Level.RenderFogStartFactor = 0.22
Level.GatherablesDefaultSpread = 1.0
Level.NumMemosInRing = 6
Level.PropellerSpinDuration = 10.0
Level.QuadsByDifficulty = {1: (2, 4, 5), 2: (1, 3, 7), 3: (6, 8)}
Level.DifficultyOrder = {
    2000: (1, 1, 1, 2, 1),
    1000: (1, 1, 2, 2, 1),
    5000: (1, 2, 1, 2, 2),
    4000: (1, 2, 1, 2, 3, 2),
    3000: (1, 2, 2, 3, 2, 3),
    9000: (2, 3, 2, 3, 2, 3, 2)
}
Dev.WantTempLevel = True
Dev.DevQuadsOrder = (1, 2, 3, 4, 5, 6, 7, 8)
Level.AddSparkleToPowerups = True
Level.AddParticlesToStreamers = True
Level.IgnoreLaffPowerups = False
Level.SpawnLaffPowerupsInNests = True
Level.LaffPowerupNestOffset = Point3(0.0, 2.0, 3.0)
Level.PlatformName = '*lightFixture'
Level.GatherablesPathName = 'gatherables_path*'
Level.GatherablesRingName = 'gatherables_ring_path*'
Level.PropellerName = '*propeller_loc*'
Level.PowerupType2Loc = {
    Level.GatherableTypes.LaffPowerup: 'laff_powerup_loc*',
    Level.GatherableTypes.InvulPowerup: 'invul_powerup_loc*'
}
Level.PowerupType2Model = {
    Level.GatherableTypes.LaffPowerup: 'legalEagleFeather',
    Level.GatherableTypes.InvulPowerup: 'redTapePickup'
Exemple #2
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Level.GatherablesDefaultSpread = 1.0
Level.NumMemosInRing = 6
Level.PropellerSpinDuration = 10.0
Level.QuadsByDifficulty = {1: (2, 4, 5),
 2: (1, 3, 7),
 3: (6, 8)}
Level.DifficultyOrder = {2000: (1, 1, 1, 2, 1),
 1000: (1, 1, 2, 2, 1),
 5000: (1, 2, 1, 2, 2),
 4000: (1, 2, 1, 2, 3, 2),
 3000: (1, 2, 2, 3, 2, 3),
 9000: (2, 3, 2, 3, 2, 3, 2),
 7000: (2, 3, 2, 3, 2, 3, 2)}
Dev.WantTempLevel = True
Dev.DevQuadsOrder = (1, 2, 3, 4, 5, 6, 7, 8)
Level.AddSparkleToPowerups = False
Level.AddParticlesToStreamers = False
Level.IgnoreLaffPowerups = False
Level.SpawnLaffPowerupsInNests = True
Level.LaffPowerupNestOffset = Point3(0.0, 2.0, 3.0)
Level.PlatformName = '*lightFixture'
Level.GatherablesPathName = 'gatherables_path*'
Level.GatherablesRingName = 'gatherables_ring_path*'
Level.PropellerName = '*propeller_loc*'
Level.PowerupType2Loc = {Level.GatherableTypes.LaffPowerup: 'laff_powerup_loc*',
 Level.GatherableTypes.InvulPowerup: 'invul_powerup_loc*'}
Level.PowerupType2Model = {Level.GatherableTypes.LaffPowerup: 'legalEagleFeather',
 Level.GatherableTypes.InvulPowerup: 'redTapePickup'}
Level.PowerupType2Node = {Level.GatherableTypes.LaffPowerup: 'feather',
 Level.GatherableTypes.InvulPowerup: 'redTape'}
Level.GatherableType2TextureName = {Level.GatherableTypes.LaffPowerup: 'tt_t_ara_cfg_legalEagleFeather_flash',
Exemple #3
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Level.RenderFogStartFactor = 0.22
Level.GatherablesDefaultSpread = 1.0
Level.NumMemosInRing = 6
Level.PropellerSpinDuration = 10.0
Level.QuadsByDifficulty = {1: (2, 4, 5),
 2: (1, 3, 7),
 3: (6, 8)}
Level.DifficultyOrder = {2000: (1, 1, 1, 2, 1),
 1000: (1, 1, 2, 2, 1),
