Studying Insurance Fraud

Everything that happens in a game is programmed into it. From the most insignificant detail like the color of rain drops
to what happens in the out of bounds area. (Think Gta's Blue Hell.) If you don't put it in the code then it won't be
in the game. So it stands to reason that every single thing about a mission or an activity can be modded in some
manner because it is after all just code.

So I was poking around in the Insurance Fraud missions and I found a whole bunch of values that can
be manipulated to either increase or decrease the difficulty.

Here is the factories Insurance Fraud Level 1 (Fraud_Fc.xtbl)
Code:
<Level>
                <Cash_Award>100</Cash_Award>
                <Props_Award>5000</Props_Award>
                <Goal>50000</Goal>
                <Duration>210</Duration>
                <Max_Spots>1</Max_Spots>
                <Crazy_Chance>0.5</Crazy_Chance>
                <Coop_Goal>100000</Coop_Goal>
                <Crazy_Hit_Chance>.5</Crazy_Hit_Chance>
                <Ring_Money_Percent>1.00</Ring_Money_Percent>
                <Bonus_Distance>9999</Bonus_Distance>
                </Level>

Cash Award is how much you receive for passing the activity instance
Props Award is the amount of respect you gain for passing the activity instance
Goal is the amount of points that you must get to pass the activity instance
Duration is how much time you have to complete the activity
Max Spots is the amount of bonus areas that can spawn
Crazy Chance is the probability that a "crazy" driver will spawn
Coop Goal is the amount of points needed in coop
Crazy Hit Chance The Chance that "crazy" vehicles will try to avoid the player
Ring Money Percent After this much money is accumulated then the bonus ring will disappear.
Bonus Distance Max distance between bonus rings

Note: These values need to be changed in every level.
Code:
<Spots>
                        <Bonus_Center>fraud_fc_$SR_4way_heavy_traffic_with_sidewalks</Bonus_Center>
                        <Bonus_Radius>50</Bonus_Radius>
                        <Multiplier>1</Multiplier>
                        <Min_Speed_Override>10</Min_Speed_Override>
                        <Max_Speed_Override>30</Max_Speed_Override>
                        </Spots>

Bonus Center is the location of the spot
Bonus Radius is the size of the bonus area
Multiplier - Bonus Multiplier.
Min Speed Override - How slow can the cars go? (This will override the normal vehicle settings)
Max Speed Override - How fast can the cars go? (This will override the normal vehicle settings)

From fraud_globals.xtbl

<Fraud_Values>
Code:
<Name>Fraud_Values</Name>
        <Damage_Multiplier>0.8</Damage_Multiplier>
        <Money_Conversion>.2</Money_Conversion>

Damage Multiplier - multiplies damage caused when you don't ragdoll
Money Conversion - converts damage into money.

<Body_Multipliers>
Code:
<Body>
                <Head>5.0</Head>
                <Chest>4.0</Chest>
                <Groin>3.0</Groin>
                <Arm>2.0</Arm>
                <Leg>2.0</Leg>
                </Body>

The various bonuses for certain body parts.

Code:
<Max_Delay>1000</Max_Delay>
        <Mass_Min_Multiplier>2</Mass_Min_Multiplier>
        <Mass_Min_Mass>500.0</Mass_Min_Mass>
        <Mass_Max_Mass>6000.0</Mass_Max_Mass>
        <Crush_Damage_Per_Speed>13.0</Crush_Damage_Per_Speed>
        <Scrape_Damage_Per_Speed>0.0005</Scrape_Damage_Per_Speed>
        <Mass_Max_Multiplier>6</Mass_Max_Multiplier>
        <Mass_Min_Speed>0.25</Mass_Min_Speed>
        <Min_Combo_Money>10</Min_Combo_Money>
        <Vehicle_Eject_Multiplier>2</Vehicle_Eject_Multiplier>
        <Coop_Link_Hit_Time>4</Coop_Link_Hit_Time>
        <Homie_Follow_Dist>15</Homie_Follow_Dist>
        <News_Van_Type>van_4dr_news01</News_Van_Type>
        <Minimum_Mult>99999</Minimum_Mult>

Mass min multiplier - The min multiplier for the bonus to damage from the object's mass
Mass Max Multiplier - The min multiplier for the bonus to damage from the object's mass. (Not A Typo.)
Mass Min Mass - This value corresponds to 0% of the mass bonus multiplier.</Description>
Mass Max Mass - This value corresponds to 100% of the mass bonus multiplier.</Description>
Crush Damage Per Speed - How much damage is given per m/s due to crushing.
Scrape Damage Per Speed - How much damage is given per m/s due to scraping.
Vehicle Eject Multiplier - Bonus for getting ejected from vehicle

Airtime multiplier
cop witness multiplier
civil vehicle multiplier
Crazy Driver Multiplier
Windshield Cannon multiplier
Vehicle Multiplier
Pinball Multiplier
Cliff Diver multiplier
Witness Multiplier

Different bonuses that can be adjusted.

