[SCRIPTABLE_DISPLAY_...]
MESHES = Haltech_Screen
SCRIPT = haltech.lua

[SHADER_REPLACEMENT_...]
MATERIALS = Haltech_Screen
SHADER = smDigitalScreen
PROP_... = smScreenScale, 1024,512
PROP_... = smScreenType, 2
PROP_... = smUseTextureCoordinates, 1

[SHADER_REPLACEMENT_...]
MATERIALS = RNeedle, haltechTurn
SHADER = smDigitalScreen
PROP_... = smScreenScale, 2048,2048
PROP_... = smScreenType, 2
PROP_... = smUseTextureCoordinates, 1

[STATUS_BATTERY]
BASE_VOLTAGE = 14.0                         ; base battery voltage
MAX_VOLTAGE = 14.7                          ; maximum battery voltage

[EMISSIVE_...]
INPUT = HEADLIGHTS
NAME = Haltech_Screen
COLOR = 1, 1, 1                             ; glowing color if condition is met
OFF_COLOR = 5, 5, 5                      ; glowing color otherwise, default value is 0
LAG = 0.0                                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.0                      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE                             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0                       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
CAST_LIGHT = 0

[EMISSIVE_...]
INPUT = HEADLIGHTS
NAME = Haltech_RPM_Arrow
COLOR = 1, 0, 0                             ; glowing color if condition is met
OFF_COLOR = 5, 0, 0                        ; glowing color otherwise, default value is 0
LAG = 0.0                                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.0                      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE                             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0                       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
CAST_LIGHT = 0

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = Haltech_Turn_Left
COLOR = 0,1,0, 7                            ; glowing color if condition is met
LAG = 0.0                                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.0                      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE                             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0                       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
CAST_LIGHT = 0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = Haltech_Turn_Right
COLOR = 0,1,0, 7                            ; glowing color if condition is met
LAG = 0.0                                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.0                      ; adds heating effect, going through orange tint while turning on and off
LOCATION = NONE                             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0                       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights
CAST_LIGHT = 0

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = Arrow_RPM
START = 0                                   ; offset for starting point, degress
RANGE = 359.99                              ; full range of arrow to move to at the upper bound, degress
SPEED_LAG = 0.0                             ; lag for speed, adding inertia of movement
G_FACTOR = 0.1, 0, 0                        ; adds a bit of needle offset bound to G-forces for those axis
LUT = (| 0=0 | 9000=270 |)                  ; optionally maps input values to degrees

[AUDIO_VOLUME]
BACKFIRE_EXT = 6.1
BACKFIRE_INT = 6.1
BODYWORK = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
ENGINE_EXT = 2.0
ENGINE_INT = 1.4
GEAR_EXT = 1.0
GEAR_GRIND = 1.0
GEAR_INT = 1.0
HORN = 1.0
LIMITER = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 0.0
TURBO = 6.0
TURBO_BOW = 6.0
WIND = 2.4

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1 ; for turbo sound, “throttle” input, same as in engine event

[EMISSIVE_EXTRA_C_0] 
BIND_TO_EXTRA_D=1
BIND_TO_HEADLIGHTS=0
NAME=extra_1_SUB5
COLOR=0,0,1,1
OFF_COLOR=0,0,0
LAG=0.01
SIMULATE_HEATING=0
LOCATION=FRONT
ACT_AS_HEADLIGHTS=0  
TOGGLE_VISIBILITY=1    
TOGGLE_VISIBILITY_INVERSE=1


[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=10 ; flame size
ANTILAG_INTERVAL_MAX=3000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.7 ; delay after throttle lift
DISCHARGE_DURATION=0.7 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=30; flame size
DISCHARGE_RPM_THRESHOLD_MAX=2800 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=1 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=15 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=7000
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=8 ; flame size
LIMITER_RPM_THRESHOLD=10100 ; limiter flames will not shoot below this rpm


;Exhaust Shaking

[SHAKING_EXHAUST_...]
MESHES = Line007
POINT_0 = 0.811, -0.426, 2.51
POINT_0_RADIUS = 1
POINT_0_EXP = .12
POINT_0_SCALE = .8
