
    539. <AverageNumberOfInjuredPersons value = "6" />
    540. <!-- CameraShakeDuration (in sec.) -->
    541. <CameraShakeDuration value = "10.0" />
    542. <!-- CameraShakeStrength -->
    543. <CameraShakeStrength value = "30.0" />
    544. <Worth value = "25.0" />
    545. <SupervisorStart value = "ID_SUPERV_EVENT16" />
    546. <SupervisorFinish value = "" />
    547. </EFPEarthquake>
    548. <EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt -->
    549. <Enabled value = "0" />
    550. <AverageFrequency value = "8.0" />
    551. <Worth value = "8.0" />
    552. <SupervisorStart value = "ID_SUPERV_EVENT38" />
    553. <SupervisorFinish value = "" />
    554. </EFPEventRailwayCrossingFailure>
    555. <EFPBirdFlu> <!-- Vogelgrippe -->
    556. <Enabled value = "0" />
    557. <AverageFrequency value = "1.0" />
    558. <Worth value = "5.0" />
    559. <SupervisorStart value = "ID_SUPERV_EVENT_D01" />
    560. <SupervisorFinish value = "" />
    561. <!-- ContamRange: in meter -->
    562. <ContamRange value = "5.0" />
    563. </EFPBirdFlu>
    564. <EFPHail> <!-- Hagelschauer -->
    565. <Enabled value = "0" />
    566. <AverageFrequency value = "1.0" />
    567. <Worth value = "5.0" />
    568. <SupervisorStart value = "ID_SUPERV_EVENT_D02" />
    569. <SupervisorFinish value = "" />
    570. <!-- MinVictims: minimale Anzahl Opfer -->
    571. <MinVictims value = "1" />
    572. <!-- MaxVictims: maximale Anzahl Opfer -->
    573. <MaxVictims value = "1" />
    574. <!-- MinDamagedVehicles: minimale Anzahl zerstörter Fahrzeuge -->
    575. <MinDamagedVehicles value = "1" />
    576. <!-- MaxDamagedVehicles: maximale Anzahl zerstörter Fahrzeuge -->
    577. <MaxDamagedVehicles value = "1" />
    578. </EFPHail>
    579. <EFPAmokDrive> <!-- Amokfahrt -->
    580. <Enabled value = "0" />
    581. <AverageFrequency value = "1.0" />
    582. <Worth value = "5.0" />
    583. <SupervisorStart value = "ID_SUPERV_EVENT_D03" />
    584. <SupervisorFinish value = "" />
    585. <!-- MaxPathDistance: in units -->
    586. <MaxPathDistance value = "1000.0" />
    587. </EFPAmokDrive>
    588. <EFPTrafficJam> <!-- Stau -->
    589. <Enabled value = "0" />
    590. <AverageFrequency value = "1.0" />
    591. <Worth value = "5.0" />
    592. <SupervisorStart value = "ID_SUPERV_EVENT_D05" />
    593. <SupervisorFinish value = "" />
    594. <!-- NumCarsStart: minimale Anzahl Fahrzeuge, bis Stau erkannt wird -->
    595. <NumCarsStart value = "20" />
    596. <!-- NumCarsFinish: maximale Anzahl Fahrzeuge bis Stau als aufgelöst erkannt wird -->
    597. <NumCarsFinish value = "10" />
    598. <!-- CountdownTime: Zeit in der Stau aufgelöst werden muss (in sec.) -->
    599. <CountdownTime value = "180.0" />
    600. </EFPTrafficJam>
    601. <EFPHydrantDamaged> <!-- Defekter Hydrant -->
    602. <Enabled value = "0" />
    603. <AverageFrequency value = "1.0" />
    604. <Worth value = "5.0" />
    605. <SupervisorStart value = "ID_SUPERV_EVENT_D06" />
    606. <SupervisorFinish value = "" />
    607. </EFPHydrantDamaged>
    608. <EFPSaboteur> <!-- Saboteur -->
    609. <Enabled value = "0" />
    610. <AverageFrequency value = "1.0" />
    611. <Worth value = "5.0" />
    612. <SupervisorStart value = "ID_SUPERV_EVENT_D04" />
    613. <SupervisorFinish value = "" />
    614. <!-- SaboteurTime: Dauer einer Sabotage (in sec.) -->
    615. <SaboteurTime value = "15.0" />
    616. <!-- WaitTime: Wartezeit nach einer Sabotage (in sec.) -->
    617. <WaitTime value = "20.0" />
    618. <!-- AverageTimeTillExplode: Mittlere Zeit bis sabotiertes Fahrzeug explodiert (in sec.) -->
    619. <AverageTimeTillExplode value = "60.0" />
    620. </EFPSaboteur>
    621. <EFPElectricShock> <!-- Stromschlag -->
    622. <Enabled value = "0" />
    623. <AverageFrequency value = "1.0" />
    624. <Worth value = "5.0" />
    625. <SupervisorStart value = "ID_SUPERV_EVENT_D11" />
    626. <SupervisorFinish value = "" />
    627. <!-- AreaRadius: Bereich in dem Personen verletzt werden (in units) -->
    628. <AreaRadius value = "250.0" />
    629. </EFPElectricShock>
    630. <EFPSniper> <!-- Scharfschütze -->
    631. <Enabled value = "0" />
    632. <AverageFrequency value = "1.0" />
    633. <Worth value = "5.0" />
    634. <SupervisorStart value = "ID_SUPERV_EVENT_D10" />
    635. <SupervisorFinish value = "" />
    636. <!-- ActionRange: Aktionsradius in meter -->
    637. <ActionRange value = "30.0" />
    638. <!-- ShootRange: Schussradius in meter -->
    639. <ShootRange value = "35.0" />
    640. <!-- CivilsFleeRange: Fluchtradius für Zivilisten un meter -->
    641. <CivilsFleeRange value = "12.0" />
    642. </EFPSniper>
    643. <EFPMissingPerson> <!-- Vermisste Person -->
    644. <Enabled value = "0" />
    645. <AverageFrequency value = "1.0" />
    646. <Worth value = "5.0" />
    647. <SupervisorStart value = "ID_SUPERV_EVENT_D07" />
    648. <SupervisorFinish value = "" />
    649. <!-- InjureFactor: Grad der Verletzung (0..1) -->
    650. <InjureFactor value = "0.5" />
    651. </EFPMissingPerson>
    652. <EFPHomicide> <!-- Mordopfer -->
    653. <Enabled value = "0" />
    654. <AverageFrequency value = "1.0" />
    655. <Worth value = "5.0" />
    656. <SupervisorStart value = "ID_SUPERV_EVENT_D08" />
    657. <SupervisorFinish value = "" />
    658. <!-- AttractorRadius: Bereich in dem Helfer gesucht werden (in units) -->
    659. <AttractorRadius value = "1000.0" />
    660. </EFPHomicide>
    661. <EFPRadioactiveCloud> <!-- Radioaktive Wolke -->
    662. <Enabled value = "0" />
    663. <AverageFrequency value = "1.0" />
    664. <Worth value = "5.0" />
    665. <SupervisorStart value = "ID_SUPERV_EVENT_D09" />
    666. <SupervisorFinish value = "" />
    667. <!-- ContaminationRadius: Bereich in dem Personen kontaminiert werden (in units) -->
    668. <ContaminationRadius value = "1000.0" />
    669. </EFPRadioactiveCloud>
    670. <EFPZombie> <!-- Zombies -->
    671. <Enabled value = "0" />
