areaOfRelevance default { spreadStart 0 spreadEnd 32000 spreadScale 0.75 userCommandCutoff 5000 animationCutoff 7000 ikCutoff 3500 physicsCutoff 3500 boxDecayClipStart 3500 pointDecayClipStart 5000 heightMapDecayClipStart 7000 decayClipEnd 10000 physicsLOD1Start 800 physicsLOD2Start 1200 } areaOfRelevance player { spreadStart 0 spreadEnd 32000 spreadScale 0.75 userCommandCutoff 6000 animationCutoff 10000 ikCutoff 6000 physicsCutoff 6000 pointDecayClipStart 6000 heightMapDecayClipStart 7000 decayClipEnd 10000 physicsLOD1Start 800 physicsLOD2Start 1200 physicsLOD3Start 2400 } // for showing things like the titan turret turning areaOfRelevance keep_anims { spreadStart 0 spreadEnd 32000 spreadScale 0.75 userCommandCutoff 10240 animationCutoff 10240 ikCutoff 10240 physicsCutoff 10240 physicsLOD1Start 7999 physicsLOD2Start 8000 } // for anansi/hornet/buffalo // cuts off collision detection fairly early, but keeps running rest of physics for a long distance areaOfRelevance air_vehicles { spreadStart 0 spreadEnd 32000 spreadScale 0.75 userCommandCutoff 10000 animationCutoff 4500 ikCutoff 4500 physicsCutoff 10000 boxDecayClipStart 11000 pointDecayClipStart 13000 heightMapDecayClipStart 14000 decayClipEnd 16000 physicsLOD2Start 1500 physicsLOD3Start 4500 } // for large missiles, these predict very easily, and are pretty cheap physics-wise areaOfRelevance missile { spreadScale 0.2 spreadStart 0 spreadEnd 8000 }