Abduction_height20.0Humans 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:AbductionAbduction_recenter_force90.0Humans 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:AbductionAbduction_seek_speed0The abduction beam will move at this speed in meters per second to follow the player's aim.<_Editor>Entries:Combat:Weapons:AbductionAbduction_site_size4.0Radius of an abduction site in meters.<_Editor>Entries:Combat:Weapons:AbductionAbduction_time6000Time in milliseconds. When an abduction starts, the timer starts ticking down. The abduction ends abruptly when the timer elapses.<_Editor>Entries:Combat:Weapons:AbductionAbduction_vehicle_gravity_factor0.5The fraction of gravity applied upwards to a vehicle.<_Editor>Entries:Combat:Weapons:AbductionAbsorb_HP_Scalar0.15When 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:CombatActive_melee_min_button_delay_time_ms300When 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:MeleeAdjusted_turn_angle_return_speed0.1This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.<_Editor>Entries:MovementAdjusted_turn_angle_speed0.25This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.<_Editor>Entries:MovementAi_fov_height80View frustum height in degrees enemy NOT SPOTTED full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:NormalAi_fov_height_cover180View frustum height in degrees enemy when down in cover full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:In CoverAi_fov_height_giant180View frustum height in degrees enemy when down in cover full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:GiantAi_fov_height_spotted140View frustum height in degrees enemy SPOTTED full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:SpottedAi_fov_height_zombie80View frustum height in degrees enemy full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:ZombieAi_fov_length_cover50View frustum length in meters when down in cover<_Editor>Entries:AI:Perception:FOV:In CoverAi_fov_length_giant700.0View frustum length in meters when down in cover<_Editor>Entries:AI:Perception:FOV:GiantAi_fov_length_high45View frustum length in meters HIGH alert enemy NOT SPOTTED<_Editor>Entries:AI:Perception:FOV:NormalAi_fov_length_high_spotted90View frustum length in meters HIGH alert enemy SPOTTED<_Editor>Entries:AI:Perception:FOV:SpottedAi_fov_length_low35View frustum length in meters LOW alert enemy NOT SPOTTED<_Editor>Entries:AI:Perception:FOV:NormalAi_fov_length_low_spotted80View frustum length in meters LOW alert enemy SPOTTED<_Editor>Entries:AI:Perception:FOV:SpottedAi_fov_length_zombie20View frustum length in meters<_Editor>Entries:AI:Perception:FOV:ZombieAi_fov_width150View frustum width in degrees enemy NOT SPOTTED full width (left to right)<_Editor>Entries:AI:Perception:FOV:NormalAi_fov_width_cover220View frustum width in degrees when down in cover. full width (left to right)<_Editor>Entries:AI:Perception:FOV:In CoverAi_fov_width_giant220View frustum width in degrees when down in cover. full width (left to right)<_Editor>Entries:AI:Perception:FOV:GiantAi_fov_width_spotted190View frustum width in degrees enemy SPOTTED full width (left to right)<_Editor>Entries:AI:Perception:FOV:SpottedAi_fov_width_zombie80View frustum width in degrees enemy full width (left to right)<_Editor>Entries:AI:Perception:FOV:ZombieAi_just_attack_range6.75(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:AIAi_offhand_grenade_at_homie_max40000(ms) max time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:GrenadesAi_offhand_grenade_at_homie_min25000(ms) min time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:GrenadesAi_offhand_grenade_from_homie_max60000(ms) max time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:GrenadesAi_offhand_grenade_from_homie_min45000(ms) min time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:GrenadesAi_offhand_grenade_general_max40000(ms) max time for enemy to enemy grenade throws.<_Editor>Entries:AI:GrenadesAi_offhand_grenade_general_min25000(ms) min time for enemy to enemy grenade throws.<_Editor>Entries:AI:GrenadesAirstrike_aim_assist_percent0.9<_Editor>Entries:CombatAirstrike_breakaway_max_dp-0.2<_Editor>Entries:Combat:Weapons:AirstrikeAirstrike_breakaway_min_dp-0.5<_Editor>Entries:Combat:Weapons:AirstrikeAirstrike_breakaway_target_radius15<_Editor>Entries:Combat:Weapons:AirstrikeAirstrike_breakway_max_ignite_time_ms300<_Editor>Entries:Combat:Weapons:AirstrikeAirstrike_launch_height15<_Editor>Entries:Combat:Weapons:AirstrikeAirstrike_num_projectiles7<_Editor>Entries:Combat:Weapons:AirstrikeAirstrike_seek_to_target_pos_scalar4<_Editor>Entries:Combat:Weapons:AirstrikeAirstrike_start_height100<_Editor>Entries:Combat:Weapons:AirstrikeAnal_probe_angular_velocity_mag2Angular velocity applied to human shields<_Editor>Entries:Combat:Weapons:Anal ProbeAnal_probe_launch_angle-1.5Degrees 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 ProbeAnal_probe_linear_velocity_mag10.0Magnitude of linear velocity for non-upgraded anal probe weapon<_Editor>Entries:Combat:Weapons:Anal ProbeAnal_probe_target_delay2500Milliseconds to wait after rocket ignites before trying to aquire a target<_Editor>Entries:Combat:Weapons:Anal ProbeAnal_probe_target_distance50.0Max distance from the launched human to look for a target<_Editor>Entries:Combat:Weapons:Anal ProbeAnal_probe_target_force1000.0Linear impulse force to apply while to the rocket at max upgrade to make them hit the target<_Editor>Entries:Combat:Weapons:Anal ProbeAssault_bot_crawl_hits600This is how many hits points a crawling assault bot will have when he goes into crawl mode<_Editor>Entries:AI:Assault BotAssault_bot_explode_delay_sec15.2Number 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 BotAssault_bot_flinch_speed_mph10If 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 BotAssault_bot_kill_speed_mph50The 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 BotBlack_hole_gravity_ramp_in_time500Time (in milliseconds) to ramp up to full gravity strength when blackhole is created<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_gravity1200G's of force at 1 meter away. Force decay is exponential.<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_hand_grab_chance0.050-1 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:BlackholeBlackhole_hover_height0.5Height off the ground the blackhole hovers.<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_max_radius35Will apply gravity within this radius.<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_owner_radius10The owner has to be within this radius to be affected by his own explosion.<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_ragdoll_radius30Ragdolls humans and dislodges movers within this radius. Humans that aren't ragdolled won't be affected.