    672. <AverageFrequency value = "1.0" />
    673. <Worth value = "5.0" />
    674. <SupervisorStart value = "ID_SUPERV_EVENT_D12" />
    675. <SupervisorFinish value = "" />
    676. <!-- IgnoreDate: Nur an Halloween/Immer -->
    677. <IgnoreDate value = "0" />
    678. </EFPZombie>
    679. <EFPZombie> <!-- Silvester -->
    680. <Enabled value = "0" />
    681. <AverageFrequency value = "1.0" />
    682. <Worth value = "5.0" />
    683. <SupervisorStart value = "ID_SUPERV_EVENT_D13" />
    684. <SupervisorFinish value = "" />
    685. <!-- Duration: Dauer des Feuerwerks -->
    686. <Duration value = "180.0" />
    687. <!-- IgnoreDate: Nur an Silvester/Immer -->
    688. <IgnoreDate value = "0" />
    689. </EFPZombie>
    690. </events>
    691. <cleanup>
    692. <wait min="300.0" max="600.0"/>
    693. <choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0"/>
    694. <killedperson safetyradius="20.0"/>
    695. <deleteobject safetyradius="20.0"/>
    696. <deletewreck safetyradius="20.0"/>
    697. <unburnobject safetyradius="100.0"/>
    698. <restoreposition safetyradius_source="10.0" safetyradius_destination="10.0"/>
    699. <sliceablecar waitmultiplier="5"/>
    700. </cleanup>
    701. <timezones>
    702. <!-- night (normal) -->
    703. <timezone starttime="06:00">
    704. <pickpocketing factor="0.5"/>
    705. <runningamok factor="0.5"/>
    706. <murderer factor="1.0"/>
    707. <shoplifting factor="0.0"/>
    708. <vehicletraffic factor="2.0"/>
    709. <persontraffic factor="2.0"/>
    710. <bomber factor="0.5"/>
    711. <rowdy factor="0.5"/>
    712. <hostagetaking factor="0.5"/>
    713. <arsonist factor="0.5"/>
    714. <rabiddog factor="0.5"/>
    715. <demonstration factor="0.5"/>
    716. <bankrobbery factor="0.5"/>
    717. <!--
    718. <weather changeduration="15.0">
    719. <fog intensity="0.5" color="a0a0a0"/>
    720. <rain intensity="0.0"/>
    721. <storm intensity="0.0" speed="0.0"/>
    722. <flash frequencyfactor="0.0"/>
    723. <sound name=""/>
    724. <sound2 name=""/>
    725. </weather>
    726. -->
    727. </timezone>
    728. <!-- rush hour -->
    729. <timezone starttime="07:00">
    730. <pickpocketing factor="0.5"/>
    731. <runningamok factor="0.5"/>
    732. <murderer factor="0.5"/>
    733. <shoplifting factor="0.5"/>
    734. <vehicletraffic factor="3.0"/>
    735. <persontraffic factor="3.0"/>
    736. <bomber factor="0.5"/>
    737. <rowdy factor="0.5"/>
    738. <hostagetaking factor="0.5"/>
    739. <arsonist factor="0.5"/>
    740. <rabiddog factor="1.0"/>
    741. <demonstration factor="0.5"/>
    742. <bankrobbery factor="0.5"/>
    743. <!--
    744. <weather changeduration="60.0">
    745. <fog intensity="0.0" color="ffffff"/>
    746. <rain intensity="0.0"/>
    747. <storm intensity="0.0" speed="0.0"/>
    748. <flash frequencyfactor="0.0"/>
    749. <sound name=""/>
    750. <sound2 name=""/>
    751. </weather>
    752. -->
    753. </timezone>
    754. <!-- normal day -->
    755. <timezone starttime="10:00">
    756. <pickpocketing factor="1.0"/>
    757. <runningamok factor="1.0"/>
    758. <murderer factor="0.8"/>
    759. <shoplifting factor="1.0"/>
    760. <vehicletraffic factor="1.5"/>
    761. <persontraffic factor="1.5"/>
    762. <bomber factor="1.0"/>
    763. <rowdy factor="1.0"/>
    764. <hostagetaking factor="1.0"/>
    765. <arsonist factor="1.0"/>
    766. <rabiddog factor="1.0"/>
    767. <demonstration factor="1.0"/>
    768. <bankrobbery factor="1.0"/>
    769. <!--
    770. <weather changeduration="15.0">
    771. <fog intensity="0.0" color="ffffff"/>
    772. <rain intensity="0.0"/>
    773. <storm intensity="0.0" speed="0.0"/>
    774. <flash frequencyfactor="0.0"/>
    775. <sound name=""/>
    776. <sound2 name=""/>
    777. </weather>
    778. -->
    779. </timezone>
    780. <timezone starttime="12:00">
    781. <pickpocketing factor="1.0"/>
    782. <runningamok factor="1.0"/>
    783. <murderer factor="1.0"/>
    784. <shoplifting factor="1.0"/>
    785. <vehicletraffic factor="1.0"/>
    786. <persontraffic factor="1.0"/>
    787. <bomber factor="1.0"/>
    788. <rowdy factor="1.0"/>
    789. <hostagetaking factor="1.0"/>
    790. <arsonist factor="1.0"/>
    791. <rabiddog factor="1.0"/>
    792. <demonstration factor="1.0"/>
    793. <bankrobbery factor="1.0"/>
    794. <!--
    795. <weather changeduration="60.0">
    796. <fog intensity="0.1" color="a0a0a0"/>
    797. <rain intensity="0.0"/>
    798. <storm intensity="0.0" speed="0.0"/>
    799. <flash frequencyfactor="0.0"/>
    800. <sound name=""/>
    801. <sound2 name=""/>
    802. </weather>
    803. -->
    804. </timezone>
    805. <timezone starttime="13:00">
    806. <pickpocketing factor="1.0"/>
    807. <runningamok factor="1.0"/>
    808. <murderer factor="1.5"/>
    809. <shoplifting factor="1.5"/>
    810. <vehicletraffic factor="1.5"/>
    811. <persontraffic factor="1.5"/>
    812. <bomber factor="1.0"/>
    813. <rowdy factor="1.0"/>
    814. <hostagetaking factor="1.0"/>
    815. <arsonist factor="1.0"/>
    816. <rabiddog factor="1.0"/>
    817. <demonstration factor="1.0"/>
    818. <bankrobbery factor="1.0"/>
    819. <!--
    820. <weather changeduration="60.0">
    821. <fog intensity="0.2" color="a0a0a0"/>
    822. <rain intensity="0.0"/>
    823. <storm intensity="0.0" speed="0.0"/>
    824. <flash frequencyfactor="0.0"/>
    825. <sound name=""/>
    826. <sound2 name=""/>
    827. </weather>
    828. -->
    829. </timezone>
    830. <timezone starttime="15:00">
    831. <pickpocketing factor="1.5"/>
    832. <runningamok factor="1.0"/>
    833. <murderer factor="1.0"/>
    834. <shoplifting factor="1.5"/>
    835. <vehicletraffic factor="1.0"/>
    836. <persontraffic factor="1.0"/>
    837. <bomber factor="1.0"/>
    838. <rowdy factor="1.0"/>
    839. <hostagetaking factor="1.5"/>
    840. <arsonist factor="1.5"/>
    841. <rabiddog factor="1.5"/>
    842. <demonstration factor="2.0"/>
    843. <bankrobbery factor="2.0"/>
    844. <!--
