Active_melee_min_button_delay_time_ms 300 When pressing a button early, or late, this timer prevents you from pressing another for this amount of time (to prevent button mashing). <_Editor> Entries:Combat:Melee Adjusted_turn_angle_return_speed 0.1 This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations. <_Editor> Entries:Movement Adjusted_turn_angle_speed 0.25 This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations. <_Editor> Entries:Movement Ai_fov_height 80 View frustum height in degrees enemy NOT SPOTTED full height (top to bottom) <_Editor> Entries:AI:Perception:FOV:Normal Ai_fov_height_cover 180 View frustum height in degrees enemy when down in cover full height (top to bottom) <_Editor> Entries:AI:Perception:FOV:In Cover Ai_fov_height_spotted 140 View frustum height in degrees enemy SPOTTED full height (top to bottom) <_Editor> Entries:AI:Perception:FOV:Spotted Ai_fov_height_zombie 80 View frustum height in degrees enemy full height (top to bottom) <_Editor> Entries:AI:Perception:FOV:Zombie Ai_fov_length_cover 50 View frustum length in meters when down in cover <_Editor> Entries:AI:Perception:FOV:In Cover Ai_fov_length_high 45 View frustum length in meters HIGH alert enemy NOT SPOTTED <_Editor> Entries:AI:Perception:FOV:Normal Ai_fov_length_high_spotted 90 View frustum length in meters HIGH alert enemy SPOTTED <_Editor> Entries:AI:Perception:FOV:Spotted Ai_fov_length_low 35 View frustum length in meters LOW alert enemy NOT SPOTTED <_Editor> Entries:AI:Perception:FOV:Normal Ai_fov_length_low_spotted 80 View frustum length in meters LOW alert enemy SPOTTED <_Editor> Entries:AI:Perception:FOV:Spotted Ai_fov_length_zombie 20 View frustum length in meters <_Editor> Entries:AI:Perception:FOV:Zombie Ai_fov_width 150 View frustum width in degrees enemy NOT SPOTTED full width (left to right) <_Editor> Entries:AI:Perception:FOV:Normal Ai_fov_width_cover 220 View frustum width in degrees when down in cover. full width (left to right) <_Editor> Entries:AI:Perception:FOV:In Cover Ai_fov_width_spotted 190 View frustum width in degrees enemy SPOTTED full width (left to right) <_Editor> Entries:AI:Perception:FOV:Spotted Ai_fov_width_zombie 80 View frustum width in degrees enemy full width (left to right) <_Editor> Entries:AI:Perception:FOV:Zombie Ai_just_attack_range 6.75 (m) Range at which AI will only attack the player, no running for cover, etc. May cause issues if this is larger than Ai max weapon dist. <_Editor> Entries:AI Ai_offhand_grenade_at_homie_max 25000 (ms) max time for enemy to homie (or player) grenade throws. <_Editor> Entries:AI:Grenades Ai_offhand_grenade_at_homie_min 15000 (ms) min time for enemy to homie (or player) grenade throws. <_Editor> Entries:AI:Grenades Ai_offhand_grenade_from_homie_max 60000 (ms) max time for enemy to homie (or player) grenade throws. <_Editor> Entries:AI:Grenades Ai_offhand_grenade_from_homie_min 45000 (ms) min time for enemy to homie (or player) grenade throws. <_Editor> Entries:AI:Grenades Ai_offhand_grenade_general_max 15000 (ms) max time for enemy to enemy grenade throws. <_Editor> Entries:AI:Grenades Ai_offhand_grenade_general_min 10000 (ms) min time for enemy to enemy grenade throws. <_Editor> Entries:AI:Grenades Airstrike_aim_assist_percent 0.9 <_Editor> Entries:Combat Airstrike_breakaway_max_dp -0.2 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_breakaway_min_dp -0.5 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_breakaway_target_radius 15 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_breakway_max_ignite_time_ms 300 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_launch_height 15 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_num_projectiles 7 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_seek_to_target_pos_scalar 4 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_start_height 100 <_Editor> Entries:Combat:Weapons:Airstrike Blood_splat_max_per_human 20 <_Editor> Entries:Misc Brass_angular_multiplier 5.0 multiplier for brass angular velocity when created <_Editor> Entries:Combat:Weapons:Firearms Brute_bullrush_over_shoot_time 500 (ms) time to keep running after miss. <_Editor> Entries:AI:Brute:Bullrush Brute_bullrush_recover_time_max 7000 (ms) time to stay down after miss. when brute is at 0 health. <_Editor> Entries:AI:Brute:Bullrush Brute_bullrush_recover_time_min 2000 (ms) time to stay down after miss. when brute is at 1/2 health <_Editor> Entries:AI:Brute:Bullrush Brute_bullrush_speed 11 m/s, -1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:Bullrush Brute_bullrush_turn_speed 40 degrees per second <_Editor> Entries:AI:Brute:Bullrush Brute_flame_run_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:move speeds Brute_flame_sprint_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:move speeds Brute_flame_sprint_speed_offsrceen 7.0 m/s,-1 means use true anim speed. Please set to -1 before we ship. (player sprints art 8) <_Editor> Entries:AI:Brute:move speeds Brute_flame_walk_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:move speeds Brute_fuel_tank_damage_hitpoints 500 <_Editor> Entries:AI:Brute Damage on the backpack when the damage effect starts Brute_fuel_tank_explosive_damage_scalar 0.1 <_Editor> Entries:AI:Brute Brute_fuel_tank_hitpoints 5000 <_Editor> Entries:AI:Brute Amount of hits it takes on the backpack to explode the flamer brute Brute_gun_run_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:move speeds Brute_gun_sprint_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:move speeds Brute_gun_walk_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:move speeds Brute_Human_shield_max_grab_dist 3 max dist to run to grab a human shield. <_Editor> Entries:AI:Brute Brute_run_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:move speeds Brute_throw_heavy_mass 200 (Kg) How much does a heavy object weight? <_Editor> Entries:AI:Brute:Throw_props Brute_throw_heavy_vel 17 (m/s) Speed to throw heavy objects. Note: Damage on impact = speed * mass <_Editor> Entries:AI:Brute:Throw_props Brute_throw_light_mass 30 (Kg) How much does a light object weight? <_Editor> Entries:AI:Brute:Throw_props Brute_throw_light_vel 35 (m/s) Speed to throw light objects. <_Editor> Entries:AI:Brute:Throw_props Brute_throw_prop_search_360_radius 16 Radius to look for props when the brute CANNOT melee him. Target is off navmesh, in a car or on fire. <_Editor> Entries:AI:Brute:Throw_props Brute_throw_prop_search_forward 2 Distance in the direction the brute is facing. *Forward and width are used to make a capsule shape to look for props in normal combat. <_Editor> Entries:AI:Brute:Throw_props Brute_throw_prop_search_width 4 width in the direction the brute is facing. *Forward and width are used to make a capsule shape to look for props in normal combat. <_Editor> Entries:AI:Brute:Throw_props Brute_walk_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:move speeds Bullet_decals_cooldown 200 <_Editor> Entries:Misc Busted_cost 500 The amount of cash you lose by being busted. <_Editor> Entries:Misc Camera_animated_cut_num_frames_to_block 2 When using an animated camera cut, we block movement on the camera for this number of frames. <_Editor> Entries:Combat:Camera Camera_recoil_autolevel_decay_rate 3 Factor multiplied by the remaining recoil pitch to determine the return velocity. <_Editor> Entries:Combat:Camera:Recoil Camera_recoil_autolevel_delay_ms 100 Delay after a shot is fired (in ms) before autoleveling starts working. <_Editor> Entries:Combat:Camera:Recoil Camera_recoil_autolevel_max_speed 0.6 Max speed (in rad/s) when returning from recoil. <_Editor> Entries:Combat:Camera:Recoil Camera_recoil_rand_kick_vel_max 0.15 Minimum random velocity for a kick (in rad/s). This is multiplied by the scale factor from the weapons table. <_Editor> Entries:Combat:Camera:Recoil Camera_recoil_rand_kick_vel_min 0.03 Minimum random velocity for a kick (in rad/s). This is multiplied by the scale factor from the weapons table. <_Editor> Entries:Combat:Camera:Recoil Camera_recoil_user_elev_transfer_rate 0.15 Rate (multiplied by user input pitch velocity) of transfer of recoil pitch to user pitch when moving the camera. <_Editor> Entries:Combat:Camera:Recoil Camera_roll_intensity_pilot_assist_override 0.15 When using pilot assist mode, this is the override value for the roll intensity value. <_Editor> Entries:Combat:Camera Camera_shake_decay_rate 1.25 Decay rate of the intensity value for the "basic" camera shake. <_Editor> Entries:Combat:Camera:Camera Shake Camera_shake_keep_max_intensity_time_s 0.2 When playing multiple camera shakes of the same type, if it is still within this time frame, compare the intensity and keep the highest one. <_Editor> Entries:Combat:Camera:Camera Shake Camera_shake_maximum_intensity 100 Maximum intensity value allowed for camera shakes. <_Editor> Entries:Combat:Camera:Camera Shake Camera_target_source_fudge_dist_firearm -0.1 When determining the position from which to select the player camera's target position for weapon firing, this is applied along the camera's fvec. <_Editor> Entries:Combat Camera_target_source_fudge_dist_launcher 0.5 When determining the position from which to select the player camera's target position for weapon firing, this is applied along the camera's fvec. <_Editor> Entries:Combat Cash_payout_interval_minutes 15 The interval (in minutes) at which cash is awarded to the player from owned hoods/businesses/etc <_Editor> Entries:Misc Cell_phone_UI_delay_ms 200 How long after cell phone is requested before showing the UI (so we can see the player's animation to open it.) <_Editor> Entries:UI Challenge_reset_on_mission_system_reload 1 If challenge values should be kept or reset on activity/mission failure/restart. If 1, all challenge values will be reset to the last saved values. If 0, all challenge values will be kept on activity/mission failure/restart. <_Editor> Entries:Diversions Chum_gun_blood_splat_radius 4 <_Editor> Entries:Combat:Weapons:Chum Chum_gun_multiple_shark_distance 5 <_Editor> Entries:Combat:Weapons:Chum Chum_gun_radius 0.1 <_Editor> Entries:Combat:Weapons:Chum Chum_gun_react_anim_pct 0.5 The percentage (0-1) of victims who will play the special death animation. Everyone else will run away. <_Editor> Entries:Combat:Weapons:Chum Chum_gun_shark_blood_splat_radius 15.0 <_Editor> Entries:Combat:Weapons:Chum Chum_gun_shark_delay 4000 <_Editor> Entries:Combat:Weapons:Chum Chum_gun_vehicle_shark_delay 5000 <_Editor> Entries:Combat:Weapons:Chum Chum_gun_world_decals_per_frame 3 <_Editor> Entries:Combat:Weapons:Chum City_pause_map_max_x 2881 