Abduction_height 20.0 Humans will be lifted slowly to this height in meters. After this point, players and invincible humans will be dropped, while others will accelerate quickly to the sky. <_Editor> Entries:Combat:Weapons:Abduction Abduction_recenter_force 90.0 Humans will accelerate at this speed in meters per second squared in order to stay within the abduction beam when it moves laterally. <_Editor> Entries:Combat:Weapons:Abduction Abduction_seek_speed 0 The abduction beam will move at this speed in meters per second to follow the player's aim. <_Editor> Entries:Combat:Weapons:Abduction Abduction_site_size 4.0 Radius of an abduction site in meters. <_Editor> Entries:Combat:Weapons:Abduction Abduction_time 6000 Time in milliseconds. When an abduction starts, the timer starts ticking down. The abduction ends abruptly when the timer elapses. <_Editor> Entries:Combat:Weapons:Abduction Abduction_vehicle_gravity_factor 0.5 The fraction of gravity applied upwards to a vehicle. <_Editor> Entries:Combat:Weapons:Abduction Absorb_HP_Scalar 0.15 When the player kills an NPC with a nutshot, he gets a certain amount of HP back from them. When he kills an NPC normally, he gets a smaller amount of HP decided by this scalar. <_Editor> Entries:Combat 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_giant 180 View frustum height in degrees enemy when down in cover full height (top to bottom) <_Editor> Entries:AI:Perception:FOV:Giant 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_giant 700.0 View frustum length in meters when down in cover <_Editor> Entries:AI:Perception:FOV:Giant 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_giant 220 View frustum width in degrees when down in cover. full width (left to right) <_Editor> Entries:AI:Perception:FOV:Giant 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 40000 (ms) max time for enemy to homie (or player) grenade throws. <_Editor> Entries:AI:Grenades Ai_offhand_grenade_at_homie_min 25000 (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 40000 (ms) max time for enemy to enemy grenade throws. <_Editor> Entries:AI:Grenades Ai_offhand_grenade_general_min 25000 (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 Anal_probe_angular_velocity_mag 2 Angular velocity applied to human shields <_Editor> Entries:Combat:Weapons:Anal Probe Anal_probe_launch_angle -1.5 Degrees to rotate (negative rotates up) launch vector when launching, gives a better feel relative to where the camera is pointing <_Editor> Entries:Combat:Weapons:Anal Probe Anal_probe_linear_velocity_mag 10.0 Magnitude of linear velocity for non-upgraded anal probe weapon <_Editor> Entries:Combat:Weapons:Anal Probe Anal_probe_target_delay 2500 Milliseconds to wait after rocket ignites before trying to aquire a target <_Editor> Entries:Combat:Weapons:Anal Probe Anal_probe_target_distance 50.0 Max distance from the launched human to look for a target <_Editor> Entries:Combat:Weapons:Anal Probe Anal_probe_target_force 1000.0 Linear impulse force to apply while to the rocket at max upgrade to make them hit the target <_Editor> Entries:Combat:Weapons:Anal Probe Assault_bot_crawl_hits 600 This is how many hits points a crawling assault bot will have when he goes into crawl mode <_Editor> Entries:AI:Assault Bot Assault_bot_explode_delay_sec 15.2 Number of seconds after the bot is killed before it will automatically blow up. This starts at about the same time the animation begins <_Editor> Entries:AI:Assault Bot Assault_bot_flinch_speed_mph 10 If a vehicle is going over this speed we play a special flinch animation on the Assault Bot when he is struck <_Editor> Entries:AI:Assault Bot Assault_bot_kill_speed_mph 50 The speed at which a vehicle needs to travel in order to kill an Assault Bot, lower speeds stop the vehicle (in miles per hour) <_Editor> Entries:AI:Assault Bot Black_hole_gravity_ramp_in_time 500 Time (in milliseconds) to ramp up to full gravity strength when blackhole is created <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_gravity 1200 G's of force at 1 meter away. Force decay is exponential. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_hand_grab_chance 0.05 0-1 chance that a live human being sucked in to the blackhole will grab the ground and save himself given the chance. He may have many chances, so this should be a small number. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_hover_height 0.5 Height off the ground the blackhole hovers. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_max_radius 35 Will apply gravity within this radius. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_owner_radius 10 The owner has to be within this radius to be affected by his own explosion. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_ragdoll_radius 30 Ragdolls humans and dislodges movers within this radius. Humans that aren't ragdolled won't be affected. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_vehicle_corpse_disintegrate_radius 5 Radius within vehicle corpses disintegrate. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_vehicle_impulse_cap 3000.0 Cap on the maximum impulse applied to a vehicle. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_vehicle_impulse_strength 60.0 Multiplier applied to sucking impluse vs. vehicles. <_Editor> Entries:Combat:Weapons:Blackhole Blackhole_vehicle_kill_radius 3.0 Vehicles within this radius will corpsify instantly. Vehicles outside this radius will take dps. <_Editor> Entries:Combat:Weapons:Blackhole Blast_camera_duration 100 <_Editor> Entries:Super Powers:Blast Blast_orb_lateral_move_dist 3.0 How far laterally the orb will move away from the gate. <_Editor> Entries:Misc:Collectibles Blast_orb_vel 10.0 The downward velocity that the orb moves to hit the ground. <_Editor> Entries:Misc:Collectibles Blast_radius_level1 6 <_Editor> Entries:Super Powers:Blast Blast_radius_level2 8 <_Editor> Entries:Super Powers:Blast Blast_radius_level3 10 <_Editor> Entries:Super Powers:Blast Blast_radius_level4 12 <_Editor> Entries:Super Powers:Blast Blast_recharge_delay 1000 After use, the meter will delay recharging by this amount of time <_Editor> Entries:Super Powers:Blast Blood_splat_max_per_human 2 <_Editor> Entries:Misc Bounce_rifle_delay 0.1 <_Editor> Entries:Combat:Weapons:Bounce Rifle Bounce_rifle_dist_to_target 24.0 Max distance in meters a target can be to bounce to. <_Editor> Entries:Combat:Weapons:Bounce Rifle Bounce_rifle_dist_to_target_ground 2.5 If the initial shot hits the ground, this is the allowed bounce distance. <_Editor> Entries:Combat:Weapons:Bounce Rifle Bounce_rifle_num_bounces 10 The maximum number of bounces per shot. <_Editor> Entries:Combat:Weapons:Bounce Rifle Bounce_rifle_rehit_delay 1.0 If a target is hit by the bounce rifle, this is the delay before they can be hit again. <_Editor> Entries:Combat:Weapons:Bounce Rifle Brass_angular_multiplier 5.0 multiplier for brass angular velocity when created <_Editor> Entries:Combat:Weapons:Firearms Breast_fat_heading_larger -0.05 <_Editor> Entries:Misc:Breasts Breast_fat_heading_smaller 0.11 <_Editor> Entries:Misc:Breasts Breast_fat_pitch_larger 0.12 <_Editor> Entries:Misc:Breasts Breast_fat_size_larger 0.13 <_Editor> Entries:Misc:Breasts Breast_fat_size_smaller 0.22 <_Editor> Entries:Misc:Breasts Breast_fat_volume_larger 0.1 <_Editor> Entries:Misc:Breasts Breast_ideal_heading_larger -0.1 <_Editor> Entries:Misc:Breasts Breast_ideal_heading_smaller 0.12 <_Editor> Entries:Misc:Breasts Breast_ideal_pitch_larger 0.35 <_Editor> Entries:Misc:Breasts Breast_ideal_size_larger 0.32 <_Editor> Entries:Misc:Breasts Breast_ideal_size_smaller 0.2 <_Editor> Entries:Misc:Breasts Breast_ideal_volume_larger 0.45 <_Editor> Entries:Misc:Breasts Breast_skinny_heading_larger -0.1 <_Editor> Entries:Misc:Breasts Breast_skinny_heading_smaller 0.11 <_Editor> Entries:Misc:Breasts Breast_skinny_pitch_larger 0.3 <_Editor> Entries:Misc:Breasts Breast_skinny_size_larger 0.22 <_Editor> Entries:Misc:Breasts Breast_skinny_size_smaller 0.15 <_Editor> Entries:Misc:Breasts Breast_skinny_volume_larger 0.3 <_Editor> Entries:Misc:Breasts 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_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 4800 <_Editor> Entries:AI:Brute Amount of hits it takes on the backpack to explode the flamer brute Brute_Human_shield_max_grab_dist 3 max dist to run to grab a human shield. <_Editor> Entries:AI:Brute 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 Buff_energy_cost 1.0 Percentage (0-1) of the super power charge level it takes to activate Buff <_Editor> Entries:Super Powers:Buff Buff_Fire_Radius 6.0 <_Editor> Entries:Super Powers:Buff Distance from player that humans will be set on fire Buff_fire_recharge_time 15000 How long it takes in milliseconds to completely recharge the buff power. <_Editor> Entries:Super Powers:Buff Buff_freeze_area_pct 1 The area freeze buff effect in percent (0-1) per second <_Editor> Entries:Super Powers:Buff Buff_freeze_hit_freeze_mult 0.004 The freeze buff effect when you damage someone. Thit is a scalar which gets applied to the regular damage multiplier and is applied as freeze damage. <_Editor> Entries:Super Powers:Buff Buff_Freeze_Radius 6.0 <_Editor> Entries:Super Powers:Buff Distance from player that enemies will automatically be hit by lightning arcs Buff_freeze_recharge_time 15000 How long it takes in milliseconds to completely recharge the buff power. <_Editor> Entries:Super Powers:Buff Buff_life_recharge_time 15000 How long it takes in milliseconds to completely recharge the buff power. <_Editor> Entries:Super Powers:Buff Buff_Life_Steal_Close_Duration 500 <_Editor> Entries:Super Powers:Buff Buff_Life_Steal_Damage_Per_Second 150.0 <_Editor> Entries:Super Powers:Buff Buff_Life_Steal_Duration 4000 <_Editor> Entries:Super Powers:Buff Duration that the life steal elemental effect is applied to targets attacked by the player Buff_Life_Steal_Radius 6.0 <_Editor> Entries:Super Powers:Buff Distance from player that humans will automatically have life stolen Buff_Lightning_Radius 6.0 <_Editor> Entries:Super Powers:Buff Distance from player that enemies will automatically be hit by lightning arcs Buff_lightning_recharge_time 15000 How long it takes in milliseconds to completely recharge the buff power. <_Editor> Entries:Super Powers:Buff Buff_passive_chance 0.1 Chances that an attack by the player will do buff damage while buff is not enabled. 0-1 <_Editor> Entries:Super Powers:Buff Buff_recharge_delay 1000 After use, the meter will delay recharging by this amount of time <_Editor> Entries:Super Powers:Buff Buff_team_chance 0.1 Chances that an attack by the player's npc allies will do buff damage. 0-1 <_Editor> Entries:Super Powers:Buff Buff_walk_speed_scalar 1.0 Do NOT modify this directly. You can scale this using the unlockable tweak table scalar. <_Editor> Entries:Super Powers:Buff 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_animated_default_ramp_in_sec 0.5 <_Editor> Entries:Movement Camera_animated_default_ramp_out_sec 2.0 <_Editor> Entries:Movement Camera_animated_release_on_move_blend 2.5 <_Editor> Entries:Movement Camera_animated_vehicle_ramp_out_sec 0.75 <_Editor> Entries:Movement 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 CID_run_speed 8 <_Editor> Entries:AI:Follower CID_shield_timeout_sec 6.0 The amount of time after being shielded before another CID is allowed to shield a specific target <_Editor> Entries:AI:CID 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_takeover_mission_district_complete_pct 0.9 city takeover missions - percent of district taken over to consider it complete to trigger rollover to the next district <_Editor> Entries:City Takeover City_takeover_ownership_blend_rate 0.2 Controls how fast we blend between CTO ownership values when going from one hood to the next. Higher values == faster blend. <_Editor> Entries:City Takeover City_takeover_ownership_theshold_pct 0.5 city takeover - percent of hood taken over to trigger glitched weather and LUT state <_Editor> Entries:City Takeover 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 Commander_rocket_ammo_cost 4 Firing a rocket costs this many rounds. <_Editor> Entries:Combat:Weapons:Commander in Chief Corridor_cam_follow_dist 50 The distance behind the corridor camera target object the camera should follow (in meters). Controls the follow distance of the camera. <_Editor> Entries:Missions:SpaceFox:Camera Corridor_cam_hfov_deg 120.0 Controls the horizontal FOV of the corridor camera. (in degrees) <_Editor> Entries:Missions:SpaceFox:Camera Corridor_cam_horizontal_lag_dist 15.0 The horizontal distance (based on the camera corridor target's R-vec) the camera should lag left or right as the corridor target moves horizontally across the XZ plane (in meters). Controls how much the camera can move to the left/right of the corridor target. <_Editor> Entries:Missions:SpaceFox:Camera Corridor_cam_vertical_lag_dist 5.0 The vertical distance (based on the camera corridor target's U-vec) the camera should lag above or below as the corridor target moves vertically across the XZ plane (in meters). Controls how much the camera can move above or below the corridor target. <_Editor> Entries:Missions:SpaceFox:Camera Corridor_cam_vertical_lag_offset 20.0 Additional offset applied to the vertical position of the corridor camera's target when calculating the camera position. (in meters) Controls the constant vertical offset for the camera. <_Editor> Entries:Missions:SpaceFox:Camera Corridor_plane_bank_max_ang_vel 4.5 The max angular velocity of the ship's roll as a result of user input or banking. Controls how fast the ship rolls.(Radians/Sec) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_bank_max_from_turn 0.65 The maximum bank angle applied to the ship due to the ship turning left/right. Controls how much the ship banks through turns. (Angle is is radians) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_bank_max_from_vel 1.05 The maximum bank angle applied to the ship due to the ships left/right velocity. Controls how much the ship banks from left/right movement. (Angle is is radians) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_bank_turn_accel_factor -0.0000025 Factor applied to the how much the ship banks as a result of accelerating through a turn. Controls amount of bank from turning. (Magic number to match the accel from turning to a banking angle) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_barrel_roll_double_tap_time_ms 250 Time in milliseconds that the player must double tap a bank button within to do a barrel roll. <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_barrel_roll_duration_ms 750 The duration of a barrel roll in milliseconds. <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_max_x_velocity 250 The maximum velocity of the ship's movement along the X plane as a result of player input. Controls left/right speed. (Meters/Sec) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_max_y_velocity 250 The maximum velocity of the ship's movement along the Y plane as a result of player input. Controls up/down speed. (Meters/Sec) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_mouse_roll_threshold 0.05 Threshold for allowing mouse movement to trigger the rolling behavior in Space Fox <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_mouse_speed_cap_x 1.0 Mouse speed cap after adjustment, in the x direction <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_mouse_speed_cap_y 1.0 Mouse speed cap after adjustment, in the y direction <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_mouse_speed_multiplier 30 Multiplier used on mouse movement during the Space Fox sequence <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_movement_lerp_factor 0.87 Linear interpolation factor applied to the ship's movement along the XY plane. The larger the value, the more responsive the ship will be to the player's input and changes in direction. (Valid range 0.0 - 1.0) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_rotation_lerp_factor 0.8 Linear interpolation factor applied to the ship's rotation. The larger the value, the more responsive the ship will be to orientation changes. (Valid range 0.0 - 1.0) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_rubber_border_pct 0.99 The percentage of the XZ plane that will be considered the "rubber" boarder. Controls how much of the XZ plane will damping the ships movement towards the outer edge. (range 0.0 - 1.0) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_rubber_border_ramp_pct 0.99 Specifies what percentage of the curve used to dampen the corridor object's outward velocity is ramped in/out(aka. exponential/curved). Controls the shape of the dampening curve by setting how much of the curve is ramped (curved/exponential) and by inverse how much of the curve is linear. The final curve will be a stretched 'S' shape - haveing a curved ramp up, a linear section in the middle, and finally a curved ramp down. (valid range 0.0 - 1.0) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_rubber_border_ramp_up_pct 0.05 Specifies what percentage of the curve used to dampen the corridor object's outward velocity is ramped up vs ramped down. Controls the shape of the dampening curve by setting how much of the ramp up/down time is spent in the ramp up portion of the curve (and by inverse how much is spent in the ramp down portion). The final curve will be a stretched 'S' shape - having a curved ramp in, a straight linear section in the middle, and finally a curved ramp out. (valid range 0.0 - 1.0) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_scrape_bump_amount 50 Strength of the bump that pushes the ship away from a wall that it scrapes. <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_scrape_damage 500 Amount of damage the ship takes when it scrapes against a wall. <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_x_vel_from_roll 75.0 Additional velocity applied the the ship's X movement along the plane as a result of rolling left or right. The full velocity will be applied when the ship is at the maximum bank angle. -- Controls steering boost from rolls. (Meters/Sec) <_Editor> Entries:Missions:SpaceFox:Ship Movement Corridor_plane_y_vel_from_roll -30.0 Additional velocity applied the the ship's Y movement along the plane as a result of rolling left or right. The full velocity will be applied when the ship is at the maximum bank angle. Controls steering boost from rolls. (Meters/Sec) <_Editor> Entries:Missions:SpaceFox:Ship Movement 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 CTO_DT_mm1_pct 0.2 percent of city takeover required to unlock the first set of mini-missions <_Editor> Entries:City Takeover CTO_DT_mm2_level 1 player power level required to unlock the second set of mini-missions <_Editor> Entries:City Takeover CTO_DT_mm2_pct 0.4 percent of city takeover required to unlock the second set of mini-missions <_Editor> Entries:City Takeover CTO_DT_sh_level 12 player power level required to unlock the second set of mini-missions <_Editor> Entries:City Takeover CTO_DT_sh_pct 0.6 percent of city takeover required to unlock the stronghold <_Editor> Entries:City Takeover CTO_NW_mm1_pct 0.0 percent of city takeover required to unlock the first set of mini-missions <_Editor> Entries:City Takeover CTO_NW_mm2_level 4 player power level required to unlock the second set of mini-missions <_Editor> Entries:City Takeover CTO_NW_mm2_pct 0.3 percent of city takeover required to unlock the second set of mini-missions <_Editor> Entries:City Takeover CTO_NW_sh_level 7 player power level required to unlock the next mission - m02 <_Editor> Entries:City Takeover CTO_NW_sh_pct 0.45 percent of city takeover required to unlock the stronghold <_Editor> Entries:City Takeover Cto_progress_reminder_delay 300000 Time (in ms) that a player must spend in ambient, non-notoriety gameplay, non-CTO gameplay to trigger a CTO progress line from Donnie or Kinzie. <_Editor> Entries:Personas CTO_SW_mm1_pct 0.15 percent of city takeover required to unlock the first set of mini-missions <_Editor> Entries:City Takeover CTO_SW_mm2_level 9 player power level required to unlock the second set of mini-missions <_Editor> Entries:City Takeover CTO_SW_mm2_pct 0.3 percent of city takeover required to unlock the second set of mini-missions <_Editor> Entries:City Takeover CTO_SW_sh_level 11 player power level required to unlock the next mission - m04 <_Editor> Entries:City Takeover CTO_SW_sh_pct 0.50 percent of city takeover required to unlock the stronghold <_Editor> Entries:City Takeover CTO_window_blue 255 Blue component of CTO window color, 0-255. <_Editor> Entries:City Takeover CTO_window_green 177 Green component of CTO window color, 0-255. <_Editor> Entries:City Takeover CTO_window_red 20 Red component of CTO window color, 0-255. <_Editor> Entries:City Takeover 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 0.2 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 Damage_assist_start_percent 0.5 When the player health is below this percent (0.0 to 1.0) the damage assist system will kick in. <_Editor> Entries:Combat:Damage 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. Donnie_run_speed 13 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:move speeds Donnie_sprint_speed 30 m/s,-1 means use true anim speed. Please set to -1 before we ship. Sprint is only when chasing the player. <_Editor> Entries:AI:move speeds Donnie_walk_speed -1 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:move speeds 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 Dubstep_bullet_mosiac_duration 0.1 On bullet hit, the duration of the mosiac effect on a human or vehicle. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_car_lights_radius 50.0 Cars within this radius will flash their lights. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_dance_party_radius 50.0 Peds within this radius will dance when the player has the trigger down. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_death_anim_initial_delay 0.5 Delay before performing any animation pauses. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_death_anim_initial_pause 0.5 Duration of the forced animation pause at the end of the initial delay. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_death_anim_scrub_1 2.0 Time into the death anim sequence when we scrub (this should be later than init_delay + init_pause). <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_death_anim_scrub_2 6.0 Time into the death anim sequence when we scrub (this should be later than init_delay + init_pause). <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_death_anim_scrub_duration_1 0.4 Duration of the scrub. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_death_anim_scrub_duration_2 0.2 Duration of the scrub. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_death_anim_speed 0.4 0.0-1.0 speed at which death anims play. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_explosion_mosiac_duration 0.7 On explosion hit, the duration of the mosiac effect on a human or vehicle. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_glass_shatter_max_time_s 6 Max time in seconds before glass shatters. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_glass_shatter_min_time_s 2.0 Min time in seconds before glass shatters. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_hydraulics_intensity 0.95 0.0-1.0 The intensity of hydraulics for dancing vehicles. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_no_sfx_cannon_delay 1.0 Delay between rifle shots when SFX is set to 0. <_Editor> Entries:Combat:Weapons:Dubstep:No SFX Dubstep_no_sfx_death_delay 0.3 Delay beween death markers for animation pausing <_Editor> Entries:Combat:Weapons:Dubstep:No SFX Dubstep_no_sfx_rifle_delay 0.5 Delay between rifle shots when SFX is set to 0. <_Editor> Entries:Combat:Weapons:Dubstep:No SFX Dubstep_ped_dance_end_delay 1.5 Max time before a ped ends dancing after the music stops. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_street_light_radius 75.0 Street light radius. <_Editor> Entries:Combat:Weapons:Dubstep Dubstep_wub_camera_duration 0.15 How long do we change the camera submode on a wub. <_Editor> Entries:Combat:Weapons:Dubstep:Wub Effects Dubstep_wub_distance_fade 36 <_Editor> Entries:Combat:Weapons:Dubstep:Wub Effects Dubstep_wub_duration 0.15 <_Editor> Entries:Combat:Weapons:Dubstep:Wub Effects Dubstep_wub_intensity 1.5 <_Editor> Entries:Combat:Weapons:Dubstep:Wub Effects Dubstep_wub_radius 1.0 <_Editor> Entries:Combat:Weapons:Dubstep:Wub Effects Electric_grenade_ragdoll_time_ms 4000 <_Editor> Entries:Combat:Weapons:Grenades Electric_vs_metal_damage_multiplier 1.5 <_Editor> Entries:Super Powers Enemy_revive_percent_hit_points 1.0 changed to 1 from .25 for wardens. This is multiplied by the human's max hit points and given to enemies on revival. <_Editor> Entries:Combat:DBNO Energy_blast_anim_ramp_out_time 0.5 Time (in seconds) to ramp out the charge up animation if the player cancels the nuke <_Editor> Entries:Super Powers:Nuke Energy_blast_camera_fov 30 FOV to animate to over the orbit period, then back to normal over the pull out section <_Editor> Entries:Super Powers:Nuke Energy_blast_camera_stationary_time 3500 Time (in milliseconds, from nuke explosion) that the camera holds at the max distance away from the player <_Editor> Entries:Super Powers:Nuke Energy_blast_camera_travel_dist 200 Distance (in meters) that the camera travels away from the player during a nuke <_Editor> Entries:Super Powers:Nuke Energy_blast_camera_travel_time 350 Time (in milliseconds, from nuke explosion) that the camera takes to get to the max distance away from the player <_Editor> Entries:Super Powers:Nuke Energy_blast_charge_cost 2500 <_Editor> Entries:Super Powers:Nuke Energy_blast_disable_spawning_time 8000 Time (in milliseconds, from nuke explosion) that ambient spawning should be disabled <_Editor> Entries:Super Powers:Nuke Energy_blast_explosion_pvp_damage_pct 0.65 Percentage of player's max health that should be taken as damage in PVP. <_Editor> Entries:Super Powers:Nuke Energy_blast_explosion_radius 400.0 Size (in meters) of area to clear out when nuke explosion goes off <_Editor> Entries:Super Powers:Nuke Energy_blast_nuke_time 4000 Time (in milliseconds, from when button was first pressed) that nuke explosion goes off <_Editor> Entries:Super Powers:Nuke 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 Exit_combat_ready_delay_ms 1000 <_Editor> Entries:Vehicles:Vehicle Interaction Exit_fast_action_delay_ms 100 <_Editor> Entries:Vehicles:Vehicle Interaction 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_blast_burn_damage_per_second 66.6 <_Editor> Entries:Super Powers:Blast Fire_blast_burn_duration 6000 <_Editor> Entries:Super Powers:Blast Fire_blast_recharge_time 10000 How long it takes in milliseconds to completely recharge the freeze blast. <_Editor> Entries:Super Powers:Blast Fire_buff_burn_damage_per_second 75 <_Editor> Entries:Super Powers:Buff Fire_buff_burn_duration 3000 <_Editor> Entries:Super Powers:Buff Length of time humans will remain on fire when affected by fire buff Fire_buff_duration 10000 <_Editor> Entries:Super Powers:Buff Length of time the player will be "buffed" per activation Fire_Damage_Scalar 0.25 Damage scalar applied to the player when he is on fire <_Editor> Entries:Combat:Damage 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_attack_radius 80 Normal radius player needs to stay within once flashpoint is active <_Editor> Entries:Diversions 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 2000 Amount of cash to receeve when a flashpoint is completed. <_Editor> Entries:Diversions Flashpoint_respect 300 Amount of respect to receive when a flashpoint is completed. <_Editor> Entries:Diversions Flashpoint_warden_attack_radius 120 Radius player needs to stay within once flashpoint is active and has spawned a warden <_Editor> Entries:Diversions Flyby_audio_delay_ms 60 Delay before playing another flyby audio sound <_Editor> Entries:Combat Fog_curve_density_1 1 Fog density multiplier. <_Editor> Entries:Fog Curve:Point1 Fog_curve_density_2 .9 Fog density multiplier. <_Editor> Entries:Fog Curve:Point 2 Fog_curve_density_3 .8 Fog density multiplier. <_Editor> Entries:Fog Curve:Point 3 Fog_curve_density_4 .45 Fog density multiplier. <_Editor> Entries:Fog Curve:Point 4 Fog_curve_ground_1 0 Offset added to fog_ground. <_Editor> Entries:Fog Curve:Point1 Fog_curve_ground_2 140 Offset added to fog_ground. <_Editor> Entries:Fog Curve:Point 2 Fog_curve_ground_3 300 Offset added to fog_ground. <_Editor> Entries:Fog Curve:Point 3 Fog_curve_ground_4 500 Offset added to fog_ground. <_Editor> Entries:Fog Curve:Point 4 Fog_curve_height_1 0 Height that these settings take place. <_Editor> Entries:Fog Curve:Point1 Fog_curve_height_2 160 Height that these settings take place. <_Editor> Entries:Fog Curve:Point 2 Fog_curve_height_3 320 Height that these settings take place. <_Editor> Entries:Fog Curve:Point 3 Fog_curve_height_4 480 Height that these settings take place. <_Editor> Entries:Fog Curve:Point 4 Fog_curve_offset_1 0.0 Fog density offset modifier. <_Editor> Entries:Fog Curve:Point1 Fog_curve_offset_2 1 Fog density offset modifier. <_Editor> Entries:Fog Curve:Point 2 Fog_curve_offset_3 1 Fog density offset modifier. <_Editor> Entries:Fog Curve:Point 3 Fog_curve_offset_4 1 Fog density offset modifier. <_Editor> Entries:Fog Curve:Point 4 Fog_curve_scale_1 1 Fog atmospheric scale multiplier. <_Editor> Entries:Fog Curve:Point1 Fog_curve_scale_2 .5 Fog atmospheric scale multiplier. <_Editor> Entries:Fog Curve:Point 2 Fog_curve_scale_3 .25 Fog atmospheric scale multiplier. <_Editor> Entries:Fog Curve:Point 3 Fog_curve_scale_4 .2 Fog atmospheric scale multiplier. <_Editor> Entries:Fog Curve:Point 4 Follow_abandon_radius 55 (m) follower can be abandoned if outside of the radius for X ms. <_Editor> Entries:AI:Follower Follow_abandon_time_out 20000 (ms) follower can be abandoned if outside of the radius for X ms. <_Editor> Entries:AI:Follower Force_TK_hold_cost 0.06 Energy cost per second to hold a telekinesis object <_Editor> Entries:Super Powers:Telekinesis Force_TK_max_human_throw_damage 1000 <_Editor> Entries:Super Powers:Telekinesis Force_TK_throw_cost 0.3 Energy cost, 1.0 is full unupgraded energy bar <_Editor> Entries:Super Powers:Telekinesis Force_TK_throw_damage_multiplier 10 Damage multiplier that is applied during the throw duration <_Editor> Entries:Super Powers:Telekinesis Force_TK_Throw_Max_Speed 75 (m/s) the speed player can throw objects at full power. <_Editor> Entries:Super Powers:Telekinesis Force_TK_Throw_Min_Speed 45 (m/s) the speed player can throw objects at lowest power. <_Editor> Entries:Super Powers:Telekinesis Force_TK_throw_veh_damage_multiplier 2 Damage multiplier that is applied during the throw duration <_Editor> Entries:Super Powers:Telekinesis 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 Freeze_blast_energy_cost 100 Percentage of the super power charge level it takes to fire a freeze projectile. <_Editor> Entries:Super Powers:Blast Freeze_blast_recharge_time 10000 How long it takes in milliseconds to completely recharge the freeze blast. <_Editor> Entries:Super Powers:Blast Freeze_buff_duration 10000 Length of time the player will be "buffed" per activation <_Editor> Entries:Super Powers:Buff Freeze_damage_multiplier 2.0 <_Editor> Entries:Super Powers:Blast Frozen_max_age 750 Time in milliseconds it takes to fade in shader. This value is relative to the shader itself and controls partial freezing. <_Editor> Entries:Super Powers:Blast Frozen_max_partial_pct 0.75 Max percent (0.0 -> 1.0) to show the shader for partially frozen guys <_Editor> Entries:Super Powers:Blast Frozen_melt_time 0.3 Time in seconds it takes for a frozen human to completely melt when their thaw timer is up. <_Editor> Entries:Super Powers:Blast Frozen_min_partial_pct 0.33 Min percent (0.0 -> 1.0) to show the shader for partially frozen guys <_Editor> Entries:Super Powers:Blast Frozen_refire_delay_mult 10.0 <_Editor> Entries:Super Powers:Blast Multiplier for the refire delay when a person is fully frozen. In between is scale from normal to this * normal. Frozen_thaw_time 5.0 Time in seconds it takes for a frozen human to completely thaw. <_Editor> Entries:Super Powers:Blast Frozen_Warden_thaw_time 2.0 Time in seconds it takes for a frozen human to completely thaw. <_Editor> Entries:Super Powers:Blast 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 Glitch_blast_duration 10000 <_Editor> Entries:Super Powers:Blast Glitch_blast_max_targets 2 <_Editor> Entries:Super Powers:Blast Glitch_blast_recharge_time 20000 How long it takes in milliseconds to completely recharge the glitch blast. <_Editor> Entries:Super Powers:Blast Glitch_effect_lifetime 1000 How long the glitch effect takes to animate and dissappear. <_Editor> Entries:City Takeover Glitch_effect_min_size 2.0 Size in meters that at least one dimension of an object has to be before it's considered for a glitch effect. <_Editor> Entries:City Takeover Glitch_effect_radius 30 Radius in meters around the player from which we will pick a building to play the effect on. If this is too big, not all buildings will be considered and it'll be slow. <_Editor> Entries:City Takeover Glitch_max_building_glitch_time 150000 Delay between building glitches in an uncontrolled district. <_Editor> Entries:City Takeover Glitch_max_human_glitch_time 90000 Delay between human glitches in an uncontrolled district. <_Editor> Entries:City Takeover Glitch_max_vehicle_glitch_time 90000 Delay between vehicle glitches in an uncontrolled district. <_Editor> Entries:City Takeover Glitch_min_building_glitch_time 500 Delay between building glitches in a fully controlled district. <_Editor> Entries:City Takeover Glitch_min_human_glitch_time 500 Delay between human glitches in a fully controlled district. <_Editor> Entries:City Takeover Glitch_min_vehicle_glitch_time 500 Delay between vehicle glitches in a fully controlled district. <_Editor> Entries:City Takeover Glitch_morph_animation_time 1250 Animation time for the morph glitch (ms) <_Editor> Entries:City Takeover Glitch_morph_effect_lead_time 200 Time(ms) before the actual morph swap to play the morph effect. <_Editor> Entries:City Takeover Glitch_stomp_robot_duration 8000 <_Editor> Entries:Super Powers:Stomp Glitch_stomp_vehicle_duration 12000 <_Editor> Entries:Super Powers:Stomp Glitch_vehicle_time 12000 Time in milliseconds that a vehicle stays glitched when struck by the glitch gun. <_Editor> Entries:Combat:Weapons:Glitch Global_decal_scale 0.5 multiplier applied to all decal radius calculations. <_Editor> Entries:Misc Gold_CID_acceleration_time 2.0 Amount of time it takes for the CID to reach the base max velocity from standing still <_Editor> Entries:AI:Golden CID Gold_CID_burst_speed_bonus 0.25 Used to calcuate the burst speed. This is added to the percentage at the given level to calculate the final bonus speed <_Editor> Entries:AI:Golden CID Gold_CID_chase_range_long 90 Distance away the player needs to be in order to flee at the long range speed cap If the CID is over this distance from the nearest player, it is out of flee range <_Editor> Entries:AI:Golden CID Gold_CID_deceleration_time 64.0 The amount of time it takes the CID to go from his base max velocity to a stand still <_Editor> Entries:AI:Golden CID Gold_CID_max_forced_road_recovery_sec 20 Maximum amount of time before a golden CID is forced into a road recovery operation <_Editor> Entries:AI:Golden CID Gold_CID_min_forced_road_recovery_sec 10 Minimum amount of time before a golden CID is forced into a road recovery operation <_Editor> Entries:AI:Golden CID Gold_CID_road_recovery_timeout_sec 15 If a Golden CID is far from a road for more than this period, he will do a road recovery to get back <_Editor> Entries:AI:Golden CID Gold_CID_speed_cap_long 0.60 Maximum speed a golden CID can move at when a player is at long range. This is a percentage of his speed <_Editor> Entries:AI:Golden CID Gold_CID_speed_cap_medium 0.85 Maximum speed a golden CID can move at when a player is in medium range. This is a percentage of his speed <_Editor> Entries:AI:Golden CID Gold_CID_speed_cap_short 0.94 Maximum speed a golden CID can move at when a player is in short range. This is a percentage of his speed <_Editor> Entries:AI:Golden CID Golden_CID_burst_chance 0.25 Probability that a Golden CID will get a burst of speed <_Editor> Entries:AI:Golden CID Golden_CID_burst_duration_sec 2 Duration of a Golden CID's speed burst once activated <_Editor> Entries:AI:Golden CID Golden_CID_burst_eval_period_sec 1.5 Time between evaluating if a Golden CID should do a burst of speed <_Editor> Entries:AI:Golden CID Golden_CID_chase_range_medium_high 60 Distance away the player needs to be in order to flee at the medium range speed cap (high notoriety) <_Editor> Entries:AI:Golden CID Golden_CID_chase_range_medium_low 13 Distance away the player needs to be in order to flee at the medium range speed cap (low notoriety) <_Editor> Entries:AI:Golden CID Golden_CID_chase_range_short_high 15 Distance away the player needs to be in order to flee at the short range speed cap (high notoriety) <_Editor> Entries:AI:Golden CID Golden_CID_chase_range_short_low 5 Distance away the player needs to be in order to flee at the short range speed cap (low notoriety) <_Editor> Entries:AI:Golden CID Golden_CID_chase_reset_period_sec 5 If the player is outside medium range for this period of time, the chase speed resets to full <_Editor> Entries:AI:Golden CID Golden_CID_max_chase_duration_sec 60 The amount of time it takes for a chase to drop from the short range speed to medium <_Editor> Entries:AI:Golden CID Golden_CID_maximum_velocity 120 Maximum velocity of the golden CID. Acceleration and Deceleration