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Example research essay topic: Ai Investigate Disturbance Adjusted Hostage Attributes Distance - 1,200 words

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// WARNING -- changing values in this file may make your version of // Tom Clancy's Rainbow Six un runnable. -- WARNING DUMP SIMULATION UPDATE PERFORMANCE 0 MAX FRAME ELAPSED TICKS 100 // max simulation speed of 10 FPS (milliseconds) LINE OF SIGHT 3 D UPDATE INTERVAL 0. 75 // seconds LINE OF SIGHT SHADOW DISTANCE 800. 0 // cm LINE OF SIGHT ALWAYS SEEN DISTANCE 300. 0 // cm MAX TURN RATE MULTIPLIER 3. 0 // higher = humans turn faster, lower = humans turn slower CYLINDER GUNSHOT COLLISION DISTANCE 500. 0 CINEMA FIELD OF VIEW 1. 8 // horizontal radians CINEMA ASPECT RATIO 1. 8 // horizontal / vertical CINEMA NEAR CLIP DISTANCE 5. 0 // cm CINEMA FAR CLIP DISTANCE 10000. 0 // cm CAMERA FIRST PERSON OFFSET VECTOCAMERA FIRST PERSON LOOK VECTOR 0. 0 0. 0 500. 0 CAMERA THIRD PERSON LOOK VECTOR 0. 0 0. 0 100. 0 CAMERA THIRD PERSON SPRING CONSTANT 100. 0 CAMERA THIRD PERSON SPRING DAMPING 0. 2 CAMERA THIRD PERSON OFFSET VECTOR 0. 0 100. 0 - 200. 0 CAMERA TARGET LOCATION VERTICAL OFFSET 50. 0 MINIMUM MISSION OBJECTIVE ACTIVATION DISTANCE SQUARED 62500 MINIMUM FRAG OR FLASH NEXT ROOM DISTANCE SQUARED 62500 MINIMUM BREACH DOOR DISTANCE SQUARED 40000 TEAM MEMBER WOUND ATTRIBUTE MODIFIER 5 "ADJUSTED TERRORIST ATTRIBUTES MEDIUM" 5 "ADJUSTED TERRORIST ATTRIBUTES HARD" 10 "ADJUSTED HOSTAGE ATTRIBUTES MEDIUM" 5 "ADJUSTED HOSTAGE ATTRIBUTES HARD" 10 EXTRACTION ZONE Y EPSILON 150. 0 // In cm VC LOCATION CHECK EPSILON 2500. 0 // In cm // positive numbers increase stress, negative numbers decrease it TERRORIST STRESS PER WOUND 10 // per wound taken TERRORIST STRESS PER DEAD FRIENDLY 15 // per terrorist seen killed TERRORIST STRESS PER VISIBLE ENEMY 10 // per visible team member TERRORIST STRESS PER VISIBLE FRIENDLY - 10 // per visible terrorist TERRORIST STRESS CLOSE FRIENDLY DISTANCE 600. 0 // how close terrorist must be to be visible TERRORIST STRESS FOR OUT OF AMMO 30 // for completely out of ammo TERRORIST STRESS FOR SHOT IN BACK 10 // for being shot by someone that wasn't seen HOSTAGE STRESS MIN TIME FOR GUNSHOTS 5. 0 // min time between hostage checks due to gunfire HOSTAGE STRESS PER WOUND 10 // per wound taken HOSTAGE STRESS PER VISIBLE ENEMY 10 // per visible terrorist HOSTAGE STRESS PER VISIBLE FRIENDLY - 15 // per visible team member HOSTAGE STRESS IS ESCORTED - 30 // for being escorted TEAM STRESS PER WOUND 3 // per wound taken TEAM STRESS PER DEAD FRIENDLY 5 // per team member killed TEAM STRESS PER TEAM SIZE - 10 // per living member on current team TEAM STRESS LEADERSHIP MULTIPLIER - 0. 25 // multiplied by leader's leadership rating STRESS MIN SKILL CALM DOWN TIME 30. 0 // seconds after no threats STRESS MAX SKILL CALM DOWN TIME 5. 0 // seconds after no threats ALERTNESS STATE UPGRADE TIME 1. 0 // seconds ALERTNESS STATE BORED VISION MIN ANGLE COS 0. 7 // larger = narrower, must be 1. 0 or less ALERTNESS STATE READY VISION MIN ANGLE COS 0. 6 // larger = narrower, must be 1. 0 or less ALERTNESS STATE ALERT VISION MIN ANGLE COS 0. 5 // larger = narrower, must be 1. 0 or less ALERTNESS STATE BORED HEARING PERCENTAGE 0. 6 ALERTNESS STATE READY HEARING PERCENTAGE 0. 7 ALERTNESS STATE ALERT HEARING PERCENTAGE 0. 8 ALERTNESS STATE BORED DAZED TIME 5. 0 // seconds, for flashbang's and wounds ALERTNESS STATE READY DAZED TIME 3. 0 // seconds, for flashbang's and wounds ALERTNESS STATE ALERT DAZED TIME 0. 