#1 23. Februar 2009 C & C GENERALS -Höherer Zoom/Auflösung Habe bei Generals nun das Problem dass ich die Auflösung in den Optionen nur bis 1280*960 einstellen kann... Zur Info: Ich habe ne Geforce 7800GTX >updated Einen LG 21" Monitor Generals deutsch 1.8 >updated Ich habe schon versucht in der Datei Options.ini die Auflösung manuel auf 1680*1050 (meine Bildschirmeinstellung) zu ändern, aber er stellt die Auflösung beim Starten des Spiels wohl wider zurück... Nach dem ich die Auflösung im "Options.ini" geändert habe und das Spiel starte, erscheint das Ladebild {bild-down: http://bildupload.sro.at/a/thumbs/69-1.jpg} wohl in meiner gewollten Auflösung 1680 * 1050... Paar sekunden Später erscheint dann das Bild größer, wohl in der 1280 * 960 Auflösung... Nun wollte ich fragen ob jemmand weiß dass die Grafikkarte die Auflösung automatisch ändert oder das Game, oder was ich noch versuchen könnte? Oder gibt es vielleicht ein Weg wie ich im Spiel einfach weiter wegzoomen kann, damit die Häuser nicht so riesig sind, dass ich kein überblick habe? + Multi-Zitat Zitieren
#2 23. Februar 2009 AW: C & C GENERALS -Höherer Zoom/Auflösung wenn das spiel nich für ne höhere auflösung ausgelegt ist wirs dus wohl kaum ändern können. immerhin is das spiel auch schon was älter^^ + Multi-Zitat Zitieren
#3 23. Februar 2009 AW: C & C GENERALS -Höherer Zoom/Auflösung Evtl. kannste das in die Options.ini schreibn und dann schreibschutz drauf. Ansonsten versuchs per Startparameter + Multi-Zitat Zitieren
#4 23. Februar 2009 AW: C & C GENERALS -Höherer Zoom/Auflösung Früher gings doch auch, allerdings nicht mit dem Bildschirm, aber ich denke daran sollte es nicht liegen... + Multi-Zitat Zitieren
#5 23. Februar 2009 AW: C & C GENERALS -Höherer Zoom/Auflösung Auch schon Probiert, das mit schreibschutz wollte ich auch Probieren, aber die datei wird nicht beschrieben.. Werde mal das Addon versuchen evtl gehts dann höher... + Multi-Zitat Zitieren
#6 23. Februar 2009 AW: C & C GENERALS -Höherer Zoom/Auflösung Habe gerade herausgefunden wie man weiter wegzoomen kann... Mit dem Mod hier http://www.generalsmaps.net/download_generalsmod.php?downloadname=camerazoom So nun wollte ich aber eigentlich wissen wo man hier die Höhe einstellen kann? Kennt sich jemmand aus? Also welchen Wert ich ändern müsste? Code: ;////////////////////////////////////////////////////////////////////////////// ; FILE: GameData.ini (SYSTEM) ///////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// GameData ShellMapName = Maps\ShellMap1\ShellMap1.map MapName = Assault.map MoveHintName = SCMoveHint UseTrees = Yes UseFPSLimit = Yes FramesPerSecondLimit = 30 ChipsetType = 0 ;Windowed = No ;XResolution = 800 ;YResolution = 600 MaxShellScreens = 8 UseCloudMap = Yes UseLightMap = Yes BilinearTerrainTex = Yes TrilinearTerrainTex = Yes MultiPassTerrain = Yes AdjustCliffTextures = Yes StretchTerrain = No UseHalfHeightMap = No ShowObjectHealth = Yes HideGarrisonFlags = No Use3WayTerrainBlends = 1 DrawEntireTerrain = No TerrainLOD = DISABLE ; should be handled by options screen. TerrainLODTargetTimeMS = 45 TextureReductionFactor = 0; 1 is half res, 2 querter res, etc. RightMouseAlwaysScrolls = Yes UseWaterPlane = Yes UseCloudPlane = Yes UseShadowVolumes = Yes UseShadowDecals = Yes UseBehindBuildingMarker = Yes DefaultOcclusionDelay = 3000 ; in ms OccludedColorLuminanceScale = 0.5 WaterPositionX = 0.0 WaterPositionY = 0.0 WaterPositionZ = 7.0 WaterExtentX = 2000.0 WaterExtentY = 2000.0 