    845. <weather changeduration="20.0">
    846. <fog intensity="0.3" color="7F7F7F"/>
    847. <rain intensity="0.5"/>
    848. <storm intensity="0.1" speed="0.2"/>
    849. <flash frequencyfactor="0.0"/>
    850. <sound name="mod:Audio/Ambient/rain01.wav"/>
    851. <sound2 name=""/>
    852. </weather>
    853. -->
    854. </timezone>
    855. <!-- evening -->
    856. <timezone starttime="18:00">
    857. <pickpocketing factor="3.0"/>
    858. <runningamok factor="1.5"/>
    859. <murderer factor="1.5"/>
    860. <shoplifting factor="3.0"/>
    861. <vehicletraffic factor="2.0"/>
    862. <persontraffic factor="2.0"/>
    863. <bomber factor="1.5"/>
    864. <rowdy factor="1.5"/>
    865. <hostagetaking factor="1.5"/>
    866. <arsonist factor="1.5"/>
    867. <rabiddog factor="1.5"/>
    868. <demonstration factor="1.0"/>
    869. <bankrobbery factor="1.0"/>
    870. <!--
    871. <weather changeduration="25.0">
    872. <fog intensity="0.0" color="ffffff"/>
    873. <rain intensity="0.0"/>
    874. <storm intensity="0.0" speed="0.0"/>
    875. <flash frequencyfactor="0.0"/>
    876. <sound name=""/>
    877. <sound2 name=""/>
    878. </weather>
    879. -->
    880. </timezone>
    881. <!-- night (dangerous) -->
    882. <timezone starttime="21:00">
    883. <pickpocketing factor="2.5"/>
    884. <runningamok factor="1.0"/>
    885. <murderer factor="3.0"/>
    886. <shoplifting factor="0.0"/>
    887. <vehicletraffic factor="1.0"/>
    888. <persontraffic factor="1.0"/>
    889. <bomber factor="1.0"/>
    890. <rowdy factor="3.0"/>
    891. <hostagetaking factor="0.5"/>
    892. <arsonist factor="2.0"/>
    893. <rabiddog factor="0.5"/>
    894. <demonstration factor="0.0"/>
    895. <bankrobbery factor="0.0"/>
    896. <!--
    897. <weather changeduration="15.0">
    898. <fog intensity="0.0" color="ffffff"/>
    899. <rain intensity="0.0"/>
    900. <storm intensity="0.0" speed="0.0"/>
    901. <flash frequencyfactor="0.0"/>
    902. <sound name=""/>
    903. <sound2 name=""/>
    904. </weather>
    905. -->
    906. </timezone>
    907. <!-- night (normal) -->
    908. <timezone starttime="02:00">
    909. <pickpocketing factor="2.5"/>
    910. <runningamok factor="1.5"/>
    911. <murderer factor="3.0"/>
    912. <shoplifting factor="0.0"/>
    913. <vehicletraffic factor="1.0"/>
    914. <persontraffic factor="1.0"/>
    915. <bomber factor="1.0"/>
    916. <rowdy factor="1.5"/>
    917. <hostagetaking factor="0.5"/>
    918. <arsonist factor="1.0"/>
    919. <rabiddog factor="1.0"/>
    920. <demonstration factor="0.0"/>
    921. <bankrobbery factor="0.0"/>
    922. <!--
    923. <weather changeduration="15.0">
    924. <fog intensity="0.0" color="ffffff"/>
    925. <rain intensity="0.0"/>
    926. <storm intensity="0.0" speed="0.0"/>
    927. <flash frequencyfactor="0.0"/>
    928. <sound name=""/>
    929. <sound2 name=""/>
    930. </weather>
    931. -->
    932. </timezone>
    933. </timezones>
    934. <climate initial="fair">
    935. <weather name="fair" changeduration="15.0" minduration="60" maxduration="180">
    936. <fog intensity="0.0" color="ffffff"/>
    937. <rain intensity="0.0"/>
    938. <storm intensity="0.0" speed="0.0"/>
    939. <flash frequencyfactor="0.0"/>
    940. <sound name=""/>
    941. <sound2 name=""/>
    942. <transition state="cloudy" weight="1.5"/>
    943. <transition state="misty" weight="0.7"/>
    944. </weather>
    945. <weather name="cloudy" changeduration="15.0" minduration="60" maxduration="180">
    946. <fog intensity="0.3" color="7F7F7F"/>
    947. <rain intensity="0.0"/>
    948. <storm intensity="0.0" speed="0.0"/>
    949. <flash frequencyfactor="0.0"/>
    950. <sound name=""/>
    951. <sound2 name=""/>
    952. <transition state="fair" weight="1.0"/>
    953. <transition state="misty" weight="0.7"/>
    954. <transition state="light rain" weight="1.5"/>
    955. </weather>
    956. <weather name="misty" changeduration="7.0" minduration="30" maxduration="90">
    957. <fog intensity="0.7" color="a0a0a0"/>
    958. <rain intensity="0.0"/>
    959. <storm intensity="0.0" speed="0.0"/>
    960. <flash frequencyfactor="0.0"/>
    961. <sound name=""/>
    962. <sound2 name=""/>
    963. <transition state="fair" weight="0.5"/>
    964. <transition state="cloudy" weight="1.0"/>
    965. <transition state="light rain" weight="1.0"/>
    966. </weather>
    967. <weather name="light rain" changeduration="15.0" minduration="60" maxduration="180">
    968. <fog intensity="0.1" color="7F7F7F"/>
    969. <rain intensity="0.2"/>
    970. <storm intensity="0.1" speed="0.1"/>
    971. <flash frequencyfactor="0.0"/>
    972. <sound name=""/>
    973. <sound2 name=""/>
    974. <transition state="cloudy" weight="1.0"/>
    975. <transition state="misty" weight="0.7"/>
    976. <transition state="heavy rain" weight="1.0"/>
    977. <transition state="thunderstorm" weight="1.5"/>
    978. </weather>
    979. <weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180">
    980. <fog intensity="0.3" color="7F7F7F"/>
    981. <rain intensity="0.5"/>
    982. <storm intensity="0.1" speed="0.2"/>
    983. <flash frequencyfactor="0.0"/>
    984. <sound name="mod:Audio/Ambient/rain01.wav"/>
    985. <sound2 name=""/>
    986. <transition state="misty" weight="0.7"/>
    987. <transition state="light rain" weight="1.0"/>
    988. <transition state="thunderstorm" weight="2.0"/>
    989. </weather>
    990. <weather name="thunderstorm" changeduration="15.0" minduration="60" maxduration="180">
    991. <fog intensity="0.4" color="606060"/>
    992. <rain intensity="1.0"/>
    993. <storm intensity="0.5" speed="0.4"/>
    994. <flash frequencyfactor="1.0"/>
    995. <sound name="mod:Audio/Ambient/rain02.wav"/>
    996. <sound2 name="mod:Audio/Ambient/thunder02.wav"/>
    997. <transition state="heavy rain" weight="1.0"/>
    998. <transition state="light rain" weight="1.0"/>
    999. </weather>
    1000. </climate>
    1001. </freeplayparameters>
    Alles anzeigen



