Gameplay Constants
<_Editor>
Entries
12
.6
2
.75
0.6
0.2
0.1
0.05
125
1
50
1
6000
2000
10000
20
500
0.50
0.50
0.1
130
66
68
81
112
73
66
62
149
3
1
.3
5
1
.9
.4
.4
.4
.4
1.0
1.0
.4
.21
.5
.5
100
2000
7000
4000
100
2000
4000
3000
12
5
0
1
750
1250
1000
2000
2
1000
2000
1500
4500
3
1500
2500
1500
6500
1200
0.85
360
0.5
0.5
4
0
3
0
2
0
1
0
0.0
0.0
0
0
1
5000
2
15000
3
30000
4
50000
5
75000
6
105000
7
140000
8
180000
9
225000
10
500000
50
0.6
8000
12000
4000
7000
10000
3000
0.13
0.08
0.18
0.18
0.06
0.05
0.10
0.07
0.1
0.75
0.15
0.1
2
-1.047
0.0
-0.209
1.062
0.0
0.007
-1.062
0.0
0.007
1.057
0.0
-0.21
0.37
0.0
1
25
0.3
400
240000
3000
2000
20000
3
3000
40
5000
15000
45
10
10
30
5
15
20
9
0.15
15
25
6000
10000
2500
6000
2000
3000
1
12.5
0.5
15000
15000
0
2
0.6
3.0
1.0
35
0.5
10.0
2
400
240000
3000
2000
20000
3
40
5000
12000
25
25
5
25
20
333
4000
0
0.8
2.0
1
1.6
1.6
2
2.0
1.2
3
4.0
0.8
0.5
6
3
-200
300
50
300
500
50
30
25
10
25
0.5
0.6
1.0
0.75
0.75
0.75
0.85
0.9
0.9
0.65
0.5
0.5
0.75
1
2
0.25
0.5
0.25
0.25
6
0.05
0.05
Gameplay_Constants
TableDescription
Gameplay Constants
Name
String
0
panic_fall_velocity
Float
Panic fall velocity
Speed at which player switches from default fall to panicked fall.
18.0
FriendlyFirePercentage
Float
Friendly Fire Percentage
amount of damage dealt by players to other players in coop when the friendly fire light option is active
0.0
0
100
Death_and_busted
Element
Death and busted
Death and busted penalties
respawn_delay_ms
Int
Respawn Delay (ms)
Amount of time (in milliseconds) between the
player being killed or busted and when start fading the
screen (I think - ask RussellA for specifics).
0
Fat_bones
Element
Fat bones
Fat bones constants
Fat_Bones_Arm
Float
Fat Bones Arm Offset
0.0
Fat_Bones_Leg
Float
Fat Bones Leg
0.0
Fire
Element
Fire parameters
Fire_Damage_Per_Second
Float
Fire Damage Per Second
Damage per second applied when on fire.
75
0
Max_Player_Burn_Time_Ms
Int
Max Burn Time Player (ms)
Max time player can be on fire (in milliseconds)
10000
0
Max_npc_burn_time_ms
Int
Max Burn Time NPC (ms)
Max time npc can be on fire (in milliseconds)
10000
0
Max_corpse_burn_time_ms
Int
Max Burn Time Corpse (ms)
Max time a corpse can burn (in milliseconds)
5000
0
MP_fire_damage_per_second
Float
Multiplayer Fire Damage Per Second
Damage done per second from fires in multiplayer.