WaterType = 0 ; when a structure is reduced to rubble, set its z-height to this if nothing else is specified. DefaultStructureRubbleHeight = 10.0 ;the following are for vertex animated water VertexWaterAvailableMaps1 = Maps\nVidiaDemo\nVidiaDemo.map VertexWaterHeightClampLow1 = 0.0 VertexWaterHeightClampHi1 = 16.3 VertexWaterAngle1 = 45 ;in degrees VertexWaterXPosition1 = 2700.0 VertexWaterYPosition1 = -750.0 VertexWaterZPosition1 = 2.9 VertexWaterXGridCells1 = 65 VertexWaterYGridCells1 = 360 VertexWaterGridSize1 = 10.0 VertexWaterAttenuationA1 = 1.0 VertexWaterAttenuationB1 = 0.0 VertexWaterAttenuationC1 = 0.0 VertexWaterAttenuationRange1 = 20.0 ;the following are for vertex animated water VertexWaterAvailableMaps2 = Maps\CHI03\CHI03.map VertexWaterHeightClampLow2 = 0.0 VertexWaterHeightClampHi2 = 31.2 VertexWaterAngle2 = -12 ;in degrees VertexWaterXPosition2 = 282.0 VertexWaterYPosition2 = -20.0 VertexWaterZPosition2 = 3.0 VertexWaterXGridCells2 = 100 VertexWaterYGridCells2 = 200 VertexWaterGridSize2 = 11.0 VertexWaterAttenuationA2 = 1.0 VertexWaterAttenuationB2 = 0.0 VertexWaterAttenuationC2 = 0.0 VertexWaterAttenuationRange2 = 20.0 ;the following are for vertex animated water VertexWaterAvailableMaps3 = Maps\GLA01\GLA01.map VertexWaterHeightClampLow3 = 0.0 VertexWaterHeightClampHi3 = 45.0 VertexWaterAngle3 = -12 ;in degrees VertexWaterXPosition3 = 1424.0 VertexWaterYPosition3 = -270.0 VertexWaterZPosition3 = 2.0 VertexWaterXGridCells3 = 75 VertexWaterYGridCells3 = 360 VertexWaterGridSize3 = 10.0 ;11.0 VertexWaterAttenuationA3 = 1.0 VertexWaterAttenuationB3 = 0.0 VertexWaterAttenuationC3 = 0.0 VertexWaterAttenuationRange3 = 20.0 ;the following are for vertex animated water VertexWaterAvailableMaps4 = Maps\USA06\USA06.map VertexWaterHeightClampLow4 = 0.0 VertexWaterHeightClampHi4 = 16.3 VertexWaterAngle4 = 45 ;in degrees VertexWaterXPosition4 = 2700.0 VertexWaterYPosition4 = -750.0 VertexWaterZPosition4 = 2.9 VertexWaterXGridCells4 = 65 VertexWaterYGridCells4 = 360 VertexWaterGridSize4 = 10.0 VertexWaterAttenuationA4 = 1.0 VertexWaterAttenuationB4 = 0.0 VertexWaterAttenuationC4 = 0.0 VertexWaterAttenuationRange4 = 20.0 DownwindAngle = -0.785 ; Northeast! AKA "Away and to the right" DrawSkyBox = Yes SkyBoxPositionZ = -100.0 ; lowers center of skybox under terrain SkyBoxScale = 8.4 ; good for default 96 x 96 map, make 17.5 for 256x256 CameraPitch = 37.5 CameraYaw = 0.0 CameraHeight = 300.0 MaxCameraHeight = 500.0 MinCameraHeight = 120.0 CameraAdjustSpeed = 0.3 ; between 0 and 1 - this is how fast the camera snaps to the desired height ScrollAmountCutoff = 50.0 ; arbitrary units - above this value, we don't update height while scrolling EnforceMaxCameraHeight = No ; Obey max camera height while scrolling? TerrainHeightAtEdgeOfMap = 100.0 UnitDamagedThreshold = 0.7 UnitReallyDamagedThreshold = 0.35 GroundStiffness = 0.8 StructureStiffness = 0.3 ; acceleration due to gravity, in dist/sec^2 ; note that our distance units are roughly one foot, so ; this corresponds to earth-normal gravity (32 ft/sec^2) ;Gravity = -32.0 ; this "feels" better... (srj) Gravity = -64.0 PartitionCellSize = 40.0 ParticleScale = 1.0 ; AutoFireParticleSmallPrefix = FireS AutoFireParticleSmallSystem = FireFactionSmall AutoFireParticleSmallMax = 2 AutoFireParticleMediumPrefix = FireM AutoFireParticleMediumSystem = FireFactionMedium AutoFireParticleMediumMax = 1 AutoFireParticleLargePrefix = FireL AutoFireParticleLargeSystem = FireFactionLarge