    Die XML-Datei gliedert sich in verschiedene Bereiche auf, die nachfolgend erläutert werden.

    Inhalte

    Spielgrundlagen

    Grundsätzlich erklären sich die meisten Begriffe von selbst, sofern man ein wenig Englisch versteht. Die häufigsten und am meisten genutzten Einstellungen sind hier zu finden:
    • Zeile 7: Startkapital
    • Zeile 8: Maximalkapital
    • Zeile 9: Tägliche Zuschüsse
    • Zeile 13: Spielstartzeit

    Quellcode

    1. <Seed value="0"/>
    2. <BuyFactor value="10.0"/>
    3. <SellFactor value="0.5"/>
    4. <InjuredSavedReward value = "100" />
    5. <GlobalEventFrequencyFactor value="0.4"/>
    6. <TimeSpeedFactor value="1.2"/>
    7. <StartBudget value="75000"/>
    8. <MaxBudget value="160000"/>
    9. <Earnings value="30000"/>
    10. <SquadPriceGrowth value="30.0"/>
    11. <InitialEventFrequencyBoost value="100000.0"/>
    12. <InitialEventWaitDuration value="5.0"/>
    13. <starttime value="7:30"/>
    Alles anzeigen



    Multiplayer-Einstellungen

    Dieser Block wird für die Zeitdauer genutzt, in der das Auswahlmenü für die Einheiten im Multiplayer-Modus bei einem Spieler angezeigt wird.

    Quellcode

    1. <!-- time in seconds until the active player is switched in MP -->
    2. <TimeActivePlayerSwitchMP value="60.0"/>



    Punkte für Einsätze

    In diesem Block werden die Punkte für die einzelnen Einsätze festgelegt. Für einen entsprechend erfolgreich abgearbeiteten Einsatz, bekommt der Spieler eine bestimmte Anzahl an Punkten.

    Quellcode

    1. <!-- score for each event -->
    2. <ScoreForestFire value="10000"/>
    3. <ScoreBombExplosion value="15000"/>
    4. <ScoreCarAccidentNoWater value="500"/>
    5. <ScoreEventMassCarambolage value="5000"/>
    6. <ScoreRiotMob value="5000"/>
    7. <ScorePunchFest value="5000"/>
    8. <ScoreRandomFire value="1500"/>
    9. <ScoreRandomFireNoHouses value="500"/>
    10. <ScoreCigarette value="1000"/>
    11. <ScoreCigaretteNoHouses value="500"/>
    12. <ScoreHeartAttack value="1000"/>
    13. <ScoreFall value="250"/>
    14. <ScoreShock value="250"/>
    15. <ScoreCirculatoryCollapse value="500"/>
    16. <ScoreFoodPoisoning value="500"/>
    17. <ScoreStroke value="750"/>
    18. <ScoreFlashStrike value="1500"/>
    19. <ScoreShopLifting value="1000"/>
    20. <ScoreCarTheft value="1500"/>
    21. <ScorePickpocketing value="750"/>
    22. <ScoreTrafficLightFailure value="500"/>
    23. <ScoreRailwayCrossingFailure value="500"/>
    24. <ScoreSuicideDrowning value="1000"/>
    25. <ScoreCarAccident value="2000"/>
    26. <ScoreBomber value="3000"/>
    27. <ScoreRowdy value="2000"/>
    28. <ScoreHostageTaking value="3000"/>
    29. <ScoreArsonist value="10000"/>
    30. <ScoreRabidDog value="2000"/>
    31. <ScoreDemonstration value="7500"/>
    32. <ScoreBankRobbery value="1250"/>
    33. <ScoreSuicideTrack value="2000"/>
    34. <ScoreSuicideWindow value="1500"/>
    35. <ScoreGasExplosion value="15000"/>
    36. <ScoreRunningAmok value="4000"/>
    37. <ScoreBecomingMurderer value="2500"/>
    38. <ScoreEarthquake value="15000"/>
    39. <ScoreCivilcarDefect value="1500"/>
    40. <ScoreShortCircuit value="2500"/>
    41. <ScoreBirdFlu value="2000"/>
    42. <ScoreHail value="7500"/>
    43. <ScoreAmokDrive value="5000"/>
    44. <ScoreTrafficJam value="1500"/>
    45. <ScoreHydrantDamaged value="1000"/>
    46. <ScoreSaboteur value="7500"/>
    47. <ScoreElectricShock value="2000"/>
    48. <ScoreSniper value="4000"/>
    49. <ScoreMissingPerson value="2000"/>
    50. <ScoreHomicide value="3000"/>
    51. <ScoreRadioactiveCloud value="10000"/>
    52. <ScoreZombie value="15000"/>
    53. <ScoreSylvester value="5000"/>
    Alles anzeigen



    Punkte für individuelle Ereignisse

    In diesem Block, werden Punkte für individuelle Events festgelegt.

    Quellcode

    1. <IndividualScore>
    2. <score id="0" points="4"/>
    3. <score id="1" points="10"/>
    4. <score id="2" points="10000"/>
    5. <score id="3" points="2500"/>
    6. <score id="4" points="10"/>
    7. <score id="5" points="5"/>
    8. <score id="6" points="10000"/>
    9. <score id="7" points="2500"/>
    10. <score id="8" points="20"/>
    11. <score id="9" points="25000"/>
    12. <score id="10" points="4"/>
    13. <score id="11" points="10000"/>
    14. <score id="12" points="10000"/>
    15. <score id="13" points="50000"/>
    16. <score id="14" points="25000"/>
    17. <score id="15" points="100"/>
    18. <score id="16" points="-2000"/>
    19. <score id="17" points="-10000"/>
    20. <score id="18" points="-5000"/>
    21. <score id="19" points="-100000"/>
    22. <score id="20" points="-5000"/>
    23. <star id="0" points="100000"/>
    24. <star id="1" points="200000"/>
    25. <star id="2" points="300000"/>
    26. <star id="3" points="400000"/>
    27. <star id="4" points="550000"/>
    28. <star id="5" points="700000"/>
    29. <star id="6" points="850000"/>
    30. <star id="7" points="1000000"/>
    31. <star id="8" points="1200000"/>
    32. <star id="9" points="1400000"/>
    33. <star id="10" points="1600000"/>
    34. <star id="11" points="1800000"/>
    35. <star id="12" points="2100000"/>
    36. <star id="13" points="2400000"/>
    37. <star id="14" points="2700000"/>
    38. <star id="15" points="3000000"/>
    39. <star id="16" points="3400000"/>
    40. <star id="17" points="3800000"/>
    41. <star id="18" points="4200000"/>
    42. <star id="19" points="4400000"/>
    43. <star id="20" points="1000000000"/>
    44. <medal stars="4"/>
    45. </IndividualScore>
    Alles anzeigen



    Bedingungen für den Modus "Herausforderung"

    In diesem Block, werden die Bedingungen für den Spielmodus "Herausforderung" eingestellt.