Determines how much of the world is captured by map creation tool. Do not change unless you build the map again. <_Editor> Entries:UI City_pause_map_max_z 2661 Determines how much of the world is captured by map creation tool. Do not change unless you build the map again. <_Editor> Entries:UI City_pause_map_min_x -2881 Determines how much of the world is captured by map creation tool. Do not change unless you build the map again. <_Editor> Entries:UI City_pause_map_min_z -2941 Determines how much of the world is captured by map creation tool. Do not change unless you build the map again. <_Editor> Entries:UI City_viewable_map_max_x 2844 Limit of pause map in game. Change this to show more or less water. <_Editor> Entries:UI City_viewable_map_max_z 2475 Limit of pause map in game. Change this to show more or less water. <_Editor> Entries:UI City_viewable_map_min_x -2602 Limit of pause map in game. Change this to show more or less water. <_Editor> Entries:UI City_viewable_map_min_z -2971 Limit of pause map in game. Change this to show more or less water. <_Editor> Entries:UI Climb_blend_in_time 0.15 The blend time when starting the climbing animation network. <_Editor> Entries:Movement:Climbing Climb_blend_out_time 0.2 The blend time when finishing the climbing animation network. <_Editor> Entries:Movement:Climbing Climb_jump_camera_cancel_time_sec 0.6 When going from jump to climb, this is the amount of time we take to blend out of the jump camera. <_Editor> Entries:Movement:Climbing Climb_spline_connected_tolerance 0.275 The max distance between two climbing spline end-points required for them to be considered connected. <_Editor> Entries:Movement:Climbing Climb_spline_connected_y_tolerance 0.01 The max height between two climbing spline end-points required for them to be considered connected. <_Editor> Entries:Movement:Climbing Combat_ready_melee_time_ms 3000 Combat ready time in ms for the player when a weapon is equipped. <_Editor> Entries:Combat:Combat Ready Combat_ready_npc_weapon_time_ms 500 Combat ready time in ms for NPCs when a weapon is equipped. <_Editor> Entries:Combat:Combat Ready Combat_ready_player_weapon_time_ms 9000 Combat ready time in ms for the player when a weapon is equipped. <_Editor> Entries:Combat:Combat Ready Crib_default_ammo_multiplier 0.20 <_Editor> Entries:Combat Crouch_click_sensitivity 0.5 Max squared magnitude of the stick values (as a 2D vector) for which we allow clicking to enter crouching. This requires that "Crouch_ignore_click_sensitivity" is not true. <_Editor> Entries:Controls Cybercannon_lvl2_pct .5 This gun uses charged shots. This defines the start for a lvl 2 shot. When the charge percentage exceeds this, it becomes a lvl 2 shot. <_Editor> Entries:Combat:Weapons:Cyber Cannon Cybercannon_lvl3_pct 1.0 This gun uses charged shots. This defines the cap for a lvl 3 shot. Whenever the charge percent reaches this, it becomes a fully charged lvl 3 shot <_Editor> Entries:Combat:Weapons:Cyber Cannon Damage_assist_scale_multiplier 0.1 When the player's health is between zero and Damage_assist_start_percent, a scalar is applied to damage taken. This scalar is ramped between 1.0 and this number based on current damage. <_Editor> Entries:Combat Damage_assist_start_percent 0.3 When the player health is below this percent (0.0 to 1.0) the damage assist system will kick in. <_Editor> Entries:Combat DBNO_bleed_out_delta_per_second 10 The amount of bleed out hit points lost or gained per second while bleeding out or recovering, respectively. <_Editor> Entries:Combat:DBNO DBNO_dead_screen_render_opacity 0.8 Hack for turning the screen red as you die on DBNO. <_Editor> Entries:Combat:DBNO DBNO_dead_screen_render_red_value 0.2 Hack for turning the screen red as you die on DBNO. <_Editor> Entries:Combat:DBNO DBNO_getup_button_press_speed_increase 1.5 When the getup button is pressed, this is the amount by which the speed is increased. <_Editor> Entries:Combat:DBNO DBNO_getup_drop_time_ms 500 This is the maximum delay between button presses before the player drops back down from the getup animation. <_Editor> Entries:Combat:DBNO DBNO_getup_max_anim_speed 2.5 The fastest animation speed setting allowed for the getup anim. <_Editor> Entries:Combat:DBNO DBNO_getup_min_anim_speed 0.25 The slowest animation speed setting allowed for the getup anim. <_Editor> Entries:Combat:DBNO DBNO_getup_speed_decrease_per_sec 4 This is the amount per second by which the speed is decreased when playing a getup animation. <_Editor> Entries:Combat:DBNO DBNO_max_screen_render_opacity 0.7 Hack for turning the screen red as you die on DBNO. <_Editor> Entries:Combat:DBNO DBNO_screen_render_red_value 0.3 Hack for turning the screen red as you die on DBNO. <_Editor> Entries:Combat:DBNO Death_cam_aggression 3.0 1/sec time to travel from any arbitrary point to any other arbitrary point <_Editor> Entries:Combat:Camera:Death Death_cam_angular_follow_agg 0.5 fractional ratio per second that we should follow the lookat orientation <_Editor> Entries:Combat:Camera:Death Death_cam_back_away_constant 2.0 scale of the world xz-direction to the parabola t-axis <_Editor> Entries:Combat:Camera:Death Death_cam_critical_height 20.0 maximum height the camera will try to enforce <_Editor> Entries:Combat:Camera:Death Death_cam_lookat_follow_agg 0.99 fractional ratio per second that we should follow the lookat point <_Editor> Entries:Combat:Camera:Death Death_cam_multi_critical_height 5.0 maximum height the camera will try to enforce in multiplayer <_Editor> Entries:Combat:Camera:Death Death_cam_parabola_constant 0.7 scale of the world y-axis to the parabola y-axis <_Editor> Entries:Combat:Camera:Death Death_cost 500 The amount of cash you lose by dying. <_Editor> Entries:Misc Default_npc_throw_strength_on_foot .9 <_Editor> Entries:Combat:Weapons:Grenades Default_player_throw_strength_on_foot .6 <_Editor> Entries:Combat:Weapons:Grenades Default_throw_strength_from_vehicle .6 <_Editor> Entries:Combat:Weapons:Grenades Default_toss_strength_on_foot .6 <_Editor> Entries:Combat:Weapons:Grenades Dive_land_time_to_land 0.1 <_Editor> Entries:Movement:Jump This is an approximate time to land to test for the raycast. Frametime will be added to this. Due to blending affecting the actual velocity, we need this to be shorter than the blend time for the transition to land. Dive_roll_blend_in_time_sec 0.1 The blend in time when switching to the jump animation network. <_Editor> Entries:Movement:Jump Dive_roll_time_to_land 0.5 <_Editor> Entries:Movement:Jump This is an approximate time to land to test for the raycast. Frametime will be added to this. Due to blending affecting the actual velocity, we need this to be shorter than the blend time for the transition to land. Dual_wield_hold_time_ms 150 The amount of time (in ms) you need to hold the button to pick up and dual wield a weapon. <_Editor> Entries:Controls Electric_grenade_ragdoll_time_ms 4000 <_Editor> Entries:Combat:Weapons:Grenades Enemy_revive_percent_hit_points .25 This is multiplied by the human's max hit points and given to enemies on revival. <_Editor> Entries:Combat:DBNO Escort_max_distance_value 4500 Max distance away a complication can start from the player in escort. <_Editor> Entries:Activities Escort_min_distance_value 100 Min distance away a complication can start from the player in escort. <_Editor> Entries:Activities Fall_speed_to_drop_single_use_weapon 7 <_Editor> Entries:Misc Fine_aim_transition_min_dist 3 Min distance between the target pos and the target (player) when using that as a transition point for fine aim, etc. <_Editor> Entries:Combat:Camera Fire_Damage_Scalar 0.25 Damage scalar applied to the player when he is on fire <_Editor> Entries:Combat Flamethrower_groundfire_creation_time_ms 50 Time (in ms) before a surface being hit by the flamethrower will spawn a fire. <_Editor> Entries:Combat:Weapons:Flamethrower Flashlight_stagger_time_sec 30 The approximate length it should take to turn everybody's flashlights on once it becomes night (or turn off when it's the day). <_Editor> Entries:Misc Flashpoint_auto_activate_radius 20.0 If the player gets closer than this amout to the center of the flashpoint, it will automatically activate. <_Editor> Entries:Diversions Flashpoint_cash 1000 Amount of cash to receeve when a flashpoint is completed. <_Editor> Entries:Diversions Flashpoint_respect 100 Amount of respect to receive when a flashpoint is completed. <_Editor> Entries:Diversions Flyby_audio_delay_ms 60 Delay before playing another flyby audio sound <_Editor> Entries:Combat Follow_abandon_radius 999999999 (m) follower can be abandoned if outside of the radius for X ms. <_Editor> Entries:AI:Follower Follow_abandon_time_out 999999999 (ms) follower can be abandoned if outside of the radius for X ms. <_Editor> Entries:AI:Follower Freefall_approach_rotation_factor 0.75 Maximum amount the player will rotate away from the camera while the parachute is open. <_Editor> Entries:Movement:Free Falling:Rotation Freefall_back_terminal_velocity 36 Terminal velocity while freefalling while pressing back. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Freefall_forward_terminal_velocity 67 Terminal velocity while freefalling while pressing forward. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Freefall_max_bank_rotation_rad 0.6 Maximum amount the player will rotate away from the camera while freefalling for banking. <_Editor> Entries:Movement:Free Falling:Rotation Freefall_max_bank_speed 20 Max banking speed (m/s) when in free fall mode (no parachute). <_Editor> Entries:Movement:Free Falling:Movement Speed Freefall_max_forward_speed 30 Max forward speed (m/s) when in free fall mode (no parachute). <_Editor> Entries:Movement:Free Falling:Movement Speed Freefall_max_reverse_speed 3 Max reverse speed (m/s) when in free fall mode (no parachute). <_Editor> Entries:Movement:Free Falling:Movement Speed Freefall_min_clear_distance 10 Min didstance to hit something before allowing freefall to start. <_Editor> Entries:Movement:Free Falling Freefall_min_fall_speed 10 Minimum downward speed before freefalling is valid. <_Editor> Entries:Movement:Free Falling Freefall_normal_terminal_velocity 45 Terminal velocity while freefalling while not holding the stick. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Freefall_ragdoll_blend_out_time_sec 0.5 <_Editor> Entries:Movement:Falling Garage_free_repair_damage 0.2 The your vehicle has less than this damage percent, silently repair the car for free as soon as the player drives into the garage. <_Editor> Entries:Vehicles Genki_mind_control_time 120000 <_Editor> Entries:Combat:Weapons:Genki Global_decal_scale 0.5 multiplier applied to all decal radius calculations. <_Editor> Entries:Misc Grenade_indicator_distance 13 <_Editor> Entries:Combat Grenade_shout_radius 25 Maximum distance that a grenade shout can be heard <_Editor> Entries:AI:Perception Grenade_throw_clockwise_threshold_rad 2.0 The angle difference in radians before which we always go counterclockwise when throwing a grenade and jumping. <_Editor> Entries:Movement:Jump Guided_rocket_keep_above_ground_dist 1 <_Editor> Entries:Combat:Weapons:GuidedRockets Guided_rocket_scalar 4 <_Editor> Entries:Combat:Weapons:GuidedRockets Guided_rocket_scalar_NPC 1 <_Editor> Entries:Combat:Weapons:GuidedRockets Guided_rocket_vehicle_scalar 4 <_Editor> Entries:Combat:Weapons:GuidedRockets Guided_rocket_vehicle_scalar_NPC 1 <_Editor> Entries:Combat:Weapons:GuidedRockets HD_avatar_down_time_ms 10000 Amount of time Matt stays in the downed position awaiting a QTE. <_Editor> Entries:Boss:Matt Miller HD_brute_damage_to_timer_ms 50 When damaging the brute, multiply the damage by this value and add it to the timer. <_Editor> Entries:AI:Brute:Downed HD_brute_down_time_ms 7000 Default time (in milliseconds) for the brute to be downed. <_Editor> Entries:AI:Brute:Downed HD_killbane_down_time_ms 10000 The amount of time Killbane spend in the downed position waiting for the player to interact. <_Editor> Entries:Boss:Killbane:Murderbrawl HD_mars_killbane_down_time_ms 8000 The amount of time Killbane spend in the downed position waiting for the player to interact. <_Editor> Entries:Boss:Killbane:Mars HD_revive_hold_time_sec 2.5 This is the amount of time the player has to hold the button to revive a homie or the other player. <_Editor> Entries:Combat:DBNO Headshot_multiplier 8.0 <_Editor> Entries:Combat Hijack_extract_max_delay 15000 (ms) maximum time for player to be in car before being extracted. <_Editor> Entries:AI Hijack_extract_min_delay 2000 (ms) minimum time for player to be in car before being extracted. <_Editor> Entries:AI Homie_flinch_chance 0.6 chance that homies will flinch when taking damage Note this applied after NPC_NPC_flinch_chance. <_Editor> Entries:AI:Follower Hostage_exit_speed_limit 15 The maximum speed (in mph) at which a hostage can escape the car. <_Editor> Entries:AI:Hostage Hostage_general_exit_delay_ms 2000 The hostage will wait this long going under the exit speed limit before trying to exit. <_Editor> Entries:AI:Hostage Hostage_initial_exit_delay_ms 5000 The hostage will wait this long going under the exit speed limit before trying to exit initially. <_Editor> Entries:AI:Hostage Hover_timestamp_default 2000 Time a sniper will hover over a target before firing <_Editor> Entries:AI:Sniper Human_fire_damage_per_sec_max 100 <_Editor> Entries:Combat:Weapons:Flamethrower Human_fire_damage_per_sec_min 50 Damage taken per second while on fire. Using min/max to randomize it so not all enemies die at the same time. ALL FIRES, not just flamethrower <_Editor> Entries:Combat:Weapons:Flamethrower Human_freefall_blur_intensity_forward 7 Blur value applied when diving. <_Editor> Entries:Movement:Free Falling:Camera Human_freefall_blur_intensity_normal 0.25 Normal blur value applied. <_Editor> Entries:Movement:Free Falling:Camera Human_freefall_blur_lerp_percent 3.0 Factor used for approaching the target blur value. Higher means faster. <_Editor> Entries:Movement:Free Falling:Camera Human_freefall_shake_intensity_forward 10 Intensity value applied to the freefall camera shake when diving. <_Editor> Entries:Movement:Free Falling:Camera Human_freefall_shake_intensity_normal 1.0 Normal intensity value applied to the freefall camera shake. <_Editor> Entries:Movement:Free Falling:Camera Human_revive_percent_hit_points 1.0 This is multiplied by the human's max hit points and given to the human on revival. <_Editor> Entries:Combat:DBNO Human_riding_killbane_control_per_punch 20.0 Amount of control gained over the Killbane for each punch thrown. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_dismount_control 20.0 Control amount where a forced dismount occurs. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_max_control 100.0 Control value where the player has maximum control over Killbane. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_resist_angle_max_control 0.0 Angle that Killbane kill attempt to turn the player off course when the player has full control over Killbane. (in degrees) <_Editor> Entries:Movement:Human Riding Human_riding_killbane_resist_angle_min_control 90.0 Angle that Killbane kill attempt to turn the player off course when the player has 0 control over Killbane. (in degrees) <_Editor> Entries:Movement:Human Riding Human_riding_killbane_resistance_per_second 2.5 Amount of control Killbane takes back per second. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_start_control 75.0 Amount of control the player has over Killbane when first starting to ride him. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_steps_till_new_dir 2.0 Number of steps Killbane takes before choosing a new direction to move. (integer) <_Editor> Entries:Movement:Human Riding Human_shield_damage_multiplier 0.25 The multiplier to all damage applied to someone holding a human shield. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_hold_time_ms 250 Time (in milleseconds) required to hold the Y button when using hold Y to grab controls. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_distance_bias 0.1 Factor when considering the distance when selecting a grab target. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_hold_max_dist 2 The max distance from which the player can start to do a human shield (when holding the button). The standard numbers are used when the grab is actually initiated. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_hold_max_sprint_dist 7 The max distance from which the player can start to do a human shield while sprinting and holding. The standard numbers are used when the grab is actually initiated. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_hold_min_dp 0.0 The minimum dot product when determining the grab target when holding. The standard numbers are used when the grab is actually initiated. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_hold_min_sprint_dp 0.3 The minimum dot product when determining the grab target when sprinting and holding. The standard numbers are used when the grab is actually initiated. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_max_dist 1.75 The max distance from which the player can do a human shield. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_max_sprint_dist 5 The max distance from which the player can do a human shield while sprinting. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_min_dp 0.2 The minimum dot product when determining the grab target. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_min_sprint_dp 0.8 The minimum dot product when determining the grab target when sprinting. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_vehicle_max_dist 1.5 The max distance from which the player can do a human shield when near a vehicle. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_vehicle_max_sprint_dist 4 The max distance from which the player can do a human shield while sprinting when near a vehicle. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_vehicle_min_dp 0.4 The minimum dot product when determining the grab target when near a vehicle. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_vehicle_min_sprint_dp 0.9 The minimum dot product when determining the grab target when sprinting when near a vehicle. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_max_grab_dist 10 max dist to run to grab a human shield. (other value for brutes) <_Editor> Entries:AI Human_shield_muscles_angular_velocity_mag -18 Angular velocity applied to human shields when muscles are increased. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_raycast_height 0.5 The height off the ground that we use to do a raycast to test that a human shield victim is a valid target. <_Editor> Entries:Combat:Shields:Human Shield Human_skydive_death_ang_vel_max 10.0 Maximum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s) <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_death_ang_vel_min 10.0 Minimum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s) <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_death_gravity_factor -1.0 Gravity to be applied to the ragdoll of humans who die while skydiving and don't play a parachute death animation. <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_death_parachute_chance 25 Random chance that a killed skydiving NPC will deploy their parachute. (Integer: 0-100) <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_weapon_brass_gravity_factor -0.4 Factor applied to the gravity of brass ejecting from a weapon, while the human is skydiving. 1.0 is the default downward game gravity, and negative applies an upward gravity. <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_weapon_gravity_factor -0.2 Factor applied to the gravity of a weapon that is dropped while ahuman is skydiving. 1.0 is the default downward game gravity, and negative applies an upward gravity. <_Editor> Entries:Misc:Skydiving:Human Skydiving Idle_cough_pct 0.5 Percent chance that idle humans will play cough line if not doing anything else <_Editor> Entries:Misc Imapct_damage_mover_player_max_pct 0.40 (% HP 0.0 to 1.0) Max percent of health the player can recieve from a mover impact. <_Editor> Entries:Misc:Impact_damage Impact_damage_ground_death_speed 40 (MPH) in to the ground will kill lvl1 grunts on impact. 