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
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Entries:Combat:Weapons:GuidedRockets
HD_avatar_down_time_ms
10000
Amount of time Matt stays in the downed position awaiting a QTE.
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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.
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Entries:AI:Brute:Downed
HD_brute_down_time_ms
7000
Default time (in milliseconds) for the brute to be downed.
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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.
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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.
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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.
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Entries:Combat:DBNO
Headshot_multiplier
8.0
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Entries:Combat
Hijack_extract_max_delay
15000
(ms) maximum time for player to be in car before being extracted.
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Entries:AI
Hijack_extract_min_delay
2000
(ms) minimum time for player to be in car before being extracted.
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Entries:AI
Homie_flinch_chance
0.6
chance that homies will flinch when taking damage
Note this applied after NPC_NPC_flinch_chance.
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Entries:AI:Follower
Hostage_exit_speed_limit
15
The maximum speed (in mph) at which a hostage can escape the car.
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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.
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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.
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Entries:AI:Hostage
Hover_timestamp_default
2000
Time a sniper will hover over a target before firing
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Entries:AI:Sniper
Human_fire_damage_per_sec_max
100
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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
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Entries:Combat:Weapons:Flamethrower
Human_freefall_blur_intensity_forward
7
Blur value applied when diving.
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Entries:Movement:Free Falling:Camera
Human_freefall_blur_intensity_normal
0.25
Normal blur value applied.
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Entries:Movement:Free Falling:Camera
Human_freefall_blur_lerp_percent
3.0
Factor used for approaching the target blur value. Higher means faster.
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Entries:Movement:Free Falling:Camera
Human_freefall_shake_intensity_forward
10
Intensity value applied to the freefall camera shake when diving.
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Entries:Movement:Free Falling:Camera
Human_freefall_shake_intensity_normal
1.0
Normal intensity value applied to the freefall camera shake.
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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.
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Entries:Combat:DBNO
Human_riding_killbane_control_per_punch
20.0
Amount of control gained over the Killbane for each punch thrown.
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Entries:Movement:Human Riding
Human_riding_killbane_dismount_control
20.0
Control amount where a forced dismount occurs.
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Entries:Movement:Human Riding
Human_riding_killbane_max_control
100.0
Control value where the player has maximum control over Killbane.
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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)
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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)
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Entries:Movement:Human Riding
Human_riding_killbane_resistance_per_second
2.5
Amount of control Killbane takes back per second.
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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.
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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)
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Entries:Movement:Human Riding
Human_shield_damage_multiplier
0.25
The multiplier to all damage applied to someone holding a human shield.
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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.
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Entries:Combat:Shields:Human Shield
Human_shield_grab_target_distance_bias
0.1
Factor when considering the distance when selecting a grab target.
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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.
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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.
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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.
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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.
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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.
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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.
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Entries:Combat:Shields:Human Shield
Human_shield_grab_target_min_dp
0.2
The minimum dot product when determining the grab target.
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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.
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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.
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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.
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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.
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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.
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Entries:Combat:Shields:Human Shield
Human_shield_max_grab_dist
10
max dist to run to grab a human shield.
(other value for brutes)
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Entries:AI
Human_shield_muscles_angular_velocity_mag
-18
Angular velocity applied to human shields when muscles are increased.
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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.
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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)
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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)
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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.
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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)
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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.
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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.
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Entries:Misc:Skydiving:Human Skydiving
Idle_cough_pct
0.5
Percent chance that idle humans will play cough line if not doing anything else
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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.
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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.
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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
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Entries:Misc:Impact_damage
Impact_damage_mover_death_speed
40
(MPH) Speed that the average mover would kill lvl1 grunts on impact.
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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.
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Entries:Misc:Impact_damage
Impact_damage_vehicle_death_speed
40
(MPH) Speed that the vehicle would kill lvl1 grunts on impact.
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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.
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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.
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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.
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Entries:UI
Inverted_cheat_duration
5500
Duration of the inverted controls cheat - in ms.
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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).
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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).
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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.
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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).
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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.
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Entries:Misc:Item Drop
Item_style_multiplier
0.05
Multiplied by the price to caluclate respect rewarded for wearing items
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Entries:Respect
Jump_blend_in_time
0.3
The blend in time when switching to the jump animation network.
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Entries:Movement:Jump
Jump_blend_out_time
0.2
The blend in time when switching from the jump animation network.
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Entries:Movement:Jump
Jump_landed_extra_downward_vel
0.3
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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.