<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_vehicle_corpse_disintegrate_radius5Radius within vehicle corpses disintegrate.<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_vehicle_impulse_cap3000.0Cap on the maximum impulse applied to a vehicle.<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_vehicle_impulse_strength60.0Multiplier applied to sucking impluse vs. vehicles.<_Editor>Entries:Combat:Weapons:BlackholeBlackhole_vehicle_kill_radius3.0Vehicles within this radius will corpsify instantly. Vehicles outside this radius will take dps.<_Editor>Entries:Combat:Weapons:BlackholeBlast_camera_duration100<_Editor>Entries:Super Powers:BlastBlast_orb_lateral_move_dist3.0How far laterally the orb will move away from the gate.<_Editor>Entries:Misc:CollectiblesBlast_orb_vel10.0The downward velocity that the orb moves to hit the ground.<_Editor>Entries:Misc:CollectiblesBlast_radius_level16<_Editor>Entries:Super Powers:BlastBlast_radius_level28<_Editor>Entries:Super Powers:BlastBlast_radius_level310<_Editor>Entries:Super Powers:BlastBlast_radius_level412<_Editor>Entries:Super Powers:BlastBlast_recharge_delay1000After use, the meter will delay recharging by this amount of time<_Editor>Entries:Super Powers:BlastBlood_splat_max_per_human2<_Editor>Entries:MiscBounce_rifle_delay0.1<_Editor>Entries:Combat:Weapons:Bounce RifleBounce_rifle_dist_to_target24.0Max distance in meters a target can be to bounce to.<_Editor>Entries:Combat:Weapons:Bounce RifleBounce_rifle_dist_to_target_ground2.5If the initial shot hits the ground, this is the allowed bounce distance.<_Editor>Entries:Combat:Weapons:Bounce RifleBounce_rifle_num_bounces10The maximum number of bounces per shot.<_Editor>Entries:Combat:Weapons:Bounce RifleBounce_rifle_rehit_delay1.0If a target is hit by the bounce rifle, this is the delay before they can be hit again.<_Editor>Entries:Combat:Weapons:Bounce RifleBrass_angular_multiplier5.0multiplier for brass angular velocity when created<_Editor>Entries:Combat:Weapons:FirearmsBreast_fat_heading_larger-0.05<_Editor>Entries:Misc:BreastsBreast_fat_heading_smaller0.11<_Editor>Entries:Misc:BreastsBreast_fat_pitch_larger0.12<_Editor>Entries:Misc:BreastsBreast_fat_size_larger0.13<_Editor>Entries:Misc:BreastsBreast_fat_size_smaller0.22<_Editor>Entries:Misc:BreastsBreast_fat_volume_larger0.1<_Editor>Entries:Misc:BreastsBreast_ideal_heading_larger-0.1<_Editor>Entries:Misc:BreastsBreast_ideal_heading_smaller0.12<_Editor>Entries:Misc:BreastsBreast_ideal_pitch_larger0.35<_Editor>Entries:Misc:BreastsBreast_ideal_size_larger0.32<_Editor>Entries:Misc:BreastsBreast_ideal_size_smaller0.2<_Editor>Entries:Misc:BreastsBreast_ideal_volume_larger0.45<_Editor>Entries:Misc:BreastsBreast_skinny_heading_larger-0.1<_Editor>Entries:Misc:BreastsBreast_skinny_heading_smaller0.11<_Editor>Entries:Misc:BreastsBreast_skinny_pitch_larger0.3<_Editor>Entries:Misc:BreastsBreast_skinny_size_larger0.22<_Editor>Entries:Misc:BreastsBreast_skinny_size_smaller0.15<_Editor>Entries:Misc:BreastsBreast_skinny_volume_larger0.3<_Editor>Entries:Misc:BreastsBrute_bullrush_over_shoot_time500(ms) time to keep running after miss.<_Editor>Entries:AI:Brute:BullrushBrute_bullrush_recover_time_max7000(ms) time to stay down after miss. when brute is at 0 health.<_Editor>Entries:AI:Brute:BullrushBrute_bullrush_recover_time_min2000(ms) time to stay down after miss. when brute is at 1/2 health<_Editor>Entries:AI:Brute:BullrushBrute_bullrush_speed11m/s, -1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:BullrushBrute_bullrush_turn_speed40degrees per second<_Editor>Entries:AI:Brute:BullrushBrute_fuel_tank_damage_hitpoints500<_Editor>Entries:AI:BruteDamage on the backpack when the damage effect startsBrute_fuel_tank_explosive_damage_scalar0.1<_Editor>Entries:AI:BruteBrute_fuel_tank_hitpoints4800<_Editor>Entries:AI:BruteAmount of hits it takes on the backpack to explode the flamer bruteBrute_Human_shield_max_grab_dist3max dist to run to grab a human shield.<_Editor>Entries:AI:BruteBrute_throw_heavy_mass200(Kg) How much does a heavy object weight?<_Editor>Entries:AI:Brute:Throw_propsBrute_throw_heavy_vel17(m/s) Speed to throw heavy objects. Note: Damage on impact = speed * mass<_Editor>Entries:AI:Brute:Throw_propsBrute_throw_light_mass30(Kg) How much does a light object weight?<_Editor>Entries:AI:Brute:Throw_propsBrute_throw_light_vel35(m/s) Speed to throw light objects.<_Editor>Entries:AI:Brute:Throw_propsBrute_throw_prop_search_360_radius16Radius 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_propsBrute_throw_prop_search_forward2Distance 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_propsBrute_throw_prop_search_width4width 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_propsBuff_energy_cost1.0Percentage (0-1) of the super power charge level it takes to activate Buff<_Editor>Entries:Super Powers:BuffBuff_Fire_Radius6.0<_Editor>Entries:Super Powers:BuffDistance from player that humans will be set on fireBuff_fire_recharge_time15000How long it takes in milliseconds to completely recharge the buff power.<_Editor>Entries:Super Powers:BuffBuff_freeze_area_pct1The area freeze buff effect in percent (0-1) per second<_Editor>Entries:Super Powers:BuffBuff_freeze_hit_freeze_mult0.004The 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:BuffBuff_Freeze_Radius6.0<_Editor>Entries:Super Powers:BuffDistance from player that enemies will automatically be hit by lightning arcsBuff_freeze_recharge_time15000How long it takes in milliseconds to completely recharge the buff power.<_Editor>Entries:Super Powers:BuffBuff_life_recharge_time15000How long it takes in milliseconds to completely recharge the buff power.<_Editor>Entries:Super Powers:BuffBuff_Life_Steal_Close_Duration500<_Editor>Entries:Super Powers:BuffBuff_Life_Steal_Damage_Per_Second150.0<_Editor>Entries:Super Powers:BuffBuff_Life_Steal_Duration4000<_Editor>Entries:Super Powers:BuffDuration that the life steal elemental effect is applied to targets attacked by the playerBuff_Life_Steal_Radius6.0<_Editor>Entries:Super Powers:BuffDistance from player that humans will automatically have life stolenBuff_Lightning_Radius6.0<_Editor>Entries:Super Powers:BuffDistance from player that enemies will automatically be hit by lightning arcsBuff_lightning_recharge_time15000How long it takes in milliseconds to completely recharge the buff power.<_Editor>Entries:Super Powers:BuffBuff_passive_chance0.1Chances that an attack by the player will do buff damage while buff is not enabled. 0-1<_Editor>Entries:Super Powers:BuffBuff_recharge_delay1000After use, the meter will delay recharging by this amount of time<_Editor>Entries:Super Powers:BuffBuff_team_chance0.1Chances that an attack by the player's npc allies will do buff damage. 