40 mph is about the same as throwing off a 4 story building. <_Editor> Entries:Misc:Impact_damage Impact_damage_mover_avg_mass 200 (Kg) Mass of the average mover. Ex. Brute throw slot machine is 200Kg @ 20m/s = 350 damage <_Editor> Entries:Misc:Impact_damage Impact_damage_mover_death_speed 40 (MPH) Speed that the average mover would kill lvl1 grunts on impact. <_Editor> Entries:Misc:Impact_damage Impact_damage_mover_flinch_max_pct 0.10 (% HP 0.0 to 1.0) Play flinch on impact if damage is less than X% of HP. <_Editor> Entries:Misc:Impact_damage Impact_damage_vehicle_death_speed 40 (MPH) Speed that the vehicle would kill lvl1 grunts on impact. <_Editor> Entries:Misc:Impact_damage Inventory_close_delay_ms 650 The delay in ms after Switching weapons using the mouse or keyboard to close the weapon radial PC Only. <_Editor> Entries:UI Inventory_next_prev_delay_ms 50 The delay in ms after activating the next or previous weapon select action before one of them can be activated again. Controls how quickly the weapons can be scrolled through. PC Only. <_Editor> Entries:UI Inventory_quickswap_delay_ms 0 The delay before the inventory opens when pressing B.. this will quickswap if this number isn't reached. If this is 0, then quickswap will be disabled. <_Editor> Entries:UI Inverted_cheat_duration 5500 Duration of the inverted controls cheat - in ms. <_Editor> Entries:Boss:Matt Miller:Cheats:Inverted Controls Item_drop_enemy_gang_item_drop_chance 0.05 Probability that an enemy gang member will drop an item when killed (between 0 and 1). <_Editor> Entries:Misc:Item Drop Item_drop_enemy_gang_money_drop_chance 0.66 Probability that an enemy gang member will drop money when killed (between 0 and 1). <_Editor> Entries:Misc:Item Drop Item_drop_grenade_chance .05 (0-1) Probability that an NPC will drop a grenade when killed Grenade type determind by team. <_Editor> Entries:Misc:Item Drop Item_drop_npc_money_drop_chance 0.66 Probability that an NPC will drop money when killed (between 0 and 1). <_Editor> Entries:Misc:Item Drop Item_shimmer_lifespan_seconds 20 Number of seconds that items will glow after being dropped. If you set this to zero, items will glow forever. <_Editor> Entries:Misc:Item Drop Item_style_multiplier 0.05 Multiplied by the price to caluclate respect rewarded for wearing items <_Editor> Entries:Respect Jump_blend_in_time 0.3 The blend in time when switching to the jump animation network. <_Editor> Entries:Movement:Jump Jump_blend_out_time 0.2 The blend in time when switching from the jump animation network. <_Editor> Entries:Movement:Jump Jump_landed_extra_downward_vel 0.3 <_Editor> Entries:Movement:Jump Extra downward velocity for landing. Jump_raycast_downward_vel -0.5 The maximum (because it's negative) value in the downward velocity in a jump to start a raycast check to start a land. <_Editor> Entries:Movement:Jump Jump_time_to_land 0.04 <_Editor> Entries:Movement:Jump This is an approximate time to land to test for the raycast. Frametime will be added to this. Due to blending affecting the actual velocity, we need this to be shorter than the blend time for the transition to land. Killbane_mask_fire_distance 5 <_Editor> Entries:Misc Kneecapper_extend_speed_meters_per_second 2.25 The speed threshold at which kneecappers extend in meters per second. <_Editor> Entries:Vehicles:Kneecappers Kneecapper_extend_time_ms 250 The amount of time (in ms) it takes kneecappers to extend or retract. <_Editor> Entries:Vehicles:Kneecappers Kneecapper_human_damage_per_second 100 How much damage is done to a human each second they're hit by a kneecapper. <_Editor> Entries:Vehicles:Kneecappers Lag_cheat_duration 10000 Duration that the lag spike cheat will last - in ms. <_Editor> Entries:Boss:Matt Miller:Cheats:Lag Lame_weapon_cheat_duration 7000 Duration of the lame weapon cheat - in ms. <_Editor> Entries:Boss:Matt Miller:Cheats:Lame Weapon Land_hard_speed 16 <_Editor> Entries:Movement:Falling Land_medium_speed 8 <_Editor> Entries:Movement:Falling Lock_on_assist_min_dot_prod 0.97 In order to "lock on" to a target, the dot product between the player's current aim and the potential target must be greater than this value. (Note: -1.0 means the target is behind you, 1.0 means the target is under your reticle.) <_Editor> Entries:Combat:Weapons:Firearms Lock_on_assist_range 40 Maximum distance from the player a possible lock-on target can be. <_Editor> Entries:Combat:Weapons:Firearms Log_coop_player_dist_freq_ms 0 The distance between the local and remote player will be logged every X milliseconds if this value is greater than zero. <_Editor> Entries:Data Logging Log_player_breadcrumb_freq_ms 30000 The frequency with which breadcrumb events are logged for the player. If this value is <= 0 then no breadcrumbs are logged. <_Editor> Entries:Data Logging M14_laser_designator_range 80 Range of the spotlight helicopter's laser designator in mission 14 (SR3). <_Editor> Entries:Missions M16_player_avatar_damage_received_mult 0.4 Multiplier for the amount of damage the player receives while he is in the "Bahamut avatar suit" in Mission 16. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Man_cannon_max_eject_speed 35 Max speed we use for firing people out of the man cannon. <_Editor> Entries:Vehicles:Man Cannon Man_cannon_min_eject_speed 5 Min speed we use for firing people out of the man cannon. <_Editor> Entries:Vehicles:Man Cannon Man_cannon_predict_raycast_sec 0.05 Amount of "prediction" time applied to test whether or not the guy is going to hit something. <_Editor> Entries:Vehicles:Man Cannon Man_cannon_ragdoll_vel_mult 0.3 When the test raycast detects hitting a horizontal surface, this is the multiplier to the current horizontal velocity (so the collision appears less elastic) <_Editor> Entries:Vehicles:Man Cannon Mars_Killbane_bullrush_speed 8 m/s, -1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:Bullrush Max_climb_dist_from_wall 2 Maximum distance from a wall used to initiate climbing normally (when stationary). <_Editor> Entries:Movement:Climbing Max_climb_height 3.25 Maximum height to a wall edge used to initiate climbing. <_Editor> Entries:Movement:Climbing Max_climb_run_speed 5.0 <_Editor> Entries:Movement:Climbing Max_human_shields_allowed 4 max number of simultaneous human shields regular enemies can take <_Editor> Entries:AI Max_jump_climb_height 0.90 Max height to a wall edge used to initiate climbing when jumping or falling. <_Editor> Entries:Movement:Climbing Max_jump_dist_from_wall 1.0 Maximum distance from a wall used to initiate climbing when jumping or falling. <_Editor> Entries:Movement:Climbing Max_run_dist_from_wall 3.5 Maximum distance from a wall used to initiate climbing (when running at full speed). <_Editor> Entries:Movement:Climbing Max_sprint_dist_from_wall 6 Maximum distance from a wall used to initiate climbing (when sprinting). <_Editor> Entries:Movement:Climbing Max_swim_climb_height 3.25 Maximum height to a wall edge used to initiate climbing when swimming. <_Editor> Entries:Movement:Climbing Max_swim_dist_from_wall 2.0 Maximum distance from a wall used to initiate climbing when swimming. <_Editor> Entries:Movement:Climbing Max_vehicle_altitude 99999999 The max altitude for vehicles in meters. <_Editor> Entries:Vehicles Max_vehicle_altitude_ramp_time_ms 6000 The time frame in milliseconds at max altitude over which a vehicle's vertical velocity is ramped out. <_Editor> Entries:Vehicles Melee_active_attack_success_extra_display_time_ms 500 This is the amount of time we keep the HUD up if you succeed. <_Editor> Entries:Combat:Melee Melee_active_attack_success_speed_mult 1.75 Speed multiplier on the animation when you succeed in hitting an active attack button. <_Editor> Entries:Combat:Melee Melee_knockdown_point_regeneration 5.0 Regeneration rate (per second) for the knockdown hitpoints. <_Editor> Entries:Combat:Melee Melee_lock_max_distance 15 Maximum distance at which a melee target can be locked. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_max_height_diff 1.5 The maximum difference in y values between the player and the target. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_near_aim_multiplier 3.0 If the dot product between the reticle and a possible target is at least Melee_lock_near_aim_priority_dot, priority will be multiplied by this number. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_near_aim_priority_dot 0.98 If the dot product between the reticle and a possible target is at least this value, an extra priority multiplier will be figured in (see Melee_lock_near_aim_multiplier). <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_target_attack_weight 50.0 Weight given to target's disposition (whether he's attacking you, etc.) when choosing best melee lock target. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_target_distance_weight 100.0 Weight given to target's distance from you when choosing best melee lock target. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_valid_target_angle 60 The angle from the reticle (in degrees) within which a melee lock target can be selected. <_Editor> Entries:Combat:Melee:Melee Lock Melee_next_attack_blend_out_time_sec 0.1 The amount of time we use to stop the previous melee attack action when starting a new one. <_Editor> Entries:Combat:Melee Melee_no_steer_hit_angle_dp -0.5 Minimum dot product for target search when not holding the stick. <_Editor> Entries:Combat:Melee Melee_player_best_target_distance_bias 0.1 Factor for finding player's best target. <_Editor> Entries:Combat:Melee Melee_player_best_target_vel_mult 0.4 This is the multiplier to the player's velocity when determining the center of the bounding box to use to find the best melee target. <_Editor> Entries:Combat:Melee Melee_power_attack_blend_time_ms 800 Total blend time (in ms) for the power attack prep state. <_Editor> Entries:Combat:Melee Melee_power_attack_ready_time_ms 600 After this time (in ms) the power attack is ready. <_Editor> Entries:Combat:Melee Melee_prone_attack_max_head_height 0.7 Max height of the victim's head for when we should use a prone kick. <_Editor> Entries:Combat:Melee Melee_steer_hit_angle_dp -0.5 Minimum dot product for target search when holding the stick. <_Editor> Entries:Combat:Melee Melee_unarmed_max_dist 2.5 Max distance for target selection when unarmed and using the stick. <_Editor> Entries:Combat:Melee Melee_unarmed_no_steer_max_dist 2 Max distance for target selection when unarmed and not using the stick. <_Editor> Entries:Combat:Melee Min_fence_climb_height 0.5 Minimum height to a wall edge used to initiate climbing (for platforms). <_Editor> Entries:Movement:Climbing Min_jump_climb_height 0.18 Minimum height to a wall edge used to initiate climbing when jumping. <_Editor> Entries:Movement:Climbing Min_platform_climb_height 1.0 Minimum height to a wall edge used to initiate climbing (for platforms). <_Editor> Entries:Movement:Climbing Min_swim_climb_height 0.0 Minimum height to a wall edge used to initiate climbing when swimming. <_Editor> Entries:Movement:Climbing Minimap_elevation_tolerance 3.5 In meters...distance at which the icon changes to arrows pointing up or down. <_Editor> Entries:UI Minimap_interior_mag_factor 1.75 Factor by which to increase minimap scale when player is in interior. <_Editor> Entries:UI Minimap_max_scale 0.75 Maximum scale for the minimap (1.0 is 100%). Set to lower values to show more of the city in the minimap. <_Editor> Entries:UI Motorcycle_passenger_eject_deceleration 450 Deceleration (in a single frame) to eject motorcycle riders. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Notoriety_Ped_Level_0 1.0 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_1 1.0 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_2 .85 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_3 .7 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_4 .55 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_5 .4 <_Editor> Entries:AI:Notoriety Notoriety_roadblock_spawn_dist 140.0 Distance from the player to spawn notoriety roadblocks (notoriety roadblocks & traffic events) <_Editor> Entries:Misc Notoriety_spawn_no_ram_pct 0.85 Percent chance that notoriety vehicles will NOT ram the player. Excludes tanks and vehicles with specialists, as they will never ram. <_Editor> Entries:Misc Notoriety_Veh_Level_0 1 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_1 1 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_2 .85 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_3 .7 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_4 .55 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_5 .4 <_Editor> Entries:AI:Notoriety Npc_fatal_fall_speed 14.0 Speed at which a falling NPC dies on impact. <_Editor> Entries:Movement:Falling Npc_fatal_jumping_fall_speed 24.0 Speed at which an explicitly jumping NPC dies on impact. <_Editor> Entries:Movement:Falling NPC_group_scale_damage_max_enemies 6 Size of the group where damage multiplier is applied. (at 2x this size damage multiplies is 50%) <_Editor> Entries:Combat NPC_group_scale_damage_max_enemies_pistol 6 Size of the group where damage multiplier is applied. (at 2x this size damage multiplies is 50%) <_Editor> Entries:Combat NPC_NPC_flinch_chance 0.30 <_Editor> Entries:Combat Chance that one NPC shot will cause another NPC to flinch. Npc_safe_fall_speed 8.0 Falling speed below which NPCs do not take damage. <_Editor> Entries:Movement:Falling Npc_safe_jumping_fall_speed 12.0 Falling speed below which NPCs who are explicitly jumping do not take damage. <_Editor> Entries:Movement:Falling Npc_shotgun_aim_assist_angle 45 <_Editor> Entries:Combat Npc_to_npc_damage_multiplier 1 The amount by which all NPC on NPC damage is scaled. <_Editor> Entries:Combat Npc_vehicle_windshield_eject_probability 0.40 Probability of windshield ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Pain_sound_radius 8.0 Maximum distance that a human's pain/death sound can be heard. <_Editor> Entries:AI:Perception Parachute_adjusted_turn_angle_return_speed 0.02 This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations. <_Editor> Entries:Movement:Free Falling Parachute_adjusted_turn_angle_speed 0.03 This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations. <_Editor> Entries:Movement:Free Falling Parachute_allow_deploy_ms 1500 Amount of time before the player can deploy the parachute. <_Editor> Entries:Movement:Free Falling Parachute_anim_lerp_percent 2.0 Controls the speed at which the player can move between dive and regular freefall (as well as the FOV change). <_Editor> Entries:Movement:Free Falling Parachute_back_terminal_velocity 6.7 Terminal velocity while parachuting while pressing forward. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Parachute_fast_forward_speed 20 Max forward speed when parachute is open. <_Editor> Entries:Movement:Free Falling:Movement Speed Parachute_forward_terminal_velocity 11.5 Terminal Velocity while parachuting while pressing forward. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Parachute_max_adjusted_turn_angle_for_speed 0.025 If the adjusted turn angle is above this value (abs), use the standard speeds. <_Editor> Entries:Movement:Free Falling Parachute_max_bank_rotation_rad 1 Maximum amount the player will rotate away from the camera while the parachute is open. <_Editor> Entries:Movement:Free Falling:Rotation Parachute_normal_forward_speed 8 Normal forward speed when parachute is open. <_Editor> Entries:Movement:Free Falling:Movement Speed Parachute_normal_terminal_velocity 9 Terminal velocity while parachuting with no stick input. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Parachute_slow_down_fov -24.0 Modification to the FOV based on speed control. <_Editor> Entries:Movement:Free Falling Parachute_slow_forward_speed 2 Min forward speed when parachute is open. <_Editor> Entries:Movement:Free Falling:Movement Speed Parachute_speed_up_fov 8.0 Modification to the FOV based on speed control. <_Editor> Entries:Movement:Free Falling Passenger_eject_speed_vehicle 13.41 Minimum relative speed (m/s) when colliding with a vehicle for ejecting passengers. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_speed_world 20.12 Minimum relative speed (m/s) when colliding with the world for ejecting passengers. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_windowsill_delta_v 4.47 Minimum change in velocity (in m/s) required to eject passengers. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_windowsill_rot_vel_forward 8.0 Minimum angular velocity in the forward direction to cause windowsill ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_windowsill_rot_vel_right 6.0 Minimum angular velocity in the right direction to cause windowsill ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_windowsill_rot_vel_up 6.0 Minimum angular velocity in the up direction to cause windowsill ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Player_acceleration 10 Default acceleration used in determining the steering vector and move speed from user input <_Editor> Entries:Movement Player_airplane_camera_shake_max_speed 40 At this speed, the camera shake is at full intensity. <_Editor> Entries:Vehicles Player_airplane_camera_shake_min_speed 20 Min speed to start using the camera shake for ground vehicles. <_Editor> Entries:Vehicles Player_automobile_camera_shake_max_speed 38 At this speed, the camera shake is at full intensity. <_Editor> Entries:Vehicles Player_automobile_camera_shake_min_speed 27 Min speed to start using the camera shake for ground vehicles. <_Editor> Entries:Vehicles Player_crouch_move_speed 3.0 Max movement speed while the player is skydiving. <_Editor> Entries:Movement Player_dist_targeting_multiplier 1.5 When choosing a NPC is choosing between attacking the player and another NPC, mutliply the distance to the player by this amount. <_Editor> Entries:AI Player_dive_roll_acceleration 20 Default acceleration used in determining the steering vector and move speed from user input <_Editor> Entries:Movement Player_dive_roll_min_velocity 3 <_Editor> Entries:Movement Player_dive_roll_turn_speed_multiplier 0.08 <_Editor> Entries:Movement Player_fatal_fall_speed 18 Falling speed at which a player dies on impact. <_Editor> Entries:Movement:Falling Player_freefall_acceleration 10 Acceleration when freefalling <_Editor> Entries:Movement:Free Falling:Movement Speed Player_friendly_fire_expire_time 10 (sec) How long to be hostile against the player. <_Editor> Entries:AI:Follower Player_friendly_fire_threshold 2000 (HP) amount of damage taken from plaayer before going hostile. <_Editor> Entries:AI:Follower Player_jump_turn_speed_multiplier 0.3 <_Editor> Entries:Movement Player_max_avatar_move_speed 13 Max player movment speed for moving as Matt's Avatar in m16. <_Editor> Entries:Movement Player_max_fine_aim_speed 2.5 Max fine aim speed for the player. <_Editor> Entries:Movement Player_max_heavy_weapon_speed 1.5 When carrying a brute weapon, this is the maximum movement speed. <_Editor> Entries:Movement Player_max_heavy_weapon_sprint_speed 3.5 When carrying a brute weapon, this is the maximum sprint speed. <_Editor> Entries:Movement Player_max_riot_move_speed 2.0 Max non sprint speed when a riot shield is equipped. <_Editor> Entries:Movement Player_max_run_speed 5 Max run speed for the player. <_Editor> Entries:Movement Player_max_sprint_speed 8 Max sprint speed for the player. <_Editor> Entries:Movement Player_max_swimming_speed 6 Max player movment speed for swimming. <_Editor> Entries:Movement Player_melee_move_speed 2.0 Max movement speed when in melee lock mode. <_Editor> Entries:Movement Player_melee_no_target_movement .4 When the player is doing a melee attack and there is no desired target, this is the amount he/she is moved in the desired direction. <_Editor> Entries:Combat:Melee Player_melee_target_desired_start_offset 1.2 When the player is doing a melee attack and there is a target, this is the amount he/she is moved in front of the target. <_Editor> Entries:Combat:Melee Player_melee_target_max_movement 2 The maximum we allow the player to move to a target in melee. <_Editor> Entries:Combat:Melee Player_melee_target_pushback 0 This is the amount the target of a melee attack is pushed back (temporary hack until we get better flinches and such) <_Editor> Entries:Combat:Melee Player_melee_turn_speed_multiplier 0.15 <_Editor> Entries:Movement Player_off_ground_acceleration_multiplier 0.25 <_Editor> Entries:Movement Player_ragdoll_damage_scalar 0.25 <_Editor> Entries:Combat Player_ragdoll_to_freefall_min_time_ms 500 <_Editor> Entries:Movement:Falling Player_ragdoll_to_freefall_min_vel 8 <_Editor> Entries:Movement:Falling Player_rappel_move_speed 1.0 Max movement speed while the player is rappelling. <_Editor> Entries:Movement Player_safe_fall_speed 8 Falling speed below which the player does not take damage. <_Editor> Entries:Movement:Falling Player_skydive_bank_scale_factor 0.2 Scale factor applied to how much the player will bank left/right during movement. This is used when calculating the amount to blend between the different animations (left, center, right). <_Editor> Entries:Movement:Skydiving Player_skydive_collision_damage_factor 0.8 Scale factor applied to damage given to the player from vehicle and mover collisions. <_Editor> Entries:Misc:Skydiving:Human Skydiving Player_skydive_move_speed 5 Max movement speed while the player is skydiving. (was 2) <_Editor> Entries:Movement Player_turn_head_max_angle_rad 2.0 The maximum angle we rotate for turning the head (in radians - get over it). <_Editor> Entries:Movement Player_turn_head_mult 2.5 Multiplier for overshooting the head tracking while turning. <_Editor> Entries:Movement Player_turn_head_speed 0.1 The turn speed sent into spinebending for the head. <_Editor> Entries:Movement Player_vehicle_windshield_eject_probability 0.13 Probability of windshield ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Pony_cart_base_speed 6.0 Speed the "run" animation uses for throttling