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Entries:Movement:Jump
Jump_time_to_land
0.04
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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
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Entries:Misc
Kneecapper_extend_speed_meters_per_second
2.25
The speed threshold at which kneecappers extend in meters per second.
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Entries:Vehicles:Kneecappers
Kneecapper_extend_time_ms
250
The amount of time (in ms) it takes kneecappers to extend or retract.
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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.
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Entries:Vehicles:Kneecappers
Lag_cheat_duration
10000
Duration that the lag spike cheat will last - in ms.
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Entries:Boss:Matt Miller:Cheats:Lag
Lame_weapon_cheat_duration
7000
Duration of the lame weapon cheat - in ms.
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Entries:Boss:Matt Miller:Cheats:Lame Weapon
Land_hard_speed
16
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Entries:Movement:Falling
Land_medium_speed
8
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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.)
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Entries:Combat:Weapons:Firearms
Lock_on_assist_range
40
Maximum distance from the player a possible lock-on target can be.
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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.
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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.
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Entries:Data Logging
M14_laser_designator_range
80
Range of the spotlight helicopter's laser designator in mission 14 (SR3).
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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.
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Entries:Boss:Matt Miller:Avatar Attacks
Man_cannon_max_eject_speed
35
Max speed we use for firing people out of the man cannon.
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Entries:Vehicles:Man Cannon
Man_cannon_min_eject_speed
5
Min speed we use for firing people out of the man cannon.
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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.
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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)
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Entries:Vehicles:Man Cannon
Mars_Killbane_bullrush_speed
8
m/s, -1 means use true anim speed. Please set to -1 before we ship.
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Entries:AI:Brute:Bullrush
Max_climb_dist_from_wall
2
Maximum distance from a wall used to initiate climbing normally (when stationary).
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Entries:Movement:Climbing
Max_climb_height
3.25
Maximum height to a wall edge used to initiate climbing.
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Entries:Movement:Climbing
Max_climb_run_speed
5.0
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Entries:Movement:Climbing
Max_human_shields_allowed
4
max number of simultaneous human shields regular enemies can take
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Entries:AI
Max_jump_climb_height
0.90
Max height to a wall edge used to initiate climbing when jumping or falling.
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Entries:Movement:Climbing
Max_jump_dist_from_wall
1.0
Maximum distance from a wall used to initiate climbing when jumping or falling.
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Entries:Movement:Climbing
Max_run_dist_from_wall
3.5
Maximum distance from a wall used to initiate climbing (when running at full speed).
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Entries:Movement:Climbing
Max_sprint_dist_from_wall
6
Maximum distance from a wall used to initiate climbing (when sprinting).
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Entries:Movement:Climbing
Max_swim_climb_height
3.25
Maximum height to a wall edge used to initiate climbing when swimming.
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Entries:Movement:Climbing
Max_swim_dist_from_wall
2.0
Maximum distance from a wall used to initiate climbing when swimming.
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Entries:Movement:Climbing
Max_vehicle_altitude
99999999
The max altitude for vehicles in meters.
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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.
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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.
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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.
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Entries:Combat:Melee
Melee_knockdown_point_regeneration
5.0
Regeneration rate (per second) for the knockdown hitpoints.
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Entries:Combat:Melee
Melee_lock_max_distance
15
Maximum distance at which a melee target can be locked.
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Entries:Combat:Melee:Melee Lock
Melee_lock_max_height_diff
1.5
The maximum difference in y values between the player and the target.
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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.
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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).
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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.
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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.
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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.
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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.
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Entries:Combat:Melee
Melee_no_steer_hit_angle_dp
-0.5
Minimum dot product for target search when not holding the stick.
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Entries:Combat:Melee
Melee_player_best_target_distance_bias
0.1
Factor for finding player's best target.
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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.
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Entries:Combat:Melee
Melee_power_attack_blend_time_ms
800
Total blend time (in ms) for the power attack prep state.
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Entries:Combat:Melee
Melee_power_attack_ready_time_ms
600
After this time (in ms) the power attack is ready.
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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.
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Entries:Combat:Melee
Melee_steer_hit_angle_dp
-0.5
Minimum dot product for target search when holding the stick.
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Entries:Combat:Melee
Melee_unarmed_max_dist
2.5
Max distance for target selection when unarmed and using the stick.
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Entries:Combat:Melee
Melee_unarmed_no_steer_max_dist
2
Max distance for target selection when unarmed and not using the stick.