AutoFireParticleLargeMax = 1 AutoSmokeParticleSmallPrefix = SmokeS AutoSmokeParticleSmallSystem = SmokeFactionSmall AutoSmokeParticleSmallMax = 4 AutoSmokeParticleMediumPrefix = SmokeM AutoSmokeParticleMediumSystem = SmokeFactionMedium AutoSmokeParticleMediumMax = 2 AutoSmokeParticleLargePrefix = SmokeL AutoSmokeParticleLargeSystem = SmokeFactionLarge AutoSmokeParticleLargeMax = 1 AutoAflameParticlePrefix = Aflame AutoAflameParticleSystem = FireBuildingSmall AutoAflameParticleMax = 4 HistoricDamageLimit = 5000 ; how long to retain historical-damage for weapons that need it, in msec AmmoPipScaleFactor = 1.5 ContainerPipScaleFactor = 1.5 AmmoPipScreenOffset = X:-1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset ContainerPipScreenOffset = X:1.0 Y:0.0 ; note that this is a multiplier to boundingspheresize, NOT an absolute offset AmmoPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform ContainerPipWorldOffset = X:0.0 Y:0.0 Z:10.0 ; added to position prior to world->screen xform LevelGainAnimationName = LevelGainedAnimation LevelGainAnimationTime = 4.0 LevelGainAnimationZRise = 15.0 GetHealedAnimationName = GetHealedAnimation GetHealedAnimationTime = 4.0 GetHealedAnimationZRise = 15.0 MaxTerrainTracks = 100 ; how many vehicles can generate tread marks on the terrain. TimeOfDay = AFTERNOON Weather = NORMAL MakeTrackMarks = Yes ForceModelsToFollowTimeOfDay = Yes ForceModelsToFollowWeather = Yes InfantryLightMorningScale = 100f ; amount to scale map lighting to make infantry easier to see. InfantryLightAfternoonScale = 100f ; amount to scale map lighting to make infantry easier to see. InfantryLightEveningScale = 200f ; amount to scale map lighting to make infantry easier to see. InfantryLightNightScale = 200f ; amount to scale map lighting to make infantry easier to see. TerrainLightingMorningAmbient = R:128 G:100 B:77 TerrainLightingMorningDiffuse = R:230 G:180 B:153 TerrainLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29 TerrainLightingEveningAmbient = R:64 G:59 B:51 TerrainLightingEveningDiffuse = R:153 G:128 B:102 TerrainLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2 TerrainLightingNightAmbient = R:26 G:26 B:39 TerrainLightingNightDiffuse = R:51 G:51 B:77 TerrainLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0 TerrainObjectsLightingMorningAmbient = R:128 G:102 B:77 TerrainObjectsLightingMorningDiffuse = R:230 G:179 B:153 TerrainObjectsLightingMorningLightPos = X:-0.96 Y:0.05 Z:-0.29 TerrainObjectsLightingEveningAmbient = R:64 G:59 B:51 TerrainObjectsLightingEveningDiffuse = R:153 G:128 B:102 TerrainObjectsLightingEveningLightPos = X:-1.0 Y:0.0 Z:-0.2 TerrainObjectsLightingNightAmbient = R:26 G:26 B:39 TerrainObjectsLightingNightDiffuse = R:51 G:51 B:77 TerrainObjectsLightingNightLightPos = X:-1.0 Y:1.0 Z:-2.0 TerrainLightingAfternoonAmbient = R:56 G:52 B:44 TerrainLightingAfternoonDiffuse = R:255 G:255 B:255 TerrainLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45 TerrainObjectsLightingAfternoonAmbient = R:56 G:52 B:44 TerrainObjectsLightingAfternoonDiffuse = R:255 G:255 B:255 TerrainObjectsLightingAfternoonLightPos = X:-0.81 Y:0.38 Z:-0.45 TerrainLightingAfternoonAmbient2 = R:0 G:0 B:0 TerrainLightingAfternoonDiffuse2 = R:60 G:60 B:120 TerrainLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00 TerrainObjectsLightingAfternoonAmbient2 = R:0 G:0 B:0 TerrainObjectsLightingAfternoonDiffuse2 = R:60 G:60 B:80 TerrainObjectsLightingAfternoonLightPos2 = X:0.79 Y:0.62 Z:-0.00 