    Quellcode

    1. <Rating>
    2. <!-- Schwierigkeitsgrad (je höher desto schwerer)-->
    3. <UpperLimitEasy value = "35.0" />
    4. <UpperLimitMedium value = "50.0" />
    5. <UpperLimitHard value = "75.0" />
    6. <!-- abbrechen wenn gesamtzustand im challengemode zu groß wird -->
    7. <ChallengeAbortRatingDifference value = "150.0" />
    8. <!-- Einstellungen der Punkte
    9. Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist.
    10. Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte -->
    11. <ScoreUpperLimitBonus value = "0.0" />
    12. <!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht -->
    13. <TimeFactor value = "0.0" />
    14. <Factor name="Burning Houses" value="15.0" />
    15. <Factor name="Burning Objects" value="5.0" />
    16. <Factor name="Gangsters" value="10.0" />
    17. <Factor name="Injured Persons" value="5.0" />
    18. <Factor name="Dead Persons" value="3.0" />
    19. <Factor name="Contaminated Persons" value="10.0" />
    20. </Rating>
    Alles anzeigen



    Dynamischer Punktabzug

    Dieser Abschnitt regelt die dynamische Anpassung des Punktekontos, z.B. durch das Auftreten von vielen Verletzten.

    Quellcode

    1. <!-- score -->
    2. <InitialScorePerMinute value="500.0"/>
    3. <InnocentPersonWoundedPermanentPenalty value="75.0"/>
    4. <InnocentPersonKilledPermanentPenalty value="90.0"/>
    5. <InnocentVehicleShotPermanentPenalty value="75.0"/>
    6. <RegeneratePermanentPenaltyPerMinute value="0.001"/>
    7. <MaxScoreStepPerMinute value="1.0"/>



    Bestrafung für Cheaten

    Hier werden die Einstellungen für das Cheaten durch das Blockieren von Pfaden festgelegt.

    Quellcode

    1. <!-- cheat penalties -->
    2. <!-- penalty as soon as x spawns where blocked within the last minute -->
    3. <!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> -->
    4. <!-- more spawns blocked than max are ignored -->
    5. <!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> -->
    6. <!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 -->
    7. <CheatPenaltyMinTrafficJamRatio value = "0.5"/>
    8. <!-- highest value cheat penalties can reach (between 0=none and 1) -->
    9. <CheatPenalityScaling value = ""/>



    Verschiedenes

    In diesem Block wird der Radius für die Kontamination von Personen und die Zeit für das Erscheinen von Zügen eingestellt.

    Quellcode

    1. <!-- misc -->
    2. <ContaminationRange value="10.0"/> <!-- in meter -->
    3. <TrainCycle value="240.0"/> <!-- in seconds -->



    Einsätze

    Grundlegendes zu den Parametern

    Wichtige Parameter in diesem Abschnitt ist die grundsätzliche Aktivierung der Einsätze und die Festlegung der Häufigkeit.

    <Enabled value = "0" /> Diese Zeile zeigt an, ob der Einsatz im Modus aktiv ist oder nicht. 0 deaktiviert den Einsatz und 1 aktiviert ihn.

    <AverageFrequency value = "1.0" /> Diese Zeile bestimmt die Häufigkeit, mit der dieser Einsatz innerhalb von 10 Minuten auftritt. Je höher der Wert, desto häufiger tritt er auf.

    Einsatz Sturz

    Diese Einsatzart lässt eine zufällige Person auf der Einsatzkarte stürzen und verletzt sie.

    Quellcode

    1. <EFPEventFall>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <Worth value = "2" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT17" />
    7. <SupervisorFinish value = "" />
    8. </EFPEventFall>



    Einsatz Schock

    Diese Einsatzart versetzt eine zufällige Person auf der Einsatzkarte in einen Schockzustand.

    Quellcode

    1. <EFPEventShock>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <Worth value = "2" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT18" />
    7. <SupervisorFinish value = "" />
    8. </EFPEventShock>



    Einsatz Kreislaufkollaps

    Diese Einsatzart lässt eine zufällige Person auf der Karte einen Kreislaufkollaps erleiden.

    Quellcode

    1. <EFPEventCirculatoryCollapse>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <Worth value = "2" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT19" />
    7. <SupervisorFinish value = "" />
    8. </EFPEventCirculatoryCollapse>


    Einsatz Lebensmittelvergiftung

    Diese Einsatzart lässt eine zufällige Person auf der Einsatzkarte eine Lebensmittelverfiftung erleiden.

    Quellcode

    1. <EFPEventFoodPoisoning>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <Worth value = "2" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT20" />
    7. <SupervisorFinish value = "" />
    8. </EFPEventFoodPoisoning>


    Einsatz Herzinfakt

    Diese Einsatzart lässt eine zufällige Person auf der Einsatzkarte einen Herzinfarkt erleiden.

    Quellcode

    1. <EFPEventHeartAttack>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <Worth value = "2" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT21" />
    7. <SupervisorFinish value = "" />
    8. </EFPEventHeartAttack>


    Einsatz Schlaganfall

    Diese Einsatzart lässt eine zufällige Person auf der Einsatzkarte einen Schlaganfall erleiden.

    Quellcode

    1. <EFPEventStroke>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <Worth value = "2" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT22" />
    7. <SupervisorFinish value = "" />
    8. </EFPEventStroke>


    Einsatz Blitzeinschlag

    Diese Einsatzart lässt visuell sichtbar einen Blitz auf der Karte einschlagen und entzündet ein Objekt bzw. verletzt eine Person.

    Quellcode

    1. <EFPEventFlashStrike>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") -->
    4. <AverageFrequency value = "10.0" />
    5. <!-- DamageRadius: in meter -->
    6. <DamageRadius value ="30.0" />
    7. <Worth value = "5.0" />
    8. <SearchDamageRounds value="1" />
    9. <SupervisorStart value = "ID_SUPERV_EVENT36" />
    10. <SupervisorFinish value = "" />
    11. </EFPEventFlashStrike>
    Alles anzeigen


    Einsatz Feuer

    Diese Einsatzart entzündet ein Feuer bei einem beliebigen Objekt auf der Karte.

    Quellcode

    1. <EFPRandomFire>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "2.0" />
    5. <Worth value = "10.0" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT33" />
    7. <SupervisorFinish value = "" />
    8. </EFPRandomFire>


    Einsatz Weggeworfene Zigarrette

    Diese Einsatzart entzündet ein Feuer bei einem beliebigen Objekt auf der Karte.

    Quellcode

    1. <EFPEventCigarette>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "5.0" />
    5. <!-- MaxDropDistance: in meter -->
    6. <MaxDropDistance value = "10.0" />
    7. <Worth value = "10.0" />
    8. <SupervisorStart value = "ID_SUPERV_EVENT28" />
    9. <SupervisorFinish value = "" />
    10. </EFPEventCigarette>


    Einsatz Ladendiebstahl

    Diese Einsatzart generiert einen fliehenden Ladendieb und eine auf sich aufmerksam machende bestohlene Person auf der Karte.

    Quellcode

    1. <EFPEventShopLifting>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "2.0" />
    5. <!-- IsArmed: probability in percent -->
    6. <IsArmed value = "0.5" />
    7. <!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) -->
    8. <VictimWaitTime value = "3.0" />
    9. <!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) -->
    10. <VictimMoveDistance value = "4.0" />
    11. <!-- VictimWaveTime: in seconds (time the victim waves for help) -->
    12. <VictimWaveTime value = "30.0"/>
    13. <Worth value = "5.0" />
    14. <SupervisorStart value = "ID_SUPERV_EVENT23" />
    15. <SupervisorFinish value = "" />
    16. </EFPEventShopLifting>
    Alles anzeigen


    Einsatz Autodiebstahl

    Diese Einsatzart generiert ein gestohlenes Fahrzeug auf der Karte, welches über die Karte fährt und flüchtet.

