1 Overview
The file "freeplayparameters.xml" is placed in the directory Data or Mod and can be found in the included Specs folder. The XML file is responsible for the properties of every game mode in EMERGENCY 4. Properties from other XML files, e.g. "fp_params_endless.xml", overwrite the freeplayparameters.xml.
The original file has the following content:
Code: freeplayparameters.xml
<freeplayparameters>
<Seed value="0"/>
<BuyFactor value="10.0"/>
<SellFactor value="0.5"/>
<InjuredSavedReward value = "100" />
<GlobalEventFrequencyFactor value="0.4"/>
<TimeSpeedFactor value="1.2"/>
<StartBudget value="75000"/>
<MaxBudget value="160000"/>
<Earnings value="30000"/>
<SquadPriceGrowth value="30.0"/>
<InitialEventFrequencyBoost value="100000.0"/>
<InitialEventWaitDuration value="5.0"/>
<starttime value="7:30"/>
<!-- time in seconds until the active player is switched in MP -->
<TimeActivePlayerSwitchMP value="60.0"/>
<!-- score for each event -->
<ScoreForestFire value="10000"/>
<ScoreBombExplosion value="15000"/>
<ScoreCarAccidentNoWater value="500"/>
<ScoreEventMassCarambolage value="5000"/>
<ScoreRiotMob value="5000"/>
<ScorePunchFest value="5000"/>
<ScoreRandomFire value="1500"/>
<ScoreRandomFireNoHouses value="500"/>
<ScoreCigarette value="1000"/>
<ScoreCigaretteNoHouses value="500"/>
<ScoreHeartAttack value="1000"/>
<ScoreFall value="250"/>
<ScoreShock value="250"/>
<ScoreCirculatoryCollapse value="500"/>
<ScoreFoodPoisoning value="500"/>
<ScoreStroke value="750"/>
<ScoreFlashStrike value="1500"/>
<ScoreShopLifting value="1000"/>
<ScoreCarTheft value="1500"/>
<ScorePickpocketing value="750"/>
<ScoreTrafficLightFailure value="500"/>
<ScoreRailwayCrossingFailure value="500"/>
<ScoreSuicideDrowning value="1000"/>
<ScoreCarAccident value="2000"/>
<ScoreBomber value="3000"/>
<ScoreRowdy value="2000"/>
<ScoreHostageTaking value="3000"/>
<ScoreArsonist value="10000"/>
<ScoreRabidDog value="2000"/>
<ScoreDemonstration value="7500"/>
<ScoreBankRobbery value="1250"/>
<ScoreSuicideTrack value="2000"/>
<ScoreSuicideWindow value="1500"/>
<ScoreGasExplosion value="15000"/>
<ScoreRunningAmok value="4000"/>
<ScoreBecomingMurderer value="2500"/>
<ScoreEarthquake value="15000"/>
<ScoreCivilcarDefect value="1500"/>
<ScoreShortCircuit value="2500"/>
<ScoreBirdFlu value="2000"/>
<ScoreHail value="7500"/>
<ScoreAmokDrive value="5000"/>
<ScoreTrafficJam value="1500"/>
<ScoreHydrantDamaged value="1000"/>
<ScoreSaboteur value="7500"/>
<ScoreElectricShock value="2000"/>
<ScoreSniper value="4000"/>
<ScoreMissingPerson value="2000"/>
<ScoreHomicide value="3000"/>
<ScoreRadioactiveCloud value="10000"/>
<ScoreZombie value="15000"/>
<ScoreSylvester value="5000"/>
<IndividualScore>
<score id="0" points="4"/>
<score id="1" points="10"/>
<score id="2" points="10000"/>
<score id="3" points="2500"/>
<score id="4" points="10"/>
<score id="5" points="5"/>
<score id="6" points="10000"/>
<score id="7" points="2500"/>
<score id="8" points="20"/>
<score id="9" points="25000"/>
<score id="10" points="4"/>
<score id="11" points="10000"/>
<score id="12" points="10000"/>
<score id="13" points="50000"/>
<score id="14" points="25000"/>
<score id="15" points="100"/>
<score id="16" points="-2000"/>
<score id="17" points="-10000"/>
<score id="18" points="-5000"/>
<score id="19" points="-100000"/>
<score id="20" points="-5000"/>
<star id="0" points="100000"/>
<star id="1" points="200000"/>
<star id="2" points="300000"/>
<star id="3" points="400000"/>
<star id="4" points="550000"/>
<star id="5" points="700000"/>
<star id="6" points="850000"/>
<star id="7" points="1000000"/>
<star id="8" points="1200000"/>
<star id="9" points="1400000"/>
<star id="10" points="1600000"/>
<star id="11" points="1800000"/>
<star id="12" points="2100000"/>
<star id="13" points="2400000"/>
<star id="14" points="2700000"/>
<star id="15" points="3000000"/>
<star id="16" points="3400000"/>
<star id="17" points="3800000"/>
<star id="18" points="4200000"/>
<star id="19" points="4400000"/>
<star id="20" points="1000000000"/>
<medal stars="4"/>
</IndividualScore>
<Rating>
<!-- Schwierigkeitsgrad (je höher desto schwerer)-->
<UpperLimitEasy value = "35.0" />
<UpperLimitMedium value = "50.0" />
<UpperLimitHard value = "75.0" />
<!-- abbrechen wenn gesamtzustand im challengemode zu groß wird -->
<ChallengeAbortRatingDifference value = "150.0" />
<!-- Einstellungen der Punkte
Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist.
Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte -->
<ScoreUpperLimitBonus value = "0.0" />
<!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht -->
<TimeFactor value = "0.0" />
<Factor name="Burning Houses" value="15.0" />
<Factor name="Burning Objects" value="5.0" />
<Factor name="Gangsters" value="10.0" />
<Factor name="Injured Persons" value="5.0" />
<Factor name="Dead Persons" value="3.0" />
<Factor name="Contaminated Persons" value="10.0" />
</Rating>
<!-- score -->
<InitialScorePerMinute value="500.0"/>
<InnocentPersonWoundedPermanentPenalty value="75.0"/>
<InnocentPersonKilledPermanentPenalty value="90.0"/>
<InnocentVehicleShotPermanentPenalty value="75.0"/>
<RegeneratePermanentPenaltyPerMinute value="0.001"/>
<MaxScoreStepPerMinute value="1.0"/>
<!-- cheat penalties -->
<!-- penalty as soon as x spawns where blocked within the last minute -->
<!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> -->
<!-- more spawns blocked than max are ignored -->
<!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> -->
<!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 -->
<CheatPenaltyMinTrafficJamRatio value = "0.5"/>
<!-- highest value cheat penalties can reach (between 0=none and 1) -->
<CheatPenalityScaling value = ""/>
<!-- misc -->
<ContaminationRange value="10.0"/> <!-- in meter -->
<TrainCycle value="240.0"/> <!-- in seconds -->
<events>
<!-- JH -->
<EFPEventFall>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT17" />
<SupervisorFinish value = "" />
</EFPEventFall>
<!-- JH -->
<EFPEventShock>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT18" />
<SupervisorFinish value = "" />
</EFPEventShock>
<!-- JH -->
<EFPEventCirculatoryCollapse>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT19" />
<SupervisorFinish value = "" />
</EFPEventCirculatoryCollapse>
<!-- JH -->
<EFPEventFoodPoisoning>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT20" />
<SupervisorFinish value = "" />
</EFPEventFoodPoisoning>
<!-- JH -->
<EFPEventHeartAttack>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT21" />
<SupervisorFinish value = "" />
</EFPEventHeartAttack>
<!-- JH -->
<EFPEventStroke>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT22" />
<SupervisorFinish value = "" />
</EFPEventStroke>
<!-- JH -->
<EFPEventFlashStrike>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") -->
<AverageFrequency value = "10.0" />
<!-- DamageRadius: in meter -->
<DamageRadius value ="30.0" />
<Worth value = "5.0" />
<SearchDamageRounds value="1" />
<SupervisorStart value = "ID_SUPERV_EVENT36" />
<SupervisorFinish value = "" />
</EFPEventFlashStrike>
<!-- JH -->
<EFPRandomFire>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT33" />
<SupervisorFinish value = "" />
</EFPRandomFire>
<!-- JH -->
<EFPEventCigarette>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "5.0" />
<!-- MaxDropDistance: in meter -->
<MaxDropDistance value = "10.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT28" />
<SupervisorFinish value = "" />
</EFPEventCigarette>
<!-- JH -->
<EFPEventShopLifting>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- IsArmed: probability in percent -->
<IsArmed value = "0.5" />
<!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) -->
<VictimWaitTime value = "3.0" />
<!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) -->
<VictimMoveDistance value = "4.0" />
<!-- VictimWaveTime: in seconds (time the victim waves for help) -->
<VictimWaveTime value = "30.0"/>
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT23" />
<SupervisorFinish value = "" />
</EFPEventShopLifting>
<!-- JH -->
<EFPEventCarTheft>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "10.0" />
<!-- MaxRadius: in meter (max. distance between committer and car) -->
<MaxRadius value = "100.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "60.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT02" />
<SupervisorFinish value = "" />
</EFPEventCarTheft>
<!-- DG -->
<EFPEventCarAccident>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- SafetyRadius: in meters -->
<SafetyRadius value ="12.0" />
<!-- LifeDrain: in Energy per tick -->
<LifeDrain value = "2.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT01" />
<SupervisorFinish value = "" />
</EFPEventCarAccident>
<EFPCarAccidentNoWater> <!-- Autounfall, nicht im Wasser -->
<Enabled value = "0" />
<AverageFrequency value = "2.0" />
<SafetyRadius value = "12.0" />
<LifeDrain value = "2.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT01" />
<SupervisorFinish value = "" />
</EFPCarAccidentNoWater>
<!-- DG -->
<EFPRabidDog>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- Resistance against energy -->
<Resistance value = "10000.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "30.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT15" />
<SupervisorFinish value = "" />
</EFPRabidDog>
<!-- DG -->
<EFPEventTrafficLightFailure>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT37" />
<SupervisorFinish value = "" />
</EFPEventTrafficLightFailure>
<!-- DG -->
<EFPRowdy>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- Resistance against energy -->
<Resistance value = "100.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "25.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "15.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT10" />
<SupervisorFinish value = "" />
</EFPRowdy>
<!-- DG -->
<EFPBomber>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<!-- MaxDistance: in meter (max. way between bomb and bomber) -->
<MaxDistance value = "150.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "90.0" />
<!-- MinBombTime: minimum seconds till bomb explods -->
<MinBombTime value = "90.0" />
<!-- MaxBombTime: maximum seconds till bomb explods -->
<MaxBombTime value = "120.0" />
<!-- Armed: probability in percent -->
<Armed value = "50.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT14" />
<SupervisorFinish value = "" />
</EFPBomber>
<!-- DG -->
<EFPHostageTaking>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<!-- Time to send a flight car -->
<TimeFlightCar value = "180.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "150.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "90.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT13" />
<SupervisorFinish value = "" />
</EFPHostageTaking>
<!-- DG -->
<EFPArsonist>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<!-- Time to next arson -->
<TimeToNextArson value = "45.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "100.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "90.0" />
<Worth value = "30.0" />
<SupervisorStart value = "ID_SUPERV_EVENT12" />
<SupervisorFinish value = "" />
</EFPArsonist>
<!-- DG -->
<EFPDemonstration>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "300.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "180.0" />
<MaxAttractRadius value = "25.0" />
<MaxDemonstrants value = "10" />
<MaxMolCockTime value = "30.0" />
<MaxMolCockBurnChance value = "75" />
<CalmDownTime value = "60.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT11" />
<SupervisorFinish value = "" />
</EFPDemonstration>
<!-- DG -->
<EFPBankRobbery>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<!-- Time to stay in bank -->
<TimeInBank value = "15.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "30.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT25" />
<SupervisorFinish value = "" />
</EFPBankRobbery>
<!-- DG -->