0.0
0
MP_max_player_burn_time_ms
Int
Multiplayer Max Burn Time Player (ms)
Max time multiplayer player can be on fire (in milliseconds)
0
0
MP_max_npc_burn_time_ms
Int
Multiplayer Max Burn Time NPC (ms)
Max time a multiplayer NPC can be on fire (in milliseconds)
0
0
MP_max_corpse_burn_time_ms
Int
Multiplayer Max Burn Time Corpse (ms)
Max time a multiplayer corpse can burn (in milliseconds)
0
0
Dripping_Wet
Element
Dripping Wet
Max_Player_Drip_Time_ms
Int
Max Player Drip Time (ms)
0
Max_NPC_Drip_Time_ms
Int
Max NPC Drip Time (ms)
0
Max_Corpse_Drip_Time_ms
Int
Max Corpse Drip Time (ms)
0
Multiplayer_Max_Player_Drip_Time_ms
Int
Multiplayer Max Player Drip Time (ms)
0
Multiplayer_Max_NPC_Drip_Time_ms
Int
Multiplayer Max NPC Drip Time (ms)
0
Multiplayer_Max_Corpse_Drip_Time_ms
Int
Multiplayer Max Corpse Drip Time (ms)
0
sticky_fire
Element
Sticky Fire
Values relating to the sticky fire effects created by exploding Molotov Cocktails
conic_spread_threshold
Float
Conic Spread Threshold (m/s)
This is the horizontal speed a molotov cocktail must be traveling when it hits the ground for its sticky fire effects to have a conic projection.
A conic projection will spread the sticky fire effects out along a cone that starts at the point of impact.
If the molotov cocktail explodes and its horizontal speed is less than this value, its sticky fire effects will have a circular projection, instead.
Circular projections evenly place sticky fire effects everywhere around the point of impact.
1.0
0
conic_stretch_factor
Float
Conic Stretch Factor
This value scales the maximum radius from the point of impact that sticky fires will be produced at when using a conic projection.
1.0
0
circular_stretch_factor
Float
Circular Stretch Factor
This value scales the maximum radius from point of impact that sticky fires will be produced at when using a circular projection.
1.0
0
conic_arc
Float
Conic Arc (radians)
This value sets how wide of an arc that a cone of sticky fire effects will be. A value of pi makes conic projections effectively the same thing as circular projections.
0.0
0
3.141593
burn_radii
Element
Burn Radii
Burn radius for the different sticky fire effects.
large
Float
Large (m)
Burn radius of the large fire effect.
0.0
0
small_1
Float
Small (m)
Burn radius of the small sticky fire effects.
0.0
0
small_2
Float
Extra-small (m)
Burn radius of the really little sticky fire effects (that still look almost exactly like the other sticky fire effects).
0.0
0
player_health
Element
Player Health
Items related to player health and regen.
restore_per_sec_sp
Float
Health restored per second (Single Player)
(SINGLE PLAYER)
Amount of health to restore per second.
20
0
restore_per_sec_vampire_sp
Float
Health restored per second (Vampire mode, Single Player)
(SINGLE PLAYER)
Amount of health to restore per second when sucking the blood of a human shield.
40
0
restore_wait_time_ms
Int
Restore delay time (ms)
Amount of time (milliseconds) before the player will start to restore health.
10000
0
restore_max_pct_sp
Float
Max % Health Restored (Single Player)
(SINGLE PLAYER)
Max percentage of health that can be restored under normal circumstances.
1
0
full_restore_time_ms
Int
N/A Full Restore delay time (ms)
Amount of time before the player receives a full restore after entering a clinic.
2000
0
restore_wait_time_ms_mp
Int
N/A Restore delay time (ms) (Multiplayer)
(MULTIPLAYER - NOT USED)
Amount of time (milliseconds) before the player will start to restore health in multiplayer.
10000
0
restore_per_sec_vehicle_mp
Float
N/A Health restored per second in vehicle (Multiplayer)
(MULTIPLAYER - NOT USED)
Amount of health to restore per second while in a vehicle.
5
0
restore_per_sec_mp
Float
N/A Health restored per second (Multiplayer)
(MULTIPLAYER - NOT USED)
Amount of health to restore per second.
5
0
restore_max_pct_mp
Float
N/A Max % Health Restored (Multiplayer)
(MULTIPLAYER - NOT USED)
Max percentage of health that can be restored under normal circumstances.
.5
0
Ho_Pimp_AI
Element
Ho/Pimp AI
Slap_Chance
Float
Slap Chance
The chance a pimp will slap a ho.
0.0
0
1
Customer_Sell_Chance
Float
Customer Sell Chance
The chance a hot will try to sell herself to a customer.
0.0
0
1
Go_Customer_Chance
Float
Go with Customer Chance
The chance a ho will get in a customer's car and go with them.