    Quellcode

    1. <EFPEventCarTheft>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "10.0" />
    5. <!-- MaxRadius: in meter (max. distance between committer and car) -->
    6. <MaxRadius value = "100.0" />
    7. <!-- time till person becomes active gangster -->
    8. <MinDurationBetweenEventsOffset value = "60.0" />
    9. <Worth value = "8.0" />
    10. <SupervisorStart value = "ID_SUPERV_EVENT02" />
    11. <SupervisorFinish value = "" />
    12. </EFPEventCarTheft>
    Alles anzeigen


    Einsatz Verkehrsunfall

    Diese Einsatzart generiert an einer Kreuzung oder im Wasser aus einem vordefinierten Pool an Einsätzen einen Verkehrsunfall.

    Quellcode

    1. <EFPEventCarAccident>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "2.0" />
    5. <!-- SafetyRadius: in meters -->
    6. <SafetyRadius value ="12.0" />
    7. <!-- LifeDrain: in Energy per tick -->
    8. <LifeDrain value = "2.0" />
    9. <Worth value = "5.0" />
    10. <SupervisorStart value = "ID_SUPERV_EVENT01" />
    11. <SupervisorFinish value = "" />
    12. </EFPEventCarAccident>
    Alles anzeigen


    Einsatz Verkehrsunfall nicht im Wasser

    Diese Einsatzart generiert an einer Kreuzung aus einem vordefinierten Pool an Einsätzen einen Verkehrsunfall.

    Quellcode

    1. <EFPCarAccidentNoWater> <!-- Autounfall, nicht im Wasser -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "2.0" />
    4. <SafetyRadius value = "12.0" />
    5. <LifeDrain value = "2.0" />
    6. <Worth value = "5.0" />
    7. <SupervisorStart value = "ID_SUPERV_EVENT01" />
    8. <SupervisorFinish value = "" />
    9. </EFPCarAccidentNoWater>


    Einsatz Tollwut

    Diese Einsatzart generiert einen tollwütigen Hund auf der Karte, der Passanten verletzt.

    Quellcode

    1. <EFPRabidDog>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.5" />
    5. <!-- Resistance against energy -->
    6. <Resistance value = "10000.0" />
    7. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    8. <MaxDistance value = "50.0" />
    9. <!-- time till person becomes active gangster -->
    10. <MinDurationBetweenEventsOffset value = "30.0" />
    11. <Worth value = "10.0" />
    12. <SupervisorStart value = "ID_SUPERV_EVENT15" />
    13. <SupervisorFinish value = "" />
    14. </EFPRabidDog>
    Alles anzeigen


    Einsatz Defekte Verkehrsanlage

    Diese Einsatzart generiert eine defekte Ampelanlage an einer Kreuzung.

    Quellcode

    1. <EFPEventTrafficLightFailure>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "2.0" />
    5. <Worth value = "8.0" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT37" />
    7. <SupervisorFinish value = "" />
    8. </EFPEventTrafficLightFailure>


    Einsatz Schläger

    Diese Einsatzart generiert einen aggressiven Schläger, der andere Passanten verletzt.

    Quellcode

    1. <EFPRowdy>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <!-- Resistance against energy -->
    6. <Resistance value = "100.0" />
    7. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    8. <MaxDistance value = "25.0" />
    9. <!-- time till person becomes active gangster -->
    10. <MinDurationBetweenEventsOffset value = "15.0" />
    11. <Worth value = "15.0" />
    12. <SupervisorStart value = "ID_SUPERV_EVENT10" />
    13. <SupervisorFinish value = "" />
    14. </EFPRowdy>
    Alles anzeigen


    Einsatz Bombenleger

    Diese Einsatzart generiert einen Bombenleger, der eine Bombe auf der Einsatzkarte platziert.

    Quellcode

    1. <EFPBomber>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "0.8" />
    5. <!-- MaxDistance: in meter (max. way between bomb and bomber) -->
    6. <MaxDistance value = "150.0" />
    7. <!-- time till person becomes active gangster -->
    8. <MinDurationBetweenEventsOffset value = "90.0" />
    9. <!-- MinBombTime: minimum seconds till bomb explods -->
    10. <MinBombTime value = "90.0" />
    11. <!-- MaxBombTime: maximum seconds till bomb explods -->
    12. <MaxBombTime value = "120.0" />
    13. <!-- Armed: probability in percent -->
    14. <Armed value = "50.0" />
    15. <Worth value = "15.0" />
    16. <SupervisorStart value = "ID_SUPERV_EVENT14" />
    17. <SupervisorFinish value = "" />
    18. </EFPBomber>
    Alles anzeigen


    Einsatz Geiselnahme

    Diese Einsatzart generiert an einen Geiselnehmer, der in einem Gebäude Geiseln nimmt.

    Quellcode

    1. <EFPHostageTaking>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "0.8" />
    5. <!-- Time to send a flight car -->
    6. <TimeFlightCar value = "180.0" />
    7. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    8. <MaxDistance value = "150.0" />
    9. <!-- time till person becomes active gangster -->
    10. <MinDurationBetweenEventsOffset value = "90.0" />
    11. <Worth value = "15.0" />
    12. <SupervisorStart value = "ID_SUPERV_EVENT13" />
    13. <SupervisorFinish value = "" />
    14. </EFPHostageTaking>
    Alles anzeigen


    Einsatz Brandstifter

    Diese Einsatzart generiert einen Brandstifter, der auf der Karte zufällig Gebäude in Brand setzt.

    Quellcode

    1. <EFPArsonist>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "0.8" />
    5. <!-- Time to next arson -->
    6. <TimeToNextArson value = "45.0" />
    7. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    8. <MaxDistance value = "100.0" />
    9. <!-- time till person becomes active gangster -->
    10. <MinDurationBetweenEventsOffset value = "90.0" />
    11. <Worth value = "30.0" />
    12. <SupervisorStart value = "ID_SUPERV_EVENT12" />
    13. <SupervisorFinish value = "" />
    14. </EFPArsonist>
    Alles anzeigen


    Einsatz Demonstration

    Diese Einsatzart generiert einen Rädelsführer, bei dem sich immer mehr Demonstranten sammeln.

    Quellcode

    1. <EFPDemonstration>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    6. <MaxDistance value = "300.0" />
    7. <!-- time till person becomes active gangster -->
    8. <MinDurationBetweenEventsOffset value = "180.0" />
    9. <MaxAttractRadius value = "25.0" />
    10. <MaxDemonstrants value = "10" />
    11. <MaxMolCockTime value = "30.0" />
    12. <MaxMolCockBurnChance value = "75" />
    13. <CalmDownTime value = "60.0" />
    14. <Worth value = "8.0" />
    15. <SupervisorStart value = "ID_SUPERV_EVENT11" />
    16. <SupervisorFinish value = "" />
    17. </EFPDemonstration>
    Alles anzeigen


    Einsatz Banküberfall

    Diese Einsatzart generiert Gangster, die eine Bank auf der Karte überfallen.

    Quellcode

    1. <EFPBankRobbery>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "0.8" />
    5. <!-- Time to stay in bank -->
    6. <TimeInBank value = "15.0" />
    7. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    8. <MaxDistance value = "50.0" />
    9. <!-- time till person becomes active gangster -->
    10. <MinDurationBetweenEventsOffset value = "30.0" />
    11. <Worth value = "5.0" />
    12. <SupervisorStart value = "ID_SUPERV_EVENT25" />
    13. <SupervisorFinish value = "" />
    14. </EFPBankRobbery>
    Alles anzeigen


    Einsatz Taschendiebstahl

    Diese Einsatzart generiert einen fliehenden Taschendieb und ein bestohlendes, auf sich aufmerksam machendes Opfer.