<EFPPickpocketing>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "30.0" />
<!-- Armed: probability in percent -->
<Armed value = "25.0" />
<Worth value = "3.0" />
<SupervisorStart value = "ID_SUPERV_EVENT24" />
<SupervisorFinish value = "" />
</EFPPickpocketing>
<!-- DG -->
<EFPEventSuicideDrowning>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<Worth value = "3.0" />
<MaxDistance value = "50" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideDrowning>
<!-- DG -->
<EFPEventSuicideTrack>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "3.0" />
<MaxDistance value = "50" />
<ChanceChangeMind value = "50.0" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideTrack>
<!-- DG -->
<EFPEventSuicideWindow>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<Worth value = "3.0" />
<ChanceChangeMind value = "25.0" />
<WaitingTime value = "180.0" />
<WaitingTimeIncrease value = "30.0" />
<SupervisorStart value = "ID_SUPERV_EVENT27" />
<SupervisorFinish value = "" />
</EFPEventSuicideWindow>
<!-- AE -->
<EFPEventCivilcarDefect>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- AverageTimeTillExplode (in sec. - 50% spreading) -->
<AverageTimeTillExplode value = "90" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT09" />
<SupervisorFinish value = "" />
</EFPEventCivilcarDefect>
<!-- AE -->
<EFPGasExplosion>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT32" />
<SupervisorFinish value = "" />
</EFPGasExplosion>
<!-- AE -->
<EFPEventShortCircuit>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- InjureInhousePersons: probability in percent -->
<InjureInhousePersons value = "50.0" />
<!-- BurnHouse: probability in percent -->
<BurnHouse value = "50.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT03" />
<SupervisorFinish value = "" />
</EFPEventShortCircuit>
<!-- AE -->
<EFPRunningAmok>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<!-- ReactionRange: in meters -->
<ReactionRange value = "25.0" />
<!-- ShootRange: in meters -->
<ShootRange value = "20.0" />
<!-- Spread: in degrees -->
<Spread value = "5.0" />
<!-- ShootPower: in percent -->
<ShootPower value = "250" />
<!-- ShotDuration: in seconds -->
<ShotDuration value = "1.0" />
<!-- SightAngle: in degrees -->
<SightAngle value = "120.0" />
<!--- resistance agains shots: like in editor -->
<ResistanceShot value = "0.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT40" />
<SupervisorFinish value = "" />
</EFPRunningAmok>
<!-- AE -->
<EFPBecomingMurderer>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- MaxDistanceToVictim: in meter -->
<MaxDistanceToVictim value = "25.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "15.0" />
<Worth value = "6.0" />
<SupervisorStart value = "ID_SUPERV_EVENT39" />
<SupervisorFinish value = "" />
</EFPBecomingMurderer>
<!-- AE -->
<EFPEarthquake>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.3" />
<!-- AverageNumberOfBurningHouses (50% spreading) -->
<AverageNumberOfBurningHouses value = "2" />
<!-- AverageNumberOfInjuredPersons (50% spreading) -->
<AverageNumberOfInjuredPersons value = "6" />
<!-- CameraShakeDuration (in sec.) -->
<CameraShakeDuration value = "10.0" />
<!-- CameraShakeStrength -->
<CameraShakeStrength value = "30.0" />
<Worth value = "25.0" />
<SupervisorStart value = "ID_SUPERV_EVENT16" />
<SupervisorFinish value = "" />
</EFPEarthquake>
<EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt -->
<Enabled value = "0" />
<AverageFrequency value = "8.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT38" />
<SupervisorFinish value = "" />
</EFPEventRailwayCrossingFailure>
<EFPBirdFlu> <!-- Vogelgrippe -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D01" />
<SupervisorFinish value = "" />
<!-- ContamRange: in meter -->
<ContamRange value = "5.0" />
</EFPBirdFlu>
<EFPHail> <!-- Hagelschauer -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D02" />
<SupervisorFinish value = "" />
<!-- MinVictims: minimale Anzahl Opfer -->
<MinVictims value = "1" />
<!-- MaxVictims: maximale Anzahl Opfer -->
<MaxVictims value = "1" />
<!-- MinDamagedVehicles: minimale Anzahl zerstörter Fahrzeuge -->
<MinDamagedVehicles value = "1" />
<!-- MaxDamagedVehicles: maximale Anzahl zerstörter Fahrzeuge -->
<MaxDamagedVehicles value = "1" />
</EFPHail>
<EFPAmokDrive> <!-- Amokfahrt -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D03" />
<SupervisorFinish value = "" />
<!-- MaxPathDistance: in units -->
<MaxPathDistance value = "1000.0" />
</EFPAmokDrive>
<EFPTrafficJam> <!-- Stau -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D05" />
<SupervisorFinish value = "" />
<!-- NumCarsStart: minimale Anzahl Fahrzeuge, bis Stau erkannt wird -->
<NumCarsStart value = "20" />
<!-- NumCarsFinish: maximale Anzahl Fahrzeuge bis Stau als aufgelöst erkannt wird -->
<NumCarsFinish value = "10" />
<!-- CountdownTime: Zeit in der Stau aufgelöst werden muss (in sec.) -->
<CountdownTime value = "180.0" />
</EFPTrafficJam>
<EFPHydrantDamaged> <!-- Defekter Hydrant -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D06" />
<SupervisorFinish value = "" />
</EFPHydrantDamaged>
<EFPSaboteur> <!-- Saboteur -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D04" />
<SupervisorFinish value = "" />
<!-- SaboteurTime: Dauer einer Sabotage (in sec.) -->
<SaboteurTime value = "15.0" />
<!-- WaitTime: Wartezeit nach einer Sabotage (in sec.) -->
<WaitTime value = "20.0" />
<!-- AverageTimeTillExplode: Mittlere Zeit bis sabotiertes Fahrzeug explodiert (in sec.) -->
<AverageTimeTillExplode value = "60.0" />
</EFPSaboteur>
<EFPElectricShock> <!-- Stromschlag -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D11" />
<SupervisorFinish value = "" />
<!-- AreaRadius: Bereich in dem Personen verletzt werden (in units) -->
<AreaRadius value = "250.0" />
</EFPElectricShock>
<EFPSniper> <!-- Scharfschütze -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D10" />
<SupervisorFinish value = "" />
<!-- ActionRange: Aktionsradius in meter -->
<ActionRange value = "30.0" />
<!-- ShootRange: Schussradius in meter -->
<ShootRange value = "35.0" />
<!-- CivilsFleeRange: Fluchtradius für Zivilisten un meter -->
<CivilsFleeRange value = "12.0" />
</EFPSniper>
<EFPMissingPerson> <!-- Vermisste Person -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D07" />
<SupervisorFinish value = "" />
<!-- InjureFactor: Grad der Verletzung (0..1) -->
<InjureFactor value = "0.5" />
</EFPMissingPerson>
<EFPHomicide> <!-- Mordopfer -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D08" />
<SupervisorFinish value = "" />
<!-- AttractorRadius: Bereich in dem Helfer gesucht werden (in units) -->
<AttractorRadius value = "1000.0" />
</EFPHomicide>
<EFPRadioactiveCloud> <!-- Radioaktive Wolke -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D09" />
<SupervisorFinish value = "" />
<!-- ContaminationRadius: Bereich in dem Personen kontaminiert werden (in units) -->
<ContaminationRadius value = "1000.0" />
</EFPRadioactiveCloud>
<EFPZombie> <!-- Zombies -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D12" />
<SupervisorFinish value = "" />
<!-- IgnoreDate: Nur an Halloween/Immer -->
<IgnoreDate value = "0" />
</EFPZombie>
<EFPZombie> <!-- Silvester -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D13" />
<SupervisorFinish value = "" />
<!-- Duration: Dauer des Feuerwerks -->
<Duration value = "180.0" />
<!-- IgnoreDate: Nur an Silvester/Immer -->
<IgnoreDate value = "0" />
</EFPZombie>
</events>
<cleanup>
<wait min="300.0" max="600.0"/>