0.0
0
1
Object_Glow_Colors
Element
Object Glow Colors
Weapons
Color
R
Int
255
G
Int
255
B
Int
255
Cash
Color
R
Int
255
G
Int
255
B
Int
255
Drugs
Color
R
Int
255
G
Int
255
B
Int
255
ragdoll_damage_factors
Element
Ragdoll values
Values related to player damage and their ragdoll
global
Float
Global Factor
A global damage scaling factor for ragdolls.
0.0
normal
Float
Normal Impact Factor
Scales damage caused by striking a target dead-on (velocity along the normal of the surface).
0.0
sliding
Float
Sliding Damage Factor
Scales damage from sliding along a surface (scraping damage, etc)
0.0
head
Float
Head Factor
Scales damage done to the head
0.0
upper_body
Float
Upper-Body Factor
Scales damage done to the upper-body of the ragdoll
0.0
body
Float
Body Factor
Scales damage done to the body of the ragdoll.
0.0
upper_arm
Float
Upper-Arm Factor
Scales damage dealt to the upper-arms of the ragdoll.
0.0
lower_arm
Float
Lower-Arm Factor
Scales damage done to the lower arms of the ragdoll.
0.0
upper_leg
Float
Upper-Leg Factor
Scales damage done to the upper-legs of the ragdoll.
0.0
lower_leg
Float
Lower-Leg Factor
Scales damage to the lower legs of the ragdoll.
0.0
Damage_Against_Mover_Multiplier
Float
Damage Against Mover Multiplier
0.0
Damage_Against_Mover_Minimum_HP
Float
Damage Against Mover Minimum HP
0.0
throwing_constants
Element
Throwing Constants
player_on_foot_throw
Float
Player Throw factor (on foot)
Multiplies velocity of projectile when thrown by on-foot player.
0.0
0
npc_on_foot_throw
Float
NPC Throw factor (on foot)
Multiplies velocity of projectile when thrown by on-foot NPC.
0.0
0
on_foot_toss
Float
Toss factor (on foot)
Multiplies the velocity of the projectile when tossed by on-foot human
0.0
0
in_vehicle_throw
Float
Throw factor (in vehicle)
Multiplies the velocity of the projectile when thrown from within a vehicle.
0.0
0
Melee_attack
Element
Melee attack
Melee attack constants
Melee_attack_speeds
Grid
Melee attack speeds
Melee attack speeds, based on the number of NPCs attacking the target
Melee_attack_speed_element
Element
Melee attack speed element
Num_attackers
Int
Number of attackers
Number of NPCs attacking the target
true
0
1
3
Attack_delay_min
Int
Attack delay (min)
Minimum time between attacks (in ms)
0
0
Attack_delay_max
Int
Attack delay (max)
Maximum time between attacks (in ms)
0
0
Sword_Attack_Delay_Min
Int
Sword Attack Delay (min)
750
Sword_Attack_Delay_Max
Int
Sword Attack Delay (max)
1250
3
3
3
Gun_melee_attack_delay
Int
Gun melee attack delay
Time (in ms) before a NPC in gun AI mode will melee attack a nearby target
0
0
Block_Percent
Float
Block Percent
How much of an attack should be cancelled when the victim is blocking?
0.85
0
1
Power_Attack_Angle
Int
Power Attack Lock-on Angle
The angle (degrees) that a target can be in either direction to cause a power attack to lock on.
45
Finisher_Camera_Chance
Float
Finisher Camera Chance
The chance from 0 to 1 to use the camera bone for unarmed melee attack finishers
0.0
0
1
True
Wieldable_Prop_Player_Damage_Mult
Float
Wieldable Prop Player Damage Multiplier
1.0
Firearm_attack
Element
Firearm attack
Firearm attack constants
Min_spread_multipliers
Grid
Min weapon spread multipliers
Minimum weapon spread multipliers, based on enemy advantage vs. the player's group
Min_spread_multiplier_element
Element
Min weapon spread multiplier element
Attacker_advantage
Int
Attacker advantage
If attackers outnumber the player's group by a number equal to or greater than this amount, the corresponding weapon min spread multiplier applies
true
0
0
Min_spread_multiplier
Float
Min spread multiplier
Multiplier to apply to attacker's minimum weapon spread
1
0
4
4
4
dual_wield_multiplier
Float
0.0
dual_wield_multiplier_online
Float
0.0
Cribs
Element
Money_Storage
Grid
Money Storage
Money_Storage_Element
Element
Money Storage Element
Number_of_Cribs
Int
Number of Cribs
Number of cribs the player has.
true
0
0
Max_Stash
Int
Max Stash ($)
Max crib stash.