0-1<_Editor>Entries:Super Powers:BuffBuff_walk_speed_scalar1.0Do NOT modify this directly. You can scale this using the unlockable tweak table scalar.<_Editor>Entries:Super Powers:BuffBullet_decals_cooldown200<_Editor>Entries:MiscBusted_cost500The amount of cash you lose by being busted.<_Editor>Entries:MiscCamera_animated_cut_num_frames_to_block2When using an animated camera cut, we block movement on the camera for this number of frames.<_Editor>Entries:Combat:CameraCamera_animated_default_ramp_in_sec0.5<_Editor>Entries:MovementCamera_animated_default_ramp_out_sec2.0<_Editor>Entries:MovementCamera_animated_release_on_move_blend2.5<_Editor>Entries:MovementCamera_animated_vehicle_ramp_out_sec0.75<_Editor>Entries:MovementCamera_recoil_autolevel_decay_rate3Factor multiplied by the remaining recoil pitch to determine the return velocity.<_Editor>Entries:Combat:Camera:RecoilCamera_recoil_autolevel_delay_ms100Delay after a shot is fired (in ms) before autoleveling starts working.<_Editor>Entries:Combat:Camera:RecoilCamera_recoil_autolevel_max_speed0.6Max speed (in rad/s) when returning from recoil.<_Editor>Entries:Combat:Camera:RecoilCamera_recoil_rand_kick_vel_max0.15Minimum random velocity for a kick (in rad/s). This is multiplied by the scale factor from the weapons table.<_Editor>Entries:Combat:Camera:RecoilCamera_recoil_rand_kick_vel_min0.03Minimum random velocity for a kick (in rad/s). This is multiplied by the scale factor from the weapons table.<_Editor>Entries:Combat:Camera:RecoilCamera_recoil_user_elev_transfer_rate0.15Rate (multiplied by user input pitch velocity) of transfer of recoil pitch to user pitch when moving the camera.<_Editor>Entries:Combat:Camera:RecoilCamera_roll_intensity_pilot_assist_override0.15When using pilot assist mode, this is the override value for the roll intensity value.<_Editor>Entries:Combat:CameraCamera_shake_decay_rate1.25Decay rate of the intensity value for the "basic" camera shake.<_Editor>Entries:Combat:Camera:Camera ShakeCamera_shake_keep_max_intensity_time_s0.2When 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 ShakeCamera_shake_maximum_intensity100Maximum intensity value allowed for camera shakes.<_Editor>Entries:Combat:Camera:Camera ShakeCamera_target_source_fudge_dist_firearm-0.1When 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:CombatCamera_target_source_fudge_dist_launcher0.5When 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:CombatCash_payout_interval_minutes15The interval (in minutes) at which cash is awarded to the player from owned hoods/businesses/etc<_Editor>Entries:MiscCell_phone_UI_delay_ms200How long after cell phone is requested before showing the UI (so we can see the player's animation to open it.)<_Editor>Entries:UIChallenge_reset_on_mission_system_reload1If 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:DiversionsChum_gun_blood_splat_radius4<_Editor>Entries:Combat:Weapons:ChumChum_gun_multiple_shark_distance5<_Editor>Entries:Combat:Weapons:ChumChum_gun_radius0.1<_Editor>Entries:Combat:Weapons:ChumChum_gun_react_anim_pct0.5The percentage (0-1) of victims who will play the special death animation. Everyone else will run away.<_Editor>Entries:Combat:Weapons:ChumChum_gun_shark_blood_splat_radius15.0<_Editor>Entries:Combat:Weapons:ChumChum_gun_shark_delay4000<_Editor>Entries:Combat:Weapons:ChumChum_gun_vehicle_shark_delay5000<_Editor>Entries:Combat:Weapons:ChumChum_gun_world_decals_per_frame3<_Editor>Entries:Combat:Weapons:ChumCID_run_speed8<_Editor>Entries:AI:FollowerCID_shield_timeout_sec6.0The amount of time after being shielded before another CID is allowed to shield a specific target<_Editor>Entries:AI:CIDCity_pause_map_max_x2881Determines how much of the world is captured by map creation tool. Do not change unless you build the map again.<_Editor>Entries:UICity_pause_map_max_z2661Determines how much of the world is captured by map creation tool. Do not change unless you build the map again.<_Editor>Entries:UICity_pause_map_min_x-2881Determines how much of the world is captured by map creation tool. Do not change unless you build the map again.<_Editor>Entries:UICity_pause_map_min_z-2941Determines how much of the world is captured by map creation tool. Do not change unless you build the map again.<_Editor>Entries:UICity_takeover_mission_district_complete_pct0.9city takeover missions - percent of district taken over to consider it complete to trigger rollover to the next district<_Editor>Entries:City TakeoverCity_takeover_ownership_blend_rate0.2Controls how fast we blend between CTO ownership values when going from one hood to the next. Higher values == faster blend.<_Editor>Entries:City TakeoverCity_takeover_ownership_theshold_pct0.5city takeover - percent of hood taken over to trigger glitched weather and LUT state<_Editor>Entries:City TakeoverCity_viewable_map_max_x2844Limit of pause map in game. Change this to show more or less water.<_Editor>Entries:UICity_viewable_map_max_z2475Limit of pause map in game. Change this to show more or less water.<_Editor>Entries:UICity_viewable_map_min_x-2602Limit of pause map in game. Change this to show more or less water.<_Editor>Entries:UICity_viewable_map_min_z-2971Limit of pause map in game. Change this to show more or less water.<_Editor>Entries:UIClimb_blend_in_time0.15The blend time when starting the climbing animation network.<_Editor>Entries:Movement:ClimbingClimb_blend_out_time0.2The blend time when finishing the climbing animation network.<_Editor>Entries:Movement:ClimbingClimb_jump_camera_cancel_time_sec0.6When going from jump to climb, this is the amount of time we take to blend out of the jump camera.<_Editor>Entries:Movement:ClimbingClimb_spline_connected_tolerance0.275The max distance between two climbing spline end-points required for them to be considered connected.<_Editor>Entries:Movement:ClimbingClimb_spline_connected_y_tolerance0.01The max height between two climbing spline end-points required for them to be considered connected.<_Editor>Entries:Movement:ClimbingCombat_ready_melee_time_ms3000Combat ready time in ms for the player when a weapon is equipped.<_Editor>Entries:Combat:Combat ReadyCombat_ready_npc_weapon_time_ms500Combat ready time in ms for NPCs when a weapon is equipped.<_Editor>Entries:Combat:Combat ReadyCombat_ready_player_weapon_time_ms9000Combat ready time in ms for the player when a weapon is equipped.<_Editor>Entries:Combat:Combat ReadyCommander_rocket_ammo_cost4Firing a rocket costs this many rounds.<_Editor>Entries:Combat:Weapons:Commander in ChiefCorridor_cam_follow_dist50The distance behind the corridor camera target object the camera should follow (in meters). Controls the follow distance of the camera.