<choppedtree safetyradius_nopeople="8.0" safetyradius_nofire="50.0"/>
<killedperson safetyradius="20.0"/>
<deleteobject safetyradius="20.0"/>
<deletewreck safetyradius="20.0"/>
<unburnobject safetyradius="100.0"/>
<restoreposition safetyradius_source="10.0" safetyradius_destination="10.0"/>
<sliceablecar waitmultiplier="5"/>
</cleanup>
<timezones>
<!-- night (normal) -->
<timezone starttime="06:00">
<pickpocketing factor="0.5"/>
<runningamok factor="0.5"/>
<murderer factor="1.0"/>
<shoplifting factor="0.0"/>
<vehicletraffic factor="2.0"/>
<persontraffic factor="2.0"/>
<bomber factor="0.5"/>
<rowdy factor="0.5"/>
<hostagetaking factor="0.5"/>
<arsonist factor="0.5"/>
<rabiddog factor="0.5"/>
<demonstration factor="0.5"/>
<bankrobbery factor="0.5"/>
<!--
<weather changeduration="15.0">
<fog intensity="0.5" color="a0a0a0"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
</weather>
-->
</timezone>
<!-- rush hour -->
<timezone starttime="07:00">
<pickpocketing factor="0.5"/>
<runningamok factor="0.5"/>
<murderer factor="0.5"/>
<shoplifting factor="0.5"/>
<vehicletraffic factor="3.0"/>
<persontraffic factor="3.0"/>
<bomber factor="0.5"/>
<rowdy factor="0.5"/>
<hostagetaking factor="0.5"/>
<arsonist factor="0.5"/>
<rabiddog factor="1.0"/>
<demonstration factor="0.5"/>
<bankrobbery factor="0.5"/>
<!--
<weather changeduration="60.0">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
</weather>
-->
</timezone>
<!-- normal day -->
<timezone starttime="10:00">
<pickpocketing factor="1.0"/>
<runningamok factor="1.0"/>
<murderer factor="0.8"/>
<shoplifting factor="1.0"/>
<vehicletraffic factor="1.5"/>
<persontraffic factor="1.5"/>
<bomber factor="1.0"/>
<rowdy factor="1.0"/>
<hostagetaking factor="1.0"/>
<arsonist factor="1.0"/>
<rabiddog factor="1.0"/>
<demonstration factor="1.0"/>
<bankrobbery factor="1.0"/>
<!--
<weather changeduration="15.0">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
</weather>
-->
</timezone>
<timezone starttime="12:00">
<pickpocketing factor="1.0"/>
<runningamok factor="1.0"/>
<murderer factor="1.0"/>
<shoplifting factor="1.0"/>
<vehicletraffic factor="1.0"/>
<persontraffic factor="1.0"/>
<bomber factor="1.0"/>
<rowdy factor="1.0"/>
<hostagetaking factor="1.0"/>
<arsonist factor="1.0"/>
<rabiddog factor="1.0"/>
<demonstration factor="1.0"/>
<bankrobbery factor="1.0"/>
<!--
<weather changeduration="60.0">
<fog intensity="0.1" color="a0a0a0"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
</weather>
-->
</timezone>
<timezone starttime="13:00">
<pickpocketing factor="1.0"/>
<runningamok factor="1.0"/>
<murderer factor="1.5"/>
<shoplifting factor="1.5"/>
<vehicletraffic factor="1.5"/>
<persontraffic factor="1.5"/>
<bomber factor="1.0"/>
<rowdy factor="1.0"/>
<hostagetaking factor="1.0"/>
<arsonist factor="1.0"/>
<rabiddog factor="1.0"/>
<demonstration factor="1.0"/>
<bankrobbery factor="1.0"/>
<!--
<weather changeduration="60.0">
<fog intensity="0.2" color="a0a0a0"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
</weather>
-->
</timezone>
<timezone starttime="15:00">
<pickpocketing factor="1.5"/>
<runningamok factor="1.0"/>
<murderer factor="1.0"/>
<shoplifting factor="1.5"/>
<vehicletraffic factor="1.0"/>
<persontraffic factor="1.0"/>
<bomber factor="1.0"/>
<rowdy factor="1.0"/>
<hostagetaking factor="1.5"/>
<arsonist factor="1.5"/>
<rabiddog factor="1.5"/>
<demonstration factor="2.0"/>
<bankrobbery factor="2.0"/>
<!--
<weather changeduration="20.0">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.5"/>
<storm intensity="0.1" speed="0.2"/>
<flash frequencyfactor="0.0"/>
<sound name="mod:Audio/Ambient/rain01.wav"/>
<sound2 name=""/>
</weather>
-->
</timezone>
<!-- evening -->
<timezone starttime="18:00">
<pickpocketing factor="3.0"/>
<runningamok factor="1.5"/>
<murderer factor="1.5"/>
<shoplifting factor="3.0"/>
<vehicletraffic factor="2.0"/>
<persontraffic factor="2.0"/>
<bomber factor="1.5"/>
<rowdy factor="1.5"/>
<hostagetaking factor="1.5"/>
<arsonist factor="1.5"/>
<rabiddog factor="1.5"/>
<demonstration factor="1.0"/>
<bankrobbery factor="1.0"/>
<!--
<weather changeduration="25.0">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
</weather>
-->
</timezone>
<!-- night (dangerous) -->
<timezone starttime="21:00">
<pickpocketing factor="2.5"/>
<runningamok factor="1.0"/>
<murderer factor="3.0"/>
<shoplifting factor="0.0"/>
<vehicletraffic factor="1.0"/>
<persontraffic factor="1.0"/>
<bomber factor="1.0"/>
<rowdy factor="3.0"/>
<hostagetaking factor="0.5"/>
<arsonist factor="2.0"/>
<rabiddog factor="0.5"/>
<demonstration factor="0.0"/>
<bankrobbery factor="0.0"/>
<!--
<weather changeduration="15.0">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
</weather>
-->
</timezone>
<!-- night (normal) -->
<timezone starttime="02:00">
<pickpocketing factor="2.5"/>
<runningamok factor="1.5"/>
<murderer factor="3.0"/>
<shoplifting factor="0.0"/>
<vehicletraffic factor="1.0"/>
<persontraffic factor="1.0"/>
<bomber factor="1.0"/>
<rowdy factor="1.5"/>
<hostagetaking factor="0.5"/>
<arsonist factor="1.0"/>
<rabiddog factor="1.0"/>
<demonstration factor="0.0"/>
<bankrobbery factor="0.0"/>
<!--
<weather changeduration="15.0">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
</weather>
-->
</timezone>
</timezones>
<climate initial="fair">
<weather name="fair" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.0" color="ffffff"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
<transition state="cloudy" weight="1.5"/>
<transition state="misty" weight="0.7"/>
</weather>
<weather name="cloudy" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
<transition state="fair" weight="1.0"/>
<transition state="misty" weight="0.7"/>
<transition state="light rain" weight="1.5"/>
</weather>
<weather name="misty" changeduration="7.0" minduration="30" maxduration="90">
<fog intensity="0.7" color="a0a0a0"/>
<rain intensity="0.0"/>
<storm intensity="0.0" speed="0.0"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
<transition state="fair" weight="0.5"/>
<transition state="cloudy" weight="1.0"/>
<transition state="light rain" weight="1.0"/>
</weather>
<weather name="light rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.1" color="7F7F7F"/>
<rain intensity="0.2"/>
<storm intensity="0.1" speed="0.1"/>
<flash frequencyfactor="0.0"/>
<sound name=""/>
<sound2 name=""/>
<transition state="cloudy" weight="1.0"/>
<transition state="misty" weight="0.7"/>
<transition state="heavy rain" weight="1.0"/>
<transition state="thunderstorm" weight="1.5"/>
</weather>
<weather name="heavy rain" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.3" color="7F7F7F"/>
<rain intensity="0.5"/>
<storm intensity="0.1" speed="0.2"/>
<flash frequencyfactor="0.0"/>
<sound name="mod:Audio/Ambient/rain01.wav"/>
<sound2 name=""/>
<transition state="misty" weight="0.7"/>
<transition state="light rain" weight="1.0"/>
<transition state="thunderstorm" weight="2.0"/>
</weather>
<weather name="thunderstorm" changeduration="15.0" minduration="60" maxduration="180">
<fog intensity="0.4" color="606060"/>
<rain intensity="1.0"/>
<storm intensity="0.5" speed="0.4"/>
<flash frequencyfactor="1.0"/>
<sound name="mod:Audio/Ambient/rain02.wav"/>
<sound2 name="mod:Audio/Ambient/thunder02.wav"/>
<transition state="heavy rain" weight="1.0"/>
<transition state="light rain" weight="1.0"/>
</weather>
</climate>
</freeplayparameters>
Display More
The XML file has different parts which will be explained in the following sections.
