PostCombat Arms Classic | All Decrypted Attributes (2019/10/25)

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Combat Arms Classic | All Decrypted Attributes (2019/10/25)
Nothing to say just download the file from the attachments below

Example of a decrypted attribute (CLIENTBUTES.TXT)
Code:
[SpecialFX]
FireSmokeTex	= "FX\Test\Smoke1.dtx"
FireTex			= "SFX\Test\Fire1Test\Fire1.spr"
FireTex2		= "SFX\Test\Fire1Test\Fire2.spr"
FireSnd			= "Snd\Amb\smfire.wav"
SearchBeam		= "FX\Beams\SpotlightBeam.ltb"
SearchSkin0		= "FX\Beams\SpotlightBeam.dtx"
SearchSkin1		= "TexFX\Cubic\Falloff1.dtx"
SearchRenderStyle0	= "RS\SpotlightFalloffSaturate.ltb"
ChatFX			= "PlayerChat"

[BreathFX]
Sprite			= "FX\Test\Breath.spr"
MinVel			= <0.0, 5.0, 0.0>
MaxVel			= <5.0, 10.0, 5.0>
ForwardVel		= 6.0
Volume			= 2.0
Radius			= 1000.0
MinPStartScale	= 0.5
MaxPStartScale	= 2.0
MinPEndScale	= 5.0
MaxPEndScale	= 7.0
MinPLife		= 1.0
MaxPLife		= 3.0
PStartAlpha		= 0.5
PEndAlpha		= 0.0
NumParticles	= 3

[PickupItemFX]
WeaponThrowBaseVel = 16.0f
WeaponThrowCurVel = 13.0f
PitchRotVel = 12.0f
YawRotVel = 10.0f
RollRotVel = 10.0f

[Weather]
RainVelLight        = -3500.0
RainVelNormal       = -3500.0
RainVelHeavy        = -3500.0
RainNumLightDrops   = 100.0
RainNumNormalDrops  = 750.0
RainNumHeavyDrops   = 2000.0
RainSplashSprite    = "Sfx\Rain\Spr\RnSpl.spr"
RainRingSprite      = "Sfx\Rain\Spr\RnRng.spr"
ThunderSound		= "Snd\Amb\Thunder.wav"
SnowVelLight        = -450.0
SnowVelNormal       = -450.0
SnowVelHeavy        = -450.0
SnowNumLightFlakes  = 100.0
SnowNumNormalFlakes = 300.0
SnowNumHeavyFlakes  = 700.0
SnowParticle        = "SFX\Snow\SprTex\Snow1.dtx"
SnowParticleRadius  = 1000.0


[Cheats]
Cheat0 = "mpsanta"


[Camera]
LetterBoxPercent  = 0.70


[Reverb]
DefaultLevel			= 1.0
UpdatePeriod			= 0.33
PlayerMoveDist			= 100.0
IntersectSegmentLen		= 2000.0

PipeSpace				= 100.0
PipeReflectTime			= 0.005
PipeDecayTime			= 1.493
PipeVolume				= 0.1
PipeDamping				= 1.0

PlainSpace				= 500.0
PlainReflectTime		= 0.005
PlainDecayTime			= 1.493
PlainVolume				= 0.2
PlainDamping			= 1.0

ArenaSpace				= 1000.0
ArenaReflectTime		= 0.01
ArenaDecayTime			= 4.236
ArenaVolume				= 0.1
ArenaDamping			= 1.0

MountainsSpace			= 2000.0  // Ignored.  Is the same as IntersectSegmentLen
MountainsReflectTime	= 0.0
MountainsDecayTime		= 3.0
MountainsVolume			= 0.1
MountainsDamping		= 1.0

StoneRoomSpace			= 100.0
StoneRoomReflectTime	= 0.005
StoneRoomDecayTime		= 0.6
StoneRoomVolume			= 0.3
StoneRoomDamping		= 1.0

