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 Entries