2 Content
2.1 Gameplay basics
Most of the properties are self-explanatory. You can find the most important settings here:
- Line 7: Starting money
- Line 8: Maximum money
- Line 9: Daily income
- Line 13: Daytime at game start
Code
<Seed value="0"/>
<BuyFactor value="10.0"/>
<SellFactor value="0.5"/>
<InjuredSavedReward value = "100" />
<GlobalEventFrequencyFactor value="0.4"/>
<TimeSpeedFactor value="1.2"/>
<StartBudget value="75000"/>
<MaxBudget value="160000"/>
<Earnings value="30000"/>
<SquadPriceGrowth value="30.0"/>
<InitialEventFrequencyBoost value="100000.0"/>
<InitialEventWaitDuration value="5.0"/>
<starttime value="7:30"/>
Display More
2.2 Multiplayer settings
This part is responsible for the time, that the vehicle menu is shown to every player in the multiplayer mode.
Code
<!-- time in seconds until the active player is switched in MP -->
<TimeActivePlayerSwitchMP value="60.0"/>
=== Points for events===
This part is responsible for the amount of points every incidents generates. If you accomplish an event successful, you'll get an certain amount of points.
Code
<!-- score for each event -->
<ScoreForestFire value="10000"/>
<ScoreBombExplosion value="15000"/>
<ScoreCarAccidentNoWater value="500"/>
<ScoreEventMassCarambolage value="5000"/>
<ScoreRiotMob value="5000"/>
<ScorePunchFest value="5000"/>
<ScoreRandomFire value="1500"/>
<ScoreRandomFireNoHouses value="500"/>
<ScoreCigarette value="1000"/>
<ScoreCigaretteNoHouses value="500"/>
<ScoreHeartAttack value="1000"/>
<ScoreFall value="250"/>
<ScoreShock value="250"/>
<ScoreCirculatoryCollapse value="500"/>
<ScoreFoodPoisoning value="500"/>
<ScoreStroke value="750"/>
<ScoreFlashStrike value="1500"/>
<ScoreShopLifting value="1000"/>
<ScoreCarTheft value="1500"/>
<ScorePickpocketing value="750"/>
<ScoreTrafficLightFailure value="500"/>
<ScoreRailwayCrossingFailure value="500"/>
<ScoreSuicideDrowning value="1000"/>
<ScoreCarAccident value="2000"/>
<ScoreBomber value="3000"/>
<ScoreRowdy value="2000"/>
<ScoreHostageTaking value="3000"/>
<ScoreArsonist value="10000"/>
<ScoreRabidDog value="2000"/>
<ScoreDemonstration value="7500"/>
<ScoreBankRobbery value="1250"/>
<ScoreSuicideTrack value="2000"/>
<ScoreSuicideWindow value="1500"/>
<ScoreGasExplosion value="15000"/>
<ScoreRunningAmok value="4000"/>
<ScoreBecomingMurderer value="2500"/>
<ScoreEarthquake value="15000"/>
<ScoreCivilcarDefect value="1500"/>
<ScoreShortCircuit value="2500"/>
<ScoreBirdFlu value="2000"/>
<ScoreHail value="7500"/>
<ScoreAmokDrive value="5000"/>
<ScoreTrafficJam value="1500"/>
<ScoreHydrantDamaged value="1000"/>
<ScoreSaboteur value="7500"/>
<ScoreElectricShock value="2000"/>
<ScoreSniper value="4000"/>
<ScoreMissingPerson value="2000"/>
<ScoreHomicide value="3000"/>
<ScoreRadioactiveCloud value="10000"/>
<ScoreZombie value="15000"/>
<ScoreSylvester value="5000"/>
Display More
=== Points for individual events ===
This part is responsible for the amount of points for individual events.
Code
<IndividualScore>
<score id="0" points="4"/>
<score id="1" points="10"/>
<score id="2" points="10000"/>
<score id="3" points="2500"/>
<score id="4" points="10"/>
<score id="5" points="5"/>
<score id="6" points="10000"/>
<score id="7" points="2500"/>
<score id="8" points="20"/>
<score id="9" points="25000"/>
<score id="10" points="4"/>
<score id="11" points="10000"/>
<score id="12" points="10000"/>
<score id="13" points="50000"/>
<score id="14" points="25000"/>
<score id="15" points="100"/>
<score id="16" points="-2000"/>
<score id="17" points="-10000"/>
<score id="18" points="-5000"/>
<score id="19" points="-100000"/>
<score id="20" points="-5000"/>
<star id="0" points="100000"/>
<star id="1" points="200000"/>
<star id="2" points="300000"/>
<star id="3" points="400000"/>
<star id="4" points="550000"/>
<star id="5" points="700000"/>
<star id="6" points="850000"/>
<star id="7" points="1000000"/>
<star id="8" points="1200000"/>
<star id="9" points="1400000"/>
<star id="10" points="1600000"/>
<star id="11" points="1800000"/>
<star id="12" points="2100000"/>
<star id="13" points="2400000"/>
<star id="14" points="2700000"/>
<star id="15" points="3000000"/>
<star id="16" points="3400000"/>
<star id="17" points="3800000"/>
<star id="18" points="4200000"/>
<star id="19" points="4400000"/>
<star id="20" points="1000000000"/>
<medal stars="4"/>
</IndividualScore>
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2.3 Settings for the 'Challenge' mode
This part is responsible for the settings of the 'Challenge' mode.
Code
<Rating>
<!-- Schwierigkeitsgrad (je höher desto schwerer)-->
<UpperLimitEasy value = "35.0" />
<UpperLimitMedium value = "50.0" />
<UpperLimitHard value = "75.0" />
<!-- abbrechen wenn gesamtzustand im challengemode zu groß wird -->
<ChallengeAbortRatingDifference value = "150.0" />
<!-- Einstellungen der Punkte
Wenn auf 0, dann gibt es 0 Punkte wenn der gesamtzustand gleich dem UpperLimit ist.
Bei negativen Werten gibt es mehr Punkte, bei positiven weniger Punkte -->
<ScoreUpperLimitBonus value = "0.0" />
<!-- UpperLimit wird bei jedem Tick um diesen Wert erhöht -->
<TimeFactor value = "0.0" />
<Factor name="Burning Houses" value="15.0" />
<Factor name="Burning Objects" value="5.0" />
<Factor name="Gangsters" value="10.0" />
<Factor name="Injured Persons" value="5.0" />
<Factor name="Dead Persons" value="3.0" />
<Factor name="Contaminated Persons" value="10.0" />
</Rating>
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2.4 Dynamically point reduction
This part is responsible for the dynamically point reduction, e.g. in case of too many casualities.
Code
<!-- score -->
<InitialScorePerMinute value="500.0"/>
<InnocentPersonWoundedPermanentPenalty value="75.0"/>
<InnocentPersonKilledPermanentPenalty value="90.0"/>
<InnocentVehicleShotPermanentPenalty value="75.0"/>
<RegeneratePermanentPenaltyPerMinute value="0.001"/>
<MaxScoreStepPerMinute value="1.0"/>
2.5 Cheat penalty
Here you can set cheat penalties for blocking paths in order to reduce the amount of civil traffic.
Code
<!-- cheat penalties -->
<!-- penalty as soon as x spawns where blocked within the last minute -->
<!-- <CheatPenaltyMinSpawnsBlockedPerMinute value = "1"/> -->
<!-- more spawns blocked than max are ignored -->
<!-- <CheatPenaltyMaxSpawnsBlockedPerMinute value = "50"/> -->
<!-- ratio of stopped vs. moving vehicles. All move it's 0 - all traffic blocked it's 1 -->
<CheatPenaltyMinTrafficJamRatio value = "0.5"/>
<!-- highest value cheat penalties can reach (between 0=none and 1) -->
<CheatPenalityScaling value = ""/>
2.6 Other
Here you can change the contamination radius and the time cycle of the trains appearing on the map.