    Quellcode

    1. <EFPPickpocketing>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "2.0" />
    5. <!-- MaxDistance: in meter (max. distance between committer and victim) -->
    6. <MaxDistance value = "50.0" />
    7. <!-- time till person becomes active gangster -->
    8. <MinDurationBetweenEventsOffset value = "30.0" />
    9. <!-- Armed: probability in percent -->
    10. <Armed value = "25.0" />
    11. <Worth value = "3.0" />
    12. <SupervisorStart value = "ID_SUPERV_EVENT24" />
    13. <SupervisorFinish value = "" />
    14. </EFPPickpocketing>
    Alles anzeigen


    Einsatz Selbstmordversuch durch Ertrinken

    Diese Einsatzart generiert einen Selbstmörder, der in einem Gewässer schwimmt.

    Quellcode

    1. <EFPEventSuicideDrowning>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.5" />
    5. <Worth value = "3.0" />
    6. <MaxDistance value = "50" />
    7. <SupervisorStart value = "ID_SUPERV_EVENT26" />
    8. <SupervisorFinish value = "" />
    9. </EFPEventSuicideDrowning>


    Einsatz Selbstmordversuch auf Eisenbahnschiene

    Diese Einsatzart generiert einen Selbstmörder, der auf Eisenbahnschienen herumläuft.

    Quellcode

    1. <EFPEventSuicideTrack>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <Worth value = "3.0" />
    6. <MaxDistance value = "50" />
    7. <ChanceChangeMind value = "50.0" />
    8. <SupervisorStart value = "ID_SUPERV_EVENT26" />
    9. <SupervisorFinish value = "" />
    10. </EFPEventSuicideTrack>


    Einsatz Selbstmorversuch durch Fenstersprung

    Diese Einsatzart generiert einen Selbstmörder, der sich aus einem Fenster stürzen will.

    Quellcode

    1. <EFPEventSuicideWindow>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "0.8" />
    5. <Worth value = "3.0" />
    6. <ChanceChangeMind value = "25.0" />
    7. <WaitingTime value = "180.0" />
    8. <WaitingTimeIncrease value = "30.0" />
    9. <SupervisorStart value = "ID_SUPERV_EVENT27" />
    10. <SupervisorFinish value = "" />
    11. </EFPEventSuicideWindow>
    Alles anzeigen


    Einsatz defektes Fahrzeug

    Diese Einsatzart generiert ein zufälliges defektes und brennendes Fahrzeug auf der Einsatzkarte.

    Quellcode

    1. <EFPEventCivilcarDefect>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <!-- AverageTimeTillExplode (in sec. - 50% spreading) -->
    6. <AverageTimeTillExplode value = "90" />
    7. <Worth value = "8.0" />
    8. <SupervisorStart value = "ID_SUPERV_EVENT09" />
    9. <SupervisorFinish value = "" />
    10. </EFPEventCivilcarDefect>


    Einsatz Gasexplosion

    Diese Einsatzart lässt an belieber Position eine große Explosion stattfinden.

    Quellcode

    1. <EFPGasExplosion>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "0.5" />
    5. <Worth value = "15.0" />
    6. <SupervisorStart value = "ID_SUPERV_EVENT32" />
    7. <SupervisorFinish value = "" />
    8. </EFPGasExplosion>


    Einsatz defekter Schaltkasten

    Dieser Einsatz beschädigt einen beliebigen Schaltkasten, der unter Umstänen andere Personen verletzten kann.

    Quellcode

    1. <EFPEventShortCircuit>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <!-- InjureInhousePersons: probability in percent -->
    6. <InjureInhousePersons value = "50.0" />
    7. <!-- BurnHouse: probability in percent -->
    8. <BurnHouse value = "50.0" />
    9. <Worth value = "10.0" />
    10. <SupervisorStart value = "ID_SUPERV_EVENT03" />
    11. <SupervisorFinish value = "" />
    12. </EFPEventShortCircuit>
    Alles anzeigen


    Einsatz Amoklauf

    Diese Einsatzart generiert einen Amokläufer, der auf Fahrzeuge und Personen schießt.

    Quellcode

    1. <EFPRunningAmok>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "0.5" />
    5. <!-- ReactionRange: in meters -->
    6. <ReactionRange value = "25.0" />
    7. <!-- ShootRange: in meters -->
    8. <ShootRange value = "20.0" />
    9. <!-- Spread: in degrees -->
    10. <Spread value = "5.0" />
    11. <!-- ShootPower: in percent -->
    12. <ShootPower value = "250" />
    13. <!-- ShotDuration: in seconds -->
    14. <ShotDuration value = "1.0" />
    15. <!-- SightAngle: in degrees -->
    16. <SightAngle value = "120.0" />
    17. <!--- resistance agains shots: like in editor -->
    18. <ResistanceShot value = "0.0" />
    19. <Worth value = "15.0" />
    20. <SupervisorStart value = "ID_SUPERV_EVENT40" />
    21. <SupervisorFinish value = "" />
    22. </EFPRunningAmok>
    Alles anzeigen


    Einsatz Gewaltverbrechen

    Diese Einsatzart generiert einen flüchtenden Gewaltverbrecher und ein verletztes Opfer.

    Quellcode

    1. <EFPBecomingMurderer>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "1.0" />
    5. <!-- MaxDistanceToVictim: in meter -->
    6. <MaxDistanceToVictim value = "25.0" />
    7. <!-- time till person becomes active gangster -->
    8. <MinDurationBetweenEventsOffset value = "15.0" />
    9. <Worth value = "6.0" />
    10. <SupervisorStart value = "ID_SUPERV_EVENT39" />
    11. <SupervisorFinish value = "" />
    12. </EFPBecomingMurderer>
    Alles anzeigen


    Einsatz Erdbeben

    Diese Einsatzart setzt auf der gesamten Einsatzkarte zufällig Objekte in Brand und verletzt Personen.

    Quellcode

    1. <EFPEarthquake>
    2. <Enabled value = "0" />
    3. <!-- AverageFrequency: average number of events per 10 minutes -->
    4. <AverageFrequency value = "0.3" />
    5. <!-- AverageNumberOfBurningHouses (50% spreading) -->
    6. <AverageNumberOfBurningHouses value = "2" />
    7. <!-- AverageNumberOfInjuredPersons (50% spreading) -->
    8. <AverageNumberOfInjuredPersons value = "6" />
    9. <!-- CameraShakeDuration (in sec.) -->
    10. <CameraShakeDuration value = "10.0" />
    11. <!-- CameraShakeStrength -->
    12. <CameraShakeStrength value = "30.0" />
    13. <Worth value = "25.0" />
    14. <SupervisorStart value = "ID_SUPERV_EVENT16" />
    15. <SupervisorFinish value = "" />
    16. </EFPEarthquake>
    Alles anzeigen


    Einsatz defekte Bahnschranke

    Diese Einsatzart generiert eine defekte Bahnschranke auf der Einsatzkarte.

    Quellcode

    1. <EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "8.0" />
    4. <Worth value = "8.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT38" />
    6. <SupervisorFinish value = "" />
    7. </EFPEventRailwayCrossingFailure>


    Einsatz Vogelgrippe

    Diese Einsatzart generiert ansteckende tote Vögel auf der Karte, die Personen infizieren können.

