Everything that happens in a game is programmed into it. From the most insignificant detail like the color of rain drops
to what happens in the out of bounds area. (Think Gta's Blue Hell.) If you don't put it in the code then it won't be
in the game. So it stands to reason that every single thing about a mission or an activity can be modded in some
manner because it is after all just code.
So I was poking around in the Insurance Fraud missions and I found a whole bunch of values that can
be manipulated to either increase or decrease the difficulty.
Here is the factories Insurance Fraud Level 1 (Fraud_Fc.xtbl)
Cash Award is how much you receive for passing the activity instance
Props Award is the amount of respect you gain for passing the activity instance
Goal is the amount of points that you must get to pass the activity instance
Duration is how much time you have to complete the activity
Max Spots is the amount of bonus areas that can spawn
Crazy Chance is the probability that a "crazy" driver will spawn
Coop Goal is the amount of points needed in coop
Crazy Hit Chance The Chance that "crazy" vehicles will try to avoid the player
Ring Money Percent After this much money is accumulated then the bonus ring will disappear.
Bonus Distance Max distance between bonus rings
Note: These values need to be changed in every level.
Bonus Center is the location of the spot
Bonus Radius is the size of the bonus area
Multiplier - Bonus Multiplier.
Min Speed Override - How slow can the cars go? (This will override the normal vehicle settings)
Max Speed Override - How fast can the cars go? (This will override the normal vehicle settings)
From fraud_globals.xtbl
<Fraud_Values>
Damage Multiplier - multiplies damage caused when you don't ragdoll
Money Conversion - converts damage into money.
<Body_Multipliers>
The various bonuses for certain body parts.
Mass min multiplier - The min multiplier for the bonus to damage from the object's mass
Mass Max Multiplier - The min multiplier for the bonus to damage from the object's mass. (Not A Typo.)
Mass Min Mass - This value corresponds to 0% of the mass bonus multiplier.</Description>
Mass Max Mass - This value corresponds to 100% of the mass bonus multiplier.</Description>
Crush Damage Per Speed - How much damage is given per m/s due to crushing.
Scrape Damage Per Speed - How much damage is given per m/s due to scraping.
Vehicle Eject Multiplier - Bonus for getting ejected from vehicle
Airtime multiplier
cop witness multiplier
civil vehicle multiplier
Crazy Driver Multiplier
Windshield Cannon multiplier
Vehicle Multiplier
Pinball Multiplier
Cliff Diver multiplier
Witness Multiplier
Different bonuses that can be adjusted.
Adrenaline Mode has it's own multipliers
Adrenaline Speed Explode - Landing on a vehicle going faster than this value causes the car to instantly explode
Adrenaline Drain Time - Drain Time In Seconds
Adrenaline Max Impulse - Vehicle pop-up max speed limit
Adrenaline Vehicle Bonus - For every vehicle destroyed by adrenaline, cash is multiplied by this amount.
The entries in fraud_fc_navpoints are tied to the coordinates in the cts files.
to what happens in the out of bounds area. (Think Gta's Blue Hell.) If you don't put it in the code then it won't be
in the game. So it stands to reason that every single thing about a mission or an activity can be modded in some
manner because it is after all just code.
So I was poking around in the Insurance Fraud missions and I found a whole bunch of values that can
be manipulated to either increase or decrease the difficulty.
Here is the factories Insurance Fraud Level 1 (Fraud_Fc.xtbl)
Code:
<Level>
<Cash_Award>100</Cash_Award>
<Props_Award>5000</Props_Award>
<Goal>50000</Goal>
<Duration>210</Duration>
<Max_Spots>1</Max_Spots>
<Crazy_Chance>0.5</Crazy_Chance>
<Coop_Goal>100000</Coop_Goal>
<Crazy_Hit_Chance>.5</Crazy_Hit_Chance>
<Ring_Money_Percent>1.00</Ring_Money_Percent>
<Bonus_Distance>9999</Bonus_Distance>
</Level>
Cash Award is how much you receive for passing the activity instance
Props Award is the amount of respect you gain for passing the activity instance
Goal is the amount of points that you must get to pass the activity instance
Duration is how much time you have to complete the activity
Max Spots is the amount of bonus areas that can spawn
Crazy Chance is the probability that a "crazy" driver will spawn
Coop Goal is the amount of points needed in coop
Crazy Hit Chance The Chance that "crazy" vehicles will try to avoid the player
Ring Money Percent After this much money is accumulated then the bonus ring will disappear.
Bonus Distance Max distance between bonus rings
Note: These values need to be changed in every level.