Code
<!-- misc -->
<ContaminationRange value="10.0"/> <!-- in meter -->
<TrainCycle value="240.0"/> <!-- in seconds -->
3 Incidents
3.1 General settings
The most important settings in this part are the settings for the activation of incidents and the frequency of them.
<Enabled value = "0" /> This lines shows, whether an incident is active or not.0deactivates it, 1 activates it.
<AverageFrequency value = "1.0" /> This line defines the frequency of the incident in 10 minute intervalls. As highter the value, as more incidents will occure.
3.2 Incident fall
This incidents generates and falling person on the map and injures the person.
Code
<EFPEventFall>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT17" />
<SupervisorFinish value = "" />
</EFPEventFall>
3.3 Incident shock
This incident sets a random person on the map under shock.
Code
<EFPEventShock>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT18" />
<SupervisorFinish value = "" />
</EFPEventShock>
3.4 Incident circulatory collapse
A random person on the map get's a circulatory collapse.
Code
<EFPEventCirculatoryCollapse>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT19" />
<SupervisorFinish value = "" />
</EFPEventCirculatoryCollapse>
3.5 Einsatz Lebensmittelvergiftung
Diese Einsatzart lässt eine zufällige Person auf der Einsatzkarte eine Lebensmittelverfiftung erleiden.
Code
<EFPEventFoodPoisoning>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT20" />
<SupervisorFinish value = "" />
</EFPEventFoodPoisoning>
3.6 Einsatz Herzinfakt
Diese Einsatzart lässt eine zufällige Person auf der Einsatzkarte einen Herzinfarkt erleiden.
Code
<EFPEventHeartAttack>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT21" />
<SupervisorFinish value = "" />
</EFPEventHeartAttack>
3.7 Einsatz Schlaganfall
Diese Einsatzart lässt eine zufällige Person auf der Einsatzkarte einen Schlaganfall erleiden.
Code
<EFPEventStroke>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "2" />
<SupervisorStart value = "ID_SUPERV_EVENT22" />
<SupervisorFinish value = "" />
</EFPEventStroke>
3.8 Einsatz Blitzeinschlag
Diese Einsatzart lässt visuell sichtbar einen Blitz auf der Karte einschlagen und entzündet ein Objekt bzw. verletzt eine Person.
Code
<EFPEventFlashStrike>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes (gets multiplied by timezone parameter "flash/frequenceyfactor") -->
<AverageFrequency value = "10.0" />
<!-- DamageRadius: in meter -->
<DamageRadius value ="30.0" />
<Worth value = "5.0" />
<SearchDamageRounds value="1" />
<SupervisorStart value = "ID_SUPERV_EVENT36" />
<SupervisorFinish value = "" />
</EFPEventFlashStrike>
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3.9 Einsatz Feuer
Diese Einsatzart entzündet ein Feuer bei einem beliebigen Objekt auf der Karte.
Code
<EFPRandomFire>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT33" />
<SupervisorFinish value = "" />
</EFPRandomFire>
3.10 Einsatz Weggeworfene Zigarrette
Diese Einsatzart entzündet ein Feuer bei einem beliebigen Objekt auf der Karte.
Code
<EFPEventCigarette>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "5.0" />
<!-- MaxDropDistance: in meter -->
<MaxDropDistance value = "10.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT28" />
<SupervisorFinish value = "" />
</EFPEventCigarette>
3.11 Einsatz Ladendiebstahl
Diese Einsatzart generiert einen fliehenden Ladendieb und eine auf sich aufmerksam machende bestohlene Person auf der Karte.
Code
<EFPEventShopLifting>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- IsArmed: probability in percent -->
<IsArmed value = "0.5" />
<!-- VictimWaitTime: in seconds (time the victim needs to detect the crime) -->
<VictimWaitTime value = "3.0" />
<!-- VictimMoveDistance: in meters (distance the victim moves out of the shop) -->
<VictimMoveDistance value = "4.0" />
<!-- VictimWaveTime: in seconds (time the victim waves for help) -->
<VictimWaveTime value = "30.0"/>
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT23" />
<SupervisorFinish value = "" />
</EFPEventShopLifting>
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3.12 Einsatz Autodiebstahl
Diese Einsatzart generiert ein gestohlenes Fahrzeug auf der Karte, welches über die Karte fährt und flüchtet.
Code
<EFPEventCarTheft>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "10.0" />
<!-- MaxRadius: in meter (max. distance between committer and car) -->
<MaxRadius value = "100.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "60.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT02" />
<SupervisorFinish value = "" />
</EFPEventCarTheft>
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3.13 Einsatz Verkehrsunfall
Diese Einsatzart generiert an einer Kreuzung oder im Wasser aus einem vordefinierten Pool an Einsätzen einen Verkehrsunfall.
Code
<EFPEventCarAccident>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- SafetyRadius: in meters -->
<SafetyRadius value ="12.0" />
<!-- LifeDrain: in Energy per tick -->
<LifeDrain value = "2.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT01" />
<SupervisorFinish value = "" />
</EFPEventCarAccident>
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3.13.1 Einsatz Verkehrsunfall nicht im Wasser
Diese Einsatzart generiert an einer Kreuzung aus einem vordefinierten Pool an Einsätzen einen Verkehrsunfall.
Code
<EFPCarAccidentNoWater> <!-- Autounfall, nicht im Wasser -->
<Enabled value = "0" />
<AverageFrequency value = "2.0" />
<SafetyRadius value = "12.0" />
<LifeDrain value = "2.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT01" />
<SupervisorFinish value = "" />
</EFPCarAccidentNoWater>
3.14 Einsatz Tollwut
Diese Einsatzart generiert einen tollwütigen Hund auf der Karte, der Passanten verletzt.
Code
<EFPRabidDog>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<!-- Resistance against energy -->
<Resistance value = "10000.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "30.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT15" />
<SupervisorFinish value = "" />
</EFPRabidDog>
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3.15 Einsatz Defekte Verkehrsanlage
Diese Einsatzart generiert eine defekte Ampelanlage an einer Kreuzung.
Code
<EFPEventTrafficLightFailure>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT37" />
<SupervisorFinish value = "" />
</EFPEventTrafficLightFailure>
3.16 Einsatz Schläger
Diese Einsatzart generiert einen aggressiven Schläger, der andere Passanten verletzt.
Code
<EFPRowdy>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- Resistance against energy -->
<Resistance value = "100.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "25.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "15.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT10" />
<SupervisorFinish value = "" />
</EFPRowdy>
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3.17 Einsatz Bombenleger
Diese Einsatzart generiert einen Bombenleger, der eine Bombe auf der Einsatzkarte platziert.