HallwaySpace			= 500.0
HallwayReflectTime		= 0.01
HallwayDecayTime		= 1.3
HallwayVolume			= 0.3
HallwayDamping			= 1.0

ConcertHallSpace		= 1500.0
ConcertHallReflectTime	= 0.02
ConcertHallDecayTime	= 2.2
ConcertHallVolume       = 0.1
ConcertHallDamping      = 1.0

AuditoriumSpace			= 2000.0  // Ignored.  Is the same as IntersectSegmentLen
AuditoriumReflectTime	= 0.02
AuditoriumDecayTime		= 3.5
AuditoriumVolume		= 0.1
AuditoriumDamping		= 1.0

[Guns]
DamageFXSound1 = "GUNS_SND_IMPACTS\MultiDing1.wav"
DamageFXSound2 = "GUNS_SND_IMPACTS\MultiDing2.wav"

[Interface]
SelectSound		=	"UI_SND\select.wav"
SelectChangeSound	=	"UI_SND\selectchange.wav"
PageChangeSound		=	""
UnselectableSound	=	"UI_SND\unselectable.wav"
ActivationDistance	=	100.0
ReviveDistance		=	200.0
TargetDistance		=	1000.0
PickupDistance		= 100.0

BasicUIBGM		=	"Game\BGM\BGM_LOOP.mp3"
WaitingRoomBGM		= 	"Game\BGM\BGM_LOOP.mp3"
LoadingScreenBGM	= "Game\BGM\Map_Loading.mp3"
QuarantineModeBGM	= "Game\BGM\Zombie_Ambience.mp3"
QuarantineModeEndBGM= "Game\BGM\QRT_Count_BGM.mp3"
HQMOccupyProgressBGM	= "Game\BGM\HQM_Count_BGM.mp3"
CF2CinematicEndingBGM	= "Game\BGM\SnowStorm_Ending.mp3"

UserAllReadySound	=	"UI_SND\ALLREADY_LOOP.wav"
RoundStartSound		=	"UI_SND\RoundStart.wav"
RoundAlphaTeamWinSound	=	"UI_SND\AlphaWin.wav"
RoundBravoTeamWinSound	=	"UI_SND\BravoWin.wav"
QRTHumanWinSound	=	"UI_SND\Quarantine\human_win.wav"
QRTInfectorWinSound	=	"UI_SND\Quarantine\infected_win.wav"
RoundDrawSound		=	"UI_SND\Draw.wav"

MessageBoxSound		=	"UI_SND\Message.wav"
WhisperMsgSound		=	"UI_SND\Whisper.wav"
EquipClothesSound	=	"UI_SND\Clothes.wav"
RadarOnOffSound		=	"UI_SND\radar.wav"
ScoreWndOnOffSound	=	"UI_SND\Score.wav"
TaticalMapOnOffSound	=	"UI_SND\Minimap.wav"
RespawnCountSound	=	"UI_SND\RESPWANCOUNT.wav"
SuccessToBuyAmmoSound	=	"UI_SND\BULLET.wav"
DefusingBombSound	=	"GUNS_SND_ETC\T9\DEFUSING.WAV"
BombDefusedSound	=	"GUNS_SND_ETC\T9\DEFUSED.WAV"
HeatShotKillSound	=	"UI_SND\headshot.wav"
FirstKillSound		=	"UI_SND\FirstKill.wav"
FirstSpawnSound		=	"UI_SND\FirstSpawn.wav"
DoubleKillSound		=	"UI_SND\doublekill.wav"
MultiKillSound		=	"UI_SND\multikill.wav"
UltraKillSound		=	"UI_SND\ultrakill.wav"
FantasticKillSound	=	"UI_SND\fantastic.wav"
UnbelievableSound	=	"UI_SND\Unbelievable.wav"
UnbelievablePlusSound	=	"UI_SND\Unbelievable.wav"
IceCrushSound		=	"UI_SND\SnowBallFight\IceCrush.wav"
NutShotMaleKillSound	=	"UI_SND\NutShot_Male.wav"
NutShotFeMaleKillSound	=	"UI_SND\NutShot_Female.wav"
VipKillSount			= "UI_SND\VIP_kill.wav"


