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