Adrenaline Mode has it's own multipliers
Code:
<Impulse>8</Impulse>
        <Adrenaline_Popup>11</Adrenaline_Popup>
        <Adrenaline_Speed_Damage>4</Adrenaline_Speed_Damage>
        <Adrenaline_Speed_Explode>1000000</Adrenaline_Speed_Explode>
        <Adrenaline_Vehicle_Damage>0.0</Adrenaline_Vehicle_Damage>
        <Adrenaline_Explosion_Popup>10</Adrenaline_Explosion_Popup>
        <Adrenaline_Drain_Time>20</Adrenaline_Drain_Time>
        <Adrenaline_Max_Impulse>10</Adrenaline_Max_Impulse>
        <Adrenaline_Vehicle_Bonus>2</Adrenaline_Vehicle_Bonus>
        <Adrenaline_InArea_Mult>3</Adrenaline_InArea_Mult>
        <Airtime_Multiplier_Element>
            <Airtime_Multiplier>

Adrenaline Speed Explode - Landing on a vehicle going faster than this value causes the car to instantly explode
Adrenaline Drain Time - Drain Time In Seconds
Adrenaline Max Impulse - Vehicle pop-up max speed limit
Adrenaline Vehicle Bonus - For every vehicle destroyed by adrenaline, cash is multiplied by this amount.

The entries in fraud_fc_navpoints are tied to the coordinates in the cts files.
 
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I never thought about it, but it's a good question.

I don't think I ever had it happen in SRTT but in IV and GOOH when you are at full adrenaline if you either get hit or land just right you can keep flying forever. I once made over 10 million points on a single hit in GOOH before I got bored and ended the activity.
 
Good writeup, but I wonder what affects the movement speeds while pratfalling. SR2 basically turns you into a human kite on Adrenaline - so it would be nice to replicate it for SR3 and onwards
There are a bunch of Ragdoll values littered throughout SR2's gameplay_constants.xtbl. Maybe it's similar for SRTT.

Example:
Code:
        <hit_by_car>
            <ragdoll_vel_threshold_mph_npc>5</ragdoll_vel_threshold_mph_npc>
            <high_vel_threshold_mph>40.0</high_vel_threshold_mph>
            <medium_vel_damage_pct>0.15</medium_vel_damage_pct>
            <high_vel_damage_pct>0.25</high_vel_damage_pct>
            <multi_min_damage_pct>0.1</multi_min_damage_pct>
            <ragdoll_vel_threshold_mph_playa>15.0</ragdoll_vel_threshold_mph_playa>
            <ragdoll_vel_threshold_mph_train>10.0</ragdoll_vel_threshold_mph_train>
            <FUZZ_Multiplier>0.5</FUZZ_Multiplier>
            </hit_by_car>
 
There are a bunch of Ragdoll values littered throughout SR2's gameplay_constants.xtbl. Maybe it's similar for SRTT.
Unfortunately these doesn't seem to exist in SRTTR (although it shouldn't be too different from SRTT). I also don't have SR2 installed to check the files or to re-check if it was more FOV trickery than actual speed. (I did try inserting your snippet somewhere and changed some values but did not seem to have any effect)
It did have the max money amount based on the cribs you own which I was looking for a while though. Thanks!
 
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Crowd control has an extra file needed for the activity. Can't remember the exact name but I think it is called something like crowd_constants. Is there something like that in the files that might refer to Insurance Fraud? Also SR2 would sometimes place mission variables in seemingly unrelated files. For instance it put the DJ's radio station data for the Crowd Control Haptop Hotel level in an amb(ient) file. So your best bet might be doing a search through all the files.

If you were using Linux I'd suggest the grep command but I can't remember the Windows equivalent
 
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