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    Post 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
    <b>Downloadable Files</b> Downloadable Files

  2. The Following 7 Users Say Thank You to SoNoS For This Useful Post:

    baubau89 (10-01-2020),borderlands2fuuu (07-02-2020),Gab20 (08-16-2020),lobito159xxx (11-05-2019),matheussilvakk (09-29-2022),Nedo121 (10-30-2019),supercarz1991 (11-16-2019)

  3. #2
    T-800's Avatar
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    //Approved

    "Never stop being a good person because of bad people"


    Super User -> 15-7-2020
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    Useless to 99% of people, especially since even if you modify em and encrypt them back to inject, the server kicks you lol

    commando: You're probably the best non-coder coder I know LOL


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    well, You can edit client sided stuff.

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    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

    commando: You're probably the best non-coder coder I know LOL


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    how do I encrypt them in witch format

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    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.

    commando: You're probably the best non-coder coder I know LOL


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