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
36000
G's of force at 1 meter away. Force decay is exponential.
<_Editor>
Entries:Combat:Weapons:Blackhole
Blackhole_hand_grab_chance
0.005
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
2
Height off the ground the blackhole hovers.
<_Editor>
Entries:Combat:Weapons:Blackhole
Blackhole_max_radius
99
Will apply gravity within this radius.
<_Editor>
Entries:Combat:Weapons:Blackhole
Blackhole_owner_radius
0
The owner has to be within this radius to be affected by his own explosion.
<_Editor>
Entries:Combat:Weapons:Blackhole
Blackhole_ragdoll_radius
75
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
9
Radius within vehicle corpses disintegrate.
<_Editor>
Entries:Combat:Weapons:Blackhole
Blackhole_vehicle_impulse_cap
30000.0
Cap on the maximum impulse applied to a vehicle.
<_Editor>
Entries:Combat:Weapons:Blackhole
Blackhole_vehicle_impulse_strength
600.0
Multiplier applied to sucking impluse vs. vehicles.
<_Editor>
Entries:Combat:Weapons:Blackhole
Blackhole_vehicle_kill_radius
0.0
Vehicles within this radius will corpsify instantly. Vehicles outside this radius will take dps.
<_Editor>
Entries:Combat:Weapons:Blackhole
Blast_camera_duration
0
<_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
40
<_Editor>
Entries:Super Powers:Blast
Blast_radius_level2
40
<_Editor>
Entries:Super Powers:Blast
Blast_radius_level3
40
<_Editor>
Entries:Super Powers:Blast
Blast_radius_level4
40
<_Editor>
Entries:Super Powers:Blast
Blast_recharge_delay
1
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
10
<_Editor>
Entries:Misc:Breasts
Breast_fat_heading_smaller
10
<_Editor>
Entries:Misc:Breasts
Breast_fat_pitch_larger
1
<_Editor>
Entries:Misc:Breasts
Breast_fat_size_larger
1.3
<_Editor>
Entries:Misc:Breasts
Breast_fat_size_smaller
0.8
<_Editor>
Entries:Misc:Breasts
Breast_fat_volume_larger
6
<_Editor>
Entries:Misc:Breasts
Breast_ideal_heading_larger
10
<_Editor>
Entries:Misc:Breasts
Breast_ideal_heading_smaller
10
<_Editor>
Entries:Misc:Breasts
Breast_ideal_pitch_larger
1
<_Editor>
Entries:Misc:Breasts
Breast_ideal_size_larger
1.4
<_Editor>
Entries:Misc:Breasts
Breast_ideal_size_smaller
0.8
<_Editor>
Entries:Misc:Breasts
Breast_ideal_volume_larger
6
<_Editor>
Entries:Misc:Breasts
Breast_skinny_heading_larger
10
<_Editor>
Entries:Misc:Breasts
Breast_skinny_heading_smaller
10
<_Editor>
Entries:Misc:Breasts
Breast_skinny_pitch_larger
1
<_Editor>
Entries:Misc:Breasts
Breast_skinny_size_larger
1.6
<_Editor>
Entries:Misc:Breasts
Breast_skinny_size_smaller
0.8
<_Editor>
Entries:Misc:Breasts
Breast_skinny_volume_larger
6
<_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
0
Percentage (0-1) of the super power charge level it takes to activate Buff
<_Editor>
Entries:Super Powers:Buff
Buff_Fire_Radius
100
<_Editor>
Entries:Super Powers:Buff
Distance from player that humans will be set on fire
Buff_fire_recharge_time
1
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
100
<_Editor>
Entries:Super Powers:Buff
Distance from player that enemies will automatically be hit by lightning arcs
Buff_freeze_recharge_time
1
How long it takes in milliseconds to completely recharge the buff power.
<_Editor>
Entries:Super Powers:Buff
Buff_life_recharge_time
1
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
10000
<_Editor>
Entries:Super Powers:Buff
Duration that the life steal elemental effect is applied to targets attacked by the player
Buff_Life_Steal_Radius
100
<_Editor>
Entries:Super Powers:Buff
Distance from player that humans will automatically have life stolen
Buff_Lightning_Radius
100
<_Editor>
Entries:Super Powers:Buff
Distance from player that enemies will automatically be hit by lightning arcs
Buff_lightning_recharge_time
1
How long it takes in milliseconds to completely recharge the buff power.
<_Editor>
Entries:Super Powers:Buff
Buff_passive_chance
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
1
After use, the meter will delay recharging by this amount of time
<_Editor>
Entries:Super Powers:Buff
Buff_team_chance
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
5
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
60
Distance (in meters) that the camera travels away from the player during a nuke
<_Editor>
Entries:Super Powers:Nuke
Energy_blast_camera_travel_time
5
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
0
<_Editor>
Entries:Super Powers:Nuke
Energy_blast_disable_spawning_time
10000
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
1000.0
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
100000
<_Editor>
Entries:Super Powers:Blast
Fire_blast_recharge_time
1
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
10000
<_Editor>
Entries:Super Powers:Buff
Length of time humans will remain on fire when affected by fire buff
Fire_buff_duration
20000
<_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
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
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
150
(m/s) the speed player can throw objects at full power.
<_Editor>
Entries:Super Powers:Telekinesis
Force_TK_Throw_Min_Speed
150
(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
0
Percentage of the super power charge level it takes to fire a freeze projectile.
<_Editor>
Entries:Super Powers:Blast
Freeze_blast_recharge_time
1
How long it takes in milliseconds to completely recharge the freeze blast.