LevelUpSound		=	"UI_SND\LevelUp.wav"
NoticeErrorSound	= 	"UI_SND\Notice_Error.wav"
InBoxTwinkleSound	=	"UI_SND\Inbox_twinkle.wav"
MessengerTwinkleSound	=	"UI_SND\Messenger_twinkle.wav"
ResultWinSound		=	"UI_SND\Win.wav"
ResultLoseSound		=	"UI_SND\Lose.wav"
SelectItemSound		=	"UI_SND\ItemSelect.wav"
ShopItem_EquipSound	=	"UI_SND\ShopItemEquip.wav"
ShopItem_UnEquipSound	=	"UI_SND\ShopItemUnEquip.wav"
Silencer_EquipSound	=	"UI_SND\SilencerEquip.wav"
Silencer_UnEquipSound	=	"UI_SND\SilencerUnEquip.wav"
Scope_EquipSound	=	"UI_SND\ScopeEquip.wav"
Scope_UnEquipSound	=	"UI_SND\ScopeUnEquip.wav"
Magazin_EquipSound	=	"UI_SND\MagazinEquip.wav"
Magazin_UnEquipSound	=	"UI_SND\MagazinUnEquip.wav"
Bullet_EquipSound	=	"UI_SND\Bullet_Equip.wav"
Bullet_UnEquipSound	=	"UI_SND\Bullet_UnEquip.wav"
MechSight_EquipSound	=	"UI_SND\MechSight_Equip.wav"
MechSight_UnEquipSound	=	"UI_SND\MechSight_UnEquip.wav"
GearMod_EquipSound	=	"UI_SND\Gear_Mod_Equip.wav"
GearMod_UnEquipSound	=	"UI_SND\Gear_Mod_UnEquip.wav"
StartCountSound		=	"UI_SND\StartCount.wav"
NavigationSelectSound	=	"UI_SND\NavigationSelect.wav"
NavigationChangeSound	=	"UI_SND\NavigationChange.wav"
MapLoadingSound		= 	"UI_SND\Loading.wav"
MiniMissionStartSound	 = 	"UI_SND\MiniMission\Mission_Start.wav"
MiniMissionCompleteSound =	"UI_SND\MiniMission\Mission_Success.wav"
MiniMissionFailSound	 = 	"UI_SND\MiniMission\Mission_Failed.wav"
ForgeSuccessSound	= "UI_SND\success.wav"
ForgeClapSound		= "UI_SND\clap.wav"
ForgeStep1Sound		= "GUNSMITH_NPC\Step1.wav"
ForgeStep2Sound		= "GUNSMITH_NPC\Step2.wav"
ForgeStep3Sound		= "GUNSMITH_NPC\Step3.wav"
ForgeKnockSound		= "GUNSMITH_NPC\Knock.wav"

ConvertFail		= "UI_SND\failed.wav"
RouletteFailPopup	= "UI_SND\failed.wav"
RouletteRotating	= "UI_SND\roulette_action.wav"
RouletteFire		= "UI_SND\roulette_select.wav"
RouletteStartSound	= "UI_SND\roulette_start.wav"
RouletteRareGet		= "UI_SND\HiSec\Get.wav"


TimeBombPlantedSound	=	"UI_SND\BombPlanted.wav"
TimeBombDefusedSound	=	"UI_SND\BombDefused.wav"
BombTimerSound1		=	"UI_SND\T9COUNT1.wav"
BombTimerSound2		=	"UI_SND\T9COUNT2.wav"
BombTimerSound3		=	"UI_SND\T9COUNT3.wav"
BombTimerSound4		=	"UI_SND\T9COUNT4.wav"
BombTimerSound5		=	"UI_SND\T9COUNT5.wav"
BombTimerSoundTime1	=	30.0
BombTimerSoundTime2	=	20.0
BombTimerSoundTime3	=	10.0
BombTimerSoundTime4	=	5.0
BombTimerSoundTime5	=	0.0