<_Editor>Entries:Missions:SpaceFox:CameraCorridor_cam_hfov_deg120.0Controls the horizontal FOV of the corridor camera. (in degrees)<_Editor>Entries:Missions:SpaceFox:CameraCorridor_cam_horizontal_lag_dist15.0The 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:CameraCorridor_cam_vertical_lag_dist5.0The 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:CameraCorridor_cam_vertical_lag_offset20.0Additional 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:CameraCorridor_plane_bank_max_ang_vel4.5The 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 MovementCorridor_plane_bank_max_from_turn0.65The 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 MovementCorridor_plane_bank_max_from_vel1.05The 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 MovementCorridor_plane_bank_turn_accel_factor-0.0000025Factor 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 MovementCorridor_plane_barrel_roll_double_tap_time_ms250Time in milliseconds that the player must double tap a bank button within to do a barrel roll.<_Editor>Entries:Missions:SpaceFox:Ship MovementCorridor_plane_barrel_roll_duration_ms750The duration of a barrel roll in milliseconds.<_Editor>Entries:Missions:SpaceFox:Ship MovementCorridor_plane_max_x_velocity250The 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 MovementCorridor_plane_max_y_velocity250The 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 MovementCorridor_plane_mouse_roll_threshold0.05Threshold for allowing mouse movement to trigger the rolling behavior in Space Fox<_Editor>Entries:Missions:SpaceFox:Ship MovementCorridor_plane_mouse_speed_cap_x1.0Mouse speed cap after adjustment, in the x direction<_Editor>Entries:Missions:SpaceFox:Ship MovementCorridor_plane_mouse_speed_cap_y1.0Mouse speed cap after adjustment, in the y direction<_Editor>Entries:Missions:SpaceFox:Ship MovementCorridor_plane_mouse_speed_multiplier30Multiplier used on mouse movement during the Space Fox sequence<_Editor>Entries:Missions:SpaceFox:Ship MovementCorridor_plane_movement_lerp_factor0.87Linear 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 MovementCorridor_plane_rotation_lerp_factor0.8Linear 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 MovementCorridor_plane_rubber_border_pct0.99The 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 MovementCorridor_plane_rubber_border_ramp_pct0.99Specifies 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 MovementCorridor_plane_rubber_border_ramp_up_pct0.05Specifies 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 MovementCorridor_plane_scrape_bump_amount50Strength of the bump that pushes the ship away from a wall that it scrapes.<_Editor>Entries:Missions:SpaceFox:Ship MovementCorridor_plane_scrape_damage500Amount of damage the ship takes when it scrapes against a wall.<_Editor>Entries:Missions:SpaceFox:Ship MovementCorridor_plane_x_vel_from_roll75.0Additional 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 MovementCorridor_plane_y_vel_from_roll-30.0Additional 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 MovementCrib_default_ammo_multiplier0.20<_Editor>Entries:CombatCrouch_click_sensitivity0.5Max 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:ControlsCTO_DT_mm1_pct0.2percent of city takeover required to unlock the first set of mini-missions<_Editor>Entries:City TakeoverCTO_DT_mm2_level1player power level required to unlock the second set of mini-missions<_Editor>Entries:City TakeoverCTO_DT_mm2_pct0.4percent of city takeover required to unlock the second set of mini-missions<_Editor>Entries:City TakeoverCTO_DT_sh_level12player power level required to unlock the second set of mini-missions<_Editor>Entries:City TakeoverCTO_DT_sh_pct0.6percent of city takeover required to unlock the stronghold<_Editor>Entries:City TakeoverCTO_NW_mm1_pct0.0percent of city takeover required to unlock the first set of mini-missions<_Editor>Entries:City TakeoverCTO_NW_mm2_level4player power level required to unlock the second set of mini-missions<_Editor>Entries:City TakeoverCTO_NW_mm2_pct0.3percent of city takeover required to unlock the second set of mini-missions<_Editor>Entries:City TakeoverCTO_NW_sh_level7player power level required to unlock the next mission - m02<_Editor>Entries:City TakeoverCTO_NW_sh_pct0.45percent of city takeover required to unlock the stronghold<_Editor>Entries:City TakeoverCto_progress_reminder_delay300000Time (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:PersonasCTO_SW_mm1_pct0.15percent of city takeover required to unlock the first set of mini-missions<_Editor>Entries:City TakeoverCTO_SW_mm2_level9player power level required to unlock the second set of mini-missions<_Editor>Entries:City TakeoverCTO_SW_mm2_pct0.3percent of city takeover required to unlock the second set of mini-missions<_Editor>Entries:City TakeoverCTO_SW_sh_level11player power level required to unlock the next mission - m04<_Editor>Entries:City TakeoverCTO_SW_sh_pct0.50percent of city takeover required to unlock the stronghold<_Editor>Entries:City TakeoverCTO_window_blue255Blue component of CTO window color, 0-255.<_Editor>Entries:City TakeoverCTO_window_green177Green component of CTO window color, 0-255.<_Editor>Entries:City TakeoverCTO_window_red20Red component of CTO window color, 0-255.<_Editor>Entries:City TakeoverCybercannon_lvl2_pct.5This 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 CannonCybercannon_lvl3_pct1.0This 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 CannonDamage_assist_scale_multiplier0.2When 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:DamageDamage_assist_start_percent0.5When the player health is below this percent (0.0 to 1.0) the damage assist system will kick in.<_Editor>Entries:Combat:DamageDBNO_bleed_out_delta_per_second10The amount of bleed out hit points lost or gained per second while bleeding out or recovering, respectively.<_Editor>Entries:Combat:DBNODBNO_dead_screen_render_opacity0.8Hack for turning the screen red as you die on DBNO.<_Editor>Entries:Combat:DBNODBNO_dead_screen_render_red_value0.2Hack for turning the screen red as you die on DBNO.<_Editor>Entries:Combat:DBNODBNO_getup_button_press_speed_increase1.5When the getup button is pressed, this is the amount by which the speed is increased.<_Editor>Entries:Combat:DBNODBNO_getup_drop_time_ms500This is the maximum delay between button presses before the player drops back down from the getup animation.<_Editor>Entries:Combat:DBNODBNO_getup_max_anim_speed2.5The fastest animation speed setting allowed for the getup anim.<_Editor>Entries:Combat:DBNODBNO_getup_min_anim_speed0.25The slowest animation speed setting allowed for the getup anim.<_Editor>Entries:Combat:DBNODBNO_getup_speed_decrease_per_sec4This is the amount per second by which the speed is decreased when playing a getup animation.