"CameraConstants":
{
"MoveSpeed" : 90.0, /* acceleration of the camera */
"MaxSpeed" : 30.0, /* max top speed of the camera */
"MoveFalloff" : 0.7, /* this controls "friction" which slows the camera's momentum */
"ZoomSpeed" : 1500.0, /* how fast the camera zooms in and out, under player control */
"RotationSpeed" : 16.0, /* how fast the camera rotates via right mouse hold */
"RotationSpeedKeyboard" : 16.0, /* how fast the camera rotates via Q and E */
"TargetRotLerpFactor" : 0.05, /* how fast the camera will try to rotate to face its target during a camera sequence */
"EdgePushSize" : 0.025, /* the size of the "screen edge", where it will start pushing the camera */
"EdgeAutoZoomSize" : 0.05, /* the size of the "screen edge" when determining if the camera needs to refocus on an object */
"MinDistToFocalPoint" : 50.0, /* how close you can move the camera to its focal point */
"MinHeightAboveTerrain" : 20.0, /* minimum height the camera must be above terrain */
"MaxHeightAboveTerrain" : 520.0, /* maximum height the camera can reach above terrain, or to its focal point */
"MinAngle" : 10.0, /* how close you can get to looking flat toward the horizon - degrees */
"MaxAngle" : 75.0, /* how close you can get to looking vertically straight down - degrees */
"DefaultAngle" : 40.0, /* the starting vertical angle */
"DefaultFOV" : 35.0, /* default Field Of View that the camera will always return to from zoom-in cams */
"TutorialMoveTime" : 3.0, /* in first tutorial level... how long to pause after first successful "move" of camera before proceeding */
"TimeBetweenTutorials" : 1.0, /* ... time to pause before second tutorial */
"TutorialRotateTime" : 3.0, /* ... how long to pause after first successful "rotate" of camera before proceeding */
"TargetCamPosMultiplierSide" : 1.8, /* over-the-shoulder targeting cam - adjusts distance to the side of the firing mech */
"TargetCamPosMultiplierBack" : 4.5, /* over-the-shoulder targeting cam - adjusts distance back from the firing mech */
"TargetCamPosMultiplierHeight" : 1.2, /* over-the-shoulder targeting cam - adjusts distance up from the firing mech */
"TargetCamTime" : 0.4, /* time to move into over-the-shoulder cam */
"RestorePlayerCamTime" : 0.7, /* time for camera to move back to player controlled cam */
"MovementCamTime" : 1.25, /* time to move into position to show enemy moves (high angle) */
"ShowAttackCamTime" : 3.0, /* for non-cinematic zoom, time to move camera into final position */
"ShakyCamTime" : 4.0, /* for cinematic zoom on enemy movements, minimum time for the whole sequence (note, sequence can still be shorter than this) */
"ShakyCamOffset" : 0.5, /* max position change when showing "shaky" zoom-in cam */
"ShakyMoveCamHeightMultiplier" : 2.6, /* controls height when showing follow cam, and "fancy" melee cam */
"FollowCamGroundMin" : 1.5, /* settings for the follow cam... min height from ground */
"FollowCamIdealHeight" : 1.25, /* ... ideal height from ground/focal point of unit */
"FollowCamMinDistMult" : 2.0, /* ... min and max follow dists (multiplied by height of unit) */
"FollowCamMaxDistMult" : 5.0,
"FollowCamTime" : 1.0, /* ... controls how "lazy" the camera is in follow mode. Max value of laziness is, of course, infinite */
"FollowCamDelayTime" : 1.0, /* ... at end of move, how long to pause before returning to player control */
"CutAngleTolerance" : 45.0, /* when you've zoomed in, and the angle is now greater than this amount, just cut back to player cam position instead of smoothing */
"FramingSafeMultiplier" : 1.5, /* used in low-level camera framing code, to figure out when to zoom to keep a point in frame */
"FramingZoomMultiplier" : 0.015, /* when auto-framing, this controls how far back to zoom */
"FrameRightMultiplier" : 2.0, /* framing constants, since the screen is not a square */
"FrameUpMultiplier" : 4.0,
"TimeToShowNewBlips" : 2.5, /* when zooming to newly revealed contacts, how long to show them */
"MeleeAttackCamMinHeight" : 85.0, /* used for non-cinematic purposes when showing units - for melee cam, as well as death cam */
"CamDelayDeath" : 4.0, /* this section controls delays for different events */
"CamDelayBuildingDeath" : 4.5,
"CamDelayFall" : 4.0,
"CamDelayLocationDestroyed" : 3.0,
"CamDelayCriticalHit" : 2.0,
"CamDelayComponentDestroyed" : 2.0,
"CamDelayPilotInjured" : 3.0,
"CamDelayPilotInspired" : 3.0,
"CamDelayMiscInfo" : 1.5,
"CamMultiplierSlowMove" : 10.0 /* this multiplier controls "slow start" camera zooms: mission begin, mission end, and non-cinematic player attack zooms */
},