CaptureFlag_MeSnd		=	"UI_SND\CTF_SND\CaptureFlag_Me.wav"
CaptureFlag_GoodSnd		=	"UI_SND\CTF_SND\CaptureFlag_Good.wav"
CaptureFlag_BadSnd		=	"UI_SND\CTF_SND\CaptureFlag_Bad.wav"
RecoverFlag_GoodSnd		=	"UI_SND\CTF_SND\RecoverFlag_Good.wav"
RecoverFlag_BadSnd		=	"UI_SND\CTF_SND\RecoverFlag_Bad.wav"
CaptureFlag_SuccessSnd		=	"UI_SND\CTF_SND\CaptureFlag_Success.wav"
CaptureFlag_FailSnd		=	"UI_SND\CTF_SND\CaptureFlag_Fail.wav"
CaptureFlag_ImpossibleSnd	=	"UI_SND\CTF_SND\CaptureFlag_Impossible.wav"

CoopMode_Message		=	"UI_SND\Coop_SND\Message.wav"
CoopMode_Medikit		=	"UI_SND\Coop_SND\Medikit.wav"
CoopMode_Magazine		=	"UI_SND\Coop_SND\Magazine.wav"
CoopMode_Bulletbox		=	"UI_SND\Coop_SND\Bulletbox.wav"
CoopMode_RoundStart	= "UI_SND\Coop_SND\Round_Start.wav"
CoopMode_Serum		=	"UI_SND\Coop_SND\Sample.wav"
CoopMode_Money		=	"UI_SND\Coop_SND\Money.wav"
CoopMode_Mission_Item_Get_Me = "UI_SND\HiSec\Get_Me.wav"
CoopMode_TecCoin_Get_Me =	"UI_SND\Coop_SND\Coin.wav"
CoopMode_TecCoin_Get_Other =	"UI_SND\Coop_SND\Coin_All.wav"
CoopMode_TecCoin_Drop =	"UI_SND\Coop_SND\Coin_Drop.wav"
CoopMode_Mission_Complete_Snd = "SND\SnowStorm\SubMission_Success.wav"

BountyHunter_IntelDropSnd = "UI_SND\BountyHunter\Intel_Drop.wav"
BountyHunter_IntelGetSnd = "UI_SND\BountyHunter\Intel_Get.wav"
BountyHunter_IntelGetAllSnd = "UI_SND\BountyHunter\Intel_GetAll.wav"

//Quarantine Mode
QRTCountDown = "UI_SND\Quarantine\countdown\%d.wav"
QRTIntroSound	=	"UI_SND\Quarantine\intro.wav"

Hisec_DropSnd = "UI_SND\HiSec\drop.wav"
Hisec_TimerRunningOutSnd = 	"UI_SND\HiSec\timer_running_out.wav"
Hisec_PickedUpSnd = 		"UI_SND\HiSec\Get.wav"
Hisec_PickedUpByMeSnd = "UI_SND\HiSec\Get_Me.wav"

SabotageBomb_PickupBomb = "UI_SND\Sabotage\Me_Get.wav"
SabotageBomb_TeamPickupBomb = "UI_SND\Sabotage\Ourforces_GET.wav"
SabotageBomb_EnemyPickupBomb = "UI_SND\Sabotage\Enemy_Get.wav"

//Mutation
MutationBoxPickup = "FX\mutation\SND\Get.wav"
MutationBoxUse = "FX\mutation\SND\Fire.wav"

//HeadQuaters
HQMOccupyBeginGood	= "UI_SND\HeadQuaters\flag_hang_our.wav"
HQMOccupyBeginBad	= "UI_SND\HeadQuaters\flag_hang_enemy.wav"
HQMOccupyBeginMe	= "UI_SND\HeadQuaters\flag_hang_me.wav"

AllOccupyBeginGood	= "SND\Death_Row\good2.wav"
AllOccupyBeginBad	= "SND\Death_Row\bad2.wav"