<_Editor>Entries:Combat:DBNODBNO_max_screen_render_opacity0.7Hack for turning the screen red as you die on DBNO.<_Editor>Entries:Combat:DBNODBNO_screen_render_red_value0.3Hack for turning the screen red as you die on DBNO.<_Editor>Entries:Combat:DBNODeath_cam_aggression3.01/sec time to travel from any arbitrary point to any other arbitrary point<_Editor>Entries:Combat:Camera:DeathDeath_cam_angular_follow_agg0.5fractional ratio per second that we should follow the lookat orientation<_Editor>Entries:Combat:Camera:DeathDeath_cam_back_away_constant2.0scale of the world xz-direction to the parabola t-axis<_Editor>Entries:Combat:Camera:DeathDeath_cam_critical_height20.0maximum height the camera will try to enforce<_Editor>Entries:Combat:Camera:DeathDeath_cam_lookat_follow_agg0.99fractional ratio per second that we should follow the lookat point<_Editor>Entries:Combat:Camera:DeathDeath_cam_multi_critical_height5.0maximum height the camera will try to enforce in multiplayer<_Editor>Entries:Combat:Camera:DeathDeath_cam_parabola_constant0.7scale of the world y-axis to the parabola y-axis<_Editor>Entries:Combat:Camera:DeathDeath_cost500The amount of cash you lose by dying.<_Editor>Entries:MiscDefault_npc_throw_strength_on_foot.9<_Editor>Entries:Combat:Weapons:GrenadesDefault_player_throw_strength_on_foot.6<_Editor>Entries:Combat:Weapons:GrenadesDefault_throw_strength_from_vehicle.6<_Editor>Entries:Combat:Weapons:GrenadesDefault_toss_strength_on_foot.6<_Editor>Entries:Combat:Weapons:GrenadesDive_land_time_to_land0.1<_Editor>Entries:Movement:JumpThis 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_sec0.1The blend in time when switching to the jump animation network.<_Editor>Entries:Movement:JumpDive_roll_time_to_land0.5<_Editor>Entries:Movement:JumpThis 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_speed13m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:move speedsDonnie_sprint_speed30m/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 speedsDonnie_walk_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:move speedsDual_wield_hold_time_ms150The amount of time (in ms) you need to hold the button to pick up and dual wield a weapon.<_Editor>Entries:ControlsDubstep_bullet_mosiac_duration0.1On bullet hit, the duration of the mosiac effect on a human or vehicle.<_Editor>Entries:Combat:Weapons:DubstepDubstep_car_lights_radius50.0Cars within this radius will flash their lights.<_Editor>Entries:Combat:Weapons:DubstepDubstep_dance_party_radius50.0Peds within this radius will dance when the player has the trigger down.<_Editor>Entries:Combat:Weapons:DubstepDubstep_death_anim_initial_delay0.5Delay before performing any animation pauses.<_Editor>Entries:Combat:Weapons:DubstepDubstep_death_anim_initial_pause0.5Duration of the forced animation pause at the end of the initial delay.<_Editor>Entries:Combat:Weapons:DubstepDubstep_death_anim_scrub_12.0Time into the death anim sequence when we scrub (this should be later than init_delay + init_pause).<_Editor>Entries:Combat:Weapons:DubstepDubstep_death_anim_scrub_26.0Time into the death anim sequence when we scrub (this should be later than init_delay + init_pause).<_Editor>Entries:Combat:Weapons:DubstepDubstep_death_anim_scrub_duration_10.4Duration of the scrub.<_Editor>Entries:Combat:Weapons:DubstepDubstep_death_anim_scrub_duration_20.2Duration of the scrub.<_Editor>Entries:Combat:Weapons:DubstepDubstep_death_anim_speed0.40.0-1.0 speed at which death anims play.<_Editor>Entries:Combat:Weapons:DubstepDubstep_explosion_mosiac_duration0.7On explosion hit, the duration of the mosiac effect on a human or vehicle.<_Editor>Entries:Combat:Weapons:DubstepDubstep_glass_shatter_max_time_s6Max time in seconds before glass shatters.<_Editor>Entries:Combat:Weapons:DubstepDubstep_glass_shatter_min_time_s2.0Min time in seconds before glass shatters.<_Editor>Entries:Combat:Weapons:DubstepDubstep_hydraulics_intensity0.950.0-1.0 The intensity of hydraulics for dancing vehicles.<_Editor>Entries:Combat:Weapons:DubstepDubstep_no_sfx_cannon_delay1.0Delay between rifle shots when SFX is set to 0.<_Editor>Entries:Combat:Weapons:Dubstep:No SFXDubstep_no_sfx_death_delay0.3Delay beween death markers for animation pausing<_Editor>Entries:Combat:Weapons:Dubstep:No SFXDubstep_no_sfx_rifle_delay0.5Delay between rifle shots when SFX is set to 0.<_Editor>Entries:Combat:Weapons:Dubstep:No SFXDubstep_ped_dance_end_delay1.5Max time before a ped ends dancing after the music stops.<_Editor>Entries:Combat:Weapons:DubstepDubstep_street_light_radius75.0Street light radius.<_Editor>Entries:Combat:Weapons:DubstepDubstep_wub_camera_duration0.15How long do we change the camera submode on a wub.<_Editor>Entries:Combat:Weapons:Dubstep:Wub EffectsDubstep_wub_distance_fade36<_Editor>Entries:Combat:Weapons:Dubstep:Wub EffectsDubstep_wub_duration0.15<_Editor>Entries:Combat:Weapons:Dubstep:Wub EffectsDubstep_wub_intensity1.5<_Editor>Entries:Combat:Weapons:Dubstep:Wub EffectsDubstep_wub_radius1.0<_Editor>Entries:Combat:Weapons:Dubstep:Wub EffectsElectric_grenade_ragdoll_time_ms4000<_Editor>Entries:Combat:Weapons:GrenadesElectric_vs_metal_damage_multiplier1.5<_Editor>Entries:Super PowersEnemy_revive_percent_hit_points1.0changed 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:DBNOEnergy_blast_anim_ramp_out_time0.5Time (in seconds) to ramp out the charge up animation if the player cancels the nuke<_Editor>Entries:Super Powers:NukeEnergy_blast_camera_fov30FOV to animate to over the orbit period, then back to normal over the pull out section<_Editor>Entries:Super Powers:NukeEnergy_blast_camera_stationary_time3500Time (in milliseconds, from nuke explosion) that the camera holds at the max distance away from the player<_Editor>Entries:Super Powers:NukeEnergy_blast_camera_travel_dist300.0Distance (in meters) that the camera travels away from the player during a nuke<_Editor>Entries:Super Powers:NukeEnergy_blast_camera_travel_time350Time (in milliseconds, from nuke explosion) that the camera takes to get to the max distance away from the player<_Editor>Entries:Super Powers:NukeEnergy_blast_charge_cost2500<_Editor>Entries:Super Powers:NukeEnergy_blast_disable_spawning_time20000Time (in milliseconds, from nuke explosion) that ambient spawning should be disabled<_Editor>Entries:Super Powers:NukeEnergy_blast_explosion_pvp_damage_pct0.65Percentage of player's max health that should be taken as damage in PVP.<_Editor>Entries:Super Powers:NukeEnergy_blast_explosion_radius100.0Size (in meters) of area to clear out when nuke explosion goes off<_Editor>Entries:Super Powers:NukeEnergy_blast_nuke_time4000Time (in milliseconds, from when button was first pressed) that nuke explosion goes off<_Editor>Entries:Super Powers:NukeEscort_max_distance_value4500Max distance away a complication can start from the player in escort.