SP Difficulty Levels 0.00.20 0.6 1.3 1.1 1.3 1.33 0.3 1000 0.5 2 1.3 1.3 1.3 1.3 0.737967 0.9580 0.00.45 1.0 1.0 1.0 1.0 1.0 0.8 240 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.00.9 1.3 1.0 0.75 0.7 0.5 1.2 60 1.25 1.0 1.0 1.0 0.9 0.9 1.0 1.0 1.00 0.00 0.0 0.0 m00 m03 0.0 1.0 0.0 0.0 m17 0.0 0.0 1.0 0.0 m23 0.0 0.0 0.0 1.0 <_Editor> Entries 0.6 1.9 1.5 0.5 2 2.7 .75 1.0 1.0 1.0 1.0 1.0 2.0 1.0 1.0 1.0 1.0 1.0 1.0 1.6 1.0 Co-op Difficulty Levels 0.00.20 0.6 1.3 1.2 1.3 1.33 0.3 360 1.2 2.0 1.3 1.3 1.3 1.3 0.737967 0.9580 0.00.65 1.0 1.0 0.9 1.0 1.0 1.0 120 2.2 1.25 1.0 1.0 1.0 1.0 1.0 1.0 0.01.35 1.25 1.0 0.6 0.9 0.5 1.2 30 3.1 1.0 1.0 1.0 0.9 0.9 1.0 1.0 1 0 0.0 0.0 m00 m03 0.0 1 0.0 0.0 m17 0.0 0.0 1 0.0 m23 0.0 0.0 0.0 1 <_Editor> Entries 0.6 1.9 1.5 0.5 2 2.7 0.8 1.0 1.0 1.0 1.0 1.0 2.0 1.0 1.0 1.0 1.0 1.0 1.0 1.6 1.0
Dynamic_Difficulty TableDescription Dynamic Difficulty Name String Difficulty_Levels Grid Difficulty Levels Difficulty_Level Element Difficulty Level 0.0 Damage_Received_Mult Float Damage Received Multiplier scales how much of damage dealt from gunfire/melee that the player actually receives 1.0 0.01 Damage_Dealt_Mult Float Damage Dealt Multiplier scales how much of the damage dealt by the player that enemies actually receive 1.0 0.01 Vehicle_Damage_Received_Mult Float Vehicle Damage Received Multiplier scales how much of damage dealt by vehicles that the player actually receives 1.0 0.01 Health_Regen_Wait_Mult Float Health Regeneration Wait Multiplier scales how long the wait time for regeneration to kick in is 1.0 0.01 Health_Regen_Speed_Mult Float Health Regeneration Speed Multiplier scales how fast health regens once it's started regenning 1.0 0.01 Notoriety_Decay_Mult Float Notoriety Decay Multiplier scales how fast notoriety decays 1.0 0.01 Homie_Revive_Timer_Mult Float Homie Revive Timer Multiplier scales long the homie revive timer is 1.0 0.01 Player_Ram_Delay Float Player On-Foot Ram Delay Minimum time (in seconds) between when enemy cars will try to ram a player on foot. 0 for no delay. 0 0 Warden_Health_Scalar Float Warden Health Scalar Percentage of default HP that Wardes have in this difficulty level. 1.0 Friendly_Health_Scalar String Friendly Health Scalar Scaled health of friendly NPCs (0 to infinity) 1.0 Damage_Assist_Mult Float Damage Assist Multiplier scales how much damage reduction assisstance the player receives when at low health 1.0 Health_Pickup_Suck_Dist_Mult Float Health Pickup Suck Dist Multiplier scales how far health pickups are sucked (1= default) 1.0 Health_Pickup_Value_Mult Float Health Pickup Value Multiplier scales the default health pickup value (1=default) 1.0 Health_Pickup_Large_Value_Mult Float Health Pickup Large Value Multiplier scales the default large health pickup value (1=default) 1.0 Lock_On_Assist_Min_Dot_Near_Mult Float Lock On Assist Min Dot Near Multiplier Those two values control how wide of an angle you can fine aim snap to.There’s a near and far because generally you want a bigger angle really close up and a tighter angle farther away. 1.0 Lock_On_Assist_Min_Dot_Far Float Lock On Assist Min Dot Far Multiplier Those two values control how wide of an angle you can fine aim snap to.There’s a near and far because generally you want a bigger angle really close up and a tighter angle farther away. 1.0 8 Rank_Occurrence_Percentages Grid Rank Occurrence Percentages Percentage occurrence of each rank 4 Rank_Occurrence_Element Element Mission_Name String Mission Name false 32 Rank1 Float Rank 1 Percentage chance of rank 1 enemies spawning 0.0 0 1 Rank2 Float Rank 2 Percentage chance of rank 2 enemies spawning 0.0 0 1 Rank3 Float Rank 3 Percentage chance of rank 3 enemies spawning 0.0 0 1 Rank4 Float Rank 4 Percentage chance of rank 4 enemies spawning 0.0 0 1 4 1 4 Activities Grid Activities_Element Element Fraud_Cash_Scale Float Fraud Cash Scale scales required cash value to complete Fraud (1= default, higher = more cash required) 1.0 Trail_Blazing_Timer_Scale Float Trail Blazing Timer Scale scales the completion timer (1= default, higher = more time) 1.0 Genki_Timer_Scale Float Genki Timer Scale scales the completion timer (1= default, higher = more time) 1.0 Mayhem_Combo_Decay_Scale Float Mayhem Combo Decay Scale scales how quickly the mayhem combo timer decays (lower = slower decay = easier) 1.0 Escort_Bar_Scale Float Escort Bar Scale This is the "good" bar. Makes the bars longer. So if you want a faster rate, use a smaller bar/smaller number. 1.0 Escort_Footage_Bar_Scale Float Escort Footage Bar Scale Footage is the "bad" bar. Makes the bars longer. So if you want a faster rate, use a smaller bar/smaller number. 1.0 Store_Hacking_Timer_Scale Float Store Hacking Timer Scale scales the completion timer (1= default, higher = more time) 1.0 8 False Entries