are calculated from this value <_Editor> Entries:AI:Golden CID Golden_CID_takedown_max_distance 11 Distance away the player needs to be in order to take down the Golden CID <_Editor> Entries:AI:Golden CID:Takedown Golden_CID_takedown_min_distance 4.5 Distance away the player needs to be in order to take down the Golden CID <_Editor> Entries:AI:Golden CID:Takedown Golden_CID_takedown_player_max_speed 50 If the player is traveling at or above this speed, we use the maximum takedown distance <_Editor> Entries:AI:Golden CID:Takedown Golden_CID_takedown_player_min_speed 15 If the player is traveling at or below this speed, we use the minimum takedown distance <_Editor> Entries:AI:Golden CID:Takedown Golden_CID_takedown_y_ignore_range 20 If a golden CID is inside this range, other Y prompts will be ignored <_Editor> Entries:AI:Golden CID:Takedown Gravity_stomp_damage_all_pct 1.0 <_Editor> Entries:Super Powers:Stomp Grenade_indicator_distance 50 <_Editor> Entries:Combat Grenade_shout_radius 25 Maximum distance that a grenade shout can be heard <_Editor> Entries:AI:Perception Grenade_throw_clockwise_threshold_rad 2.0 The angle difference in radians before which we always go counterclockwise when throwing a grenade and jumping. <_Editor> Entries:Movement:Jump Guided_rocket_keep_above_ground_dist 1 <_Editor> Entries:Combat:Weapons:GuidedRockets Guided_rocket_scalar 4 <_Editor> Entries:Combat:Weapons:GuidedRockets Guided_rocket_scalar_NPC 1 <_Editor> Entries:Combat:Weapons:GuidedRockets Guided_rocket_vehicle_scalar 4 <_Editor> Entries:Combat:Weapons:GuidedRockets Guided_rocket_vehicle_scalar_NPC 1 <_Editor> Entries:Combat:Weapons:GuidedRockets Hacking_bonus_per_instance 0.05 Incremental bonus multiplier awarded each time an instance is beaten <_Editor> Entries:City Takeover Hacking_cash_reward_base 1000 Base cash reward for completing an instance of hacking <_Editor> Entries:City Takeover Hacking_respect_reward_base 150 Base respect reward for completing an instance of hacking <_Editor> Entries:City Takeover HD_avatar_down_time_ms 10000 Amount of time Matt stays in the downed position awaiting a QTE. <_Editor> Entries:Boss:Matt Miller HD_brute_damage_to_timer_ms 50 When damaging the brute, multiply the damage by this value and add it to the timer. <_Editor> Entries:AI:Brute:Downed HD_brute_down_time_ms 7000 Default time (in milliseconds) for the brute to be downed. <_Editor> Entries:AI:Brute:Downed HD_killbane_down_time_ms 10000 The amount of time Killbane spend in the downed position waiting for the player to interact. <_Editor> Entries:Boss:Killbane:Murderbrawl HD_mars_killbane_down_time_ms 8000 The amount of time Killbane spend in the downed position waiting for the player to interact. <_Editor> Entries:Boss:Killbane:Mars HD_revive_hold_time_sec 2.5 This is the amount of time the player has to hold the button to revive a homie or the other player. <_Editor> Entries:Combat:DBNO HD_warden_button_initial_duration 1.8 The duration of the first button prompt in the beatdown. <_Editor> Entries:AI:Warden:Downed:Button Randomization HD_warden_button_min_duration 0.5 The minimum duration a button prompt can appear during the beatdown. <_Editor> Entries:AI:Warden:Downed:Button Randomization HD_warden_button_scale 0.80 Apply this scale to each subsequent button prompt during the beatdown. <_Editor> Entries:AI:Warden:Downed:Button Randomization HD_warden_cam_end_fov 45 The camera FOV at the right end of the meter. <_Editor> Entries:AI:Warden:Downed:Beatdown Camera HD_warden_cam_orbit_duration_s 8.0 The amount of time it takes for the camera to complete one full orbit during the beatdown (s). <_Editor> Entries:AI:Warden:Downed:Beatdown Camera HD_warden_cam_start_fov 65 The camera FOV at the left end of the meter. <_Editor> Entries:AI:Warden:Downed:Beatdown Camera HD_warden_glitch_duration_s 2.5 How long a glitch lasts. <_Editor> Entries:AI:Warden:Downed:Glitching HD_warden_glitch_end_s 0.1 How often to do a glitch when the meter is at <_Editor> Entries:AI:Warden:Downed:Glitching HD_warden_glitch_start_s 3.0 How often to do a glitch when the meter is at the left hand side <_Editor> Entries:AI:Warden:Downed:Glitching HD_warden_input_keyboard_scale_factor 1.25 Keyboard/mouse scale rate for player input. Higher numbers make the input more effective. <_Editor> Entries:AI:Warden:Downed HD_warden_interaction_dist 2.0 When a player walks within this distance, he will unequip his weapon and the melee icon will appear. <_Editor> Entries:AI:Warden:Downed HD_warden_interation_down_time_ms 4000 <_Editor> Entries:AI:Warden:Downed This is the initial amout of time we allow the warden to be down when his shield drops. HD_warden_lose_beatdown_factor 6.0 Amount we added to the fudge factor when the player loses a beatdown (expressed as points). <_Editor> Entries:AI:Warden:Downed:FudgeFactor HD_warden_meter_const_decay 0.4 The decay increases by this much every second. <_Editor> Entries:AI:Warden:Downed HD_warden_meter_damage_scale 0.035 During the beatdown, scale the co-op player's damage by this much and apply it to the meter. <_Editor> Entries:AI:Warden:Downed HD_warden_meter_initial_decay 15.0 Number of points we decay per second. <_Editor> Entries:AI:Warden:Downed HD_warden_meter_player_input 35.0 When the player presses the correct button, increase the value of the meter by this. <_Editor> Entries:AI:Warden:Downed HD_warden_meter_player_input_negative 2.0 When the player presses the incorrect button, decrease the meter by this much. Multiplies for each incorrect press. <_Editor> Entries:AI:Warden:Downed HD_warden_meter_start 200.0 The initial value the meter starts at. <_Editor> Entries:AI:Warden:Downed HD_warden_meter_start_add_per_down 100.0 Each time the warden is downed, we add this to the start on the meter. <_Editor> Entries:AI:Warden:Downed HD_warden_meter_total_size 1000.0 This is the total size of the meter. When the value hits this, the player wins. <_Editor> Entries:AI:Warden:Downed HD_warden_player_flight_speed 35 How fast m/sec the player moves while flying. <_Editor> Entries:AI:Warden:Downed HD_warden_pushback_length_max 1.5 Max pushback duration (sec). <_Editor> Entries:AI:Warden:Downed:Pushback HD_warden_pushback_length_min 0.5 Min pushback duration (sec). <_Editor> Entries:AI:Warden:Downed:Pushback HD_warden_pushback_max_time 3 Maximum amount of time before a pushback begins (sec). <_Editor> Entries:AI:Warden:Downed:Pushback HD_warden_pushback_min_time 1.5 Minimum amount of time before a pushback begins (sec). <_Editor> Entries:AI:Warden:Downed:Pushback HD_warden_pushback_strength 2 Pushback will multiply the overall decay by this much. <_Editor> Entries:AI:Warden:Downed:Pushback HD_warden_reset_time_ms 10000 If the Warden is downed, and the player does nothing he will get up after this amount of time. <_Editor> Entries:AI:Warden:Downed HD_warden_revive_max_health_decrement 25 (0-100) percent of max health lost each time he goes down. Ex 20% dec => 80,60,40,(min)... <_Editor> Entries:AI:Warden:Downed HD_warden_revive_min_health 20 (0-100) least amount of health to revive with. <_Editor> Entries:AI:Warden:Downed HD_warden_win_beatdown_factor 2.5 Amount we subtract from the factor when the player wins the beatdown (expressed as points). <_Editor> Entries:AI:Warden:Downed:FudgeFactor Headshot_multiplier 8.0 <_Editor> Entries:Combat:Damage Health_absorb_base 0.25 <_Editor> Entries:Player Health Health_absorb_curve 0.75 <_Editor> Entries:Player Health Health_absorb_invulnerability_pct 0.30 <_Editor> Entries:Player Health Health_absorb_length_ms 500 <_Editor> Entries:Player Health Health_pickup_drop_radius_max 3 The max distance away from the drop point for a pickup to move. <_Editor> Entries:Player Health:Health Pickups:Drop Animation Health_pickup_drop_radius_min 1.0 The min distance away from the drop point for a pickup to move. <_Editor> Entries:Player Health:Health Pickups:Drop Animation Health_pickup_drop_vel 4.0 Velocity the drops move at. <_Editor> Entries:Player Health:Health Pickups:Drop Animation Health_pickup_item_cap 10 Limit on the number of health pickups in the world at once. <_Editor> Entries:Player Health:Health Pickups Health_pickup_large_value 240 Amount of health restored by a large health pickup. <_Editor> Entries:Player Health:Health Pickups Health_pickup_max_player_health_chance 1.0 0.0-1.0. When the player's health is above this value, there is no chance for a pickup to be dropped by the enemy. <_Editor> Entries:Player Health:Health Pickups Health_pickup_max_player_health_drops 0.8 0.0-1.0. When the player's health is above this value, enemies will drop the minimum number of health pickups. <_Editor> Entries:Player Health:Health Pickups Health_pickup_min_player_health_chance 1.0 0.0-1.0. When the player's health is below this value, the maximum chance of a health drop occurs. <_Editor> Entries:Player Health:Health Pickups Health_pickup_min_player_health_drops 0.2 0.0-1.0. When the player's health is below this value, enemies will drop their maximum number of health pickups. <_Editor> Entries:Player Health:Health Pickups Health_pickup_suck_distance 6.0 Distance which health pickups suck towards to the player. <_Editor> Entries:Player Health:Health Pickups Health_pickup_suck_force_factor 20.0 The sucking force. Higher values mean more sucking. <_Editor> Entries:Player Health:Health Pickups Health_pickup_value 120 Amount of health restored by a health pickup. <_Editor> Entries:Player Health:Health Pickups Hijack_extract_max_delay 15000 (ms) maximum time for player to be in car before being extracted. <_Editor> Entries:AI Hijack_extract_min_delay 2000 (ms) minimum time for player to be in car before being extracted. <_Editor> Entries:AI Hit_indicator_dist_max 100 Max distance (meters) that the hit indicators will display. In other words any distance farther than this value will all result in the longest indication. <_Editor> Entries:UI Hit_indicator_dist_min 15 Min distance (meters) that the hit indicators will display. In other words any distance closer than this value will all result in the shortest indication. <_Editor> Entries:UI Homie_flinch_chance 0.6 chance that homies will flinch when taking damage Note this applied after NPC_NPC_flinch_chance. <_Editor> Entries:AI:Follower Hostage_exit_speed_limit 15 The maximum speed (in mph) at which a hostage can escape the car. <_Editor> Entries:AI:Hostage Hostage_general_exit_delay_ms 2000 The hostage will wait this long going under the exit speed limit before trying to exit. <_Editor> Entries:AI:Hostage Hostage_initial_exit_delay_ms 5000 The hostage will wait this long going under the exit speed limit before trying to exit initially. <_Editor> Entries:AI:Hostage Hotspot_cash 2000 Amount of cash to receeve when a hotspot is completed. <_Editor> Entries:Diversions Hotspot_center_auto_activation_radius 60 Distance from hotspot center shield the player is allowed to be before the hotspot starts without shooting something. <_Editor> Entries:Diversions Hotspot_center_leaving_radius 40 Additional distance from hotspot center, beyond the hotspot's furthest spawn, that the player can be before it starts the cancel warning/timer. This can be less than the "auto activation radius" because the auto activation radius starts at the edge of the center shield, whereas this starts at the edge of whatever distance the furthest outer target is. <_Editor> Entries:Diversions Hotspot_center_npc_kill_activation_radius 40 Additional distance from hotspot center, beyond the hotspot's furthest spawn, that the player can be before it ignores killed NPCs for activation. This can be less than the "auto activation radius" because the auto activation radius starts at the edge of the center shield, whereas this starts at the edge of whatever distance the furthest outer target is. <_Editor> Entries:Diversions Hotspot_destroy_time_ms 5000 How long, in milliseconds, the player must hold the interact button to destroy a Hotspot target. <_Editor> Entries:Diversions Hotspot_displayed_notoriety 4 The notoriety level displayed while a player is engaging with a hotspot <_Editor> Entries:Diversions Hotspot_hits_to_interrupt 3 Number of hits the player is allowed to take while disabling a Hotspot target before they are interrupted and forced to start again. <_Editor> Entries:Diversions Hotspot_leaving_warn_timer_ms 10000 Time, in milliseconds, before a hotspot will deactivate after a player leaves it. Note that if the player travels far enough, quickly enough, the hotspot will despawn regardless of the timer. <_Editor> Entries:Diversions Hotspot_max_notoriety 1 Maximum allowed notoriety while a player is engaging with a hotspot <_Editor> Entries:Diversions Hotspot_min_notoriety 1 Minimum allowed notoriety while a player is engaging with a hotspot <_Editor> Entries:Diversions Hotspot_outer_auto_activation_radius 40 Distance from hotspot generators the player is allowed to be before the hotspot starts without shooting something. <_Editor> Entries:Diversions Hotspot_outer_leaving_radius 40 Distance from hotspot generators the player is allowed to be before the hotspot starts the cancel warning/timer. <_Editor> Entries:Diversions Hotspot_outer_npc_kill_activation_radius 40 Distance from hotspot generators the player is allowed to be before the hotspot ignores killed NPCs for activation. <_Editor> Entries:Diversions Hotspot_reinforcement_timer_max_ms 12000 Maximum time, in milliseconds, before Hotspot reinforcements will spawn on outer targets. <_Editor> Entries:Diversions Hotspot_reinforcement_timer_min_ms 3000 Minimum time, in milliseconds, before Hotspot reinforcements will spawn on outer targets. <_Editor> Entries:Diversions Hotspot_respect 300 Amount of respect to receive when a hotspot is completed. <_Editor> Entries:Diversions Hover_timestamp_default 2000 Time a sniper will hover over a target before firing <_Editor> Entries:AI:Sniper Human_acid_damage_per_sec_max 100 <_Editor> Entries:Combat Human_acid_damage_per_sec_min 50 Damage taken per second when shot with acid bullets. Using min/max to randomize it so not all enemies die at the same time. <_Editor> Entries:Combat Human_fire_damage_per_sec_max 100 <_Editor> Entries:Combat:Weapons:Flamethrower Human_fire_damage_per_sec_min 50 Damage taken per second while on fire. Using min/max to randomize it so not all enemies die at the same time. ALL FIRES, not just flamethrower <_Editor> Entries:Combat:Weapons:Flamethrower Human_freefall_blur_intensity_forward 7 Blur value applied when diving. <_Editor> Entries:Movement:Free Falling:Camera Human_freefall_blur_intensity_normal 0.25 Normal blur value applied. <_Editor> Entries:Movement:Free Falling:Camera Human_freefall_blur_lerp_percent 3.0 Factor used for approaching the target blur value. Higher means faster. <_Editor> Entries:Movement:Free Falling:Camera Human_freefall_shake_intensity_forward 10 Intensity value applied to the freefall camera shake when diving. <_Editor> Entries:Movement:Free Falling:Camera Human_freefall_shake_intensity_normal 1.0 Normal intensity value applied to the freefall camera shake. <_Editor> Entries:Movement:Free Falling:Camera Human_giant_stomp_distance 200.0 The distance (range) of the stomp attack. [float] (in meters) <_Editor> Entries:Missions:Human Giant:Stomp Attack Human_giant_stomp_duration_ms 1500 Amount of time from the start of the start attack, until the wave reaches the full distance. [int] (milliseconds) <_Editor> Entries:Missions:Human Giant:Stomp Attack Human_giant_stomp_fov 6.28 Controls the FOV of the stomp attack. [float] (radians) <_Editor> Entries:Missions:Human Giant:Stomp Attack Human_giant_stomp_particle_space_arc 50 The space between particles along the arc as the wave propogates forward. [float] (meters) <_Editor> Entries:Missions:Human Giant:Stomp Attack Human_giant_stomp_particle_space_radius 50 The space between particles moving along the radius from the center of the attack. [float] (meters) <_Editor> Entries:Missions:Human Giant:Stomp Attack Human_in_air_movement_control 2.5 Multiplier based on framerate to determine how much in air control you have. Higher multipliers mean more in air control. <_Editor> Entries:Movement Human_revive_percent_hit_points 1.0 This is multiplied by the human's max hit points and given to the human on revival. <_Editor> Entries:Combat:DBNO Human_riding_killbane_control_per_punch 20.0 Amount of control gained over the Killbane for each punch thrown. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_dismount_control 20.0 Control amount where a forced dismount occurs. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_max_control 100.0 Control value where the player has maximum control over Killbane. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_resist_angle_max_control 0.0 Angle that Killbane kill attempt to turn the player off course when the player has full control over Killbane. (in degrees) <_Editor> Entries:Movement:Human Riding Human_riding_killbane_resist_angle_min_control 90.0 Angle that Killbane kill attempt to turn the player off course when the player has 0 control over Killbane. (in degrees) <_Editor> Entries:Movement:Human Riding Human_riding_killbane_resistance_per_second 2.5 Amount of control Killbane takes back per second. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_start_control 75.0 Amount of control the player has over Killbane when first starting to ride him. <_Editor> Entries:Movement:Human Riding Human_riding_killbane_steps_till_new_dir 2.0 Number of steps Killbane takes before choosing a new direction to move. (integer) <_Editor> Entries:Movement:Human Riding Human_shield_damage_multiplier 0.25 The multiplier to all damage applied to someone holding a human shield. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_hold_time_ms 250 Time (in milleseconds) required to hold the Y button when using hold Y to grab controls. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_distance_bias 0.1 Factor when considering the distance when selecting a grab target. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_hold_max_dist 2 The max distance from which the player can start to do a human shield (when holding the button). The standard numbers are used when the grab is actually initiated. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_hold_max_sprint_dist 7 The max distance from which the player can start to do a human shield while sprinting and holding. The standard numbers are used when the grab is actually initiated. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_hold_min_dp 0.0 The minimum dot product when determining the grab target when holding. The standard numbers are used when the grab is actually initiated. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_hold_min_sprint_dp 0.3 The minimum dot product when determining the grab target when sprinting and holding. The standard numbers are used when the grab is actually initiated. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_max_dist 3.5 The max distance from which the player can do a human shield. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_max_sprint_dist 5 The max distance from which the player can do a human shield while sprinting. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_min_dp 0.2 The minimum dot product when determining the grab target. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_min_sprint_dp 0.8 The minimum dot product when determining the grab target when sprinting. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_vehicle_max_dist 1.5 The max distance from which the player can do a human shield when near a vehicle. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_vehicle_max_sprint_dist 4 The max distance from which the player can do a human shield while sprinting when near a vehicle. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_vehicle_min_dp 0.4 The minimum dot product when determining the grab target when near a vehicle. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_grab_target_vehicle_min_sprint_dp 0.9 The minimum dot product when determining the grab target when sprinting when near a vehicle. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_max_grab_dist 10 max dist to run to grab a human shield. (other value for brutes) <_Editor> Entries:AI Human_shield_muscles_angular_velocity_mag -18 Angular velocity applied to human shields when muscles are increased. <_Editor> Entries:Combat:Shields:Human Shield Human_shield_raycast_height 0.5 The height off the ground that we use to do a raycast to test that a human shield victim is a valid target. <_Editor> Entries:Combat:Shields:Human Shield Human_skydive_death_ang_vel_max 10.0 Maximum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s) <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_death_ang_vel_min 10.0 Minimum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s) <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_death_gravity_factor -1.0 Gravity to be applied to the ragdoll of humans who die while skydiving and don't play a parachute death animation. <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_death_parachute_chance 25 Random chance that a killed skydiving NPC will deploy their parachute. (Integer: 0-100) <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_weapon_brass_gravity_factor -0.4 Factor applied to the gravity of brass ejecting from a weapon, while the human is skydiving. 1.0 is the default downward game gravity, and negative applies an upward gravity. <_Editor> Entries:Misc:Skydiving:Human Skydiving Human_skydive_weapon_gravity_factor -0.2 Factor applied to the gravity of a weapon that is dropped while ahuman is skydiving. 1.0 is the default downward game gravity, and negative applies an upward gravity. <_Editor> Entries:Misc:Skydiving:Human Skydiving Idle_cough_pct 0.5 Percent chance that idle humans will play cough line if not doing anything else <_Editor> Entries:Misc Imapct_damage_mover_player_max_pct 0.40 (% HP 0.0 to 1.0) Max percent of health the player can recieve from a mover impact. <_Editor> Entries:Misc:Impact_damage Impact_damage_ground_death_speed 40 (MPH) in to the ground will kill lvl1 grunts on impact. 40 mph is about the same as throwing off a 4 story building. <_Editor> Entries:Misc:Impact_damage Impact_damage_mover_avg_mass 200 (Kg) Mass of the average mover. Ex. Brute throw slot machine is 200Kg @ 20m/s = 350 damage <_Editor> Entries:Misc:Impact_damage Impact_damage_mover_death_speed 40 (MPH) Speed that the average mover would kill lvl1 grunts on impact. <_Editor> Entries:Misc:Impact_damage Impact_damage_mover_flinch_max_pct 0.10 (% HP 0.0 to 1.0) Play flinch on impact if damage is less than X% of HP. <_Editor> Entries:Misc:Impact_damage Impact_damage_vehicle_death_speed 40 (MPH) Speed that the vehicle would kill lvl1 grunts on impact. <_Editor> Entries:Misc:Impact_damage Inflato_initial_inflate_time 0.35 When first hit with the weapon, move the inflation timer forward this much. <_Editor> Entries:Combat:Weapons:Inflato Inflato_stage_1_time 0.55 Length of stage 1, only body inflation <_Editor> Entries:Combat:Weapons:Inflato Inflato_stage_2_time 0.3 Length of stage 2, body and head inflation overlap. <_Editor> Entries:Combat:Weapons:Inflato Inflato_stage_3_time 0.4 Length of stage 3, head inflation. <_Editor> Entries:Combat:Weapons:Inflato Inflato_stage_4_time 1 Length of stage 4, held pose. <_Editor> Entries:Combat:Weapons:Inflato Inflato_stage_5_time 0.05 Length of stage 5, only eye inflation. <_Editor> Entries:Combat:Weapons:Inflato Inflato_stage_6_time 0.4 Length of stage 6, held pose. <_Editor> Entries:Combat:Weapons:Inflato Inflato_total_deflation_time 7.0 If a target it almost totally inflated, this is the amount of time required to deflate them. <_Editor> Entries:Combat:Weapons:Inflato Inventory_close_delay_ms 650 The delay in ms after Switching weapons using the mouse or keyboard to close the weapon radial PC Only. <_Editor> Entries:UI Inventory_next_prev_delay_ms 50 The delay in ms after activating the next or previous weapon select action before one of them can be activated again. Controls how quickly the weapons can be scrolled through. PC Only. <_Editor> Entries:UI Inventory_quickswap_delay_ms 0 The delay before the inventory opens when pressing B.. this will quickswap if this number isn't reached. If this is 0, then quickswap will be disabled. <_Editor> Entries:UI Inverted_cheat_duration 5500 Duration of the inverted controls cheat - in ms. <_Editor> Entries:Boss:Matt Miller:Cheats:Inverted Controls Item_drop_enemy_gang_health_drop_chance 1.00 Probability that an enemy gang member will drop health when killed (between 0 and 1). <_Editor> Entries:Misc:Item Drop Item_drop_enemy_gang_item_drop_chance 0.05 Probability that an enemy gang member will drop an item when killed (between 0 and 1). <_Editor> Entries:Misc:Item Drop Item_drop_enemy_gang_money_drop_chance 0.66 Probability that an enemy gang member will drop money when killed (between 0 and 1). <_Editor> Entries:Misc:Item Drop Item_drop_grenade_chance .05 (0-1) Probability that an NPC will drop a grenade when killed Grenade type determind by team. <_Editor> Entries:Misc:Item Drop Item_drop_npc_health_drop_chance 0.001 Probability that an NPC will drop health when killed (between 0 and 1). <_Editor> Entries:Misc:Item Drop Item_drop_npc_money_drop_chance 0.66 Probability that an NPC will drop money when killed (between 0 and 1). <_Editor> Entries:Misc:Item Drop Item_shimmer_lifespan_seconds 0 Number of seconds that items will glow after being dropped. If you set this to zero, items will glow forever. <_Editor> Entries:Misc:Item Drop Item_style_multiplier 0 Multiplied by the price to caluclate respect rewarded for buying clothing items. <_Editor> Entries:Respect Jetpack_max_vertical_velocity 5 Maximum upward speed <_Editor> Entries:Vehicles:Mech Suit Jetpack_min_use_time 500 Minimum activation time of jetpack when in the air. <_Editor> Entries:Vehicles:Mech Suit Jetpack_min_use_time_jump 750 Minimum activation time of jetpack when on the ground <_Editor> Entries:Vehicles:Mech Suit Jetpack_thruster_downward_speed 7.5 Vertical acceleration of thrusters when velocity is downward <_Editor> Entries:Vehicles:Mech Suit Jetpack_thruster_speed 10 Vertical acceleration of thrusters <_Editor> Entries:Vehicles:Mech Suit Jump_blend_in_time 0.1 The blend in time when switching to the jump animation network. <_Editor> Entries:Movement:Jump Jump_blend_out_time 0.2 The blend in time when switching from the jump animation network. <_Editor> Entries:Movement:Jump Jump_forward_boost_accel_time 100 Time in ms from beginning of boost till the player reaches full velocity <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_energy_delay 2000 Delay of energy meter recharge time <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_settled_end_time 500 Time in ms from the beginning of the boost till the slowdown speed is reached <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_settled_start_time 250 Time in ms from the beginning of the boost till the speed begins its slowdown period <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_settled_velocity_min 5 Minimum horizontal velocity scaled with the max velocity based on stick input. <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_settled_velocity_strong 40 Maximum horizontal velocity of a forward boost while jumping. <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_settled_velocity_weak 20 Maximum horizontal velocity of a forward boost while jumping. <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_sprint_cost -1000 Initial cost of doing a forward boost to the sprint meter. <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_start_time 150 Time in ms before boost starts <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_velocity_strong 50 Maximum horizontal velocity of a forward boost while jumping. <_Editor> Entries:Movement:Jump:Forward Jump_forward_boost_velocity_weak 50 Maximum horizontal velocity of a forward boost while jumping. <_Editor> Entries:Movement:Jump:Forward Jump_forward_maintainence_sprint_cost -400 cost per second of maintaining the forward boost <_Editor> Entries:Movement:Jump:Forward Jump_glide_terminal_velocity 10 terminal velocity while gliding. <_Editor> Entries:Movement:Jump:Forward Jump_landed_extra_downward_vel 0.3 <_Editor> Entries:Movement:Jump Extra downward velocity for landing. Jump_raycast_downward_vel -0.5 The maximum (because it's negative) value in the downward velocity in a jump to start a raycast check to start a land. <_Editor> Entries:Movement:Jump Jump_super_camera_bonus_up_pitch_velocity 3.0 Bonus to the rotation speed of the camera when the player jumps while looking upward. <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_max 0.5 Maximum amount the camera pitch can be modified. Not in degrees. <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_max_platforming 0.6 Maximum amount the camera pitch can be modified. Not in degrees. <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_min 0.2 Minimum amount the camera pitch will be modified. <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_min_platforming 0.5 Minimum amount the camera pitch will be modified. <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_min_velocity 3.0 Minimum upward velocity before the camera is pitched down <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_rate 0.005 Rate of change of the camera pitch while the player is performing an upward moving superjump <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_rate_platforming 0.015 Rate of change of the camera pitch while the player is performing an upward moving superjump <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_restore_angle 5 <_Editor> Entries:Movement:Jump:Super Jump_super_camera_pitch_restore_time 1.25 Time in seconds for the camera to be restored after landing a superjump <_Editor> Entries:Movement:Jump:Super Jump_super_charge_time_max 850 Time it takes to fully charge a super jump. <_Editor> Entries:Movement:Jump:Super Jump_super_charge_time_min 150 If the jump key is held for less than this time, it uses the minimum jump power <_Editor> Entries:Movement:Jump:Super Jump_super_energy_cost 0 Cost of a superjump <_Editor> Entries:Movement:Jump:Super Jump_super_energy_delay 0 Time in ms till the energy meter begins to recharge after a super jump, wall jump, or air dash <_Editor> Entries:Movement:Jump:Super Jump_super_fov_dist_scalar 0.6 Scales the distance of the camera from the target as the fov ramps in and out. <_Editor> Entries:Movement:Jump:Super Jump_super_fov_max 85 Max fov when superjumping <_Editor> Entries:Movement:Jump:Super Jump_super_fov_max_vel 40 Maximum horizontal velocity when fov caps <_Editor> Entries:Movement:Jump:Super Jump_super_fov_min 60 Max fov when superjumping <_Editor> Entries:Movement:Jump:Super Jump_super_fov_min_vel 10 Minimum horizontal velocity before fov changes kick in <_Editor> Entries:Movement:Jump:Super Jump_super_fov_ramp_speed 20.0 how fast the speed ramps in and out. <_Editor> Entries:Movement:Jump:Super Jump_super_grace_period 500 Time in milliseconds from when the button can be released before hitting the ground, and still performing a superjump <_Editor> Entries:Movement:Jump:Super Jump_super_lateral_velocity_min 5 Horizontal jump velocity of a non charged super jump <_Editor> Entries:Movement:Jump:Super Jump_super_lateral_velocity_strong 30 Horizontal jump velocity of a fully charged super jump with full city takeover <_Editor> Entries:Movement:Jump:Super Jump_super_lateral_velocity_weak 20 Horizontal jump velocity of a fully charged super jump with no city takeover <_Editor> Entries:Movement:Jump:Super Jump_super_max_velocity_strong 54 Jump velocity of a fully charged super jump with full city takeover <_Editor> Entries:Movement:Jump:Super Jump_super_max_velocity_weak 27 Jump velocity of a fully charged super jump with no city takeover <_Editor> Entries:Movement:Jump:Super Jump_super_min_velocity 9.5 Minimum jump velocity of a super jump. Value needs to be at or above 9.0 in order to prevent sticking to ground. <_Editor> Entries:Movement:Jump:Super Jump_super_scale_power 1.4 Exponent of the scaling of a charged super jump <_Editor> Entries:Movement:Jump:Super Jump_time_to_land 0.04 <_Editor> Entries:Movement:Jump This is an approximate time to land to test for the raycast. Frametime will be added to this. Due to blending affecting the actual velocity, we need this to be shorter than the blend time for the transition to land. Jump_wall_acceleration 20.0 Rate of acceleration after initial velocity is applied <_Editor> Entries:Movement:Jump:Wall Jump_wall_attach_dot_test -0.5 Value ranges from -1 to 0. -1 would require perfect alignment, 0 would allow perpendicular movement. <_Editor> Entries:Movement:Jump:Wall Jump_wall_camera_out_angle 0.34906585 angle to restore camera to after exiting the wall climbing state <_Editor> Entries:Movement:Jump:Wall Jump_wall_camera_ramp_in_speed 2.0 speed to transition to wall climbing camera <_Editor> Entries:Movement:Jump:Wall Jump_wall_camera_ramp_out_speed 2.0 Speed to ramp out the camera after exiting wall climbing state <_Editor> Entries:Movement:Jump:Wall Jump_wall_depth_test 3 size of extrusion that the player can climb over while ascending a wall. <_Editor> Entries:Movement:Jump:Wall Jump_wall_initial_vel 15.0 Minimum vertical speed of player after beginning to accelerate up a wall. <_Editor> Entries:Movement:Jump:Wall Jump_wall_max_velocity_strong 61.5 Wall jump velocity of a fully charged wall jump with full city takeover <_Editor> Entries:Movement:Jump:Wall Jump_wall_max_velocity_weak 46.5 Wall jump velocity of a fully charged wall jump with no city takeover <_Editor> Entries:Movement:Jump:Wall Jump_wall_min_velocity 28 Minimum velocity of a wall jump <_Editor> Entries:Movement:Jump:Wall Jump_wall_reattachment_dist 6 Distance that the player stays in wall jumping mode after crossing over a depth threshold. <_Editor> Entries:Movement:Jump:Wall Jump_wall_reattachment_speed 10 Speed in meters per second that the player moves to reattach to a wall after crossing over a threshold <_Editor> Entries:Movement:Jump:Wall Jump_wall_scale_power 1.4 Exponent of the scaling of a charged wall jump <_Editor> Entries:Movement:Jump:Wall Jump_wall_slide_deceleration 120 Exponent of the scaling of a charged wall jump <_Editor> Entries:Movement:Jump:Wall Jump_wall_top_speed_max 40 Max vertical speed of a fully super powered player. <_Editor> Entries:Movement:Jump:Wall Jump_wall_top_speed_min 25 Max vertical speed of level 1 player. <_Editor> Entries:Movement:Jump:Wall Killbane_mask_fire_distance 5 <_Editor> Entries:Misc Kneecapper_extend_speed_meters_per_second 2.25 The speed threshold at which kneecappers extend in meters per second. <_Editor> Entries:Vehicles:Kneecappers Kneecapper_extend_time_ms 250 The amount of time (in ms) it takes kneecappers to extend or retract. <_Editor> Entries:Vehicles:Kneecappers Kneecapper_human_damage_per_second 100 How much damage is done to a human each second they're hit by a kneecapper. <_Editor> Entries:Vehicles:Kneecappers Lag_cheat_duration 10000 Duration that the lag spike cheat will last - in ms. <_Editor> Entries:Boss:Matt Miller:Cheats:Lag Lame_weapon_cheat_duration 7000 Duration of the lame weapon cheat - in ms. <_Editor> Entries:Boss:Matt Miller:Cheats:Lame Weapon Land_hard_speed 16 <_Editor> Entries:Movement:Falling Land_medium_speed 8 <_Editor> Entries:Movement:Falling Life_buff_duration 10000 <_Editor> Entries:Super Powers:Buff Length of time the player will be "buffed" per activation Life_buff_steal_percentage 0.3 <_Editor> Entries:Super Powers:Buff Percentage of damage applied that is returned to the player as health while life steal buff is active Life_TK_damage_scalar 0.5 How much to scale player damage while holding a <_Editor> Entries:Super Powers:Telekinesis Life_TK_health_drain_per_second 150 <_Editor> Entries:Super Powers:Telekinesis Life_TK_health_drain_steal_percentage 75 <_Editor> Entries:Super Powers:Telekinesis Life_TK_hold_cost 0.18 Energy cost per second to hold a telekinesis object <_Editor> Entries:Super Powers:Telekinesis Life_TK_max_human_throw_damage 1000 <_Editor> Entries:Super Powers:Telekinesis Life_TK_throw_cost 0.3 Energy cost, 1.0 is full unupgraded energy bar <_Editor> Entries:Super Powers:Telekinesis Life_TK_throw_damage_multiplier 2 Damage multiplier that is applied during the throw duration <_Editor> Entries:Super Powers:Telekinesis Life_TK_Throw_Max_Speed 50 (m/s) the speed player can throw objects at full power. <_Editor> Entries:Super Powers:Telekinesis Life_TK_Throw_Min_Speed 25 (m/s) the speed player can throw objects at lowest power. <_Editor> Entries:Super Powers:Telekinesis Life_TK_throw_veh_damage_multiplier 1 Damage multiplier that is applied during the throw duration <_Editor> Entries:Super Powers:Telekinesis Lightning_buff_arc_distance 4.0 <_Editor> Entries:Super Powers:Buff Distance from lightning emitter that lightning will arc to other nearby targets Lightning_buff_damage_per_sec 150.0 <_Editor> Entries:Super Powers:Buff Amount of damage that damage from buff electricution will do per second. Lightning_buff_duration 10000 <_Editor> Entries:Super Powers:Buff Length of time the player will be "buffed" per activation Lightning_buff_electrify_duration 3000 <_Editor> Entries:Super Powers:Buff Length of time that lightning emitters will be active when shot by the player while using lightning buff Lightning_TK_arc_distance 5.0 <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_damage_per_second 200.0 <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_electrify_duration 5000 <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_hold_cost 0.18 Energy cost per second to hold a telekinesis object <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_max_human_throw_damage 