0
0
5
ControlPatterns
Element
Control Patterns
OrthogonalArc
Int
Orthogonal Arc
Angle (in degrees) to assign the orthogonal directions. Bigger means more input leniency.
50
45
60
CenteredThreshold
Float
Centered Threshold
Percentage of stick magnitude before an input is recognized and the stick isn't considered centered. Larger means the player needs to push the stick farther.
0.6
0
1
Human_Fine_Collision
Element
Human Fine Collision
Head_Width
Float
Head Width
0.0
Neck_Width
Float
Neck Width
0.0
Torso_Width
Float
Torso Width
0.0
Groin_Width
Float
Groin Width
0.0
Upper_Arm_Width
Float
Upper Arm Width
0.0
Lower_Arm_Width
Float
Lower Arm Width
0.0
Upper_Leg_Width
Float
Upper Leg Width
0.0
Lower_Leg_Width
Float
Lower Leg Width
0.0
TauntReactions
Element
Taunt Reactions
ResponseAttack
Float
Attack % chance
0.0
ResponseTaunt
Float
Taunt % chance
0.0
ResponseFlee
Float
Flee % chance
0.0
Bust_Offsets
Element
Bust Offsets
Bust_Face_Up_Left
Vector
Bust Face Up Left
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
Bust_Face_Down_Left
Vector
Bust Face Down Left
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
Bust_Face_Up_Right
Vector
Bust Face Up Right
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
Bust_Face_Down_Right
Vector
Bust Face Down Right
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
Bust_Standing
Vector
Bust Standing
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
Helicopter
Element
Draft
Element
height
Float
maximum height for raft to appear.
15
1
40
radius
Float
For collecting objects, and fleeing peds
10
1
40
force_x
Float
Increase to make all objects get blown harder.
1
0.01
dislodge_damage_x
Float
Increase to make all objects dislodge easier.
.0125
0
0.5
ped_flee_radius_start
Float
15
ped_flee_radius_stop
Float
20
Combat_AI
Element
Combat AI Parameters
Melee
Element
Melee Parameters
Gun
Element
Gunfire Parameters
Reposition_Min
Int
Reposition Min Time (ms)
Minimum time between path repositions during gun AI, in miliseconds.
3000
0
Reposition_Max
Int
Reposition Max Time (ms)
Maximum time between path repositions during gun AI, in miliseconds.
6000
0
Cant_Fire_Reposition_Min
Int
Can't Fire Reposition Min Time (ms)
Minimum time between path repositions during gun AI, in miliseconds, when the NPC is not currently allowed to fire.
1000
0
Cant_Fire_Reposition_Max
Int
Can't Fire Reposition Max Time (ms)
Maximum time between path repositions during gun AI, in miliseconds, when the NPC is not currently allowed to fire.
3000
0
Pepperspray
Element
Pepperspray Special Case
Spray_Min
Int
Spray Minimum Time (ms)
Minimum length of an NPC spray, in miliseconds
2000
Spray_Max
Int
Spray Maximum Time (ms)
Maximum length of an NPC spray, in miliseconds
3000
Back_Away_Min_Dist
Float
Back Away Minimum Distance
Minimum distance an NPC in gun AI can be from his target; can be modified based on weapon range and minimum safe weapon distance
7.5
Back_Away_Max_Dist
Float
Back Away Maximum Distance
Maximum distance an NPC in gun AI can be from his target; will be overridden by weapon range if weapon range exceeds this value.
12.5
Back_Away_Abs_Min_Dist
Float
Back Away Absolute Minimum Distance
Absolute minimum distance an NPC in gun AI must be from his target.