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Entries:Combat:Melee
Min_fence_climb_height
0.5
Minimum height to a wall edge used to initiate climbing (for platforms).
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Entries:Movement:Climbing
Min_jump_climb_height
0.18
Minimum height to a wall edge used to initiate climbing when jumping.
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Entries:Movement:Climbing
Min_platform_climb_height
1.0
Minimum height to a wall edge used to initiate climbing (for platforms).
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Entries:Movement:Climbing
Min_swim_climb_height
0.0
Minimum height to a wall edge used to initiate climbing when swimming.
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Entries:Movement:Climbing
Minimap_elevation_tolerance
3.5
In meters...distance at which the icon changes to arrows pointing up or down.
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Entries:UI
Minimap_interior_mag_factor
1.75
Factor by which to increase minimap scale when player is in interior.
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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.
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Entries:UI
Motorcycle_passenger_eject_deceleration
450
Deceleration (in a single frame) to eject motorcycle riders.
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Entries:Vehicles:Vehicle Collision:Passenger Ejection
Notoriety_Ped_Level_0
1.0
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Entries:AI:Notoriety
Notoriety_Ped_Level_1
1.0
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Entries:AI:Notoriety
Notoriety_Ped_Level_2
.85
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Entries:AI:Notoriety
Notoriety_Ped_Level_3
.7
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Entries:AI:Notoriety
Notoriety_Ped_Level_4
.55
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Entries:AI:Notoriety
Notoriety_Ped_Level_5
.4
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Entries:AI:Notoriety
Notoriety_roadblock_spawn_dist
140.0
Distance from the player to spawn notoriety roadblocks (notoriety roadblocks & traffic events)
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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.
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Entries:Misc
Notoriety_Veh_Level_0
1
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Entries:AI:Notoriety
Notoriety_Veh_Level_1
1
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Entries:AI:Notoriety
Notoriety_Veh_Level_2
.85
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Entries:AI:Notoriety
Notoriety_Veh_Level_3
.7
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Entries:AI:Notoriety
Notoriety_Veh_Level_4
.55
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Entries:AI:Notoriety
Notoriety_Veh_Level_5
.4
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Entries:AI:Notoriety
Npc_fatal_fall_speed
14.0
Speed at which a falling NPC dies on impact.
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Entries:Movement:Falling
Npc_fatal_jumping_fall_speed
24.0
Speed at which an explicitly jumping NPC dies on impact.
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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%)
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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%)
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Entries:Combat
NPC_NPC_flinch_chance
0.30
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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.
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Entries:Movement:Falling
Npc_safe_jumping_fall_speed
12.0
Falling speed below which NPCs who are explicitly jumping do not take damage.
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Entries:Movement:Falling
Npc_shotgun_aim_assist_angle
45
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Entries:Combat
Npc_to_npc_damage_multiplier
1
The amount by which all NPC on NPC damage is scaled.
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Entries:Combat
Npc_vehicle_windshield_eject_probability
0.40
Probability of windshield ejection.
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Entries:Vehicles:Vehicle Collision:Passenger Ejection
Pain_sound_radius
8.0
Maximum distance that a human's pain/death sound can be heard.
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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.
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Entries:Activities
Testicular_assault_damage_override
500
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Entries:Combat:Melee
Time_between_cheats
20000
The amount of time, in ms, between each cheat that is played.
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Entries:Boss:Matt Miller:Cheats
Time_between_lag_spikes
1100
Base time (in ms) that lag spikes will occur.
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Entries:Boss:Matt Miller:Cheats:Lag
Time_of_day_shader_lod_start_time
1900
Start time to use the default shader lod.
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Entries:Misc:Time of Day
Time_of_day_shader_lod_stop_time
700
Stop time to use the default shader lod.
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Entries:Misc:Time of Day
Tracer_velocity
130
in m/s.
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Entries:Combat:Weapons:Firearms
Tutorial_dismiss_duration
30
Tutorial screen length in SECONDS
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Entries:UI
Tutorial_length_infinite
0
Tutorial screen length in milliseconds
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Entries:UI
Tutorial_length_long
12000
Tutorial screen length in milliseconds
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Entries:UI
Tutorial_length_medium
8000
Tutorial screen length in milliseconds
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Entries:UI
Tutorial_length_short
4000
Tutorial screen length in milliseconds
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Entries:UI
Tutorial_length_xlong
20000
Tutorial screen length in milliseconds
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Entries:UI
Vehicle_2d_movement_speed
12.0
Rate at which the tank moves in the top-down tank game sequence in mission 16.