1000 <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_throw_cost 0.3 Energy cost, 1.0 is full unupgraded energy bar <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_throw_damage_multiplier 2 Damage multiplier that is applied during the throw duration <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_Throw_Max_Speed 50 (m/s) the speed player can throw objects at full power. <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_Throw_Min_Speed 25 (m/s) the speed player can throw objects at lowest power. <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_throw_veh_damage_multiplier 1 Damage multiplier that is applied during the throw duration <_Editor> Entries:Super Powers:Telekinesis Lightning_TK_vehicle_arc_distance 10.0 <_Editor> Entries:Super Powers:Telekinesis Lock_on_assist_min_dot_prod_far 0.992 In order to "lock on" to a target, the dot product between the player's current aim and the potential target must be greater than this value. (Note: -1.0 means the target is behind you, 1.0 means the target is under your reticle.) <_Editor> Entries:Combat:Weapons:Firearms Lock_on_assist_min_dot_prod_near 0.95 In order to "lock on" to a target, the dot product between the player's current aim and the potential target must be greater than this value. (Note: -1.0 means the target is behind you, 1.0 means the target is under your reticle.) <_Editor> Entries:Combat:Weapons:Firearms Lock_on_assist_range 40 Maximum distance from the player a possible lock-on target can be. <_Editor> Entries:Combat:Weapons:Firearms Log_coop_player_dist_freq_ms 0 The distance between the local and remote player will be logged every X milliseconds if this value is greater than zero. <_Editor> Entries:Data Logging Log_player_breadcrumb_10m_freq_ms 600000 The frequency with which breadcrumb events are logged for the player. If this value is <= 0 then no breadcrumbs are logged. This value is intended to differ from Log_playerbreadcrumb_freq_ms by being significantly larger, around 10 minutes longer as suggested by the 10m. <_Editor> Entries:Data Logging Log_player_breadcrumb_freq_ms 30000 The frequency with which breadcrumb events are logged for the player. If this value is <= 0 then no breadcrumbs are logged. <_Editor> Entries:Data Logging Low_gravity_multiplier 2 Humans will accelerate at this fraction of the world gravity when first lifted off the ground. <_Editor> Entries:Combat:Weapons:Abduction M14_laser_designator_range 80 Range of the spotlight helicopter's laser designator in mission 14 (SR3). <_Editor> Entries:Missions M15_1_grapple_hits_to_finisher 3 <_Editor> Entries:Missions:Sidescroller M15_1_grapple_slap_damage 100 <_Editor> Entries:Missions:Sidescroller M15_1_grapple_throw_damage 300 <_Editor> Entries:Missions:Sidescroller M15_1_grapple_time_limit_sec 2 <_Editor> Entries:Missions:Sidescroller M16_player_avatar_damage_received_mult 0.4 Multiplier for the amount of damage the player receives while he is in the "Bahamut avatar suit" in Mission 16. <_Editor> Entries:Boss:Matt Miller:Avatar Attacks Man_cannon_max_eject_speed 35 Max speed we use for firing people out of the man cannon. <_Editor> Entries:Vehicles:Man Cannon Man_cannon_min_eject_speed 5 Min speed we use for firing people out of the man cannon. <_Editor> Entries:Vehicles:Man Cannon Man_cannon_predict_raycast_sec 0.05 Amount of "prediction" time applied to test whether or not the guy is going to hit something. <_Editor> Entries:Vehicles:Man Cannon Man_cannon_ragdoll_vel_mult 0.3 When the test raycast detects hitting a horizontal surface, this is the multiplier to the current horizontal velocity (so the collision appears less elastic) <_Editor> Entries:Vehicles:Man Cannon Marauder_max_acceleration 25.0 Max acceleration for the marauder (changes how fast he can change speed when walking) <_Editor> Entries:AI:Marauder Marauder_max_turret_declination_deg 30 Marauder's maximum decllination below the XZ plane in degrees <_Editor> Entries:AI:Marauder Marauder_max_turret_inclination_deg 80 Maximum inclination of the Marauder's turret above the XZ plane <_Editor> Entries:AI:Marauder Marauder_post_fire_wait_period_sec 2.65 Number of seconds after firing before a tankball is allowed to turn its turret again <_Editor> Entries:AI:Marauder Marauder_run_speed 25 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Marauder Marauder_sprint_speed 25 m/s,-1 means use true anim speed. Please set to -1 before we ship. Sprint is only when chasing the player. <_Editor> Entries:AI:Marauder Marauder_stomp_damage_multiplier 0.5 Damage multipler when the Marauder takes damage from stomp <_Editor> Entries:AI:Marauder Marauder_turret_lead_time_sec 1.0 This describes how much the Marauder turret will lead the target he is aiming at <_Editor> Entries:AI:Marauder Marauder_turret_max_turn_degrees_per_sec 180 This describes the maximum turn speed of the Marauder turret <_Editor> Entries:AI:Marauder Marauder_turret_turn_cap_time_sec 15 This describes how long it takes for the Marauder turret to reach its maximum turn speed <_Editor> Entries:AI:Marauder Marauder_turret_turn_degrees_per_sec 5 Max turn rate of the marauder turret in degrees per second <_Editor> Entries:AI:Marauder Marauder_walk_speed 2 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Marauder Mars_Killbane_bullrush_speed 8 m/s, -1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:Brute:Bullrush Max_climb_dist_from_wall 2 Maximum distance from a wall used to initiate climbing normally (when stationary). <_Editor> Entries:Movement:Climbing Max_climb_height 3.15 Maximum height to a wall edge used to initiate climbing. <_Editor> Entries:Movement:Climbing Max_climb_run_speed 5.0 <_Editor> Entries:Movement:Climbing Max_DOF_distance 1500 When applying depth of field, everything beyond this distance is treated as if it's at this distance, in meters. <_Editor> Entries:Misc:Time of Day Max_dps_from_movers 1200 max damage a human can take from movers in 1 sec. (applies to after tk multipliers) <_Editor> Entries:Combat:Damage Max_human_shields_allowed 4 max number of simultaneous human shields regular enemies can take <_Editor> Entries:AI Max_jump_climb_height 0.75 Max height to a wall edge used to initiate climbing when jumping or falling. <_Editor> Entries:Movement:Climbing Max_jump_dist_from_wall 1.0 Maximum distance from a wall used to initiate climbing when jumping or falling. <_Editor> Entries:Movement:Climbing Max_run_dist_from_wall 3.5 Maximum distance from a wall used to initiate climbing (when running at full speed). <_Editor> Entries:Movement:Climbing Max_sprint_dist_from_wall 6 Maximum distance from a wall used to initiate climbing (when sprinting). <_Editor> Entries:Movement:Climbing Max_swim_climb_height 3.15 Maximum height to a wall edge used to initiate climbing when swimming. <_Editor> Entries:Movement:Climbing Max_swim_dist_from_wall 2.0 Maximum distance from a wall used to initiate climbing when swimming. <_Editor> Entries:Movement:Climbing Max_vehicle_altitude 530 The max altitude for vehicles in meters. <_Editor> Entries:Vehicles Max_vehicle_altitude_ramp_time_ms 6000 The time frame in milliseconds at max altitude over which a vehicle's vertical velocity is ramped out. <_Editor> Entries:Vehicles Mech_suit_damage_multiplier 0.1 Damage taken while the player is using the mech suit is affected by this number. <_Editor> Entries:Vehicles:Mech Suit Mech_suit_rocket_lateral_spread 3 Distance in meters between the left and right side of the rocket barrage. <_Editor> Entries:Combat Mech_suit_rocket_sweep_spread 15 Distance in meters between each of the 6 rows of the rocket barrage. <_Editor> Entries:Combat Mech_suit_spinebend_bone_max_angle_mult 1.5 <_Editor> Entries:Vehicles:Mech Suit time in ms that the mech suit lasts when called as a homie Melee_active_attack_success_extra_display_time_ms 500 This is the amount of time we keep the HUD up if you succeed. <_Editor> Entries:Combat:Melee Melee_active_attack_success_speed_mult 1.75 Speed multiplier on the animation when you succeed in hitting an active attack button. <_Editor> Entries:Combat:Melee Melee_knockdown_point_regeneration 5.0 Regeneration rate (per second) for the knockdown hitpoints. <_Editor> Entries:Combat:Melee Melee_lock_max_distance 15 Maximum distance at which a melee target can be locked. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_max_height_diff 1.5 The maximum difference in y values between the player and the target. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_near_aim_multiplier 3.0 If the dot product between the reticle and a possible target is at least Melee_lock_near_aim_priority_dot, priority will be multiplied by this number. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_near_aim_priority_dot 0.98 If the dot product between the reticle and a possible target is at least this value, an extra priority multiplier will be figured in (see Melee_lock_near_aim_multiplier). <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_target_attack_weight 50.0 Weight given to target's disposition (whether he's attacking you, etc.) when choosing best melee lock target. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_target_distance_weight 100.0 Weight given to target's distance from you when choosing best melee lock target. <_Editor> Entries:Combat:Melee:Melee Lock Melee_lock_valid_target_angle 60 The angle from the reticle (in degrees) within which a melee lock target can be selected. <_Editor> Entries:Combat:Melee:Melee Lock Melee_next_attack_blend_out_time_sec 0.1 The amount of time we use to stop the previous melee attack action when starting a new one. <_Editor> Entries:Combat:Melee Melee_no_steer_hit_angle_dp -0.5 Minimum dot product for target search when not holding the stick. <_Editor> Entries:Combat:Melee Melee_player_best_target_distance_bias 0.1 Factor for finding player's best target. <_Editor> Entries:Combat:Melee Melee_player_best_target_vel_mult 0.1 This is the multiplier to the player's velocity when determining the center of the bounding box to use to find the best melee target. <_Editor> Entries:Combat:Melee Melee_power_attack_blend_time_ms 800 Total blend time (in ms) for the power attack prep state. <_Editor> Entries:Combat:Melee Melee_power_attack_ready_time_ms 600 After this time (in ms) the power attack is ready. <_Editor> Entries:Combat:Melee Melee_prone_attack_max_head_height 0.7 Max height of the victim's head for when we should use a prone kick. <_Editor> Entries:Combat:Melee Melee_steer_hit_angle_dp -0.5 Minimum dot product for target search when holding the stick. <_Editor> Entries:Combat:Melee Melee_unarmed_max_dist 2.5 Max distance for target selection when unarmed and using the stick. <_Editor> Entries:Combat:Melee Melee_unarmed_no_steer_max_dist 2 Max distance for target selection when unarmed and not using the stick. <_Editor> Entries:Combat:Melee Min_fence_climb_height 0.75 Minimum height to a wall edge used to initiate climbing (for platforms). <_Editor> Entries:Movement:Climbing Min_jump_climb_height 0.25 Minimum height to a wall edge used to initiate climbing when jumping. <_Editor> Entries:Movement:Climbing Min_platform_climb_height 1.4 Minimum height to a wall edge used to initiate climbing (for platforms). <_Editor> Entries:Movement:Climbing Min_swim_climb_height 0.0 Minimum height to a wall edge used to initiate climbing when swimming. <_Editor> Entries:Movement:Climbing Minefield_magnet_arming_delay 1.0 After the projectile sticks, how long before it arms. <_Editor> Entries:Combat:Weapons:Minefield Minefield_magnet_distance 10.0 Distance at which mines magnet towards an enemy. <_Editor> Entries:Combat:Weapons:Minefield Minefield_magnet_force_factor 80.0 The magnet force. Higher values means stronger magnets. <_Editor> Entries:Combat:Weapons:Minefield Minefield_magnet_proximity 0.75 Distance from their target at which the mines detonate. <_Editor> Entries:Combat:Weapons:Minefield Minefield_magnet_target_acquire_time 1.0 This is a delay between losing one target and acquiring another. <_Editor> Entries:Combat:Weapons:Minefield Minimap_elevation_tolerance 3.5 In meters...distance at which the icon changes to arrows pointing up or down. <_Editor> Entries:UI Minimap_interior_mag_factor 1.75 Factor by which to increase minimap scale when player is in interior. <_Editor> Entries:UI Minimap_max_scale 0.75 Maximum scale for the minimap (1.0 is 100%). Set to lower values to show more of the city in the minimap. <_Editor> Entries:UI Motorcycle_passenger_eject_deceleration 450 Deceleration (in a single frame) to eject motorcycle riders. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Murderbot_launcher_offset 2 Distance in front of the target the Murderbot will aim at when using a launcher <_Editor> Entries:AI:Assault Bot Murderbot_melee_range 2 Murderbot melee range <_Editor> Entries:AI:Assault Bot Murderbot_stomp_damage_multiplier 0.5 Damage multiplier for the Murderbot when damaged by stomp <_Editor> Entries:AI:Assault Bot Notoriety_hostile_npc_distance 20 Distance NPCs will be considered towards keeping notoriety from decaying <_Editor> Entries:Misc Notoriety_Ped_Level_0 1.0 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_1 1.0 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_2 .85 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_3 .7 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_4 .55 <_Editor> Entries:AI:Notoriety Notoriety_Ped_Level_5 .4 <_Editor> Entries:AI:Notoriety Notoriety_roadblock_spawn_dist 135.0 Distance from the player to spawn notoriety roadblocks (notoriety roadblocks & traffic events) <_Editor> Entries:Misc Notoriety_rocket_launcher_mult 1.5 Multiplier for a notoriety activity involving a rocket launcher <_Editor> Entries:Misc Notoriety_spawn_no_ram_pct 0.85 Percent chance that notoriety vehicles will NOT ram the player. Excludes tanks and vehicles with specialists, as they will never ram. <_Editor> Entries:Misc Notoriety_Veh_Level_0 1 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_1 1 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_2 .85 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_3 .7 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_4 .55 <_Editor> Entries:AI:Notoriety Notoriety_Veh_Level_5 .4 <_Editor> Entries:AI:Notoriety Npc_fatal_fall_speed 14.0 Speed at which a falling NPC dies on impact. <_Editor> Entries:Movement:Falling Npc_fatal_jumping_fall_speed 24.0 Speed at which an explicitly jumping NPC dies on impact. <_Editor> Entries:Movement:Falling NPC_group_scale_damage_max_enemies 6 Size of the group where damage multiplier is applied. (at 2x this size damage multiplies is 50%) <_Editor> Entries:Combat NPC_group_scale_damage_max_enemies_pistol 6 Size of the group where damage multiplier is applied. (at 2x this size damage multiplies is 50%) <_Editor> Entries:Combat NPC_NPC_flinch_chance 0.30 <_Editor> Entries:Combat Chance that one NPC shot will cause another NPC to flinch. Npc_safe_fall_speed 8.0 Falling speed below which NPCs do not take damage. <_Editor> Entries:Movement:Falling Npc_safe_jumping_fall_speed 12.0 Falling speed below which NPCs who are explicitly jumping do not take damage. <_Editor> Entries:Movement:Falling Npc_shotgun_aim_assist_angle 45 <_Editor> Entries:Combat NPC_super_energy_blast_charge_time 8000 (ms) 4000 too low <_Editor> Entries:AI:Warden NPC_super_ground_pound_angle 45 (degrees) to determine how wide the wave gets. <_Editor> Entries:AI:Warden NPC_super_ground_pound_charge_time 2400 (ms) before the wave actually starts. *its the tell. 2000 too low Changed to 1500 to reflect Will's new anim. <_Editor> Entries:AI:Warden NPC_super_ground_pound_damage 375 damage applied when hit by warden or donnies ground pound. note there is additional damage when ragdoll falls. <_Editor> Entries:AI:Warden NPC_super_ground_pound_radius 8.0 (m) distance the wave will hit in a radius around the warden <_Editor> Entries:AI:Warden NPC_super_ground_pound_travel_dist 60 (m) max distance for the wave to travel. <_Editor> Entries:AI:Warden NPC_super_ground_pound_travel_time 2000 (ms) for the wave to travel to the max dist. 2000 too low <_Editor> Entries:AI:Warden NPC_super_ground_pound_up_velocity 12 (m/s) upward velocity applied when object is hit, <_Editor> Entries:AI:Warden NPC_super_jump_gravity -25 Default gravity is -9.8. -25 feels maybe fast. -20 is easy. -5 is way too slow. <_Editor> Entries:AI:Warden NPC_super_power_cooldown 8000 minmum amount of time between any kind of super attacks. 6000 too low <_Editor> Entries:AI:Warden Npc_to_npc_damage_multiplier 1 The amount by which all NPC on NPC damage is scaled. <_Editor> Entries:Combat Npc_vehicle_windshield_eject_probability 0.40 Probability of windshield ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Obj_ind_hide_distance_display 200 Object Indicator - Integer, meters - distance portion of OI widget will be hidden if it would indicate this distance or greater <_Editor> Entries:UI Pain_sound_radius 8.0 Maximum distance that a human's pain/death sound can be heard. <_Editor> Entries:AI:Perception Parachute_adjusted_turn_angle_return_speed 0.02 This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations. <_Editor> Entries:Movement:Free Falling Parachute_adjusted_turn_angle_speed 0.03 This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations. <_Editor> Entries:Movement:Free Falling Parachute_allow_deploy_ms 1500 Amount of time before the player can deploy the parachute. <_Editor> Entries:Movement:Free Falling Parachute_anim_lerp_percent 2.0 Controls the speed at which the player can move between dive and regular freefall (as well as the FOV change). <_Editor> Entries:Movement:Free Falling Parachute_back_terminal_velocity 6.7 Terminal velocity while parachuting while pressing forward. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Parachute_fast_forward_speed 20 Max forward speed when parachute is open. <_Editor> Entries:Movement:Free Falling:Movement Speed Parachute_forward_terminal_velocity 11.5 Terminal Velocity while parachuting while pressing forward. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Parachute_max_adjusted_turn_angle_for_speed 0.025 If the adjusted turn angle is above this value (abs), use the standard speeds. <_Editor> Entries:Movement:Free Falling Parachute_max_bank_rotation_rad 1 Maximum amount the player will rotate away from the camera while the parachute is open. <_Editor> Entries:Movement:Free Falling:Rotation Parachute_normal_forward_speed 8 Normal forward speed when parachute is open. <_Editor> Entries:Movement:Free Falling:Movement Speed Parachute_normal_terminal_velocity 9 Terminal velocity while parachuting with no stick input. (m/s) <_Editor> Entries:Movement:Free Falling:Terminal Velocity Parachute_slow_down_fov -24.0 Modification to the FOV based on speed control. <_Editor> Entries:Movement:Free Falling Parachute_slow_forward_speed 2 Min forward speed when parachute is open. <_Editor> Entries:Movement:Free Falling:Movement Speed Parachute_speed_up_fov 8.0 Modification to the FOV based on speed control. <_Editor> Entries:Movement:Free Falling Passenger_eject_speed_vehicle 13.41 Minimum relative speed (m/s) when colliding with a vehicle for ejecting passengers. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_speed_world 20.12 Minimum relative speed (m/s) when colliding with the world for ejecting passengers. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_windowsill_delta_v 4.47 Minimum change in velocity (in m/s) required to eject passengers. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_windowsill_rot_vel_forward 8.0 Minimum angular velocity in the forward direction to cause windowsill ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_windowsill_rot_vel_right 6.0 Minimum angular velocity in the right direction to cause windowsill ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Passenger_eject_windowsill_rot_vel_up 6.0 Minimum angular velocity in the up direction to cause windowsill ejection. <_Editor> Entries:Vehicles:Vehicle Collision:Passenger Ejection Player_acceleration 10 Default acceleration used in determining the steering vector and move speed from user input <_Editor> Entries:Movement:Running 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_beer_muscles_damage_multiplier 3 Damage multiplier when the player has beer muscles or superpowers <_Editor> Entries:Super Powers Player_beer_muscles_ragdoll_force_multiplier 75.0 Force multiplier to ragdolls when the player punches someone with beer muscles <_Editor> Entries:Super Powers Player_crouch_move_speed 3.0 Max movement speed while the player is skydiving. <_Editor> Entries:Movement:Running Player_damage_blur_damage_max 500 At or above this, play the max blur. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_damage_min 50.0 At or below this, play the min blur. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_delay 0 Minumum delay between blurs. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_distance_fade_max 36 Blur distance fade at max. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_distance_fade_min 36 Blur distance fade at min. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_fade_time_max 1.0 Blur duration at max. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_fade_time_min 0.1 Blur duration at min. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_intensity_max 5 Blur intensity at max. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_intensity_min 0.5 Blur intensity at min. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_radius_max 1 Blur radius at max. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_damage_blur_radius_min 1.0 Blur radius at min. <_Editor> Entries:Player Health:Low Health HUD:Blur Player_death_from_above_auto_attack_y -4.0 The Y component of the vector pre normalization in determining the angle of the DFA attack. Larger negative values result in more vertical attacks. -1 is about a 45 degree angle. <_Editor> Entries:Super Powers:DFA Player_death_from_above_camera_change_time 0.5 time in seconds for the camera to shift to the default target direction. <_Editor> Entries:Super Powers:DFA Player_death_from_above_camera_start 60 Desired starting pitch of the camera in degrees <_Editor> Entries:Super Powers:DFA Player_death_from_above_dist_vehicle_multiplier 1.0 A multiplier on the player's current max dfa distance when targeting a vehicle. <_Editor> Entries:Super Powers:DFA Player_death_from_above_explosion_dist_1 4 Distance for basic death from above explosions and where speed increases. <_Editor> Entries:Super Powers:DFA Player_death_from_above_explosion_dist_2 5 Distance for medium death from above explosions and where speed increases. <_Editor> Entries:Super Powers:DFA Player_death_from_above_explosion_dist_3 12 Distance for large death from above explosions and where speed increases. <_Editor> Entries:Super Powers:DFA Player_death_from_above_max_dist 15 meters <_Editor> Entries:Super Powers:DFA Player_death_from_above_min_distance 1 Minimum distance from ground that the dfa attack can be initiated <_Editor> Entries:Super Powers:DFA Player_death_from_above_nuke_distance 25 must be greater than Player_death_from_above_max_dist When the DFA is greater than this distance in meters it will cause a nuke rather than a regular explosion <_Editor> Entries:Super Powers:DFA Player_death_from_above_speed_1 50 Speed in meters per second for the first section of death from above <_Editor> Entries:Super Powers:DFA Player_death_from_above_speed_2 100 Speed in meters per second for the first section of death from above <_Editor> Entries:Super Powers:DFA Player_death_from_above_speed_3 200 Speed in meters per second for the first section of death from above <_Editor> Entries:Super Powers:DFA Player_death_from_above_speed_4 400 Speed in meters per second for the first section of death from above <_Editor> Entries:Super Powers:DFA Player_death_from_above_stop_speed_scalar 0.9 Per frame velocity scalar for player when death from above is engaged. Smaller numbers result in faster stopping. <_Editor> Entries:Super Powers:DFA 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 80 Acceleration when freefalling <_Editor> Entries:Movement:Free Falling:Movement Speed Player_friendly_fire_expire_time 6 (sec) How long to be hostile against the player. <_Editor> Entries:AI:Follower Player_friendly_fire_threshold 150 (HP) amount of damage taken from plaayer before going hostile. <_Editor> Entries:AI:Follower Player_glide_acceleration 20 How fast the player can accelerate in different directions horizontally while gliding. <_Editor> Entries:Movement:Jump:Forward Player_glide_stick_response 1.5 Basically controls how much the stick can control the forward velocity. ie. Does holding completely back on the stick reduce your speed to zero, or something faster. Valid range is 1 and higher. <_Editor> Entries:Movement:Jump:Forward Player_gravity_multiplier 3.0 Mulfiplier for gravity for the player <_Editor> Entries:Movement Player_gravity_stomp_arc_angle_max 50 angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_arc_angle_min 50 angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_base_cost 1.0 Energy cost, 1.0 is full unupgraded energy bar <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_dampen_scalar 6.5 <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_human_max_rotation 50 The angular force applied to a human ragdoll located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_impulse_max 15 <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_impulse_min 12 <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_mover_dist_max 30 The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_mover_dist_min 15 The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_negative_space 8 The stomp will originate behind the player this distance forming a sphere of negative space behind the player <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_ragdoll_dist_max 30 distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once. <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_ragdoll_dist_min 15 distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_recharge_time 10000 How long it takes in milliseconds to completely recharge the super stomp. <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_vehicle_dist_max 30 distance in meters from epicenter where forces are applied to vehicles <_Editor> Entries:Super Powers:Stomp Player_gravity_stomp_vehicle_dist_min 15 distance in meters from epicenter where forces are applied to vehicles <_Editor> Entries:Super Powers:Stomp Player_health_restore_max_pct_sp 1 Max percentage of health that can be restored under normal circumstances. <_Editor> Entries:Player Health Player_health_restore_per_sec_sp 125 Amount of health to restore per second. <_Editor> Entries:Player Health Player_health_restore_per_sec_vampire_sp 500 Amount of health to restore per second when sucking the blood of a human shield. <_Editor> Entries:Player Health Player_health_restore_wait_time_ms 10000 Amount of time (milliseconds) before the player will start to restore health. <_Editor> Entries:Player Health Player_jump_turn_speed_multiplier 0.3 <_Editor> Entries:Movement Player_low_health_end 0.2 Fraction of health where the LUT is full intensity. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_audio 0.1 Fraction of health where the audio is on min delay. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_audio_delay 1.0 Delay between beeps at end. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_bloom_amount .8 Bloom amount at end. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_bloom_slope .8 Bloom slope B at end. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_bloom_theta .15 Bloom theta at end. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_brightness 10 Desired brightness multiplier at end. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_DOF .05 Fraction of player health to fully override the DOF. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_DOF_amount 2 Blur radius at end. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_DOF_distance 50 Focus End B at end. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_HDR .05 Fraction of player health to fully override the HDR settings. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_intensity 1.0 Full intensity of the LUT. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_vignette 0.1 percent as float, valid range 0-1. percent of player health where the low health vignette is shown at full opacity <_Editor> Entries:Player Health:Low Health HUD Player_low_health_end_vignette_intensity .6 float, valid range 0 - 1, iinverse float, valid range 0 - 1, iinverse alpha of the low health vignette when player health is exactly at Player_low_health_end_vignette <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start 0.5 Fraction of player health to start showing the LUT. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_audio 0.3 Fraction of player health to start the audio beeps. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_audio_delay 2.0 Delay between beeps at start. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_bloom_amount 0.5 Bloom amount at start. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_bloom_slope 0.4 Bloom slope B at start. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_bloom_theta 0.3 Bloom theta at start. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_brightness 0.9 Desired brightness multiplier at start. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_DOF .4 Fraction of player health to start overriding the DOF. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_DOF_amount 1.5 Blur radius at start. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_DOF_distance 500 Focus End B at start. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_HDR .4 Fraction of player health to start overriding the HDR settings. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_intensity 0.2 Start intensity of the LUT. <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_vignette .4 percent as float, valid range 0-1. percent of player health where the low health vignette is shown <_Editor> Entries:Player Health:Low Health HUD Player_low_health_start_vignette_intensity 0.1 float, valid range 0 - 1, iinverse alpha of the low health vignette when player health is exactly at Player_low_health_start_vignette <_Editor> Entries:Player Health:Low Health HUD Player_max_avatar_move_speed 13 Max player movment speed for moving as Matt's Avatar in m16. <_Editor> Entries:Movement:Running Player_max_fine_aim_speed 2.5 Max fine aim speed for the player. <_Editor> Entries:Movement:Running Player_max_forced_walk_speed 1.5 Max player movment speed when force_walk is true <_Editor> Entries:Movement Player_max_giant_move_speed 60.0 Max player movment speed for moving as the Giant in m01. <_Editor> Entries:Movement:Running Player_max_heavy_weapon_speed 2.5 When carrying a brute weapon, this is the maximum movement speed. <_Editor> Entries:Movement:Running Player_max_heavy_weapon_sprint_speed 7 When carrying a brute weapon, this is the maximum sprint speed. <_Editor> Entries:Movement:Sprinting Player_max_riot_move_speed 2.0 Max non sprint speed when a riot shield is equipped. <_Editor> Entries:Movement:Running Player_max_run_speed 5 Max run speed for the player. <_Editor> Entries:Movement:Running Player_max_sprint_speed 8 Max sprint speed for the player. <_Editor> Entries:Movement:Sprinting Player_max_superjump_air_speed 15.0 Max speed the player can increase their lateral speed to. If the current lateral speed is higher than that, then this value doesn't apply. <_Editor> Entries:Movement:Jump:Super Player_max_swimming_speed 5 Max player movment speed for swimming. <_Editor> Entries:Movement Player_max_swimming_speed_super 10 Max player movment speed for swimming (super sprint). <_Editor> Entries:Movement Player_mech_initial_takeoff_velocity 10 Initial upward velocity of the mech suit when the jump animation plays <_Editor> Entries:Vehicles:Mech Suit Player_mech_suit_boost_cost -1000 Charge to the sprint meter per second <_Editor> Entries:Vehicles:Mech Suit Player_mech_suit_hover_cost 10 <_Editor> Entries:Vehicles:Mech Suit Cost in energy units per second. Full bar is 100 units Player_mech_suit_jetpack_move_speed 11 Max movement speed of player in a mech suit while jetpacking <_Editor> Entries:Vehicles:Mech Suit Player_mech_suit_move_speed 7 Max movement speed of player in a mech suit <_Editor> Entries:Vehicles:Mech Suit Player_mech_suit_recharge_delay 750 <_Editor> Entries:Vehicles:Mech Suit time in milliseconds that energy is delayed after energy is used Player_mech_suit_recharge_rate 20 <_Editor> Entries:Vehicles:Mech Suit Energy units regained per second. Player_mech_suit_terminal_velocity 4 <_Editor> Entries:Vehicles:Mech Suit Player_mech_suit_time 60000 <_Editor> Entries:Vehicles:Mech Suit time in ms that the mech suit lasts when called as a homie Player_melee_move_speed 2.0 Max movement speed when in melee lock mode. <_Editor> Entries:Movement:Running 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:Running 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_shrink_stomp_arc_angle_max 50 angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_arc_angle_min 50 angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_mover_dist_max 20 The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_mover_dist_min 10 The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_negative_space 8 The stomp will originate behind the player this distance forming a sphere of negative space behind the player <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_ragdoll_dist_max 20 distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once. <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_ragdoll_dist_min 15 distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_recharge_time 10000 How long it takes in milliseconds to completely recharge the super stomp. <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_vehicle_dist_max 20 distance in meters from epicenter where forces are applied to vehicles <_Editor> Entries:Super Powers:Stomp Player_shrink_stomp_vehicle_dist_min 10 distance in meters from epicenter where forces are applied to vehicles <_Editor> Entries:Super Powers:Stomp 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_spacedive_move_speed 12.5 Max movement speed while the player is skydiving. (was 5) <_Editor> Entries:Movement Player_stomp_close_distance 4 how far we should affect objects behind the player <_Editor> Entries:Super Powers:Stomp Player_super_sprint_buildup_time 8 <_Editor> Entries:Movement:Sprinting Player_super_sprint_dash_reset_time 1000 <_Editor> Entries:Movement:Sprinting Time in milliseconds till the super sprint dash it reset Player_super_sprint_distance_check 2.0 <_Editor> Entries:Movement:Sprinting Distance to check for obsticles as a function of frametime. Ie.: 2.0 means check the position of where the player will be in 2 full frames. Player_super_sprint_drain_delay_ms 600 <_Editor> Entries:Movement:Sprinting Player_super_sprint_falloff_time 4 <_Editor> Entries:Movement:Sprinting Player_super_sprint_fov_dist_scalar 0.65 Scales the distance of the camera from the target as the fov ramps in and out. <_Editor> Entries:Movement:Sprinting Player_super_sprint_fov_max 100 Max fov when superjumping <_Editor> Entries:Movement:Sprinting Player_super_sprint_fov_max_vel 40 Maximum horizontal velocity when fov caps <_Editor> Entries:Movement:Sprinting Player_super_sprint_fov_min 64 Max fov when superjumping <_Editor> Entries:Movement:Sprinting Player_super_sprint_fov_min_vel 10 Minimum horizontal velocity before fov changes kick in <_Editor> Entries:Movement:Sprinting Player_super_sprint_fov_ramp_speed 25.0 how fast the speed ramps in and out. <_Editor> Entries:Movement:Sprinting Player_super_sprint_max_speed 40.0 <_Editor> Entries:Movement:Sprinting Player_super_sprint_power_min 0.4375 <_Editor> Entries:Movement:Sprinting Player_super_sprint_vehicle_push_speed 1.0 <_Editor> Entries:Movement:Sprinting Multiplier of sprint speed to push a vehicle. Player_super_stomp_arc_angle_max 50 angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_arc_angle_min 50 angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_base_cost 1.0 Energy cost, 1.0 is full unupgraded energy bar <_Editor> Entries:Super Powers:Stomp Player_super_stomp_big_flinch_dist_max 45 distance in meters from epicenter when a human will play a special superstomp flinch animation <_Editor> Entries:Super Powers:Stomp Player_super_stomp_big_flinch_dist_min 25 distance in meters from epicenter when a human will play a special superstomp flinch animation <_Editor> Entries:Super Powers:Stomp Player_super_stomp_human_damage_max 500 The maximum amount of damage a human will take with a fully charged super stomp, scaling linearly away from the origin of the stomp. NOTE: Killing lots of people with super stomp will result in performance and visual deletions of characters <_Editor> Entries:Super Powers:Stomp Player_super_stomp_human_damage_min 500 The maximum amount of damage a human will take with a fully charged super stomp, scaling linearly away from the origin of the stomp. NOTE: Killing lots of people with super stomp will result in performance and visual deletions of characters <_Editor> Entries:Super Powers:Stomp Player_super_stomp_human_max_rotation 50 The angular force applied to a human ragdoll located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_mover_dist_max 40 The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems <_Editor> Entries:Super Powers:Stomp Player_super_stomp_mover_dist_min 20 The angular force applied to a vehicle located near the epicenter of a full powered super stomp. NOTE: This can have a major impact on performance, and setting it too high will cause performance problems <_Editor> Entries:Super Powers:Stomp Player_super_stomp_mover_force_max 600 The linear force applied to a mover located near the epicenter of a full powered super stomp NOTE: Setting this value too high can cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_mover_force_min 400 The linear force applied to a mover located near the epicenter of a full powered super stomp. NOTE: Setting this value too high can cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_mover_rotation_max -25 The angular force applied to a mover located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_mover_rotation_min -20 The angular force applied to a mover located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_mover_up_max 400 The angular force applied to a vehicle located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_mover_up_min 200 The angular force applied to a vehicle located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_negative_space 8 The stomp will originate behind the player this distance forming a sphere of negative space behind the player <_Editor> Entries:Super Powers:Stomp Player_super_stomp_ragdoll_dist_max 40 distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_ragdoll_dist_min 20 distance in meters from epicenter when a human will ragdoll from a superstomp. NOTE: Setting this value too high will cause performance problems and can cause humans to be deleted if too many people get ragdolled at once <_Editor> Entries:Super Powers:Stomp Player_super_stomp_ragdoll_force_max 15 The linear force applied to a human ragdoll located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_ragdoll_force_min 15 The linear force applied to a human ragdoll located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_ragdoll_up_max 10 The angular force applied to a vehicle located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_ragdoll_up_min 10 The angular force applied to a vehicle located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_recharge_delay 1000 After use, the meter will delay recharging by this amount of time <_Editor> Entries:Super Powers:Stomp Player_super_stomp_recharge_time 10000 How long it takes in milliseconds to completely recharge the super stomp. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_small_flinch_dist_max 60 distance in meters from epicenter when a human will play a standard flinch animation. NOTE: this also defines the max radius of effect, so other forces will be clipped by this value <_Editor> Entries:Super Powers:Stomp Player_super_stomp_small_flinch_dist_min 30 distance in meters from epicenter when a human will play a standard flinch animation. NOTE: this also defines the max radius of effect, so other forces will be clipped by this value <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_damage_max 1000 The maximum amount of damage a vehicle will take with a fully charged super stomp, scaling linearly away from the origin of the stomp. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_damage_min 1000 The maximum amount of damage a vehicle will take with a fully charged super stomp, scaling linearly away from the origin of the stomp. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_dist_max 40 distance in meters from epicenter where forces are applied to vehicles <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_dist_min 20 distance in meters from epicenter where forces are applied to vehicles <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_force_max 50 force applied to a vehicle. NOTE: Setting this value too high can cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_force_min 50 force applied to a vehicle. NOTE: Setting this value too high can cause performance problems. <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_rotation_max -10 The angular force applied to a vehicle located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_rotation_min -10 The angular force applied to a vehicle located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_up_max 10 The angular force applied to a vehicle located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_super_stomp_vehicle_up_min 10 The angular force applied to a vehicle located near the epicenter of a full powered super stomp <_Editor> Entries:Super Powers:Stomp Player_superjump_movement_acceleration 0.4 acceleration multiplier while superjumping <_Editor> Entries:Movement:Jump:Super Player_superjump_movement_deceleration 0.2 acceleration multiplier while superjumping when the desired velocity is less than the current velocity <_Editor> Entries:Movement:Jump:Super 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 Player_zero_noteriety_regen_delay 3,0 Delay before health regen is re-enabled after notoriety drops back to 0. <_Editor> Entries:Player Health Pony_cart_base_speed 6.0 Speed the "run" animation uses for throttling in the pony cart. <_Editor> Entries:Vehicles Portal_NPC_fade_in_period_sec 0.2 Number of seconds from when the NPC is created until they fade in completely <_Editor> Entries:AI Portal_NPC_spawn_rate_sec 1.5 Time between NPC spawns from a portal <_Editor> Entries:AI Portal_per_group_spawn_delay_sec 3.5 Seconds between portal spawns of different groups <_Editor> Entries:AI Portal_spawn_effect_delay_sec 0.75 Period of time before a portal NPC spawn when we play the spawning effect <_Editor> Entries:AI Power_stream_min_recharge_delay 1000 <_Editor> Entries:Super Powers Power_stream_min_recharge_time 1000 <_Editor> Entries:Super Powers 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 Quick_switch_element_timout_ms 1000 Duration, in milliseconds, after a player quick-selects a power or element where the player can re-tap the quick-select button to iterate to the next available element for that power. <_Editor> Entries:Super Powers 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 2.0 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 Ragdoll_vs_human_damage_scalar 20.0 This value scales the damage caused between a ragdoll and non ragdoll collision. The base damage amount is based on velocity. <_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. UNUSED <_Editor> Entries:Respect RIFT_GLITCH_RADIUS 25 <_Editor> Entries:Missions Riot_cop_shield_damage_degradation 4 Amount of damage degradation for riot shields - this amount is taken off every 25ms <_Editor> Entries:Combat:Shields Riot_cop_shield_damage_to_flinch 500 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 Screen_fade_stretch_depth_range 300 <_Editor> Entries:UI:Screen Fade This is Blend distance and is how wide the space is between stuff that’s fully in and fully out during the animation. Screen_fade_stretch_lifetime 7000 <_Editor> Entries:UI:Screen Fade how long the stretch effect lasts on returning from the crib ship to the simulation Screen_fade_stretch_param 1800 <_Editor> Entries:UI:Screen Fade max distance 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 Shield_base_cost 0.99 Energy cost when intially using the shield, 1.0 is full unupgraded energy bar <_Editor> Entries:Super Powers:Shield Shield_hold_cost 0.27 Energy cost per second to maintain the shield, 1.0 is full unupgraded energy bar <_Editor> Entries:Super Powers:Shield Shield_recharge_time 15000 How long it takes in milliseconds to completely recharge the shield. <_Editor> Entries:Super Powers:Shield 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_damage_scalar 1.0 <_Editor> Entries:Super Powers:Stomp Shrink_min_scale 0.3 min scale of the character when full shrunken <_Editor> Entries:Super Powers:Stomp Shrink_min_speed 0.75 speed scalar when full shrunken <_Editor> Entries:Super Powers:Stomp Shrink_murderbot_min_scale 0.6 min scale of the character when full shrunken <_Editor> Entries:Super Powers:Stomp Shrink_murderbot_min_speed 0.85 speed scalar when full shrunken <_Editor> Entries:Super Powers:Stomp Shrink_player_by 65 Percent to shrink the player by. <_Editor> Entries:Boss:Matt Miller:Cheats:Shrink Shrunken_regrow_delay 7 how long (in seconds) each hit should extend their shrunken state if they are fully tiny <_Editor> Entries:Super Powers:Stomp Shrunken_regrow_rate 1.0 how fast (% per second) human should regrow when the shrink timer is up. Using decimal %, so 0.5 == 2 seconds, 1.0 == 1 secon, 2.0 == 1/2 secon, etc <_Editor> Entries:Super Powers:Stomp Sidescroll_grapple_max_radius 2.0 <_Editor> Entries:Missions:Sidescroller Sidescroll_grapple_max_x_threshold 1.5 <_Editor> Entries:Missions:Sidescroller Sidescroll_grapple_max_z_threshold 1 <_Editor> Entries:Missions:Sidescroller Sidescroll_grapple_min_approach_dp 0.75 <_Editor> Entries:Missions:Sidescroller Sidescroll_melee_spherecast_mult 5.0 <_Editor> Entries:Missions:Sidescroller Sidescroll_throw_impact_damage 20 <_Editor> Entries:Missions:Sidescroller Sidescroller_rvec_movement_multiplier 1.5 <_Editor> Entries:Missions:Sidescroller 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 .4 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 Spacedive_max_cam_snap_dist 3 The distance from the player to the target camera position at which the player will move at Spacedive_max_cam_snap_speed toward the target position. <_Editor> Entries:Movement Spacedive_max_cam_snap_speed 1.6 Speed the player will move toward the target camera position when at or beyond the max distance. (Range 0-1) <_Editor> Entries:Movement Spacedive_min_cam_snap_speed 0.05 Speed the minimum player will move toward the target camera position. (Range 0-1) <_Editor> Entries:Movement 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 Stomp_dust_frequency 40 <_Editor> Entries:Super Powers:Stomp Stomp_orb_initial_y_offset -5.0 The initial distance "under the ground" that the orb starts when you stomp it. <_Editor> Entries:Misc:Collectibles Stomp_orb_vel 4.0 The upward velocity that the orb moves to return to its original position. <_Editor> Entries:Misc:Collectibles 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 Super_blast_acceleration_hack 50.0 Movement acceleration when the player changes directions after performing a blast or grab. <_Editor> Entries:Super Powers:Blast Super_blast_min_speed_hack 0.5 Minimum movement speed of the player after changing directions immediately after beginning a blast or grab. <_Editor> Entries:Super Powers:Blast Super_glide_turn_rate 0.75 turn rate in radians per second <_Editor> Entries:Movement:Jump Super_shield_activation_time 5000 Time in milliseconds that the supershield is active <_Editor> Entries:Super Powers:Shield Super_shield_air_dash_time 800 Length of time in ms that the shield is maintained when the player air dashes <_Editor> Entries:Super Powers:Shield Super_shield_bullet_impact_charge_amount 0.001 Percentage of bullet damage that gets added back to the other super powers mana levels. <_Editor> Entries:Super Powers:Shield Super_shield_charge_damage_reduction 0.001 The percentage of the damage that the supershield should apply towards the shield mana. <_Editor> Entries:Super Powers:Shield Super_shield_damage_upgrade_amount 300 Amount of damage to apply to a human when they come into contact with the shield <_Editor> Entries:Super Powers:Shield Super_shield_max_recharge_damage 50 The max amount of damage that the supershield can absorb from attacks <_Editor> Entries:Super Powers:Shield Super_shield_sprint_dash_time 800 Length of time in ms that the shield is maintained when the player sprint dashes <_Editor> Entries:Super Powers:Shield Super_slam_duration 4000 How long (in ms) before we stop caring that the player super slammed a human. <_Editor> Entries:Super Powers Super_sprint_push_charge_usage_amount -1000 <_Editor> Entries:Movement:Sprinting Sprint speed reduction per second based on holding down the sprint bash button Super_stomp_delirious_mag 5.0 magnitude of npc accuracy after a super stomp <_Editor> Entries:Super Powers:Stomp Super_stomp_delirious_time 30000 time in ms that the npc's take to recover their accuracy <_Editor> Entries:Super Powers:Stomp Superpower_activate_duration 500 How long (in milliseconds) it should take to do the material flash on the player when activating a super power <_Editor> Entries:Super Powers Superpower_damage_region_disable_time 10000 How long (in milliseconds) player super powers should be disabled after walking through special damage region <_Editor> Entries:Super Powers Superpower_disabled_pulse_rate .3 How fast to pulse the material effect while the player's powers are disabled <_Editor> Entries:Super Powers Superpower_exit_ragdoll_min_time 250 How long (in milliseconds) till the player can exit ragdoll by button press <_Editor> Entries:Super Powers Superpower_explosion_disable_time 10000 How long (in milliseconds) player super powers should be disabled if hit by special explosion <_Editor> Entries:Super Powers Superpower_gravity_duration_ms 6000 <_Editor> Entries:Super Powers:Stomp Superpower_quick_switch_max_wait_time 0.35 Amount of time, in seconds, to wait for a quick switch button to be released before it passes the input to the other system that consumes input from that button. <_Editor> Entries:Controls Swarm_max_missiles 5 <_Editor> Entries:Combat:Weapons:Swarm Swarm_max_missiles_NPC 3 <_Editor> Entries:Combat:Weapons:Swarm Swarm_min_missiles 3 <_Editor> Entries:Combat:Weapons:Swarm Swarm_min_missiles_NPC 2 <_Editor> Entries:Combat:Weapons:Swarm Swarm_missiles_angle 90 <_Editor> Entries:Combat:Weapons:Swarm Swarm_missiles_angle_NPC 90 <_Editor> Entries:Combat:Weapons:Swarm Swarm_seek_to_target_pos_scalar 3 <_Editor> Entries:Combat:Weapons:Swarm Tank_mayhem_combo_increment_time_coop_ms 2500 The base amount of additional time, in milliseconds, the player is given for incrementing the combo in co-op. The actual time is increment_time / decay_rate (set in instance table file). <_Editor> Entries:Activities Tank_mayhem_combo_increment_time_sp_ms 2500 The base amount of additional time, in milliseconds, the player is given for incrementing the combo in sp. The actual time is increment_time / decay_rate (set in instance table file). <_Editor> Entries:Activities Tank_mayhem_combo_max_time_ms 30000 The base max amount of time, in milliseconds, the combo will run for. The actual time is max_time / decay_rate (set in instance table file). <_Editor> Entries:Activities Tank_mayhem_combo_start_time_ms 15000 The base initial amount of time, in milliseconds, the combo will run for. The actual time is start_time / decay_rate (set in instance table file). <_Editor> Entries:Activities Tank_mayhem_human_base_value 100 The base reward amount for killing humans in Tank Mayhem. (Actual reward is base * combo_mult) <_Editor> Entries:Activities Tank_mayhem_max_audio_los_search_dist 100.0 The max distance Tank Mayhem will do a line of sight check to determine if a "High Value Target Sighted" audio line should play. <_Editor> Entries:Activities Tank_mayhem_object_indicator_fade_dist 200.0 The distance at which object indicators fade out of view. This distance is set in meters from the camera, not from the position of the player. Set this to -1 to not have them fade. <_Editor> Entries:Activities Targeting_laser_base_spread_degrees 25 Angle from the center the targeting lasers will start at when the weapon is at 0 charge <_Editor> Entries:AI:Marauder Telekinesis_cost_mass_scalar 2000 Scalar for mass that modulates energy cost for telekinesis. Objects heavier than this will increase cost. Objects lighter will decrease cost. Minimum cost is 1/2 this weight. <_Editor> Entries:Super Powers:Telekinesis Telekinesis_force_recharge_time 10000 How long it takes in milliseconds to completely recharge the energy blast. <_Editor> Entries:Super Powers:Telekinesis Telekinesis_human_priority_weight 1.5 Weight given towards humans when attempting to pick them up. Use small numbers <_Editor> Entries:Super Powers:Telekinesis Telekinesis_life_recharge_time 10000 How long it takes in milliseconds to completely recharge the energy blast. <_Editor> Entries:Super Powers:Telekinesis Telekinesis_lightning_recharge_time 10000 How long it takes in milliseconds to completely recharge the energy blast. <_Editor> Entries:Super Powers:Telekinesis Telekinesis_max_angular_selection 0.9 minimum valid dot product of camera versus selectable object. As number approaches 1, the closer the object must be to the center of the screen to select it. <_Editor> Entries:Super Powers:Telekinesis Telekinesis_max_pickup_range 30 Max distance in meters that an object can be picked up with telekinesis <_Editor> Entries:Super Powers:Telekinesis Telekinesis_mover_priority_weight 1.0 Weight given towards movers when attempting to pick them up. Use small numbers <_Editor> Entries:Super Powers:Telekinesis Telekinesis_pickup_cost 0 Energy cost to pick up an object, 1.0 is full unupgraded energy bar <_Editor> Entries:Super Powers:Telekinesis Telekinesis_pickup_min_power 0.3 The minimum amount of energy the player needs to have to use the TK pickup superpower <_Editor> Entries:Super Powers:Telekinesis Telekinesis_ragdoll_rotation_speed 3 <_Editor> Entries:Super Powers:Telekinesis Telekinesis_recharge_delay 1000 After use, the meter will delay recharging by this amount of time <_Editor> Entries:Super Powers:Telekinesis Telekinesis_speed_scale 40 <_Editor> Entries:Super Powers:Telekinesis Telekinesis_throw_add_upward_force 5 upward velocity in m/s <_Editor> Entries:Super Powers:Telekinesis Telekinesis_throw_duration 8000 How long (in ms) before we stop caring that the player threw the object using telekinesis <_Editor> Entries:Super Powers:Telekinesis Telekinesis_vehicle_priority_weight 2.0 Weight given towards vehicles when attempting to pick them up. Use small numbers <_Editor> Entries:Super Powers:Telekinesis Testicular_assault_damage_override 500 <_Editor> Entries:Combat:Melee Throw_camera_duration 50 <_Editor> Entries:Super Powers:Telekinesis Time_between_cheats 20000 The amount of time, in ms, between each cheat that is played. <_Editor> Entries:Boss:Matt Miller:Cheats Time_between_lag_spikes 1100 Base time (in ms) that lag spikes will occur. <_Editor> Entries:Boss:Matt Miller:Cheats:Lag Time_of_day_shader_lod_start_time 1900 Start time to use the default shader lod. <_Editor> Entries:Misc:Time of Day Time_of_day_shader_lod_stop_time 700 Stop time to use the default shader lod. <_Editor> Entries:Misc:Time of Day TK_gate_key_reset_time_ms 5000 After throwing a key, the amount of time it takes to reset. <_Editor> Entries:Diversions TK_mayhem_telekinesis_scalar 0.5 Scale TK strength by this much in TK Mayhem. <_Editor> Entries:Activities TK_orb_reset_time 30.0 After this many seconds, reset the orb to its original position. <_Editor> Entries:Misc:Collectibles TK_orb_vel 4.0 The downward velocity that the orbs falls to the ground with. <_Editor> Entries:Misc:Collectibles Tracer_velocity 130 in m/s. <_Editor> Entries:Combat:Weapons:Firearms Tutorial_cto_proximity_dist_min 10.0 Min distance (meters) that the player must be from a hitman or chop shop start trigger to activate the proximity tutorial. <_Editor> Entries:UI Tutorial_dismiss_duration 30 Tutorial screen length in SECONDS <_Editor> Entries:UI Tutorial_length_infinite 0 Tutorial screen length in milliseconds <_Editor> Entries:UI Tutorial_length_long 12000 Tutorial screen length in milliseconds <_Editor> Entries:UI Tutorial_length_medium 8000 Tutorial screen length in milliseconds <_Editor> Entries:UI Tutorial_length_short 4000 Tutorial screen length in milliseconds <_Editor> Entries:UI Tutorial_length_xlong 30000 Tutorial screen length in milliseconds <_Editor> Entries:UI Unfrozen_thaw_time 5.0 Time it takes, in seconds, for a human that is only partially frozen to become completely unfrozen. <_Editor> Entries:Super Powers:Blast Vehicle_2d_movement_speed 12.0 Rate at which the tank moves in the top-down tank game sequence in mission 16. <_Editor> Entries:Vehicles:M16 Tank Vehicle_2d_rotation_speed 2.5 Rate at which the tank turns in the top-down tank game sequence in mission 16. <_Editor> Entries:Vehicles:M16 Tank Vehicle_camera_delayed_sticky_time 1.5 override for camera_free_get_sticky_cam_time() when VEHICLE_CAMERA_SNAP delayed is selectd <_Editor> Entries:Controls Vehicle_collision_damage_attacker_bonus_factor 2 How much to scale damage by if the vehicle was struck by a vehicle that is considered an "attacker". <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_collision_damage_attacker_bonus_speed_diff 5 What the relative collision speed must be (m/s) for a vehicle to be considered the attacker. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_collision_damage_front_back_reduction_factor 0.67 How much to scale damage by if the vehicle was struck on the front or back. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_collision_damage_nitrous_bonus_factor 5 How much to scale damage by if the vehicle was struck by another vehicle using nitrous. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_effects_crash_decal_max_radius 3.0 Size of decal at maximum crash speed. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_effects_crash_decal_max_speed 20.0 Speed at which the largest crash decal will be produced. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_effects_crash_decal_min_radius 0.3 Size of decal produced at minimum crash speed. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_effects_crash_decal_min_speed 5.0 Speed that a vehicle must be going when it crashes into the world, to produce a crash decal. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_engine_torque_modifier 1.25 Multiply the resulting torque calculation by this for all cars. <_Editor> Entries:Vehicles Vehicle_enter_brute_impulse_magnitude 5000 The magnitude of the downward point impulse applied on a vehicle when entering it for brutes. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_enter_max_speed_mph 15 The max speed (in mph) in which you can enter a vehicle normally. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_enter_normal_impulse_magnitude 1000 The magnitude of the downward point impulse applied on a vehicle when entering it. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_explosion_eject_rand_vel_max 20.0 <_Editor> Entries:Vehicles Vehicle_explosion_eject_rand_vel_min 5.0 <_Editor> Entries:Vehicles Vehicle_explosion_eject_up_amount 0.1 <_Editor> Entries:Vehicles Vehicle_fast_camera_swing_duration_ms 2000 Max duration in milleseconds of the camera. <_Editor> Entries:Vehicles:Vehicle Interaction:Camera Swing Vehicle_fast_camera_swing_slerp_percent 4 "Slerp percent" for the fast vehicle relative camera swing. <_Editor> Entries:Vehicles:Vehicle Interaction:Camera Swing Vehicle_fast_doubletap_time_ms 250 The amount of time we wait for a double tap for vehicle entry or exit. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_fast_enter_back_min_dp 0.9 The minimum dot product between the direction from the player to the seat, and the seat's fvec. We want the back entry to be more restrictive so we don't try to choose it as often for cars, where it isn't possible. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_max_dist 10 The maximum horizontal distance between the player and the driver's seat we need to do a "fast entry." <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_max_dist_super_sprint 20 The maximum horizontal distance between the player and the driver's seat we need to do a "fast entry." <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_max_height_diff 2.5 The maximum height difference between the player and the driver's seat to do a fast entry. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_max_speed_mph 30 The max speed (in mph) in which you can enter a vehicle through a window. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_min_dist 0.5 The minimum horizontal distance between the player and the driver's seat we need to do a "fast entry." <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_min_dp_to_seat 0.8 The minimum dot product between the steering vector and the direction to the driver's seat for allowing fast entry to a vehicle. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_fast_enter_seat_pos_predict_time_sec 0.5 When attempting to use fast entry with a moving vehicle, this is the amount of time we "project" the seat location forward using the current vehicle velocity, to see if this is a valid <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry Vehicle_impact_flinch_min 3 (MPH) minimum speed to cause a human to flinch. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_impact_flinch_mph_warden 20 (MPH) minimum speed to cause a warden to flinch <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_impact_player_max_damage_pct 0.60 (%HP 0.0 to 1.0) Max damage to apply to player and player followers. <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_impact_ragdoll_mph 8 (MPH) minimum speed to cause a human to ragdoll <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_impact_ragdoll_mph_player 15 (MPH) minimum speed to cause a PLAYER to ragdoll <_Editor> Entries:Vehicles:Vehicle Collision Vehicle_interior_character_height 1.778 The height a character should be when riding in a car. The scaling will happen during vehicle interaction. <_Editor> Entries:Vehicles:Vehicle Interaction Vehicle_melee_impulse_multiplier 30.0 The melee impulse applied to vehicles is multiplied by this. <_Editor> Entries:Combat:Melee Vehicle_RC_self_destruct_camera_delay 2000 <_Editor> Entries:Combat:Weapons:RC Gun Vehicle_skydive_component_gravity_factor -0.4 (float) The gravity scale factor to apply to components that detach from a skydiving vehicle. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_explosion_scale 30.0 (float) A scale factor to be applied to the magnitude of the angular impulse that an NPC controlled skydiving tank receives from an explosion. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_npc_scale 3.0 (float) Additional jitter factor applied to non-player skydiving vehicles (so they jitter around more) <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_pitch_mag 0.15 (float) Amount of jitter applied to the pitch of the vehicle (as compared to the other rotational coordinates) <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_roll_mag 0.2 (float) Amount of jitter applied to the roll of the vehicle (as compared to the other rotational coordinates) <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_scale_factor 0.75 (float) Factor applied to the magnitude of the jitter applied t o the vehicle based on the vehicle's mass. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_jitter_yaw_mag 0.1 (float) Amount of jitter applied to the roll of the vehicle (as compared to the other rotational coordinates) <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_recoil_impulse 50000.0 (float) Rotational impulse applied to a skydiving vehicle when the primary tank turret is fired. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_skydive_target_project_dist 150 How far out from the camera the vehicle weapons will aim when the player has no target in their reticule. <_Editor> Entries:Misc:Skydiving:Vehicle skydiving Vehicle_small_arms_resistance 0.5 Fraction of damage reduced when the player's vehicle takes small-arms (pistol, SMG) fire. At 0.0 vehicles take full damage. At 0.5, vehicle take half-damage. At 1.0, vehicles are mobile, invulnerable fortresses of doom that operate with impunity, so long as the enemy doesn't have AKs, shotguns, grenades or RPGs. ...that, or the "Saint's" really are blessed by "God", where what I mean by "God" is "anyone higher on the corporate ladder than I am". What you expect from programmer humor? <_Editor> Entries:Vehicles Vehicle_standard_camera_swing_duration 2.25 Duration of the standard camera swing. <_Editor> Entries:Vehicles:Vehicle Interaction:Camera Swing Vertical_velocity_adjustment_normal 9 This will add an additional downward velocity at the start of someone moving off a ledge when moving normally. <_Editor> Entries:Movement Vertical_velocity_adjustment_sprinting 27 This will add an additional downward velocity at the start of someone moving off a ledge when sprinting (prevents falling when sprinting down stairs). <_Editor> Entries:Movement VI_collision_min_vel_diff 10 Acceleration used to catch the player's cached velocity up to the real one. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_exit_death_velocity_mag 5 When a human dies while exiting the vehicle, apply this magnitude velocity to the ragdoll to get it out of the car. <_Editor> Entries:Vehicles:Vehicle Interaction VI_fast_entry_door_open_acceleration 2000.0 The acceleration factor when opening the door while doing a fast entry. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry VI_fast_entry_door_open_duration 0.3 The amount of time it takes to open the door when doing a fast entry. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry VI_fast_entry_door_open_resistance 0.005 The resistance factor when opening the door while doing a fast entry. <_Editor> Entries:Vehicles:Vehicle Interaction:Fast Entry VI_forward_diff_max 5 The difference between forward velocity and cached velocty at which the blend will be at its maximum. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_forward_vel_accel 13 Acceleration used to catch the player's cached velocity up to the real one. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_on_vehicle_entry_max_y_diff 0.3 When attempting an entry on a vehicle, this is the max y difference between the human's position and the interaction point (in vehicle space). <_Editor> Entries:Vehicles:Vehicle Interaction VI_pathfind_cancel_dist_multiplier 1.5 After starting to pathfind to a vehicle, cancel entry if the car gets this many times the original entry distance away. <_Editor> Entries:Vehicles:Vehicle Interaction VI_pathfind_check_pause_distance 2.5 The distance from which to check for someone else using a door and pause. <_Editor> Entries:Vehicles:Vehicle Interaction VI_pathfind_play_stop_dist 1 The distance from which we should start playing a sprint stop. <_Editor> Entries:Vehicles:Vehicle Interaction VI_random_accel_factor 0 The magnitude of the randomness to apply to the acceleration. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_reaction_delay_max_ms 200 Delay before we begin "catching up" to the velocity diff in a vehicle. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_reaction_delay_min_ms 100 Delay before we begin "catching up" to the velocity diff in a vehicle. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_tilt_rvec_pitch_max 0.05 The pitch magnitude extracted from the vehicle chassis rvec at which the tilt blends will be at maximum. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_vert_diff_max 5 The difference between forward velocity and cached velocty at which the blend will be at its maximum. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends VI_vert_vel_accel 1 Acceleration used to catch the player's cached velocity up to the real one. <_Editor> Entries:Vehicles:Vehicle Interaction:Ride Blends Warden_arrival_delay 10000 Time (in milliseconds) to delay between starting the weather change and actually dropping the warden <_Editor> Entries:AI:Warden Warden_damage_cap .10 max damage % per any kind of attack. <_Editor> Entries:AI:Warden Warden_flinch_health 750 accumulated damge to make warden flinch <_Editor> Entries:AI:Warden Warden_flinch_health_regen 150 flinch health per sec that warden regains to prevent flinching on SMGs. <_Editor> Entries:AI:Warden Warden_how_to_damage_delay 60000 Time (in ms) that a player must be fighint a warden without bringing down their shield before the how-to-damage a warden persona line is triggered from Kinzie/Donnie. <_Editor> Entries:Personas Warden_regular_damage_cap 800 max damage per bullet or explosion (that is not super powered) <_Editor> Entries:AI:Warden Warden_run_speed 13 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:move speeds Warden_sprint_speed 30 m/s,-1 means use true anim speed. Please set to -1 before we ship. Sprint is only when chasing the player. <_Editor> Entries:AI:move speeds Warden_walk_speed 15 m/s,-1 means use true anim speed. Please set to -1 before we ship. <_Editor> Entries:AI:move speeds Weapon_death_ragdoll_max_hit_dir_factor 1.5 When determining the velocity to apply in the direction of the bullet hit, this is the maximum multiplier, from which the vertical_factor (see Weapon_death_ragdoll_debug) is subtracted. <_Editor> Entries:Combat:Death Ragdolls Weapon_death_ragdoll_min_dist_factor 0.5 When factoring in the distance to the victim, this is the minimum multipler that will result from distance. <_Editor> Entries:Combat:Death Ragdolls Weapon_death_ragdoll_min_vert_factor_capped 0.25 When capping the vertical factor for applying upward force (it is not capped for applying spin), this is the minimum value. <_Editor> Entries:Combat:Death Ragdolls Weapons_fire_sticky_camera_time_ms 1000 This is the time delay before the camera returns in a vehicle when firing a weapon. <_Editor> Entries:Combat:Camera Weather_audio_interior_audio_occlusion 0.5 When the player is inside a regular interior, the interior / exterior RTPC that occludes weather audio will ramp to this value. (0 = no occlusion, 1 = full occlusion) <_Editor> Entries:Audio Weather_audio_interior_exterior_rtpc_ramp_speed 0.25 The maximum velocity at which the interior / exterior RTPC that occludes ambient weather audio will transition. <_Editor> Entries:Audio Weather_audio_large_interior_audio_occlusion 1.0 When the player is inside a large interior, the interior / exterior RTPC that occludes weather audio will ramp to this value. (0 = no occlusion, 1 = full occlusion) <_Editor> Entries:Audio White_house_turret_y_offset -3.0 Offset hack to compensate for the guns being out of line with the pivot. <_Editor> Entries:Combat:Weapons:White House Turret White_house_turret_y_offset_alt -1.0 Offset hack to compensate for the guns being out of line with the pivot. Missiles. <_Editor> Entries:Combat:Weapons:White House Turret Zombie_brute_fire_damage_multiplier 3.0 Zombie brutes take extra fire damage. this multiplies the standard fire damage amount. <_Editor> Entries:AI:Brute Zombie_fast_run_speed 8 m/s,-1 means use true anim speed. Please set to -1 before we ship. (ref: player run is 8 m/s) <_Editor> Entries:AI Zombie_health_regen_time 8 second of eating corpses to restore 100% health <_Editor> Entries:AI Zombie_spawn_special_pct 1 (0-100%) % of fire and exploding zombies. <_Editor> Entries:AI Zomibe_qte_horde_size 5 number of near zombies to override QTE cooldown. <_Editor> Entries:AI Zomibe_qte_repeat_time 45000 seconds between single zombie QTEs. <_Editor> Entries:AI Zoom_blur_intensity 30 camera blur setting when zoomed in <_Editor> Entries:Combat:Camera
Airstrike_target_max_reduction_dist 10 <_Editor> Entries:Combat:Weapons:Airstrike Airstrike_target_min_reduction_dist 0.25 <_Editor> Entries:Combat:Weapons:Airstrike Energy_blast_nuke_cancel_time 0 Time (in milliseconds, from when button was first pressed) that nuke explosion can be cancelled <_Editor> Entries:Super Powers:Nuke Energy_blast_nuke_energy_cost 75 Percentage of the super power charge level it takes to go nuclear. <_Editor> Entries:Super Powers:Nuke Energy_blast_power_disable_time 35000 Time (in milliseconds, from nuke explosion) that the super powers should be disabled <_Editor> Entries:Super Powers:Nuke Energy_blast_recharge_time 120000 How long it takes in milliseconds to completely recharge the energy blast. <_Editor> Entries:Super Powers:Nuke Parachute_min_clear_distance 0 Min didstance to hit something before allowing the parachute to open. <_Editor> Entries:Movement:Free Falling Swarm_missiles_max_target_variance 10 <_Editor> Entries:Combat:Weapons:Swarm Swarm_missiles_min_target_variance 10 <_Editor> Entries:Combat:Weapons:Swarm Tweak_Table_Entry TableDescription A simple way to add and modify tweakable values within a single table file. false Name String The name of the value. true Value Float How this value is used is situation dependent 0 Description String Brief description of how this value is used. It is NOT read into the game. false true Framework Reference Framework in which this content belongs. false dlc_frameworks.xtbl BundleInfo.Flag_String False True Entries Activities AI Assault Bot Brute Bullrush Downed Throw_props CID Follower Golden CID Takedown Grenades Hostage Marauder move speeds Notoriety Perception FOV Giant In Cover Normal Spotted Zombie Skydivers Sniper Warden Downed Beatdown Camera Button Randomization FudgeFactor Glitching Pushback Audio Boss Killbane Mars Murderbrawl Matt Miller Avatar Attacks Cheats Inverted Controls Lag Lame Weapon Shrink Slow City Takeover Combat Camera Camera Shake Death Recoil Combat Ready Damage DBNO Death Ragdolls Melee Melee Lock Ragdoll Shields Human Shield Weapons Abduction Airstrike Anal Probe Blackhole Bounce Rifle Chum Commander in Chief Cyber Cannon Dubstep No SFX Wub Effects Firearms Flamethrower Genki Glitch Grenades GuidedRockets Inflato Minefield RC Gun Satellite Sonic Gun Stun Gun Swarm White House Turret Controls Data Logging Diversions Fog Curve Point 2 Point 3 Point 4 Point1 Misc Breasts Collectibles Impact_damage Item Drop Skydiving Human Skydiving Vehicle skydiving Time of Day Missions Human Giant Stomp Attack Sidescroller SpaceFox Camera Ship Movement Movement Climbing Falling Free Falling Camera Movement Speed Rotation Terminal Velocity Human Riding Jump Forward Super Wall Rappelling Running Shoving Skydiving Sprinting Personas Player Health Health Pickups Drop Animation Low Health HUD Blur Respect Super Powers Blast Buff DFA Nuke Shield Stomp Telekinesis UI Screen Fade Vehicles Kneecappers M16 Tank Man Cannon Mech Suit Vehicle Collision Passenger Ejection Vehicle Interaction Camera Swing Fast Entry Ride Blends