<_Editor>Entries:ActivitiesEscort_min_distance_value100Min distance away a complication can start from the player in escort.<_Editor>Entries:ActivitiesExit_combat_ready_delay_ms1000<_Editor>Entries:Vehicles:Vehicle InteractionExit_fast_action_delay_ms100<_Editor>Entries:Vehicles:Vehicle InteractionFall_speed_to_drop_single_use_weapon7<_Editor>Entries:MiscFine_aim_transition_min_dist3Min distance between the target pos and the target (player) when using that as a transition point for fine aim, etc.<_Editor>Entries:Combat:CameraFire_blast_burn_damage_per_second66.6<_Editor>Entries:Super Powers:BlastFire_blast_burn_duration6000<_Editor>Entries:Super Powers:BlastFire_blast_recharge_time10000How long it takes in milliseconds to completely recharge the freeze blast.<_Editor>Entries:Super Powers:BlastFire_buff_burn_damage_per_second75<_Editor>Entries:Super Powers:BuffFire_buff_burn_duration3000<_Editor>Entries:Super Powers:BuffLength of time humans will remain on fire when affected by fire buffFire_buff_duration10000<_Editor>Entries:Super Powers:BuffLength of time the player will be "buffed" per activationFire_Damage_Scalar0.25Damage scalar applied to the player when he is on fire<_Editor>Entries:Combat:DamageFlamethrower_groundfire_creation_time_ms50Time (in ms) before a surface being hit by the flamethrower will spawn a fire.<_Editor>Entries:Combat:Weapons:FlamethrowerFlashlight_stagger_time_sec30The 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:MiscFlashpoint_attack_radius80Normal radius player needs to stay within once flashpoint is active<_Editor>Entries:DiversionsFlashpoint_auto_activate_radius20.0If the player gets closer than this amout to the center of the flashpoint, it will automatically activate.<_Editor>Entries:DiversionsFlashpoint_cash2000Amount of cash to receeve when a flashpoint is completed.<_Editor>Entries:DiversionsFlashpoint_respect300Amount of respect to receive when a flashpoint is completed.<_Editor>Entries:DiversionsFlashpoint_warden_attack_radius120Radius player needs to stay within once flashpoint is active and has spawned a warden<_Editor>Entries:DiversionsFlyby_audio_delay_ms60Delay before playing another flyby audio sound<_Editor>Entries:CombatFog_curve_density_11Fog density multiplier.<_Editor>Entries:Fog Curve:Point1Fog_curve_density_2.9Fog density multiplier.<_Editor>Entries:Fog Curve:Point 2Fog_curve_density_3.8Fog density multiplier.<_Editor>Entries:Fog Curve:Point 3Fog_curve_density_4.45Fog density multiplier.<_Editor>Entries:Fog Curve:Point 4Fog_curve_ground_10Offset added to fog_ground.<_Editor>Entries:Fog Curve:Point1Fog_curve_ground_2140Offset added to fog_ground.<_Editor>Entries:Fog Curve:Point 2Fog_curve_ground_3300Offset added to fog_ground.<_Editor>Entries:Fog Curve:Point 3Fog_curve_ground_4500Offset added to fog_ground.<_Editor>Entries:Fog Curve:Point 4Fog_curve_height_10Height that these settings take place.<_Editor>Entries:Fog Curve:Point1Fog_curve_height_2160Height that these settings take place.<_Editor>Entries:Fog Curve:Point 2Fog_curve_height_3320Height that these settings take place.<_Editor>Entries:Fog Curve:Point 3Fog_curve_height_4480Height that these settings take place.<_Editor>Entries:Fog Curve:Point 4Fog_curve_offset_10.0Fog density offset modifier.<_Editor>Entries:Fog Curve:Point1Fog_curve_offset_21Fog density offset modifier.<_Editor>Entries:Fog Curve:Point 2Fog_curve_offset_31Fog density offset modifier.<_Editor>Entries:Fog Curve:Point 3Fog_curve_offset_41Fog density offset modifier.<_Editor>Entries:Fog Curve:Point 4Fog_curve_scale_11Fog atmospheric scale multiplier.<_Editor>Entries:Fog Curve:Point1Fog_curve_scale_2.5Fog atmospheric scale multiplier.<_Editor>Entries:Fog Curve:Point 2Fog_curve_scale_3.25Fog atmospheric scale multiplier.<_Editor>Entries:Fog Curve:Point 3Fog_curve_scale_4.2Fog atmospheric scale multiplier.<_Editor>Entries:Fog Curve:Point 4Follow_abandon_radius55(m) follower can be abandoned if outside of the radius for X ms.<_Editor>Entries:AI:FollowerFollow_abandon_time_out20000(ms) follower can be abandoned if outside of the radius for X ms.<_Editor>Entries:AI:FollowerForce_TK_hold_cost0.06Energy cost per second to hold a telekinesis object<_Editor>Entries:Super Powers:TelekinesisForce_TK_max_human_throw_damage1000<_Editor>Entries:Super Powers:TelekinesisForce_TK_throw_cost0.3Energy cost, 1.0 is full unupgraded energy bar<_Editor>Entries:Super Powers:TelekinesisForce_TK_throw_damage_multiplier10Damage multiplier that is applied during the throw duration<_Editor>Entries:Super Powers:TelekinesisForce_TK_Throw_Max_Speed75(m/s) the speed player can throw objects at full power.<_Editor>Entries:Super Powers:TelekinesisForce_TK_Throw_Min_Speed45(m/s) the speed player can throw objects at lowest power.<_Editor>Entries:Super Powers:TelekinesisForce_TK_throw_veh_damage_multiplier2Damage multiplier that is applied during the throw duration<_Editor>Entries:Super Powers:TelekinesisFreefall_approach_rotation_factor0.75Maximum amount the player will rotate away from the camera while the parachute is open.<_Editor>Entries:Movement:Free Falling:RotationFreefall_back_terminal_velocity36Terminal velocity while freefalling while pressing back. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal VelocityFreefall_forward_terminal_velocity67Terminal velocity while freefalling while pressing forward. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal VelocityFreefall_max_bank_rotation_rad0.6Maximum amount the player will rotate away from the camera while freefalling for banking.<_Editor>Entries:Movement:Free Falling:RotationFreefall_max_bank_speed20Max banking speed (m/s) when in free fall mode (no parachute).<_Editor>Entries:Movement:Free Falling:Movement SpeedFreefall_max_forward_speed30Max forward speed (m/s) when in free fall mode (no parachute).<_Editor>Entries:Movement:Free Falling:Movement SpeedFreefall_max_reverse_speed3Max reverse speed (m/s) when in free fall mode (no parachute).<_Editor>Entries:Movement:Free Falling:Movement SpeedFreefall_min_clear_distance10Min didstance to hit something before allowing freefall to start.<_Editor>Entries:Movement:Free FallingFreefall_min_fall_speed10Minimum downward speed before freefalling is valid.<_Editor>Entries:Movement:Free FallingFreefall_normal_terminal_velocity45Terminal velocity while freefalling while not holding the stick. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal VelocityFreefall_ragdoll_blend_out_time_sec0.5<_Editor>Entries:Movement:FallingFreeze_blast_energy_cost100Percentage of the super power charge level it takes to fire a freeze projectile.