Code
<EFPBomber>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<!-- MaxDistance: in meter (max. way between bomb and bomber) -->
<MaxDistance value = "150.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "90.0" />
<!-- MinBombTime: minimum seconds till bomb explods -->
<MinBombTime value = "90.0" />
<!-- MaxBombTime: maximum seconds till bomb explods -->
<MaxBombTime value = "120.0" />
<!-- Armed: probability in percent -->
<Armed value = "50.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT14" />
<SupervisorFinish value = "" />
</EFPBomber>
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3.18 Einsatz Geiselnahme
Diese Einsatzart generiert an einen Geiselnehmer, der in einem Gebäude Geiseln nimmt.
Code
<EFPHostageTaking>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<!-- Time to send a flight car -->
<TimeFlightCar value = "180.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "150.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "90.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT13" />
<SupervisorFinish value = "" />
</EFPHostageTaking>
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3.19 Einsatz Brandstifter
Diese Einsatzart generiert einen Brandstifter, der auf der Karte zufällig Gebäude in Brand setzt.
Code
<EFPArsonist>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<!-- Time to next arson -->
<TimeToNextArson value = "45.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "100.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "90.0" />
<Worth value = "30.0" />
<SupervisorStart value = "ID_SUPERV_EVENT12" />
<SupervisorFinish value = "" />
</EFPArsonist>
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3.20 Einsatz Demonstration
Diese Einsatzart generiert einen Rädelsführer, bei dem sich immer mehr Demonstranten sammeln.
Code
<EFPDemonstration>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "300.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "180.0" />
<MaxAttractRadius value = "25.0" />
<MaxDemonstrants value = "10" />
<MaxMolCockTime value = "30.0" />
<MaxMolCockBurnChance value = "75" />
<CalmDownTime value = "60.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT11" />
<SupervisorFinish value = "" />
</EFPDemonstration>
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3.21 Einsatz Banküberfall
Diese Einsatzart generiert Gangster, die eine Bank auf der Karte überfallen.
Code
<EFPBankRobbery>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<!-- Time to stay in bank -->
<TimeInBank value = "15.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "30.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT25" />
<SupervisorFinish value = "" />
</EFPBankRobbery>
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3.22 Einsatz Taschendiebstahl
Diese Einsatzart generiert einen fliehenden Taschendieb und ein bestohlendes, auf sich aufmerksam machendes Opfer.
Code
<EFPPickpocketing>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "2.0" />
<!-- MaxDistance: in meter (max. distance between committer and victim) -->
<MaxDistance value = "50.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "30.0" />
<!-- Armed: probability in percent -->
<Armed value = "25.0" />
<Worth value = "3.0" />
<SupervisorStart value = "ID_SUPERV_EVENT24" />
<SupervisorFinish value = "" />
</EFPPickpocketing>
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3.23 Einsatz Selbstmordversuch durch Ertrinken
Diese Einsatzart generiert einen Selbstmörder, der in einem Gewässer schwimmt.
Code
<EFPEventSuicideDrowning>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.5" />
<Worth value = "3.0" />
<MaxDistance value = "50" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideDrowning>
3.24 Einsatz Selbstmordversuch auf Eisenbahnschiene
Diese Einsatzart generiert einen Selbstmörder, der auf Eisenbahnschienen herumläuft.
Code
<EFPEventSuicideTrack>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<Worth value = "3.0" />
<MaxDistance value = "50" />
<ChanceChangeMind value = "50.0" />
<SupervisorStart value = "ID_SUPERV_EVENT26" />
<SupervisorFinish value = "" />
</EFPEventSuicideTrack>
3.25 Einsatz Selbstmorversuch durch Fenstersprung
Diese Einsatzart generiert einen Selbstmörder, der sich aus einem Fenster stürzen will.
Code
<EFPEventSuicideWindow>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.8" />
<Worth value = "3.0" />
<ChanceChangeMind value = "25.0" />
<WaitingTime value = "180.0" />
<WaitingTimeIncrease value = "30.0" />
<SupervisorStart value = "ID_SUPERV_EVENT27" />
<SupervisorFinish value = "" />
</EFPEventSuicideWindow>
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3.26 Einsatz defektes Fahrzeug
Diese Einsatzart generiert ein zufälliges defektes und brennendes Fahrzeug auf der Einsatzkarte.
Code
<EFPEventCivilcarDefect>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- AverageTimeTillExplode (in sec. - 50% spreading) -->
<AverageTimeTillExplode value = "90" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT09" />
<SupervisorFinish value = "" />
</EFPEventCivilcarDefect>
3.27 Einsatz Gasexplosion
Diese Einsatzart lässt an belieber Position eine große Explosion stattfinden.
Code
<EFPGasExplosion>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT32" />
<SupervisorFinish value = "" />
</EFPGasExplosion>
3.28 Einsatz defekter Schaltkasten
Dieser Einsatz beschädigt einen beliebigen Schaltkasten, der unter Umstänen andere Personen verletzten kann.
Code
<EFPEventShortCircuit>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- InjureInhousePersons: probability in percent -->
<InjureInhousePersons value = "50.0" />
<!-- BurnHouse: probability in percent -->
<BurnHouse value = "50.0" />
<Worth value = "10.0" />
<SupervisorStart value = "ID_SUPERV_EVENT03" />
<SupervisorFinish value = "" />
</EFPEventShortCircuit>
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3.29 Einsatz Amoklauf
Diese Einsatzart generiert einen Amokläufer, der auf Fahrzeuge und Personen schießt.
Code
<EFPRunningAmok>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.5" />
<!-- ReactionRange: in meters -->
<ReactionRange value = "25.0" />
<!-- ShootRange: in meters -->
<ShootRange value = "20.0" />
<!-- Spread: in degrees -->
<Spread value = "5.0" />
<!-- ShootPower: in percent -->
<ShootPower value = "250" />
<!-- ShotDuration: in seconds -->
<ShotDuration value = "1.0" />
<!-- SightAngle: in degrees -->
<SightAngle value = "120.0" />
<!--- resistance agains shots: like in editor -->
<ResistanceShot value = "0.0" />
<Worth value = "15.0" />
<SupervisorStart value = "ID_SUPERV_EVENT40" />
<SupervisorFinish value = "" />
</EFPRunningAmok>
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3.30 Einsatz Gewaltverbrechen
Diese Einsatzart generiert einen flüchtenden Gewaltverbrecher und ein verletztes Opfer.
Code
<EFPBecomingMurderer>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "1.0" />
<!-- MaxDistanceToVictim: in meter -->
<MaxDistanceToVictim value = "25.0" />
<!-- time till person becomes active gangster -->
<MinDurationBetweenEventsOffset value = "15.0" />
<Worth value = "6.0" />
<SupervisorStart value = "ID_SUPERV_EVENT39" />
<SupervisorFinish value = "" />
</EFPBecomingMurderer>
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3.31 Einsatz Erdbeben
Diese Einsatzart setzt auf der gesamten Einsatzkarte zufällig Objekte in Brand und verletzt Personen.
Code
<EFPEarthquake>
<Enabled value = "0" />
<!-- AverageFrequency: average number of events per 10 minutes -->
<AverageFrequency value = "0.3" />
<!-- AverageNumberOfBurningHouses (50% spreading) -->
<AverageNumberOfBurningHouses value = "2" />
<!-- AverageNumberOfInjuredPersons (50% spreading) -->
<AverageNumberOfInjuredPersons value = "6" />
<!-- CameraShakeDuration (in sec.) -->
<CameraShakeDuration value = "10.0" />
<!-- CameraShakeStrength -->
<CameraShakeStrength value = "30.0" />
<Worth value = "25.0" />
<SupervisorStart value = "ID_SUPERV_EVENT16" />
<SupervisorFinish value = "" />
</EFPEarthquake>
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3.32 Einsatz defekte Bahnschranke
Diese Einsatzart generiert eine defekte Bahnschranke auf der Einsatzkarte.