// SquadMatch
BullionStatus_2    = "UI_SND\SquadMatch\gold_get.wav"	// pickup
BullionStatus_3	   = "UI_SND\SquadMatch\bagget.wav"		// save
BullionStatus_5    = "UI_SND\SquadMatch\gold_Saving.wav"	// save
ShowOrder	   = "UI_SND\SquadMatch\message_menu.wav"	
Order1_Female 	   = "UI_SND\SquadMatch\Female_Holdyouposition.wav"
Order2_Female 	   = "UI_SND\SquadMatch\Female_gogogo.wav"
Order3_Female 	   = "UI_SND\SquadMatch\Female_ follow me.wav"
Order1_Male 	   = "UI_SND\SquadMatch\Male_Holdyou position.wav"
Order2_Male 	   = "UI_SND\SquadMatch\Male_gogogo.wav"
Order3_Male 	   = "UI_SND\SquadMatch\Male_ follow me.wav"
NPCBuy_Female	   = "UI_SND\SquadMatch\Female_YesSir.wav"
NPCBuy_Male	   = "UI_SND\SquadMatch\Male_YesSir.wav"
Ally_Bullion_Save  = "UI_SND\CTF_SND\CaptureFlag_success.wav"
Enemy_Bullion_Save = "UI_SND\CTF_SND\CaptureFlag_Fail.wav"

//Weapon Race
weapon_change_sound = "UI_SND\VWRM\weaponrace_change.wav"
last_stage_sound = "UI_SND\VWRM\weaponrace_lastchange.wav"
last_stage_bgm = "Game\BGM\ModeBGM\weaponrace_last.mp3"

// Bingo
BingoRolling   = "UI_SND\bingo.wav"

AmmoSupplyStationGauge = "UI_SND\perk\AmmoSupplyStation\ammosupply_gauge.wav"
AmmoSupplyStationSuccess = "UI_SND\perk\AmmoSupplyStation\ammosupply_success.wav"

//vip
ChoiceVIPSoundFile       = "UI_SND\CTF_SND\CaptureFlag_Good.wav" //vip 선정되면 나오는 음향
KILLVIPSoundFile         = "UI_SND\CTF_SND\CaptureFlag_success.wav" //호위팀이든 제거팀이든 임무 성공시
VictimVIPSoundFile       = "UI_SND\CTF_SND\CaptureFlag_Fail.wav" //호위팀이든 제거팀이든 임무 실패시
EZone_able_sound = "UI_SND\ESC_SND\helicopter.wav"

// Season Ranking (순위변동 팝업 사운드)
//Rank_UpSnd = "UI_SND\Rank\up_st1.wav"
//Rank_DownSnd = "UI_SND\Rank\down_st1.wav"

//Dead Water
BuyItemsSound		=	"UI_SND\select.wav"

//Mutagen Select UI
NoticeErrorSound = "UI_SND\Notice_Error.wav"
MutagenSelectSound =	"UI_SND\Coop_SND\Sample.wav"

// MYST_Choice UI Sound
MystChoiceItemBoxOver = "UI_SND\on_mouse.wav"
MystChoiceRareChange = "UI_SND\Special_Points.wav"
MystChoiceReset = "UI_SND\reset.wav"
MystChoiceShuffle = "UI_SND\Shuffle.wav"
MystChoiceItemBoxClick = "UI_SND\select_box.wav"

[World]
SinglePath0	 = "Worlds"
SinglePath1	 = "Worlds\ArtPrototype"
SinglePath2	 = "Worlds\ArtReference"
SinglePath3	 = "Worlds\LayoutPrototype"
SinglePath4	 = "Worlds\LayoutReference"
SinglePath5	 = "Worlds\PrefabPrototype"
SinglePath6	 = "Worlds\PropPrototype"
SinglePath7	 = "Worlds\RetailMultiplayer"
SinglePath8	 = "Worlds\RetailSingleplayer"
SinglePath9  = "Worlds\EngineeringReference"
SinglePath10 = "Worlds\DemoLevels"
SinglePath11 = "Worlds\QATestLevels"
SinglePath12 = "Worlds\Cinematics"
MultiPath0	 = "Worlds"
MultiPath1	 = "Worlds\MultiplayerPrototype"
MultiPath2	 = "Worlds\RetailMultiplayer"