<_Editor>Entries:Super Powers:BlastFreeze_blast_recharge_time10000How long it takes in milliseconds to completely recharge the freeze blast.<_Editor>Entries:Super Powers:BlastFreeze_buff_duration10000Length of time the player will be "buffed" per activation<_Editor>Entries:Super Powers:BuffFreeze_damage_multiplier2.0<_Editor>Entries:Super Powers:BlastFrozen_max_age750Time in milliseconds it takes to fade in shader. This value is relative to the shader itself and controls partial freezing.<_Editor>Entries:Super Powers:BlastFrozen_max_partial_pct0.75Max percent (0.0 -> 1.0) to show the shader for partially frozen guys<_Editor>Entries:Super Powers:BlastFrozen_melt_time0.3Time in seconds it takes for a frozen human to completely melt when their thaw timer is up.<_Editor>Entries:Super Powers:BlastFrozen_min_partial_pct0.33Min percent (0.0 -> 1.0) to show the shader for partially frozen guys<_Editor>Entries:Super Powers:BlastFrozen_refire_delay_mult10.0<_Editor>Entries:Super Powers:BlastMultiplier for the refire delay when a person is fully frozen. In between is scale from normal to this * normal.Frozen_thaw_time5.0Time in seconds it takes for a frozen human to completely thaw.<_Editor>Entries:Super Powers:BlastFrozen_Warden_thaw_time2.0Time in seconds it takes for a frozen human to completely thaw.<_Editor>Entries:Super Powers:BlastGarage_free_repair_damage0.2The 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:VehiclesGenki_mind_control_time120000<_Editor>Entries:Combat:Weapons:GenkiGlitch_blast_duration10000<_Editor>Entries:Super Powers:BlastGlitch_blast_max_targets2<_Editor>Entries:Super Powers:BlastGlitch_blast_recharge_time20000How long it takes in milliseconds to completely recharge the glitch blast.<_Editor>Entries:Super Powers:BlastGlitch_effect_lifetime1000How long the glitch effect takes to animate and dissappear.<_Editor>Entries:City TakeoverGlitch_effect_min_size2.0Size in meters that at least one dimension of an object has to be before it's considered for a glitch effect.<_Editor>Entries:City TakeoverGlitch_effect_radius30Radius 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 TakeoverGlitch_max_building_glitch_time150000Delay between building glitches in an uncontrolled district.<_Editor>Entries:City TakeoverGlitch_max_human_glitch_time90000Delay between human glitches in an uncontrolled district.<_Editor>Entries:City TakeoverGlitch_max_vehicle_glitch_time90000Delay between vehicle glitches in an uncontrolled district.<_Editor>Entries:City TakeoverGlitch_min_building_glitch_time500Delay between building glitches in a fully controlled district.<_Editor>Entries:City TakeoverGlitch_min_human_glitch_time500Delay between human glitches in a fully controlled district.<_Editor>Entries:City TakeoverGlitch_min_vehicle_glitch_time500Delay between vehicle glitches in a fully controlled district.<_Editor>Entries:City TakeoverGlitch_morph_animation_time1250Animation time for the morph glitch (ms)<_Editor>Entries:City TakeoverGlitch_morph_effect_lead_time200Time(ms) before the actual morph swap to play the morph effect.<_Editor>Entries:City TakeoverGlitch_stomp_robot_duration8000<_Editor>Entries:Super Powers:StompGlitch_stomp_vehicle_duration12000<_Editor>Entries:Super Powers:StompGlitch_vehicle_time12000Time in milliseconds that a vehicle stays glitched when struck by the glitch gun.<_Editor>Entries:Combat:Weapons:GlitchGlobal_decal_scale0.5multiplier applied to all decal radius calculations.<_Editor>Entries:MiscGold_CID_acceleration_time2.0Amount of time it takes for the CID to reach the base max velocity from standing still<_Editor>Entries:AI:Golden CIDGold_CID_burst_speed_bonus0.25Used 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 CIDGold_CID_chase_range_long90Distance 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 CIDGold_CID_deceleration_time64.0The amount of time it takes the CID to go from his base max velocity to a stand still<_Editor>Entries:AI:Golden CIDGold_CID_max_forced_road_recovery_sec20Maximum amount of time before a golden CID is forced into a road recovery operation<_Editor>Entries:AI:Golden CIDGold_CID_min_forced_road_recovery_sec10Minimum amount of time before a golden CID is forced into a road recovery operation<_Editor>Entries:AI:Golden CIDGold_CID_road_recovery_timeout_sec15If 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 CIDGold_CID_speed_cap_long0.60Maximum 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 CIDGold_CID_speed_cap_medium0.85Maximum 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 CIDGold_CID_speed_cap_short0.94Maximum 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 CIDGolden_CID_burst_chance0.25Probability that a Golden CID will get a burst of speed<_Editor>Entries:AI:Golden CIDGolden_CID_burst_duration_sec2Duration of a Golden CID's speed burst once activated<_Editor>Entries:AI:Golden CIDGolden_CID_burst_eval_period_sec1.5Time between evaluating if a Golden CID should do a burst of speed<_Editor>Entries:AI:Golden CIDGolden_CID_chase_range_medium_high60Distance away the player needs to be in order to flee at the medium range speed cap (high notoriety)<_Editor>Entries:AI:Golden CIDGolden_CID_chase_range_medium_low13Distance away the player needs to be in order to flee at the medium range speed cap (low notoriety)<_Editor>Entries:AI:Golden CIDGolden_CID_chase_range_short_high15Distance away the player needs to be in order to flee at the short range speed cap (high notoriety)<_Editor>Entries:AI:Golden CIDGolden_CID_chase_range_short_low5Distance away the player needs to be in order to flee at the short range speed cap (low notoriety)<_Editor>Entries:AI:Golden CIDGolden_CID_chase_reset_period_sec5If the player is outside medium range for this period of time, the chase speed resets to full<_Editor>Entries:AI:Golden CIDGolden_CID_max_chase_duration_sec60The amount of time it takes for a chase to drop from the short range speed to medium<_Editor>Entries:AI:Golden CIDGolden_CID_maximum_velocity120Maximum velocity of the golden CID. Acceleration and Deceleration are calculated from this value<_Editor>Entries:AI:Golden CIDGolden_CID_takedown_max_distance11Distance away the player needs to be in order to take down the Golden CID<_Editor>Entries:AI:Golden CID:TakedownGolden_CID_takedown_min_distance4.5Distance away the player needs to be in order to take down the Golden CID<_Editor>Entries:AI:Golden CID:TakedownGolden_CID_takedown_player_max_speed50If the player is traveling at or above this speed, we use the maximum takedown distance<_Editor>Entries:AI:Golden CID:TakedownGolden_CID_takedown_player_min_speed15If the player is traveling at or below this speed, we use the minimum takedown distance<_Editor>Entries:AI:Golden CID:TakedownGolden_CID_takedown_y_ignore_range20If a golden CID is inside this range, other Y prompts will be ignored<_Editor>Entries:AI:Golden CID:TakedownGravity_stomp_damage_all_pct1.0<_Editor>Entries:Super Powers:StompGrenade_indicator_distance50<_Editor>Entries:CombatGrenade_shout_radius25Maximum distance that a grenade shout can be heard<_Editor>Entries:AI:PerceptionGrenade_throw_clockwise_threshold_rad2.0The angle difference in radians before which we always go counterclockwise when throwing a grenade and jumping.