<_Editor>
Entries:Super Powers:Blast
Freeze_buff_duration
20000
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
1500
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
1
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
100000
<_Editor>
Entries:Super Powers:Blast
Glitch_blast_max_targets
1000
<_Editor>
Entries:Super Powers:Blast
Glitch_blast_recharge_time
1
How long it takes in milliseconds to completely recharge the glitch blast.
<_Editor>
Entries:Super Powers:Blast
Glitch_effect_lifetime
0
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
0.0
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
0.0
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
10
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
1
Delay of energy meter recharge time
<_Editor>
Entries:Movement:Jump:Forward
Jump_forward_boost_settled_end_time
1000
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
150
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
0
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
100
Maximum horizontal velocity of a forward boost while jumping.
<_Editor>
Entries:Movement:Jump:Forward
Jump_forward_boost_velocity_weak
100
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
2
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
500
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
1
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
100
Horizontal jump velocity of a fully charged super jump with full city takeover
<_Editor>
Entries:Movement:Jump:Super
Jump_super_lateral_velocity_weak
100
Horizontal jump velocity of a fully charged super jump with no city takeover
<_Editor>
Entries:Movement:Jump:Super
Jump_super_max_velocity_strong
100
Jump velocity of a fully charged super jump with full city takeover
<_Editor>
Entries:Movement:Jump:Super
Jump_super_max_velocity_weak
100
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
100
Wall jump velocity of a fully charged wall jump with full city takeover
<_Editor>
Entries:Movement:Jump:Wall
Jump_wall_max_velocity_weak
100
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
20000
<_Editor>
Entries:Super Powers:Buff
Length of time the player will be "buffed" per activation
Life_buff_steal_percentage
10
<_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
300
<_Editor>
Entries:Super Powers:Telekinesis
Life_TK_health_drain_steal_percentage
100
<_Editor>
Entries:Super Powers:Telekinesis
Life_TK_hold_cost
0
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
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
150
(m/s) the speed player can throw objects at full power.
<_Editor>
Entries:Super Powers:Telekinesis
Life_TK_Throw_Min_Speed
150
(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
40
<_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
20000
<_Editor>
Entries:Super Powers:Buff
Length of time the player will be "buffed" per activation
Lightning_buff_electrify_duration
100000
<_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
40
<_Editor>
Entries:Super Powers:Telekinesis
Lightning_TK_damage_per_second
200.0
<_Editor>
Entries:Super Powers:Telekinesis
Lightning_TK_electrify_duration
100000
<_Editor>
Entries:Super Powers:Telekinesis
Lightning_TK_hold_cost
0
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
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
150
(m/s) the speed player can throw objects at full power.
<_Editor>
Entries:Super Powers:Telekinesis
Lightning_TK_Throw_Min_Speed
150
(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
50
Distance for basic death from above explosions and where speed increases.
<_Editor>
Entries:Super Powers:DFA
Player_death_from_above_explosion_dist_2
100
Distance for medium death from above explosions and where speed increases.
<_Editor>
Entries:Super Powers:DFA
Player_death_from_above_explosion_dist_3
1400
Distance for large death from above explosions and where speed increases.
<_Editor>
Entries:Super Powers:DFA
Player_death_from_above_max_dist
145
meters
<_Editor>
Entries:Super Powers:DFA
Player_death_from_above_min_distance
3.0
Minimum distance from ground that the dfa attack can be initiated
<_Editor>
Entries:Super Powers:DFA
Player_death_from_above_nuke_distance
10
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
5000
Speed in meters per second for the first section of death from above
<_Editor>
Entries:Super Powers:DFA
Player_death_from_above_speed_2
5000
Speed in meters per second for the first section of death from above
<_Editor>
Entries:Super Powers:DFA
Player_death_from_above_speed_3
5000
Speed in meters per second for the first section of death from above
<_Editor>
Entries:Super Powers:DFA
Player_death_from_above_speed_4
5000
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
100
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
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
1
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
0
Charge to the sprint meter per second
<_Editor>
Entries:Vehicles:Mech Suit
Player_mech_suit_hover_cost
0
<_Editor>
Entries:Vehicles:Mech Suit
Cost in energy units per second. Full bar is 100 units
Player_mech_suit_jetpack_move_speed
30
Max movement speed of player in a mech suit while jetpacking
<_Editor>
Entries:Vehicles:Mech Suit
Player_mech_suit_move_speed
30
Max movement speed of player in a mech suit
<_Editor>
Entries:Vehicles:Mech Suit
Player_mech_suit_recharge_delay
1
<_Editor>
Entries:Vehicles:Mech Suit
time in milliseconds that energy is delayed after energy is used
Player_mech_suit_recharge_rate
100
<_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
6000000
<_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
1
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
<_Editor>
Entries:Movement:Sprinting
Player_super_sprint_dash_reset_time
0
<_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
0
<_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
80.0
<_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
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
1
After use, the meter will delay recharging by this amount of time
<_Editor>
Entries:Super Powers:Stomp
Player_super_stomp_recharge_time
1
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
1
<_Editor>
Entries:Super Powers
Power_stream_min_recharge_time
1
<_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
60
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
100
<_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_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_gravity_duration_ms
60000
<_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
1
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
1
How long it takes in milliseconds to completely recharge the energy blast.
<_Editor>
Entries:Super Powers:Telekinesis
Telekinesis_lightning_recharge_time
1
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
1000
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
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
1
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
0
Percentage of the super power charge level it takes to go nuclear.
<_Editor>
Entries:Super Powers:Nuke
Energy_blast_power_disable_time
0
Time (in milliseconds, from nuke explosion) that the super powers should be disabled
<_Editor>
Entries:Super Powers:Nuke
Energy_blast_recharge_time
1
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