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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.
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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
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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".
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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.
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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.
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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.
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Entries:Vehicles:Vehicle Collision
Vehicle_effects_crash_decal_max_radius
3.0
Size of decal at maximum crash speed.
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Entries:Vehicles:Vehicle Collision
Vehicle_effects_crash_decal_max_speed
20.0
Speed at which the largest crash decal will be produced.
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Entries:Vehicles:Vehicle Collision
Vehicle_effects_crash_decal_min_radius
0.3
Size of decal produced at minimum crash speed.
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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.
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Entries:Vehicles:Vehicle Collision
Vehicle_engine_torque_modifier
1.25
Multiply the resulting torque calculation by this for all cars.
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Entries:Vehicles
Vehicle_enter_brute_impulse_magnitude
5000
The magnitude of the downward point impulse applied on a vehicle when entering it for brutes.
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Entries:Vehicles:Vehicle Interaction
Vehicle_enter_max_speed_mph
15
The max speed (in mph) in which you can enter a vehicle normally.
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Entries:Vehicles:Vehicle Interaction
Vehicle_enter_normal_impulse_magnitude
1000
The magnitude of the downward point impulse applied on a vehicle when entering it.
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Entries:Vehicles:Vehicle Interaction
Vehicle_explosion_eject_rand_vel_max
200
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Entries:Vehicles
Vehicle_explosion_eject_rand_vel_min
5.0
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Entries:Vehicles
Vehicle_explosion_eject_up_amount
50
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Entries:Vehicles
Vehicle_fast_camera_swing_duration_ms
2000
Max duration in milleseconds of the camera.
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Entries:Vehicles:Vehicle Interaction:Camera Swing
Vehicle_fast_camera_swing_slerp_percent
4
"Slerp percent" for the fast vehicle relative camera swing.
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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.
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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.
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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."
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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.
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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.
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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."
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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.
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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
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Entries:Vehicles:Vehicle Interaction:Fast Entry
Vehicle_impact_flinch_min
3
(MPH) minimum speed to cause a human to flinch.
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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.
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Entries:Vehicles:Vehicle Collision
Vehicle_impact_ragdoll_mph
8
(MPH) minimum speed to cause a human to ragdoll
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Entries:Vehicles:Vehicle Collision
Vehicle_impact_ragdoll_mph_brute
30
(MPH) minimum speed to cause a BRUTE to ragdoll.
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Entries:Vehicles:Vehicle Collision
Vehicle_impact_ragdoll_mph_player
10
(MPH) minimum speed to cause a PLAYER to ragdoll
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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.
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Entries:Vehicles:Vehicle Interaction
Vehicle_melee_impulse_multiplier
30.0
The melee impulse applied to vehicles is multiplied by this.
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Entries:Combat:Melee
Vehicle_RC_self_destruct_camera_delay
2000
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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.
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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.
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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)
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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)
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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)
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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.
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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.
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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?
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Entries:Vehicles
Vehicle_standard_camera_swing_duration
2.25
Duration of the standard camera swing.
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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.
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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).
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Entries:Movement
VI_collision_min_vel_diff
10
Acceleration used to catch the player's cached velocity up to the real one.
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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.
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Entries:Vehicles:Vehicle Interaction
VI_fast_entry_door_open_acceleration
2000.0
The acceleration factor when opening the door while doing a fast entry.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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)
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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)
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Entries:Audio
Zombie_brute_fire_damage_multiplier
3.0
Zombie brutes take extra fire damage. this multiplies the standard fire damage amount.
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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)
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Entries:AI
Zombie_health_regen_time
8
second of eating corpses to restore 100% health
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Entries:AI
Zombie_spawn_special_pct
1
(0-100%) % of fire and exploding zombies.
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Entries:AI
Zomibe_qte_horde_size
5
number of near zombies to override QTE cooldown.
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Entries:AI
Zomibe_qte_repeat_time
45000
seconds between single zombie QTEs.
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Entries:AI
Zoom_blur_intensity
30
camera blur setting when zoomed in
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Entries:Combat:Camera
Airstrike_target_max_reduction_dist
10
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Entries:Combat:Weapons:Airstrike
Airstrike_target_min_reduction_dist
0.25
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Entries:Combat:Weapons:Airstrike
Parachute_min_clear_distance
0
Min didstance to hit something before allowing the parachute to open.
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Entries:Movement:Free Falling
Swarm_missiles_max_target_variance
10
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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