    Quellcode

    1. <EFPBirdFlu> <!-- Vogelgrippe -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D01" />
    6. <SupervisorFinish value = "" />
    7. <!-- ContamRange: in meter -->
    8. <ContamRange value = "5.0" />
    9. </EFPBirdFlu>


    Einsatz Hagelschauer

    Diese Einsatzart generiert einen Hagelschauer, der Fahrzeuge beschädigen und Personen verletzten kann.

    Quellcode

    1. <EFPHail> <!-- Hagelschauer -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D02" />
    6. <SupervisorFinish value = "" />
    7. <!-- MinVictims: minimale Anzahl Opfer -->
    8. <MinVictims value = "1" />
    9. <!-- MaxVictims: maximale Anzahl Opfer -->
    10. <MaxVictims value = "1" />
    11. <!-- MinDamagedVehicles: minimale Anzahl zerstörter Fahrzeuge -->
    12. <MinDamagedVehicles value = "1" />
    13. <!-- MaxDamagedVehicles: maximale Anzahl zerstörter Fahrzeuge -->
    14. <MaxDamagedVehicles value = "1" />
    15. </EFPHail>
    Alles anzeigen


    Einsatz Amokfahrt

    Diese Einsatzart generiert einen Amokfahrer der über die Einsatzkarte fährt und Passanten verletzt.

    Quellcode

    1. <EFPAmokDrive> <!-- Amokfahrt -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D03" />
    6. <SupervisorFinish value = "" />
    7. <!-- MaxPathDistance: in units -->
    8. <MaxPathDistance value = "1000.0" />
    9. </EFPAmokDrive>


    Einsatz Stau

    Diese Einsatzart generiert bei Aufstauungen auf der Karte automatische einen Stau, der aufgelöst werden muss.

    Quellcode

    1. <EFPTrafficJam> <!-- Stau -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D05" />
    6. <SupervisorFinish value = "" />
    7. <!-- NumCarsStart: minimale Anzahl Fahrzeuge, bis Stau erkannt wird -->
    8. <NumCarsStart value = "20" />
    9. <!-- NumCarsFinish: maximale Anzahl Fahrzeuge bis Stau als aufgelöst erkannt wird -->
    10. <NumCarsFinish value = "10" />
    11. <!-- CountdownTime: Zeit in der Stau aufgelöst werden muss (in sec.) -->
    12. <CountdownTime value = "180.0" />
    13. </EFPTrafficJam>
    Alles anzeigen


    Einsatz defekter Hydrant

    Diese Einsatzart generiert einen defekten Hydranten dessen ausfließendes Wasser den Verkehr blockiert.

    Quellcode

    1. <EFPHydrantDamaged> <!-- Defekter Hydrant -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D06" />
    6. <SupervisorFinish value = "" />
    7. </EFPHydrantDamaged>


    Einsatz Saboteur

    Diese Einsatzart generiert einen gewältätigen Saboteur, der Einsatzfahrzeuge beschädigt.

    Quellcode

    1. <EFPSaboteur> <!-- Saboteur -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D04" />
    6. <SupervisorFinish value = "" />
    7. <!-- SaboteurTime: Dauer einer Sabotage (in sec.) -->
    8. <SaboteurTime value = "15.0" />
    9. <!-- WaitTime: Wartezeit nach einer Sabotage (in sec.) -->
    10. <WaitTime value = "20.0" />
    11. <!-- AverageTimeTillExplode: Mittlere Zeit bis sabotiertes Fahrzeug explodiert (in sec.) -->
    12. <AverageTimeTillExplode value = "60.0" />
    13. </EFPSaboteur>
    Alles anzeigen


    Einsatz Stromschlag

    Diese Einsatzart generiert eine defekte Straßenlaterne, durch die Personen um Umkreis verletzt werden können.

    Quellcode

    1. <EFPElectricShock> <!-- Stromschlag -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D11" />
    6. <SupervisorFinish value = "" />
    7. <!-- AreaRadius: Bereich in dem Personen verletzt werden (in units) -->
    8. <AreaRadius value = "250.0" />
    9. </EFPElectricShock>


    Einsatz Scharfschütze

    Diese Einsatzart generiert einen Scharfschützen, der Zivilpersonen und Einheiten auf der Karte angreift.

    Quellcode

    1. <EFPSniper> <!-- Scharfschütze -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D10" />
    6. <SupervisorFinish value = "" />
    7. <!-- ActionRange: Aktionsradius in meter -->
    8. <ActionRange value = "30.0" />
    9. <!-- ShootRange: Schussradius in meter -->
    10. <ShootRange value = "35.0" />
    11. <!-- CivilsFleeRange: Fluchtradius für Zivilisten un meter -->
    12. <CivilsFleeRange value = "12.0" />
    13. </EFPSniper>
    Alles anzeigen


    Einsatz Vermisste Person

    Diese Einsatzart generiert eine vermisste Person, die mit dem Suchhund gefunden werden muss.

    Quellcode

    1. <EFPMissingPerson> <!-- Vermisste Person -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D07" />
    6. <SupervisorFinish value = "" />
    7. <!-- InjureFactor: Grad der Verletzung (0..1) -->
    8. <InjureFactor value = "0.5" />
    9. </EFPMissingPerson>


    Einsatz Mordopfer

    Diese Einsatzart generiert ein Mordopfer, das untersucht werden muss und dessen Mörder verhaftet werden muss.

    Quellcode

    1. <EFPHomicide> <!-- Mordopfer -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D08" />
    6. <SupervisorFinish value = "" />
    7. <!-- AttractorRadius: Bereich in dem Helfer gesucht werden (in units) -->
    8. <AttractorRadius value = "1000.0" />
    9. </EFPHomicide>


    Einsatz radioaktive Wolke

    Diese Einsatzart generiert eine radioaktive Wolke, die weite Gebiete der Einsatzkarte verstrahlt.

    Quellcode

    1. <EFPRadioactiveCloud> <!-- Radioaktive Wolke -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D09" />
    6. <SupervisorFinish value = "" />
    7. <!-- ContaminationRadius: Bereich in dem Personen kontaminiert werden (in units) -->
    8. <ContaminationRadius value = "1000.0" />
    9. </EFPRadioactiveCloud>


    Einsatz Zombies

    Diese Einsatzart generiert an Halloween Zombies, die die Stadt heimsuchen.

    Quellcode

    1. <EFPZombie> <!-- Zombies -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D12" />
    6. <SupervisorFinish value = "" />
    7. <!-- IgnoreDate: Nur an Halloween/Immer -->
    8. <IgnoreDate value = "0" />
    9. </EFPZombie>


    Einsatz Silvester

    Diese Einsatzart generiert an Silvester ein Feuerwerk.

    Quellcode

    1. <EFPZombie> <!-- Silvester -->
    2. <Enabled value = "0" />
    3. <AverageFrequency value = "1.0" />
    4. <Worth value = "5.0" />
    5. <SupervisorStart value = "ID_SUPERV_EVENT_D13" />
    6. <SupervisorFinish value = "" />
    7. <!-- Duration: Dauer des Feuerwerks -->
    8. <Duration value = "180.0" />
    9. <!-- IgnoreDate: Nur an Silvester/Immer -->
    10. <IgnoreDate value = "0" />
    11. </EFPZombie>
    Alles anzeigen

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