 5000: (1, 2, 1, 2, 2),
 4000: (1, 2, 1, 2, 3, 2),
 3000: (1, 2, 2, 3, 2, 3),
 9000: (2, 3, 2, 3, 2, 3, 2)}
Dev.WantTempLevel = True
Dev.DevQuadsOrder = (1, 2, 3, 4, 5, 6, 7, 8)
Level.AddSparkleToPowerups = True
Level.AddParticlesToStreamers = True
Level.IgnoreLaffPowerups = False
Level.SpawnLaffPowerupsInNests = True
Level.LaffPowerupNestOffset = Point3(0.0, 2.0, 3.0)
Level.PlatformName = '*lightFixture'
Level.GatherablesPathName = 'gatherables_path*'
Level.GatherablesRingName = 'gatherables_ring_path*'
Level.PropellerName = '*propeller_loc*'
Level.PowerupType2Loc = {Level.GatherableTypes.LaffPowerup: 'laff_powerup_loc*',
 Level.GatherableTypes.InvulPowerup: 'invul_powerup_loc*'}
Level.PowerupType2Model = {Level.GatherableTypes.LaffPowerup: 'legalEagleFeather',
 Level.GatherableTypes.InvulPowerup: 'redTapePickup'}
Level.PowerupType2Node = {Level.GatherableTypes.LaffPowerup: 'feather',
 Level.GatherableTypes.InvulPowerup: 'redTape'}
Level.GatherableType2TextureName = {Level.GatherableTypes.LaffPowerup: 'tt_t_ara_cfg_legalEagleFeather_flash',
Exemple #4
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Level.EndPlatformHeight = 0
Level.FogColor = VBase4(0.18, 0.19, 0.32, 1.0)
Level.RenderFogStartFactor = 0.22
Level.GatherablesDefaultSpread = 1.0
Level.NumMemosInRing = 6
Level.PropellerSpinDuration = 10.0
Level.QuadsByDifficulty = {1: (2, 4, 5), 2: (1, 3, 7), 
   3: (6, 8)}
Level.DifficultyOrder = {2000: (1, 1, 1, 2, 1), 1000: (1, 1, 2, 2, 1), 
   5000: (1, 2, 1, 2, 2), 
   4000: (1, 2, 1, 2, 3, 2), 
   3000: (1, 2, 2, 3, 2, 3), 
   9000: (2, 3, 2, 3, 2, 3, 2)}
Dev.WantTempLevel = True
Dev.DevQuadsOrder = (1, 2, 3, 4, 5, 6, 7, 8)
Level.AddSparkleToPowerups = config.GetBool('want-cogdo-particles', True)
Level.AddParticlesToStreamers = config.GetBool('want-cogdo-particles', True)
Level.IgnoreLaffPowerups = False
Level.SpawnLaffPowerupsInNests = True
Level.LaffPowerupNestOffset = Point3(0.0, 2.0, 3.0)
Level.PlatformName = '*lightFixture'
Level.GatherablesPathName = 'gatherables_path*'
Level.GatherablesRingName = 'gatherables_ring_path*'
Level.PropellerName = '*propeller_loc*'
Level.PowerupType2Loc = {Level.GatherableTypes.LaffPowerup: 'laff_powerup_loc*', Level.GatherableTypes.InvulPowerup: 'invul_powerup_loc*'}
Level.PowerupType2Model = {Level.GatherableTypes.LaffPowerup: 'legalEagleFeather', Level.GatherableTypes.InvulPowerup: 'redTapePickup'}
Level.PowerupType2Node = {Level.GatherableTypes.LaffPowerup: 'feather', Level.GatherableTypes.InvulPowerup: 'redTape'}
Level.GatherableType2TextureName = {Level.GatherableTypes.LaffPowerup: 'tt_t_ara_cfg_legalEagleFeather_flash', Level.GatherableTypes.InvulPowerup: 'tt_t_ara_cfg_redTapePickup_flash', 
   Level.GatherableTypes.Memo: 'tt_t_ara_csa_memo_flash', 
   Level.GatherableTypes.Propeller: 'tt_t_ara_cfg_propellers_flash'}
Level.WhirlwindName = '*whirlwindPlaceholder'