[GlowRSMap]
GlowNoGlowRS = "rs\black.ltb"


[DebugKey0]

Name = "AILineSystems"
Key  = 122  // VK_F11
Title0 = "Clear AI LineSystems"
String0 = "serv clearlines 1.0; serv showaiinfovolumes 0.0; serv showaivolumes 0.0; serv showaipath 0.0"
Title1 = "Show AIVolumes"
String1 = "serv clearlines 0.0; serv showaiinfovolumes 0.0; serv showaivolumes 1.0; serv showaipath 0.0"
Title2 = "Show AI paths"
String2 = "serv clearlines 0.0; serv showaiinfovolumes 0.0; serv showaivolumes 0.0; serv showaipath 1.0"
Title3 = "Show AIVolumes and paths"
String3 = "serv clearlines 0.0; serv showaiinfovolumes 0.0; serv showaivolumes 1.0; serv showaipath 1.0"
Title4 = "Show PlayerInfoVolumes"
String4 = "serv clearlines 0.0; serv showaiinfovolumes 1.0; serv showaivolumes 0.0; serv showaipath 0.0"


[DebugKey1]

// Node types match AINodeTypeEnums.h
// The NODE_XXX is dummy output, so that the console will show the current mode (when in spectator F2)
Name = "AINodeLineSystems"
Key  = 122  // VK_F11
Modifier = 16	// VK_SHIFT
Title0 = "Clear AI LineSystems"
String0 = "serv clearlines 1.0; serv showaiinfovolumes 0.0; serv showaivolumes 0.0; serv showaipath 0.0"
Title1 = "Show AINodes: Cover"
String1 = "NODE_COVER; serv clearlines 0.0; serv showainodes 1.0"
Title2 = "Show AINodes: Vantage"
String2 = "NODE_VANTAGE; serv clearlines 0.0; serv showainodes 4.0"
Title3 = "Show AINodes: View"
String3 = "NODE_VIEW; serv clearlines 0.0; serv showainodes 13.0"
Title4 = "Show AINodes: Patrol"
String4 = "NODE_PATROL; serv clearlines 0.0; serv showainodes 15.0"
Title5 = "Show AINodes: Guard"
String5 = "NODE_GUARD; serv clearlines 0.0; serv showainodes 16.0"
Title6 = "Show AINodes: UseObject"
String6 = "NODE_USEOBJECT; serv clearlines 0.0; serv showainodes 6.0"
Title7 = "Show AINodes: Search"
String7 = "NODE_SEARCH; serv clearlines 0.0; serv showainodes 2.0"
Title8 = "Show AINodes: Backup"
String8 = "NODE_BACKUP; serv clearlines 0.0; serv showainodes 8.0"
Title9 = "Show AINodes: Talk"
String9 = "NODE_TALK; serv clearlines 0.0; serv showainodes 18.0"
Title10 = "Show AINodes: ExitLevel"
String10 = "NODE_EXITLEVEL; serv clearlines 0.0; serv showainodes 19.0"
Title11 = "Show AINodes: Death"
String11 = "NODE_DEATH; serv clearlines 0.0; serv showainodes 20.0"
Title12 = "Show AINodes: Base"
String12 = "NODE_BASE; serv clearlines 0.0; serv showainodes 0.0"
Title13 = "Show AINodes: Panic"
String13 = "NODE_PANIC; serv clearlines 0.0; serv showainodes 3.0"
Title14 = "Show AINodes: Tail"
String14 = "NODE_TAIL; serv clearlines 0.0; serv showainodes 12.0"
Title15 = "Show AINodes: Assassinate"
String15 = "NODE_ASSASSINATE; serv clearlines 0.0; serv showainodes 14.0"
Title16 = "Show AINodes: Goto"
String16 = "NODE_GOTO; serv clearlines 0.0; serv showainodes 21.0"
Title17 = "Show AINodes: Sensing"
String17 = "NODE_SENSING; serv clearlines 0.0; serv showainodes 22.0"