Code
<EFPEventRailwayCrossingFailure> <!-- Bahnschranke defekt -->
<Enabled value = "0" />
<AverageFrequency value = "8.0" />
<Worth value = "8.0" />
<SupervisorStart value = "ID_SUPERV_EVENT38" />
<SupervisorFinish value = "" />
</EFPEventRailwayCrossingFailure>
3.33 Einsatz Vogelgrippe
Diese Einsatzart generiert ansteckende tote Vögel auf der Karte, die Personen infizieren können.
Code
<EFPBirdFlu> <!-- Vogelgrippe -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D01" />
<SupervisorFinish value = "" />
<!-- ContamRange: in meter -->
<ContamRange value = "5.0" />
</EFPBirdFlu>
3.34 Einsatz Hagelschauer
Diese Einsatzart generiert einen Hagelschauer, der Fahrzeuge beschädigen und Personen verletzten kann.
Code
<EFPHail> <!-- Hagelschauer -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D02" />
<SupervisorFinish value = "" />
<!-- MinVictims: minimale Anzahl Opfer -->
<MinVictims value = "1" />
<!-- MaxVictims: maximale Anzahl Opfer -->
<MaxVictims value = "1" />
<!-- MinDamagedVehicles: minimale Anzahl zerstörter Fahrzeuge -->
<MinDamagedVehicles value = "1" />
<!-- MaxDamagedVehicles: maximale Anzahl zerstörter Fahrzeuge -->
<MaxDamagedVehicles value = "1" />
</EFPHail>
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3.35 Einsatz Amokfahrt
Diese Einsatzart generiert einen Amokfahrer der über die Einsatzkarte fährt und Passanten verletzt.
Code
<EFPAmokDrive> <!-- Amokfahrt -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D03" />
<SupervisorFinish value = "" />
<!-- MaxPathDistance: in units -->
<MaxPathDistance value = "1000.0" />
</EFPAmokDrive>
3.36 Einsatz Stau
Diese Einsatzart generiert bei Aufstauungen auf der Karte automatische einen Stau, der aufgelöst werden muss.
Code
<EFPTrafficJam> <!-- Stau -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D05" />
<SupervisorFinish value = "" />
<!-- NumCarsStart: minimale Anzahl Fahrzeuge, bis Stau erkannt wird -->
<NumCarsStart value = "20" />
<!-- NumCarsFinish: maximale Anzahl Fahrzeuge bis Stau als aufgelöst erkannt wird -->
<NumCarsFinish value = "10" />
<!-- CountdownTime: Zeit in der Stau aufgelöst werden muss (in sec.) -->
<CountdownTime value = "180.0" />
</EFPTrafficJam>
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3.37 Einsatz defekter Hydrant
Diese Einsatzart generiert einen defekten Hydranten dessen ausfließendes Wasser den Verkehr blockiert.
Code
<EFPHydrantDamaged> <!-- Defekter Hydrant -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D06" />
<SupervisorFinish value = "" />
</EFPHydrantDamaged>
3.38 Einsatz Saboteur
Diese Einsatzart generiert einen gewältätigen Saboteur, der Einsatzfahrzeuge beschädigt.
Code
<EFPSaboteur> <!-- Saboteur -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D04" />
<SupervisorFinish value = "" />
<!-- SaboteurTime: Dauer einer Sabotage (in sec.) -->
<SaboteurTime value = "15.0" />
<!-- WaitTime: Wartezeit nach einer Sabotage (in sec.) -->
<WaitTime value = "20.0" />
<!-- AverageTimeTillExplode: Mittlere Zeit bis sabotiertes Fahrzeug explodiert (in sec.) -->
<AverageTimeTillExplode value = "60.0" />
</EFPSaboteur>
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3.39 Einsatz Stromschlag
Diese Einsatzart generiert eine defekte Straßenlaterne, durch die Personen um Umkreis verletzt werden können.
Code
<EFPElectricShock> <!-- Stromschlag -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D11" />
<SupervisorFinish value = "" />
<!-- AreaRadius: Bereich in dem Personen verletzt werden (in units) -->
<AreaRadius value = "250.0" />
</EFPElectricShock>
3.40 Einsatz Scharfschütze
Diese Einsatzart generiert einen Scharfschützen, der Zivilpersonen und Einheiten auf der Karte angreift.
Code
<EFPSniper> <!-- Scharfschütze -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D10" />
<SupervisorFinish value = "" />
<!-- ActionRange: Aktionsradius in meter -->
<ActionRange value = "30.0" />
<!-- ShootRange: Schussradius in meter -->
<ShootRange value = "35.0" />
<!-- CivilsFleeRange: Fluchtradius für Zivilisten un meter -->
<CivilsFleeRange value = "12.0" />
</EFPSniper>
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3.41 Einsatz Vermisste Person
Diese Einsatzart generiert eine vermisste Person, die mit dem Suchhund gefunden werden muss.
Code
<EFPMissingPerson> <!-- Vermisste Person -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D07" />
<SupervisorFinish value = "" />
<!-- InjureFactor: Grad der Verletzung (0..1) -->
<InjureFactor value = "0.5" />
</EFPMissingPerson>
3.42 Einsatz Mordopfer
Diese Einsatzart generiert ein Mordopfer, das untersucht werden muss und dessen Mörder verhaftet werden muss.
Code
<EFPHomicide> <!-- Mordopfer -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D08" />
<SupervisorFinish value = "" />
<!-- AttractorRadius: Bereich in dem Helfer gesucht werden (in units) -->
<AttractorRadius value = "1000.0" />
</EFPHomicide>
3.43 Einsatz radioaktive Wolke
Diese Einsatzart generiert eine radioaktive Wolke, die weite Gebiete der Einsatzkarte verstrahlt.
Code
<EFPRadioactiveCloud> <!-- Radioaktive Wolke -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D09" />
<SupervisorFinish value = "" />
<!-- ContaminationRadius: Bereich in dem Personen kontaminiert werden (in units) -->
<ContaminationRadius value = "1000.0" />
</EFPRadioactiveCloud>
3.44 Einsatz Zombies
Diese Einsatzart generiert an Halloween Zombies, die die Stadt heimsuchen.
Code
<EFPZombie> <!-- Zombies -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D12" />
<SupervisorFinish value = "" />
<!-- IgnoreDate: Nur an Halloween/Immer -->
<IgnoreDate value = "0" />
</EFPZombie>
3.45 Einsatz Silvester
Diese Einsatzart generiert an Silvester ein Feuerwerk.
Code
<EFPZombie> <!-- Silvester -->
<Enabled value = "0" />
<AverageFrequency value = "1.0" />
<Worth value = "5.0" />
<SupervisorStart value = "ID_SUPERV_EVENT_D13" />
<SupervisorFinish value = "" />
<!-- Duration: Dauer des Feuerwerks -->
<Duration value = "180.0" />
<!-- IgnoreDate: Nur an Silvester/Immer -->
<IgnoreDate value = "0" />
</EFPZombie>
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