in the pony cart. <_Editor> Entries:Vehicles QTE_min_timer_buffer 0.05 Amount of time (in seconds) from the end of the animation that we use as a buffer for starting the next QTE animation. <_Editor> Entries:Combat Ragdoll_absolute_rest_speed 0.6 The speed (in m/s) at which the ragdoll is considered to be at rest enough to get up. <_Editor> Entries:Combat:Ragdoll Ragdoll_impact_camera_shake_multiplier 5 multiplier to the camera shake iintensity factor based on percent of damage taken on impact. <_Editor> Entries:Combat:Camera Ragdoll_melee_impulse_multiplier 0.4 The melee impulse applied to ragdolls is multiplied by this. <_Editor> Entries:Combat:Melee Ragdoll_npc_knockdown_time_ms 3000 Minimum time (by default) that an npc will stay in ragdoll (in ms). <_Editor> Entries:Combat:Ragdoll Ragdoll_player_knockdown_time_ms 1000 Minimum time (by default) that a player will stay in ragdoll (in ms). <_Editor> Entries:Combat:Ragdoll Ragdoll_relative_rest_speed 0.3 The speed (in m/s) at which the ragdoll is considered to be at rest enough to get up, when compared to another moving body (like a vehicle). <_Editor> Entries:Combat:Ragdoll Random_additional_lag_time 2000 !Currently does nothing! Will add a random amount of time up to this value to the base time between spikes. <_Editor> Entries:Boss:Matt Miller:Cheats:Lag Rappelling_mode_orient_angle 0 This is the angle the player/human will be oriented downwards from vertical while in Rappelling mode. 0 - 90 is the valid range. <_Editor> Entries:Movement:Rappelling RC_hostage_exit_speed_limit 5 The maximum speed (in mph) at which a hostage can escape the car. <_Editor> Entries:AI:Hostage RC_hostage_general_exit_delay_ms 4000 The hostage will wait this long going under the exit speed limit before trying to exit. <_Editor> Entries:AI:Hostage RC_hostage_initial_exit_delay_ms 6000 The hostage will wait this long going under the exit speed limit before trying to exit initially. <_Editor> Entries:AI:Hostage RC_vehicle_gun_max_distance 200 The maximum distance at which the RC gun can take/maintain control of a vehicle. <_Editor> Entries:Combat:Weapons:RC Gun Reduce_player_hp_by 50 When the player is shrunk, their current amount of health is reduced by this percent. <_Editor> Entries:Boss:Matt Miller:Cheats:Shrink Reduce_player_movement_by 65 Percent <_Editor> Entries:Boss:Matt Miller:Cheats:Slow Reload_cancel_blend_out_time_sec 0.2 Amount of time (in seconds) it takes to blend out the reload animation when cancelling. <_Editor> Entries:Combat:Weapons:Firearms Resize_transition_time 1000 This determines how long (in ms) it takes for the player to grow/shrink. <_Editor> Entries:Boss:Matt Miller:Cheats:Shrink Respect_to_unlock_mission 8000 Number of respect points needed to unlock missions. <_Editor> Entries:Respect Riot_cop_shield_damage_degradation 3 Amount of damage degradation for riot shields - this amount is taken off every 25ms <_Editor> Entries:Combat:Shields Riot_cop_shield_damage_to_flinch 750 minimum amount of accumulated bullet damage to cause a heavy flinch <_Editor> Entries:Combat:Shields Satelite_angular_approach_speed 1 The drone's actual angular velocity drags behind the controls. To make it more reactive use a lower number and to make it drag more use a higher number. <_Editor> Entries:Combat:Weapons:Satellite Satelite_bank_angle 20 When the drone rotates around it's heading it banks by a this angle in degrees <_Editor> Entries:Combat:Weapons:Satellite -* Satelite_control_heading_multiplier 1 A multiplier to drone bank input <_Editor> Entries:Combat:Weapons:Satellite Satelite_control_heading_multiplier_mouse 0.3 A multiplier to drone bank input when using mouse. <_Editor> Entries:Combat:Weapons:Satellite Satelite_control_pitch_multiplier 1 A multiplier to drone pitch input <_Editor> Entries:Combat:Weapons:Satellite Satelite_control_pitch_multiplier_mouse 0.3 A multiplier to drone pitch input when using mouse <_Editor> Entries:Combat:Weapons:Satellite Satellite_altitude 150 Altitude of the satellite drone. <_Editor> Entries:Combat:Weapons:Satellite Satellite_bonus_speed_factor 4 Speed mod multiplied by this much in the forward direction (so you can speed the missile up more than you can slow it down) <_Editor> Entries:Combat:Weapons:Satellite Satellite_cam_heading_multiplier_mouse 0.4 Rotational heading multiplier for the satellite drone camera when using the mouse. <_Editor> Entries:Combat:Weapons:Satellite Satellite_cam_pitch_multiplier_mouse 0.28 Rotational pitch multiplier for the satellite drone camera when using the mouse. <_Editor> Entries:Combat:Weapons:Satellite Satellite_cam_transition_time_ms 0 Amount of time (in ms) over which to transition the camera back to the drone. <_Editor> Entries:Combat:Weapons:Satellite Satellite_drone_cycle_time_ms 60000 This is how long (in ms) the drone will take to completely circle around the target point. <_Editor> Entries:Combat:Weapons:Satellite Satellite_drone_fov 50 The FOV for the satellite drone camera. <_Editor> Entries:Combat:Weapons:Satellite Satellite_drone_max_pitch_offset_neg 0.5 <_Editor> Entries:Combat:Weapons:Satellite Satellite_drone_max_pitch_offset_pos 0.5 <_Editor> Entries:Combat:Weapons:Satellite Satellite_drone_xz_offset_dist 20 XZ distance from the drone to the focus position. <_Editor> Entries:Combat:Weapons:Satellite Satellite_guided_missile_fov 60 The FOV for the satellite drone camera. <_Editor> Entries:Combat:Weapons:Satellite Satellite_guided_missile_speed 30 Speed of a guided satellite missile. <_Editor> Entries:Combat:Weapons:Satellite Satellite_max_rot_heading_vel 0.35 Maximum rotational velocity of the satellite drone camera. <_Editor> Entries:Combat:Weapons:Satellite Satellite_max_rot_pitch_vel 2 Maximum rotational velocity of the satellite drone camera. <_Editor> Entries:Combat:Weapons:Satellite Satellite_missile_damping 0.25 Damping on the motion of the missile. <_Editor> Entries:Combat:Weapons:Satellite Satellite_missile_fvec_y_clamp -0.3 The fvec of a guided missile can never have a y value higher than this (i.e. it must always be going downward.) <_Editor> Entries:Combat:Weapons:Satellite Satellite_missile_max_speed_mod 15 The maximum amount a guided missile's speed can be changed by player acceleration/deceleration. <_Editor> Entries:Combat:Weapons:Satellite Satellite_unguided_missile_speed 150 Speed of an unguided satellite missile. <_Editor> Entries:Combat:Weapons:Satellite Sewage_mover_base_value 300 <_Editor> Entries:Activities Sewage_mover_increment_value 100 <_Editor> Entries:Activities Shadow_day_dist 125 <_Editor> Entries:Misc:Time of Day Shadow_night_dist 60 <_Editor> Entries:Misc:Time of Day Shadow_night_ramp_in_start_time 1855 <_Editor> Entries:Misc:Time of Day Shadow_night_ramp_in_stop_time 1900 <_Editor> Entries:Misc:Time of Day Shadow_night_ramp_out_start_time 700 <_Editor> Entries:Misc:Time of Day Shadow_night_ramp_out_stop_time 705 <_Editor> Entries:Misc:Time of Day Sheild_reload_audio_delay_ms 600 delay in ms to play audio cue from start of reload when a sheild is equipped <_Editor> Entries:Combat:Shields Shockwave_avatar_damage 100 This determines how much damage shockwaves cause to Avatars. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Shockwave_distance 50 How far the shockwave travels. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Shockwave_human_damage 15 This determines how much damage shockwaves cause to humans. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Shockwave_radius_growth_rate 0.5 How much the shockwave should increase per frame. It will increase until it reaches the value of Shockwave_effective_radius. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Shockwave_radius_Matt 3 Radius of the shockwave sphere for Matt. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Shockwave_radius_Player 8 Radius of the shockwave sphere for the Player. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Shockwave_ragdoll_force 4 Force at which the shockwave will ragdoll a character. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Shockwave_velocity 1.0 Velocity of the shockwave <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Shop_breakin_notoriety_per_sec 10 Notoriety gain per second while performing a store break-in <_Editor> Entries:AI Shrink_cheat_duration 20000 Duration that the shrink cheat will last - in ms. <_Editor> Entries:Boss:Matt Miller:Cheats:Shrink Shrink_player_by 65 Percent to shrink the player by. <_Editor> Entries:Boss:Matt Miller:Cheats:Shrink Skydive_forward_vel_dampening 0.6 Scale factor applied to the vertical (up/down) movement of the L-Stick, corresponding to player movement in the direction of the camera. <_Editor> Entries:Movement:Skydiving skydive_keep_dist_speed 5 velocity applied when too close or too far away (was 3) <_Editor> Entries:AI:Skydivers skydive_max_accel 10.0 m / s^2 over all acceleration cap. Increace to give ai more control and feel more responsive. (was 1) <_Editor> Entries:AI:Skydivers skydive_max_accel_in_cover .5 m / s^2 over all acceleration cap. Increace to give ai more control and feel more responsive. <_Editor> Entries:AI:Skydivers skydive_max_speed 25.0 m / s over all speed cap. <_Editor> Entries:AI:Skydivers skydive_target_dist_max 10 max range from player (was 30) <_Editor> Entries:AI:Skydivers skydive_target_dist_min 7 min range from player (was 18) <_Editor> Entries:AI:Skydivers Skydive_target_project_dist 2000 Distance away from the camera that will be used to determine the player's aim target when no valid target is in the player's reticule. <_Editor> Entries:Misc:Skydiving:Human Skydiving skydive_turn_speed 2.5 <_Editor> Entries:AI:Skydivers Skydive_upside_down_vel 0.0 Constant downward velocity while skydiving upside down. <_Editor> Entries:Movement:Skydiving Skydive_vertical_dive_vel 12.0 Constant downward velocity during skydiving vertical dive (sprinting). <_Editor> Entries:Movement:Skydiving skydive_wobble_ang .2 (0 - 1) amount that the wobble agle will rotate each frame. (0 = static drift direction 1 = changing drift direction) <_Editor> Entries:AI:Skydivers skydive_wobble_mag .5 amount of random movement applied NPCs (0 = robotic, 8 = not control) <_Editor> Entries:AI:Skydivers Slow_cheat_duration 8000 Duration that the movement reduction cheat will last - in ms. <_Editor> Entries:Boss:Matt Miller:Cheats:Slow Sonic_gun_vehicle_damage_hp 100 <_Editor> Entries:Combat:Weapons:Sonic Gun Sonic_wave_max_radius 2 The max radius of the cylinder within which enemies take damage. (The radius of the spherecast used to collect humans.) <_Editor> Entries:Combat:Weapons:Firearms