[DebugKey2]

Name = "AIInfo"
Key = 120 // VK_F5
Title0  = "Clear AI info"
String0 = "serv aiinfo 0.0"
Title1  = "Show AI info"
String1 = "serv aiinfo 1.0"
Title2  = "Show AI scripts"
String2 = "serv aiinfo 2.0"
Title3  = "Show AI goals"
String3 = "serv aiinfo 3.0"

[Cinema]

MineShaftMove1 = "Game\MOVIES\1_1move.bik"
MineShaftMove2 = "Game\MOVIES\1_2move.bik"
MineShaftMove3 = "Game\MOVIES\2_move.bik"
MineShaftMove4 = "Game\MOVIES\3_move.bik"
DesertFoxMove1 = "Game\MOVIES\DesertFox_Sector1.bik"
DesertFoxMove2 = "Game\MOVIES\DesertFox_Sector4.bik"
DesertFoxMove3 = "Game\MOVIES\DesertFox_Ending.bik"
CabinFeverMove1 = "Game\MOVIES\CabinFever_Ending01.bik"
CabinFeverMove2 = "Game\MOVIES\CabinFever_Ending02.bik"
CabinFeverMove3 = "Game\MOVIES\CabinFever_Ending03.bik"
NemexisHQMove1 = "Game\MOVIES\NemexisHQ01.bik"
NemexisHQMove2 = "Game\MOVIES\NemexisHQ02.bik"
NemexisHQMove3 = "Game\MOVIES\NemexisHQ03.bik"
NemexisHQMove4 = "Game\MOVIES\NemexisHQ04.bik"
NemexisLabMove1 = "Game\MOVIES\NemexisLAB_Sector2.bik"
NemexisLabMove2 = "Game\MOVIES\NemexisLAB_BossWin.bik"
NemexisLabMove3 = "Game\MOVIES\NemexisLAB_PlayerWin.bik"
NemexisLabMove4 = "Game\MOVIES\NemexisLAB_Fail.bik"
InfectedShipMove1 = "Game\MOVIES\Infected_Ship_good.bik"
InfectedShipMove2 = "Game\MOVIES\Infected_Ship_bad.bik"

[Common]
AttendanceShowLimit = 100


[PSYWeaponEffect]
FirstKillSound			= "UI_SND\FirstKill_PSY.wav"
HeatShotKillSound		= "UI_SND\headshot_PSY.wav"
NutShotMaleKillSound	= "UI_SND\NutShot_PSY.wav"
NutShotFeMaleKillSound	= "UI_SND\NutShot_PSY.wav"
RevengeSound			= "UI_SND\Revenge_PSY.wav"

[TMWeaponEffect]
HeatShotKillSound		= "UI_SND\TM_Headshot.wav"
Virus total:
https://www.virustotal.com/gui/file/...78d6/detection
Jotti:
https://virusscan.jotti.org/en-US/fi...job/d3tjwve6g9
Decrypted Attributes_mpgh.net.rar1.1 MB · 131 downloads Clean
Useless to 99% of people, especially since even if you modify em and encrypt them back to inject, the server kicks you lol
well, You can edit client sided stuff.
Quote Originally Posted by SoNoS View Post
well, You can edit client sided stuff.
Can also do that with general rez modding and a bypass, which you'd need to run a modified attributes anyway lol

These are only useful for making/editing the lithtech jupiter source code to mimic CA
how do I encrypt them in witch format
Quote Originally Posted by Akya View Post
how do I encrypt them in witch format
you don't. Worthless to encrypt them back. No public tools exist to do it either.
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