1.25
PepperSprayMinUsageDelay
Int
Pepper Spray Min Usage Delay (ms)
Minimum time (in ms) between NPC usage of pepper spray against the player
0
0
StunGunMinUsageDelay
Int
Stun Gun Min Usage Delay (ms)
Minimum time (in ms) between NPC usage of stun gun against the player
0
0
Chase
Element
Chasing Parameters
Gunfire_Evade
Element
Gunfire Evade AI
Cower_Flee_Chance
Float
Cower Flee Chance
Chance that a gunfire evasion will use the cower flee animation.
0.25
0
1
True
Cower_Flee_Max_Rank
Int
Cower Flee Max Rank
Maximum rank that will use the cower flee animation.
2
Bust
Element
Bust Parameters
Bust_HP_Pcnt
Float
Bust Hitpoint Percentage
The player's HP has to be below this percentage before the cops will bust him.
0.2
0
1
Vehicle_Evade_AI
Element
Vehicle Evade AI Paremters
Evade_Chance
Float
Evasion Chance
Chance of evading a vehicle
0.5
Dive_Chance
Float
Dive Chance
Chance that someone evading a vehicle will dive out of the way
0.5
Threat_Chance
Float
Threat Chance
Chance of threatening the driver of the vehicle just evaded (assuming the NPC is allowed to do so)
0.5
Threat_Chance_After_Dive
Float
Threat Chance After Dive
Chance of threatening the driver of a vehicle after diving out of the way
0.9
Idle_AI
Element
Idle AI Parameters
Crime_scene
Element
Crime Scene Parameters
Get_callers_delay
Int
Get callers delay (ms)
The window to pick a caller that is on screen.
400
Dont_call_delay
Int
Dont call delay (ms)
peda are not to call the police for this amount of time after a crime
240000
Police_response_delay
Int
Police response delay (ms)
Time between the phone call and police start pathfind
3000
Observe_interval
Int
Observe interval (ms)
Duration to look at each object in a crime scene
2000
Add_cop_interval
Int
Add cop interval (ms)
Make additional cop respond in case the first got stuck.
20000
Radius
Float
Radius (m)
The area considered to be the crime scene
3
Drunk
Element
Drunk Parameters
drunk_knockdown_chance
Int
drunk knockdown in combat %
0
0
100
True
drunk_action_delay_min
Int
drunk action delay min
0
0
drunk_action_delay_max
Int
drunk action delay max
0
0
Drunk_action_type
Element
Drunk action type
The type percents must add to 100
drunk_taunt_pct
Int
taunt (stumble if no target) %
0
0
100
drunk_stumble_pct
Int
stumble %
0
0
100
drunk_vomit_pct
Int
vomit %
0
drunk_stand_pct
Int
stand %
0
0
100
drink_more_pct
Int
drink more %
0
0
100
Sidewalk
Element
Sidewalk Parameters
Player_Blocking_Complain_Ms
Int
Player Blocking Complain Time (ms)
Time the player must block an NPC before the NPC complains (aproximate)
1000
Player_Blocking_React_Ms
Int
Player Blocking Reaction Time (ms)
Time the player must block an NPC before the NPC reacts by attacking or worried/walking (aproximate)
4000
PepperSpray
Element
Pepper Spray
SprayMeterReact
Float
Spray Meter Reaction Level
Level the spray meter has to get to before someone reacts.
1.0
0
SprayMeterMax
Float
Spray Meter Maximum
Maximum value the spray meter can get to
2.0
0
SprayIncRate
Float
Spray Increase Rate
Rate at which the pepper spray meter increases, per second of being sprayed.
10.0
0
SprayDecRate
Float
Spray Decrease Rate
Rate at which the pepper spray meter decreases, per second.
2.0
0
PlayerSprayIncrate
Float
Player Spray Increase Rate
Rate at which the pepper spray meter increases for the player, per second of being sprayed.
10.0
1
PlayerSprayDecRate
Float
Player Spray Decreate Rate
Rate at which the pepper spray meter decreases for the player, per second.
4.0
0
Fight_Club
Element
Finisher_Rates
Grid
Finisher Rates
Finisher_Rate
Element
Finisher Rate
Num_Failures
Int
Num Failures
true
0
0
3
Player
Float
Rate of bar decrease when the player is being finished by an NPC.