Sonic_wave_min_radius 0.6 The min radius of the cylinder within which enemies take damage. (The radius of the spherecast used to collect humans.) <_Editor> Entries:Combat:Weapons:Sonic Gun Sonic_wave_mover_impulse_multiplier 1 How much the impulse of the sonic wave gun is multiplied by when affecting a vehicle. <_Editor> Entries:Combat:Weapons:Sonic Gun Sonic_wave_strength_multiplier 1 Multiplier to be factored into all impulses created by the sonic wave gun (in case we want just an overall scale.) <_Editor> Entries:Combat:Weapons:Sonic Gun Sonic_wave_vehicle_impulse_multiplier 20 How much the impulse of the sonic wave gun is multiplied by when affecting a vehicle. <_Editor> Entries:Combat:Weapons:Sonic Gun Sprint_avoid_min_victim_dp 0.92 The minimum dot product between the player's forward direction, and the direction to the victim. <_Editor> Entries:Movement:Shoving Sprint_ragdoll_impulse_mag 450 Magnitude of the impulse applied when running into someone while sprinting. <_Editor> Entries:Movement Sprint_shove_anim_completion_percentage 0.75 Minimum completion of the animation before starting another one. <_Editor> Entries:Movement:Shoving Sprint_shove_correct_time_sec 0.1 The time used to correct the victim when doing a shove animation. <_Editor> Entries:Movement:Shoving Sprint_shove_effective_pos_offset 0.5 The amount the effective position is pushed back from the player. <_Editor> Entries:Movement:Shoving Sprint_shove_extra_velocity_mag 2 When sprint-shoving, this is the extra velocity applied to the shover. <_Editor> Entries:Movement Sprint_shove_look_ahead_dist 2.5 The distance to look ahead for people to shove while sprinting. <_Editor> Entries:Movement:Shoving Sprint_shove_max_push_dist 1.6 The maximum distance to push a pedestrian while sprinting. <_Editor> Entries:Movement:Shoving Sprint_shove_min_victim_dp 0.9 The minimum dot product between the player's forward direction, and the direction to the victim. <_Editor> Entries:Movement:Shoving Sprint_to_vehicle_entry_dist 2 The distance from which players and followers should sprint to the vehicle <_Editor> Entries:Vehicles:Vehicle Interaction Store_hold_up_hud_display_time_s 2.0 The amount of time, in seconds, the diversion hud will display before the player is awarded cash. This MUST be greater than zero. <_Editor> Entries:Diversions Store_hold_up_time_s 2.5 The amount of time, in seconds, the player must holdup the store clerk before the clerk pathfinds to the register or directly rewards the player with cash. <_Editor> Entries:Diversions Store_weapon_purchase_respect_multiplier 0 <_Editor> Entries:Respect Stun_gun_npc_ragdoll_time_ms 4000 <_Editor> Entries:Combat:Weapons:Stun Gun Stun_gun_player_ragdoll_time_ms 2000 <_Editor> Entries:Combat:Weapons:Stun Gun Stun_gun_ragdoll_nudge_velocity 2 <_Editor> Entries:Combat:Weapons:Stun Gun Stunned_Damage_Scalar 0.25 Damage scalar applied to the player when he is flinching <_Editor> Entries:Combat Swarm_max_missiles 5 <_Editor> Entries:Combat:Weapons:Swarm Swarm_max_missiles_NPC 3 <_Editor> Entries:Combat:Weapons:Swarm Swarm_min_missiles 3 <_Editor> Entries:Combat:Weapons:Swarm Swarm_min_missiles_NPC 2 <_Editor> Entries:Combat:Weapons:Swarm Swarm_missiles_angle 90 <_Editor> Entries:Combat:Weapons:Swarm Swarm_missiles_angle_NPC 90 <_Editor> Entries:Combat:Weapons:Swarm Swarm_seek_to_target_pos_scalar 3 <_Editor> Entries:Combat:Weapons:Swarm Tank_mayhem_combo_increment_time_coop_ms 2500 The base amount of additional time, in milliseconds, the player is given for incrementing the combo in co-op. The actual time is increment_time / decay_rate (set in instance table file). <_Editor> Entries:Activities Tank_mayhem_combo_increment_time_sp_ms 2500 The base amount of additional time, in milliseconds, the player is given for incrementing the combo in sp. The actual time is increment_time / decay_rate (set in instance table file). <_Editor> Entries:Activities Tank_mayhem_combo_max_time_ms 30000 The base max amount of time, in milliseconds, the combo will run for. The actual time is max_time / decay_rate (set in instance table file). <_Editor> Entries:Activities Tank_mayhem_combo_start_time_ms 15000 The base initial amount of time, in milliseconds, the combo will run for. The actual time is start_time / decay_rate (set in instance table file). <_Editor> Entries:Activities Tank_mayhem_human_base_value 100 The base reward amount for killing humans in Tank Mayhem. (Actual reward is base * combo_mult) <_Editor> Entries:Activities Tank_mayhem_max_audio_los_search_dist 100.0 The max distance Tank Mayhem will do a line of sight check to determine if a "High Value Target Sighted" audio line should play. <_Editor> Entries:Activities Tank_mayhem_object_indicator_fade_dist 200.0 The distance at which object indicators fade out of view. This distance is set in meters from the camera, not from the position of the player. Set this to -1 to not have them fade. <_Editor> Entries:Activities Testicular_assault_damage_override 500 <_Editor> Entries:Combat:Melee Time_between_cheats 20000 The amount of time, in ms, between each cheat that is played. <_Editor> Entries:Boss:Matt Miller:Cheats Time_between_lag_spikes 1100 Base time (in ms) that lag spikes will occur. <_Editor> Entries:Boss:Matt Miller:Cheats:Lag Time_of_day_shader_lod_start_time 1900 Start time to use the default shader lod. <_Editor> Entries:Misc:Time of Day Time_of_day_shader_lod_stop_time 700 Stop time to use the default shader lod. <_Editor> Entries:Misc:Time of Day Tracer_velocity 130 in m/s. <_Editor> Entries:Combat:Weapons:Firearms Tutorial_dismiss_duration 30 Tutorial screen length in SECONDS <_Editor> Entries:UI Tutorial_length_infinite 0 Tutorial screen length in milliseconds <_Editor> Entries:UI Tutorial_length_long 12000 Tutorial screen length in milliseconds <_Editor> Entries:UI Tutorial_length_medium 8000 Tutorial screen length in milliseconds <_Editor> Entries:UI Tutorial_length_short 4000 Tutorial screen length in milliseconds <_Editor> Entries:UI Tutorial_length_xlong 20000 Tutorial screen length in milliseconds <_Editor> Entries:UI Vehicle_2d_movement_speed 12.0 Rate at which the tank moves in the top-down tank game sequence in mission 16. <_Editor> Entries:Vehicles:M16 Tank Vehicle_2d_rotation_speed 2.5 Rate at which the tank turns in the top-down tank game sequence in mission 16. <_Editor> Entries:Vehicles:M16 Tank Vehicle_camera_delayed_sticky_time 1.5 override for camera_free_get_sticky_cam_time() when VEHICLE_CAMERA_SNAP delayed is selectd <_Editor> Entries:Controls Vehicle_collision_damage_attacker_bonus_factor 2 How much to scale damage by if the vehicle was struck by a vehicle that is considered an "attacker". <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_collision_damage_attacker_bonus_speed_diff 5 What the relative collision speed must be (m/s) for a vehicle to be considered the attacker. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_collision_damage_front_back_reduction_factor 0.67 How much to scale damage by if the vehicle was struck on the front or back. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_collision_damage_nitrous_bonus_factor 5 How much to scale damage by if the vehicle was struck by another vehicle using nitrous. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_effects_crash_decal_max_radius 3.0 Size of decal at maximum crash speed. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_effects_crash_decal_max_speed 20.0 Speed at which the largest crash decal will be produced. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_effects_crash_decal_min_radius 0.3 Size of decal produced at minimum crash speed. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_effects_crash_decal_min_speed 5.0 Speed that a vehicle must be going when it crashes into the world, to produce a crash decal. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_engine_torque_modifier 1.25 Multiply the resulting torque calculation by this for all cars. <_Editor> Entries:Vehicles Vehicle_enter_brute_impulse_magnitude 5000 The magnitude of the downward point impulse applied on a vehicle when entering it for brutes. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_enter_max_speed_mph 15 The max speed (in mph) in which you can enter a vehicle normally. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_enter_normal_impulse_magnitude 1000 The magnitude of the downward point impulse applied on a vehicle when entering it. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_explosion_eject_rand_vel_max 200 <_Editor> Entries:Vehicles Vehicle_explosion_eject_rand_vel_min 5.0 <_Editor> Entries:Vehicles Vehicle_explosion_eject_up_amount 50 <_Editor> Entries:Vehicles Vehicle_fast_camera_swing_duration_ms 2000 Max duration in milleseconds of the camera. <_Editor> Entries:Vehicles:Vehicle Interaction:Camera Swing Vehicle_fast_camera_swing_slerp_percent 4 "Slerp percent" for the fast vehicle relative camera swing. <_Editor> Entries:Vehicles:Vehicle Interaction:Camera Swing Vehicle_fast_doubletap_time_ms 250 The amount of time we wait for a double tap for vehicle entry or exit. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_fast_enter_back_min_dp 0.9 The minimum dot product between the direction from the player to the seat, and the seat's fvec. We want the back entry to be more restrictive so we don't try to choose it as often for cars, where it isn't possible. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_max_dist 10 The maximum horizontal distance between the player and the driver's seat we need to do a "fast entry." <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_max_height_diff 2.0 The maximum height difference between the player and the driver's seat to do a fast entry. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_max_speed_mph 30 The max speed (in mph) in which you can enter a vehicle through a window. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_min_dist 0.5 The minimum horizontal distance between the player and the driver's seat we need to do a "fast entry." <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_min_dp_to_seat 0.8 The minimum dot product between the steering vector and the direction to the driver's seat for allowing fast entry to a vehicle. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_seat_pos_predict_time_sec 0.5 When attempting to use fast entry with a moving vehicle, this is the amount of time we "project" the seat location forward using the current vehicle velocity, to see if this is a valid <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_impact_flinch_min 3 (MPH) minimum speed to cause a human to flinch. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_impact_player_max_damage_pct 0.50 (%HP 0.0 to 1.0) Max damage to apply to player and player followers. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_impact_ragdoll_mph 8 (MPH) minimum speed to cause a human to ragdoll <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_impact_ragdoll_mph_brute 30 (MPH) minimum speed to cause a BRUTE to ragdoll. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_impact_ragdoll_mph_player 10 (MPH) minimum speed to cause a PLAYER to ragdoll <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_interior_character_height 1.778 The height a character should be when riding in a car. The scaling will happen during vehicle interaction. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_melee_impulse_multiplier 30.0 The melee impulse applied to vehicles is multiplied by this. <_Editor> Entries:Combat:Melee Vehicle_RC_self_destruct_camera_delay 2000 <_Editor> Entries:Combat:Weapons:RC Gun Vehicle_skydive_component_gravity_factor -0.4 (float) The gravity scale factor to apply to components that detach from a skydiving vehicle. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_explosion_scale 30.0 (float) A scale factor to be applied to the magnitude of the angular impulse that an NPC controlled skydiving tank receives from an explosion. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_npc_scale 3.0 (float) Additional jitter factor applied to non-player skydiving vehicles (so they jitter around more) <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_pitch_mag 0.15 (float) Amount of jitter applied to the pitch of the vehicle (as compared to the other rotational coordinates) <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_roll_mag 0.2 (float) Amount of jitter applied to the roll of the vehicle (as compared to the other rotational coordinates) <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_scale_factor 0.75 (float) Factor applied to the magnitude of the jitter applied t o the vehicle based on the vehicle's mass. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_yaw_mag 0.1 (float) Amount of jitter applied to the roll of the vehicle (as compared to the other rotational coordinates) <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_recoil_impulse 50000.0 (float) Rotational impulse applied to a skydiving vehicle when the primary tank turret is fired. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_target_project_dist 150 How far out from the camera the vehicle weapons will aim when the player has no target in their reticule. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_small_arms_resistance 0.5 Fraction of damage reduced when the player's vehicle takes small-arms (pistol, SMG) fire. At 0.0 vehicles take full damage. At 0.5, vehicle take half-damage. At 1.0, vehicles are mobile, invulnerable fortresses of doom that operate with impunity, so long as the enemy doesn't have AKs, shotguns, grenades or RPGs. ...that, or the "Saint's" really are blessed by "God", where what I mean by "God" is "anyone higher on the corporate ladder than I am". What you expect from programmer humor? <_Editor> Entries:Vehicles Vehicle_standard_camera_swing_duration 2.25 Duration of the standard camera swing. <_Editor> Entries:Vehicles:Vehicle Interaction:Camera Swing Vertical_velocity_adjustment_normal 9 This will add an additional downward velocity at the start of someone moving off a ledge when moving normally. <_Editor> Entries:Movement Vertical_velocity_adjustment_sprinting 27 This will add an additional downward velocity at the start of someone moving off a ledge when sprinting (prevents falling when sprinting down stairs). <_Editor> Entries:Movement VI_collision_min_vel_diff 10 Acceleration used to catch the player's cached velocity up to the real one. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_exit_death_velocity_mag 5 When a human dies while exiting the vehicle, apply this magnitude velocity to the ragdoll to get it out of the car. <_Editor> Entries:Vehicles:Vehicle Interaction VI_fast_entry_door_open_acceleration 2000.0 The acceleration factor when opening the door while doing a fast entry. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry VI_fast_entry_door_open_duration 0.3 The amount of time it takes to open the door when doing a fast entry. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry VI_fast_entry_door_open_resistance 0.005 The resistance factor when opening the door while doing a fast entry. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry VI_forward_diff_max 5 The difference between forward velocity and cached velocty at which the blend will be at its maximum. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_forward_vel_accel 13 Acceleration used to catch the player's cached velocity up to the real one. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_on_vehicle_entry_max_y_diff 0.3 When attempting an entry on a vehicle, this is the max y difference between the human's position and the interaction point (in vehicle space). <_Editor> Entries:Vehicles:Vehicle Interaction VI_pathfind_cancel_dist_multiplier 1.5 After starting to pathfind to a vehicle, cancel entry if the car gets this many times the original entry distance away. <_Editor> Entries:Vehicles:Vehicle Interaction VI_pathfind_check_pause_distance 2.5 The distance from which to check for someone else using a door and pause. <_Editor> Entries:Vehicles:Vehicle Interaction VI_pathfind_play_stop_dist 1 The distance from which we should start playing a sprint stop. <_Editor> Entries:Vehicles:Vehicle Interaction VI_random_accel_factor 0 The magnitude of the randomness to apply to the acceleration. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_reaction_delay_max_ms 200 Delay before we begin "catching up" to the velocity diff in a vehicle. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_reaction_delay_min_ms 100 Delay before we begin "catching up" to the velocity diff in a vehicle. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_tilt_rvec_pitch_max 0.05 The pitch magnitude extracted from the vehicle chassis rvec at which the tilt blends will be at maximum. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_vert_diff_max 5 The difference between forward velocity and cached velocty at which the blend will be at its maximum. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_vert_vel_accel 1 Acceleration used to catch the player's cached velocity up to the real one. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends Weapon_death_ragdoll_max_hit_dir_factor 1.5 When determining the velocity to apply in the direction of the bullet hit, this is the maximum multiplier, from which the vertical_factor (see Weapon_death_ragdoll_debug) is subtracted. <_Editor> Entries:Combat:Death Ragdolls Weapon_death_ragdoll_min_dist_factor 0.5 When factoring in the distance to the victim, this is the minimum multipler that will result from distance. <_Editor> Entries:Combat:Death Ragdolls Weapon_death_ragdoll_min_vert_factor_capped 0.25 When capping the vertical factor for applying upward force (it is not capped for applying spin), this is the minimum value. <_Editor> Entries:Combat:Death Ragdolls Weapons_fire_sticky_camera_time_ms 1000 This is the time delay before the camera returns in a vehicle when firing a weapon. <_Editor> Entries:Combat:Camera Weather_audio_interior_audio_occlusion 0.5 When the player is inside a regular interior, the interior / exterior RTPC that occludes weather audio will ramp to this value. (0 = no occlusion, 1 = full occlusion) <_Editor> Entries:Audio Weather_audio_interior_exterior_rtpc_ramp_speed 0.25 The maximum velocity at which the interior / exterior RTPC that occludes ambient weather audio will transition. <_Editor> Entries:Audio Weather_audio_large_interior_audio_occlusion 1.0 When the player is inside a large interior, the interior / exterior RTPC that occludes weather audio will ramp to this value. (0 = no occlusion, 1 = full occlusion) <_Editor> Entries:Audio Zombie_brute_fire_damage_multiplier 3.0 Zombie brutes take extra fire damage. this multiplies the standard fire damage amount. <_Editor> Entries:AI:Brute Zombie_fast_run_speed 8 m/s,-1 means use true anim speed. Please set to -1 before we ship. (ref: player run is 8 m/s) <_Editor> Entries:AI Zombie_health_regen_time 8 second of eating corpses to restore 100% health <_Editor> Entries:AI Zombie_spawn_special_pct 1 (0-100%) % of fire and exploding zombies. <_Editor> Entries:AI Zomibe_qte_horde_size 5 number of near zombies to override QTE cooldown. <_Editor> Entries:AI Zomibe_qte_repeat_time 45000 seconds between single zombie QTEs. <_Editor> Entries:AI Zoom_blur_intensity 30 camera blur setting when zoomed in <_Editor> Entries:Combat:Camera
Airstrike_target_max_reduction_dist 10 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_target_min_reduction_dist 0.25 <_Editor> Entries:Combat:Weapons:Airstrike Parachute_min_clear_distance 0 Min didstance to hit something before allowing the parachute to open. <_Editor> Entries:Movement:Free Falling Swarm_missiles_max_target_variance 10 <_Editor> Entries:Combat:Weapons:Swarm Swarm_missiles_min_target_variance 10 <_Editor> Entries:Combat:Weapons:Swarm Tweak_Table_Entry TableDescription A simple way to add and modify tweakable values within a single table file. false Name String The name of the value. true Value Float How this value is used is situation dependent 0 Description String Brief description of how this value is used. It is NOT read into the game. false true True Entries Activities AI Brute Bullrush Downed move speeds Throw_props Follower Grenades Hostage Notoriety Perception FOV In Cover Normal Spotted Zombie Skydivers Sniper Audio Boss Killbane Mars Murderbrawl Matt Miller Avatar Attacks Cheats Inverted Controls Lag Lame Weapon Shrink Slow Combat Camera Camera Shake Death Recoil Combat Ready DBNO Death Ragdolls Melee Melee Lock Ragdoll Shields Human Shield Weapons Airstrike Chum Cyber Cannon Firearms Flamethrower Genki Grenades GuidedRockets RC Gun Satellite Sonic Gun Stun Gun Swarm Controls Data Logging Diversions Misc Impact_damage Item Drop Skydiving Human Skydiving Vehicle skydiving Time of Day Missions Movement Climbing Falling Free Falling Camera Movement Speed Rotation Terminal Velocity Human Riding Jump Rappelling Shoving Skydiving Respect UI Vehicles Kneecappers M16 Tank Man Cannon Vehicle Collision Passenger Ejection Vehicle Interaction Camera Swing Fast Entry Ride Blends