TerrainLightingAfternoonAmbient3 = R:0 G:0 B:0 TerrainLightingAfternoonDiffuse3 = R:30 G:30 B:20 TerrainLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34 TerrainObjectsLightingAfternoonAmbient3 = R:0 G:0 B:0 TerrainObjectsLightingAfternoonDiffuse3 = R:30 G:30 B:20 TerrainObjectsLightingAfternoonLightPos3 = X:0.81 Y:-0.48 Z:-0.34 AudioOn = Yes MusicOn = Yes SoundsOn = Yes SpeechOn = Yes VideoOn = Yes DebugAI = No DebugAIObstacles = No MaxRoadSegments = 4000 MaxRoadVertex = 3000 MaxRoadIndex = 5000 MaxRoadTypes = 35 ValuePerSupplyBox = 75 BuildSpeed = 1.0 MinDistFromEdgeOfMapForBuild = 30.0 ; buildings may not be constructed this close to a map edge SupplyBuildBorder = 20.0 ; min dist you can put a supply center from a supply source ;Terrain height at structure footprint must be within this much to ;be considerd "flat" and therefore buildable AllowedHeightVariationForBuilding = 10.0 MinLowEnergyProductionSpeed = 0.5 MaxLowEnergyProductionSpeed = 0.8 LowEnergyPenaltyModifier = 1.0 MultipleFactory = 1.0 RefundPercent = 50.0% StealthFriendlyOpacity = 50.0% CommandCenterHealRange = 500.0 ; command center heals your/ally stuff this close to the command center CommandCenterHealAmount = 0.01 ; command center heals close by stuff this amount per logic frame MaxLineBuildObjects = 50 ; line build style objects can be in a line no longer than this count of objects MaxTunnelCapacity = 10 ; How many can be in a player's tunnel network. Limit 10 for UI currently StandardMinefieldDensity = 0.004 ; in mines per square foot StandardMinefieldDistance = 40 ; in feet. should generally be larger than typical tank shot range. HorizontalScrollSpeedFactor = 1.6; ; Factor applied to the maximum RMB scroll speed. Larger allows faster scrolling. VerticalScrollSpeedFactor = 2.0; ; Split to account for aspect ratio induced speed limits. Room to mouse drag. KeyboardScrollSpeedFactor = 2.0; ; Factor applied to the maximum keyboard scroll speed. Larger allows faster scrolling. MovementPenaltyDamageState = REALLYDAMAGED ; Point at which we slow movement MaxParticleCount = 2500 ; the maximum number of particles that can exist at one time (to 5000 for demo) MaxFieldParticleCount = 30 ; the number of field type particles rendered to the screen, beyond which this type will begin skipping ; a field particle is one of Priority AREA_EFFECT and isGroundAligned = Yes ; Typically these are puddles, toxic contamination, radiation, decontamination, etc. ; note that the weapon bonus types are: ;"GARRISONED", ;"HORDE", ;"CONTINUOUS_FIRE_MEAN", ;"CONTINUOUS_FIRE_FAST", ;"NATIONALISM", ;"PLAYER_UPGRADE", ;"DRONE_SPOTTING", ;"ENTHUSIASTIC", ;"VETERAN", ;"ELITE", ;"HERO", ;"BATTLEPLAN_BOMBARDMENT", ;"BATTLEPLAN_HOLDTHELINE", ;"BATTLEPLAN_SEARCHANDDESTROY", ;"SUBLIMINAL", ;"SOLO_HUMAN_EASY", ;"SOLO_HUMAN_NORMAL", ;"SOLO_HUMAN_HARD", ;"SOLO_AI_EASY", ;"SOLO_AI_NORMAL", ;"SOLO_AI_HARD", ; ; and the weapon bonus 'fields' are: ;"DAMAGE", ;"RADIUS", ;"RANGE", ;"RATE_OF_FIRE", ;"PRE_ATTACK", ;HORDE and NATIONALISM are cumulative bonuses for the China Redguard, ;and only apply when they are in a horde. NATIONALISM does not replace HORDE! ;ENTHUSIASTIC and SUBLIMINAL are cumulative bonuses for the China Redguard, ;and only apply when they are in a horde. SUBLIMINAL does not replace ENTHUSIASTIC! WeaponBonus = HORDE RATE_OF_FIRE 150% ;Horded troops fire their weapons 25% faster WeaponBonus = NATIONALISM RATE_OF_FIRE 125% ;Horded troops with nationalism fire their weapon an