0.5
0
NPC
Float
Rate of bar decrease when an NPC is being finished by the player.
0.5
0
8
Health_Weight
Float
Health Weight
How much does the victim's health affect the finisher difficulty.
0.0
0
1
Max_Imbalance
Int
Instablock Max Imbalance
Player punch imbalance at which they get blocked 100% of the time.
20
0
Min_Imbalance
Int
Instablock Min Imbalance
Player punch imbalance at whch it starts blocking the player based on their imbalance.
6
0
Coop_Meta_Game
Element
Co-op Meta Game
Reward_Cash
Float
Reward Cash
0.0
0
Points_Per_Player_Death
Int
Points Per Player Death (or Made Revivable)
0
Points_Per_Gang_Vehicle
Int
Points Per Gang Vehicle
0
Points_Per_Homie_Revive
Int
Points Per Homie Revive
0
Points_Per_Mission_Objective
Int
Points Per Mission Objective
0
Points_Per_Headshot
Int
Points Per Headshot
0
Points_Per_Nutshot
Int
Points Per Nutshot
0
Points_Per_Melee_Kill
Int
Points Per Melee Kill
0
Points_Per_Explosion_Kill
Int
Points Per Explosion Kill
0
Points_Per_Quick_Kill
Int
Points Per Quick Kill
0
Wieldable_Prop_Throw
Element
Basketball_Multiplier_Low
Float
Basketball Multiplier Low
A multiplier for how far the basketball havok object can be thrown when the player isn't holding the right trigger
0.2
Basketball_Multiplier_High
Float
Basketball Multiplier High
A multiplier for how far the basketball havok object can be thrown when the player is holding the right trigger
1.0
H1H_Mult
Float
1H Mult
A multiplier for how far one handed weapons can be thrown. Higher numbers yield further throws.
1.0
H2H_Mult
Float
2H Mult
A multiplier for how far two handed weapons can be thrown. Higher numbers yield further throws.
1.0
H2H_High_Mult
Float
2H High Mult
A multiplier for how far two handed high weapons can be thrown. Higher numbers yield further throws.
1.0
H2H_Low_Mult
Float
2H Low Mult
A multiplier for how far two handed low weapons can be thrown. Higher numbers yield further throws.
1.0
Watercraft_Params
Element
Ambient Watercraft Parameters
Reduced_Speed_Pct
Float
Reduced Speed Chance
Chance that an ambient watercraft will spawn with a reduced speed.
0.5
0
1
Reduced_Speed_Pct_Min
Float
Minimum Reduced Speed Percentage
Minimum percentage of speed that a waterfract with reduced speed will spawn at.
0.5
0
1
Reduced_Speed_Pct_Max
Float
Maximum Reduced Speed Percentage
Maximum percentage of speed that a waterfract with reduced speed will spawn at.
0.75
Siren_Whoop_Params
Element
Siren Whoop Parameters
Whoop_Min_Count
Int
Whoop Min Count
Minimum number of whoops to play at once
1
Whoop_Max_Count
Int
Whoop Max Count
Maximum number of whoops to play at once
3
Honk_Whoop_Chance
Float
Honk Whoop Chance
Chance of using the siren whoop in place of a normal honk
0.5
Ram_Whoop_Chance
Float
Ram Whoop Chance
Chance of using the siren whoop when entering ram
1.0
Hit_Vehicle_Whoop_Chance
Float
Hit Vehicle Whoop Chance
Chance of using the siren whoop when colliding with a non-siren-enabled vehicle
0.5
Hit_Ped_Whoop_Chance
Float
Hit Ped Whoop Chance
Chance of playing a siren whoop when colloding with a non-law enforcement Ped
0.25
Fall_Damage
Element
Fall Damage
Min_Distance
Float
Min Distance (meters)
Distance you can fall before taking damage.
4.0
0
Percent_Damage_per_Meter
Float
Percent Damage per Meter
Damage taken per meter past the minimum as a percentage of the player's max HP.
0.2
0
1
MP_Percent_Damage_per_Meter
Float
MP Percent Damage per Meter
Damage taken per meter past the minimum as a percentage of the player's max HP, in multiplayer.
0.1
0
1
False
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