Code:
<Spots>
<Bonus_Center>fraud_fc_$SR_4way_heavy_traffic_with_sidewalks</Bonus_Center>
<Bonus_Radius>50</Bonus_Radius>
<Multiplier>1</Multiplier>
<Min_Speed_Override>10</Min_Speed_Override>
<Max_Speed_Override>30</Max_Speed_Override>
</Spots>
Bonus Center is the location of the spot
Bonus Radius is the size of the bonus area
Multiplier - Bonus Multiplier.
Min Speed Override - How slow can the cars go? (This will override the normal vehicle settings)
Max Speed Override - How fast can the cars go? (This will override the normal vehicle settings)
From fraud_globals.xtbl
<Fraud_Values>
Code:
<Name>Fraud_Values</Name>
<Damage_Multiplier>0.8</Damage_Multiplier>
<Money_Conversion>.2</Money_Conversion>
Damage Multiplier - multiplies damage caused when you don't ragdoll
Money Conversion - converts damage into money.
<Body_Multipliers>
Code:
<Body>
<Head>5.0</Head>
<Chest>4.0</Chest>
<Groin>3.0</Groin>
<Arm>2.0</Arm>
<Leg>2.0</Leg>
</Body>
The various bonuses for certain body parts.
Code:
<Max_Delay>1000</Max_Delay>
<Mass_Min_Multiplier>2</Mass_Min_Multiplier>
<Mass_Min_Mass>500.0</Mass_Min_Mass>
<Mass_Max_Mass>6000.0</Mass_Max_Mass>
<Crush_Damage_Per_Speed>13.0</Crush_Damage_Per_Speed>
<Scrape_Damage_Per_Speed>0.0005</Scrape_Damage_Per_Speed>
<Mass_Max_Multiplier>6</Mass_Max_Multiplier>
<Mass_Min_Speed>0.25</Mass_Min_Speed>
<Min_Combo_Money>10</Min_Combo_Money>
<Vehicle_Eject_Multiplier>2</Vehicle_Eject_Multiplier>
<Coop_Link_Hit_Time>4</Coop_Link_Hit_Time>
<Homie_Follow_Dist>15</Homie_Follow_Dist>
<News_Van_Type>van_4dr_news01</News_Van_Type>
<Minimum_Mult>99999</Minimum_Mult>
Mass min multiplier - The min multiplier for the bonus to damage from the object's mass
Mass Max Multiplier - The min multiplier for the bonus to damage from the object's mass. (Not A Typo.)
Mass Min Mass - This value corresponds to 0% of the mass bonus multiplier.</Description>
Mass Max Mass - This value corresponds to 100% of the mass bonus multiplier.</Description>
Crush Damage Per Speed - How much damage is given per m/s due to crushing.
Scrape Damage Per Speed - How much damage is given per m/s due to scraping.
Vehicle Eject Multiplier - Bonus for getting ejected from vehicle
Airtime multiplier
cop witness multiplier
civil vehicle multiplier
Crazy Driver Multiplier
Windshield Cannon multiplier
Vehicle Multiplier
Pinball Multiplier
Cliff Diver multiplier
Witness Multiplier
Different bonuses that can be adjusted.
Adrenaline Mode has it's own multipliers
Code:
<Impulse>8</Impulse>
<Adrenaline_Popup>11</Adrenaline_Popup>
<Adrenaline_Speed_Damage>4</Adrenaline_Speed_Damage>
<Adrenaline_Speed_Explode>1000000</Adrenaline_Speed_Explode>
<Adrenaline_Vehicle_Damage>0.0</Adrenaline_Vehicle_Damage>
<Adrenaline_Explosion_Popup>10</Adrenaline_Explosion_Popup>
<Adrenaline_Drain_Time>20</Adrenaline_Drain_Time>
<Adrenaline_Max_Impulse>10</Adrenaline_Max_Impulse>
<Adrenaline_Vehicle_Bonus>2</Adrenaline_Vehicle_Bonus>
<Adrenaline_InArea_Mult>3</Adrenaline_InArea_Mult>
<Airtime_Multiplier_Element>
<Airtime_Multiplier>
Adrenaline Speed Explode - Landing on a vehicle going faster than this value causes the car to instantly explode
Adrenaline Drain Time - Drain Time In Seconds
Adrenaline Max Impulse - Vehicle pop-up max speed limit
Adrenaline Vehicle Bonus - For every vehicle destroyed by adrenaline, cash is multiplied by this amount.
The entries in fraud_fc_navpoints are tied to the coordinates in the cts files.
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