5 // seconds, for flashbang's and wounds AI USEENVIRONMENTOBJECT PRETHINK DELAY 0. 05 AI USEINVENTORYITEM PRETHINK DELAY 0. 05 AI ELIMINATETHREAT PRETHINK DELAY 0. 05 AI INVESTIGATE DISTURBANCE PRETHINK DELAY 0. 50 AI SCAN SURROUNDINGS PRETHINK DELAY 0. 50 AI BECOME CAPTIVE PRETHINK DELAY 0. 05 AI SHOTGUNBREACH PRETHINK DELAY 0. 05 AI MANIPULATEOBJECT PRETHINK DELAY 0. 05 AI FOLLOW WALL ACQUIRE ANGLE 6. 0 // radians / second AI FOLLOW WALL BLOCKED DISTANCE 120. 0 // cm AI FOLLOW WALL BLOCKED ANGLE 8. 0 // radians / second AI FOLLOW WALL PROJECTED DISTANCE 100. 0 // cm AI MOVE DISTANCE Y THRESHOLD 75. 0 // cm AI PORTAL MOVEMENT OFFSET 50. 0 // cm AI NEW FOLLOW POINT DISTANCE THRESHOLD 30. 0 // cm AI FOLLOW BACKUP ANGLE MAX COS - 0. 25 // radians AI AVATAR WAYPOINT SATISFIED DISTANCE 100. 0 AI MINIMUM CLEARING TIME 1. 0 // seconds AI CLEAR ROOM FINISHED MAX COS 0. 7071067811865 // 45 degrees AI CLOSE PORTAL DISTANCE THRESHOLD 5. 0 AI FORWARD MIN COS 0. 7071067811865 // 45 degrees AI MINIMUM CLEAR ROOM WIDTH 360. 0 // cm, should be around 3 times AI FOLLOW WALL BLOCKED DISTANCE AI LOW RISK RETICULE SIZE MULTIPLIER 1. 0 AI MEDIUM RISK RETICULE SIZE MULTIPLIER 1. 5 AI HIGH RISK RETICULE SIZE MULTIPLIER 3. 0 AI PORTAL FRUSTUM ORIGIN OFFSET DISTANCE 75. 0 // cm AI INSIDE PORTAL FRUSTUM DISTANCE 300. 0 // cm AI NEAR PORTAL DISTANCE 80. 0 // cm AI GRENADE STEP SATISFIED TIME 10. 0 // seconds AI LADDER WAYPOINT HEIGHT DIFFERENCE 100. 0 // cm AI THROW GRENADE HOLD DOWN TIME 0. 5 // seconds AI WAITFOR CLOSE PORTAL DISTANCE 300. 0 // cm AI RETREAT STRESS CHECK FAIL AMOUNT 25 // Fail a stress check by this or less and you just retreat AI MAXIMUM IMMEDIATE THREAT SOUND DISTANCE 1000000. 0 // how far out we check for immediate sound threats AI INVESTIGATE DISTURBANCE TURN DELAY 0. 05 AI SCAN SURROUNDINGS TURN DELAY 0. 05 AI TEAM OFF PATH DISTANCE 200. 0 // cm AI MAX SEEKING TERRORISTS 5 // maximum number of terrorists that can be seeking sounds at any one time ACTION WIDGET PLANSTEP COLOR 255 255 255 // Red Green Blue ACTION WIDGET CDTRACK 1 // Make 1 for no track RETICULE ROTATION 0 // 2 PI = one full rotation, 0 = no rotation CLAMBER HIGH WALL COLOR 110 110 110 PLANNING MAP BACKGROUND COLOR 2 12 27 MAX NETWORK TARGETED AIM DELTA 1. 047197551197 MAX NETWORK UNTARGETED AIM DELTA 0. 3490658503989 MP OPTIONS SERVER NAME "R 6 GAME SERVER" MP OPTIONS MESSAGE "Message of the Day" PLANMAP CAMERA MAXIMUM MOVE SPEED 1200 PLANMAP CAMERA MAXIMUM ZOOM SPEED 1000 PLANMAP CAMERA MAXIMUM ROTATE SPEED 1. 57 PLANMAP CAMERA MOVE DELTA 120. 0 // cm PLANMAP CAMERA ZOOM DELTA 160. 0 // cm PLANMAP CAMERA ROTATE DELTA 0. 0872 // 5 degrees PLANMAP INITIAL CAMERA MOVE SPEED 600 PLANMAP INITIAL CAMERA ZOOM SPEED 500 PLANMAP INITIAL CAMERA ROTATE SPEED 0. 785 // radians PLANMAP CAMERA OFFSET DIRECTIOPLANMAP MAXIMUM CAMERA ANIMATION TIME 0. 2 MINIMUM WAYPOINT CONNECTOR SCALE 2. 5 MAXIMUM WAYPOINT CONNECTOR SCALE 6. 0 FLASHBANG MODEL FILENAME "flashing. sob" FRAGGRENADE MODEL FILENAME "grenade. sob" HEARTBEAT SENSOR MODEL FILENAME "motion sensor. sob" MAX FIRST STAGE GLASS VELOCITY - 20. 0 MAX SECOND STAGE GLASS VELOCITY 20. 0 MISSION LIST FILE NAME "mission. lst" MPMISSION LIST FILE NAME "mission. lst" VICTORY TIME REQUIRED FOR FAILURE 6. 0 VICTORY TIME REQUIRED FOR SUCCESS 3. 0 MPLAYER EXECUTABLE NAME "mplaynow.

exe" CONSTANTS END // Must be last line of file Bibliography:


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Research essay sample on Ai Investigate Disturbance Adjusted Hostage Attributes Distance

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