additional 25% faster WeaponBonus = ENTHUSIASTIC RATE_OF_FIRE 125% ;In range of a speaker tower, gaining enthusiasm WeaponBonus = SUBLIMINAL RATE_OF_FIRE 125% ;In range of an upgraded speaker tower, gaining even more enthusiasm ; sorry, demoralize is cut (srj) ; WeaponBonus = DEMORALIZED RATE_OF_FIRE 25% ;Demoralized troops WeaponBonus = GARRISONED RANGE 133% ; when garrisoned, all weapons get n times normal range WeaponBonus = GARRISONED DAMAGE 125% ; when garrisoned, all weapons get n times normal range WeaponBonus = VETERAN RATE_OF_FIRE 120% WeaponBonus = VETERAN DAMAGE 110% WeaponBonus = ELITE RATE_OF_FIRE 140% WeaponBonus = ELITE DAMAGE 120% WeaponBonus = HERO RATE_OF_FIRE 160% WeaponBonus = HERO DAMAGE 130% ;Strategy centers provides bonuses based on the active battleplan! WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 120% ; WeaponBonus = BATTLEPLAN_BOMBARDMENT RANGE 120% WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 120% WeaponBonus = BATTLEPLAN_HOLDTHELINE RATE_OF_FIRE 100% ;Note this does nothing -- just for balancing reference. WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE 80% WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE 100% WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE 120% ; you cannot set this; it always has a value of 100%. ; HealthBonus_Regular = 100% HealthBonus_Veteran = 120% HealthBonus_Elite = 130% HealthBonus_Heroic = 150% HumanSoloPlayerHealthBonus_Easy = 150% HumanSoloPlayerHealthBonus_Normal = 100% ; ie, unadjusted HumanSoloPlayerHealthBonus_Hard = 80% ; Audio parameters ; VolumeDistribution = Linear ; for linear falloff ; VolumeDistribution = MuLaw ; for S-Curve falloff ; VolumeMuValue = 6.0 ; defines the steepness of the S, must be >=0, higher is steeper. GroupSelectMinSelectSize = 5 GroupSelectVolumeBase = 0.5 GroupSelectVolumeIncrement = 0.02 MaxUnitSelectSounds = 8 SelectionFlashSaturationFactor = 0.5 ; zero leaves color unaffected, 4.0 is purely saturated SelectionFlashHouseColor = No ; if 'No', selection flashes white CameraAudibleRadius = 250 ; defines the radius that we can hear when the camera is looking up. GroupMoveClickToGatherAreaFactor = 0.5; if you take all the selected units and calculate the smallest possible rectangle ; that contains them all, and click within that, all the selected units will break ; formation and gather at the point the user clicked (if the value is 1.0). If it's ; 0.0, units will always keep their formation. If it's <1.0, then the user must ; click a smaller area within the rectangle to order the gather. ShakeSubtleIntensity = 0.5 ShakeNormalIntensity = 1.0 ShakeStrongIntensity = 2.5 ShakeSevereIntensity = 5.0 ShakeCineExtremeIntensity = 7.5 ;Cinematic reserved -- don't use for game stuff because it can change. ShakeCineInsaneIntensity = 10.0 ;Cinematic reserved -- don't use for game stuff because it can change. MaxShakeIntensity = 10.0 MaxShakeRange = 150.0 SellPercentage = 50% ; You get this percentage back of the cost to build BaseRegenHealthPercentPerSecond = 0.3% ;You get this % of max health back per second from auto base regeneration BaseRegenDelay = 3000 ;in MS, delay in frames we must be damage free before we can auto heal from base regeneration ; sorry, prisons are cut, maybe next version (srj) ; PrisonBountyMultiplier = 2.0 ;Players get this X the cost to build a unit ; ;that is delivered to a prison with ; ;KINDOF_COLLECTS_PRISON_BOUNTY ; PrisonBountyTextColor = R:255 G:128 B:64 A:255 