@REVISION = %u @%s-HEAD-VALUE = %#x @AUTO-ID = %u # KCL-FALL (automatic height correction) # Define the following values here or at any place between the points. # They are valid until re-defined. Disable this feature by @KCL-FALL-WIDTH=0. @KCL-FALL-WIDTH = 0 # set to a value >0 (e.g. 200) to enable KCL falling @KCL-FALL-PRE-ADD = 0 # add this height or vector before falling @KCL-FALL-POST-ADD = 0 # add this height or vector after success @KCL-FALL-TYPES = KCL$DRIVE # bit field of recognized KCL types # Best values are: # - KCL$BORDER: All KCL types except effects. # - KCL$DRIVE: All driveable types like road, boost, ramp, water, ... # Snap to nearest point of the enemy route and add the vector. # Activate it with something like: vy(200) => 200 units higher than the enemy point @HSNAP-TO-ENPT = $NONE # horizontal snap without adjust, y-rotation @SNAP-TO-ENPT = $NONE # 3D snap, y-rotation @SNAP2-TO-ENPT = $NONE # 3D snap, x- and y-rotation # Show points in the track by using objects # Values: 0=off, -1=use default (block of ghost value), >0=force object with 'id' @ROUTE-OBJECT = mode$showrt & %u ? -1 : 0 @ROUTE-OBJECT-SHIFT = $NONE # v3(0) # add vector to position @ROUTE-OBJECT-SCALE = $NONE # v3(1) # define vector scale