SpecialPowerViewObject = SuperweaponPing ; Name of the object created for superweapons to let you watch what happens ; this is a list of bones that will always be exposed to Logic. ; please note that this is really here for quick backwards compatibility with old code, ; which didn't require declaring which bones you wanted to be able to use from logic... ; so PLEASE DO NOT ADD TO THIS LIST; if you need to expose new bones for a particular ; unit, please use the "ExtraPublicBone" INI keyword on a per-unit basis instead ; (see the airfields for an example). (srj) StandardPublicBone = FirePoint StandardPublicBone = Target_Left StandardPublicBone = Target_Right StandardPublicBone = ExitStart StandardPublicBone = ExitEnd StandardPublicBone = Muzzle StandardPublicBone = PARA_COG StandardPublicBone = PARA_ATTCH StandardPublicBone = PARA_MAN StandardPublicBone = ExitStart StandardPublicBone = DockStart StandardPublicBone = DockAction StandardPublicBone = DockEnd StandardPublicBone = DockWaiting StandardPublicBone = WeaponA StandardPublicBone = Smoke StandardPublicBone = Fire StandardPublicBone = WaterSpray StandardPublicBone = Spray StandardPublicBone = WaterSprayBig StandardPublicBone = Steam StandardPublicBone = Propeller StandardPublicBone = SpawnPoint StandardPublicBone = FireS StandardPublicBone = FireM StandardPublicBone = FireL StandardPublicBone = SmokeS StandardPublicBone = SmokeM StandardPublicBone = SmokeL StandardPublicBone = Aflame DefaultStartingCash = 10000 ;The amount of cash the player starts with by default. UnlookPersistDuration = 5000 ; How long after you stop looking until the fog grows back ShroudColor = R:255 G:255 B:255 ClearAlpha = 255 FogAlpha = 127 ShroudAlpha = 0 ; 0 is opaque, 255 is clear. Unsigned Byte ; Network timing settings. Don't mess with these unless you know what you're doing! ; If you are tempted to mess with these, please let me know. Bryan x36810 ; This does not imply that I know what I'm doing. NetworkFPSHistoryLength = 30 ; The number of fps history entries. NetworkLatencyHistoryLength = 200 ; The number of ping history entries. NetworkRunAheadMetricsTime = 5000 ; The number of miliseconds between run ahead metrics things NetworkCushionHistoryLength = 10 ; The number of cushion values to keep. NetworkRunAheadSlack = 10 ; The amount of slack in the run ahead value. This is the percentage of the calculated run ahead that is added. NetworkKeepAliveDelay = 20 ; The number of seconds between when the connections to each player send a keep-alive packet. NetworkDisconnectTime = 5000 ; The number of milliseconds between when the game gets stuck on a frame for a network stall and when the disconnect dialog comes up. NetworkPlayerTimeoutTime = 60000 ; The number of milliseconds between when a player's last keep alive command was recieved and when they are considered disconnected from the game. NetworkDisconnectScreenNotifyTime = 15000 ; The number of milliseconds between when the disconnect screen comes up and when the disconnect notification is sent to the other players. KeyboardCameraRotateSpeed = 0.1 ; How fast the camera rotates when rotated via keyboard controls. UserDataLeafName = "Command and Conquer Generals Data" End + Multi-Zitat Zitieren
#7 23. Februar 2009 AW: C & C GENERALS -Höherer Zoom/Auflösung ich würde sagen hier: Code: CameraHeight = 300.0 MaxCameraHeight = 500.0 MinCameraHeight = 120.0 am besten ne sicherungskopie machen und mal mit den werten rumspielen + Multi-Zitat Zitieren