<_Editor>Entries:Movement:JumpGuided_rocket_keep_above_ground_dist1<_Editor>Entries:Combat:Weapons:GuidedRocketsGuided_rocket_scalar4<_Editor>Entries:Combat:Weapons:GuidedRocketsGuided_rocket_scalar_NPC1<_Editor>Entries:Combat:Weapons:GuidedRocketsGuided_rocket_vehicle_scalar4<_Editor>Entries:Combat:Weapons:GuidedRocketsGuided_rocket_vehicle_scalar_NPC1<_Editor>Entries:Combat:Weapons:GuidedRocketsHacking_bonus_per_instance0.05Incremental bonus multiplier awarded each time an instance is beaten<_Editor>Entries:City TakeoverHacking_cash_reward_base1000Base cash reward for completing an instance of hacking<_Editor>Entries:City TakeoverHacking_respect_reward_base150Base respect reward for completing an instance of hacking<_Editor>Entries:City TakeoverHD_avatar_down_time_ms10000Amount of time Matt stays in the downed position awaiting a QTE.<_Editor>Entries:Boss:Matt MillerHD_brute_damage_to_timer_ms50When damaging the brute, multiply the damage by this value and add it to the timer.<_Editor>Entries:AI:Brute:DownedHD_brute_down_time_ms7000Default time (in milliseconds) for the brute to be downed.<_Editor>Entries:AI:Brute:DownedHD_killbane_down_time_ms10000The amount of time Killbane spend in the downed position waiting for the player to interact.<_Editor>Entries:Boss:Killbane:MurderbrawlHD_mars_killbane_down_time_ms8000The amount of time Killbane spend in the downed position waiting for the player to interact.<_Editor>Entries:Boss:Killbane:MarsHD_revive_hold_time_sec2.5This is the amount of time the player has to hold the button to revive a homie or the other player.<_Editor>Entries:Combat:DBNOHD_warden_button_initial_duration1.8The duration of the first button prompt in the beatdown.<_Editor>Entries:AI:Warden:Downed:Button RandomizationHD_warden_button_min_duration0.5The minimum duration a button prompt can appear during the beatdown.<_Editor>Entries:AI:Warden:Downed:Button RandomizationHD_warden_button_scale0.80Apply this scale to each subsequent button prompt during the beatdown.<_Editor>Entries:AI:Warden:Downed:Button RandomizationHD_warden_cam_end_fov45The camera FOV at the right end of the meter.<_Editor>Entries:AI:Warden:Downed:Beatdown CameraHD_warden_cam_orbit_duration_s8.0The amount of time it takes for the camera to complete one full orbit during the beatdown (s).<_Editor>Entries:AI:Warden:Downed:Beatdown CameraHD_warden_cam_start_fov65The camera FOV at the left end of the meter.<_Editor>Entries:AI:Warden:Downed:Beatdown CameraHD_warden_glitch_duration_s2.5How long a glitch lasts.<_Editor>Entries:AI:Warden:Downed:GlitchingHD_warden_glitch_end_s0.1How often to do a glitch when the meter is at<_Editor>Entries:AI:Warden:Downed:GlitchingHD_warden_glitch_start_s3.0How often to do a glitch when the meter is at the left hand side<_Editor>Entries:AI:Warden:Downed:GlitchingHD_warden_input_keyboard_scale_factor1.25Keyboard/mouse scale rate for player input. Higher numbers make the input more effective.<_Editor>Entries:AI:Warden:DownedHD_warden_interaction_dist2.0When a player walks within this distance, he will unequip his weapon and the melee icon will appear.<_Editor>Entries:AI:Warden:DownedHD_warden_interation_down_time_ms4000<_Editor>Entries:AI:Warden:DownedThis is the initial amout of time we allow the warden to be down when his shield drops.HD_warden_lose_beatdown_factor6.0Amount we added to the fudge factor when the player loses a beatdown (expressed as points).<_Editor>Entries:AI:Warden:Downed:FudgeFactorHD_warden_meter_const_decay0.4The decay increases by this much every second.<_Editor>Entries:AI:Warden:DownedHD_warden_meter_damage_scale0.035During the beatdown, scale the co-op player's damage by this much and apply it to the meter.<_Editor>Entries:AI:Warden:DownedHD_warden_meter_initial_decay15.0Number of points we decay per second.<_Editor>Entries:AI:Warden:DownedHD_warden_meter_player_input35.0When the player presses the correct button, increase the value of the meter by this.<_Editor>Entries:AI:Warden:DownedHD_warden_meter_player_input_negative2.0When the player presses the incorrect button, decrease the meter by this much. Multiplies for each incorrect press.<_Editor>Entries:AI:Warden:DownedHD_warden_meter_start200.0The initial value the meter starts at.<_Editor>Entries:AI:Warden:DownedHD_warden_meter_start_add_per_down100.0Each time the warden is downed, we add this to the start on the meter.<_Editor>Entries:AI:Warden:DownedHD_warden_meter_total_size1000.0This is the total size of the meter. When the value hits this, the player wins.<_Editor>Entries:AI:Warden:DownedHD_warden_player_flight_speed35How fast m/sec the player moves while flying.<_Editor>Entries:AI:Warden:DownedHD_warden_pushback_length_max1.5Max pushback duration (sec).<_Editor>Entries:AI:Warden:Downed:PushbackHD_warden_pushback_length_min0.5Min pushback duration (sec).<_Editor>Entries:AI:Warden:Downed:PushbackHD_warden_pushback_max_time3Maximum amount of time before a pushback begins (sec).<_Editor>Entries:AI:Warden:Downed:PushbackHD_warden_pushback_min_time1.5Minimum amount of time before a pushback begins (sec).<_Editor>Entries:AI:Warden:Downed:PushbackHD_warden_pushback_strength2Pushback will multiply the overall decay by this much.<_Editor>Entries:AI:Warden:Downed:PushbackHD_warden_reset_time_ms10000If the Warden is downed, and the player does nothing he will get up after this amount of time.<_Editor>Entries:AI:Warden:DownedHD_warden_revive_max_health_decrement25(0-100) percent of max health lost each time he goes down. Ex 20% dec => 80,60,40,(min)...<_Editor>Entries:AI:Warden:DownedHD_warden_revive_min_health20(0-100) least amount of health to revive with.<_Editor>Entries:AI:Warden:DownedHD_warden_win_beatdown_factor2.5Amount we subtract from the factor when the player wins the beatdown (expressed as points).<_Editor>Entries:AI:Warden:Downed:FudgeFactorHeadshot_multiplier8.0<_Editor>Entries:Combat:DamageHealth_absorb_base0.25<_Editor>Entries:Player HealthHealth_absorb_curve0.75<_Editor>Entries:Player HealthHealth_absorb_invulnerability_pct0.30<_Editor>Entries:Player HealthHealth_absorb_length_ms500<_Editor>Entries:Player HealthHealth_pickup_drop_radius_max3The max distance away from the drop point for a pickup to move.<_Editor>Entries:Player Health:Health Pickups:Drop AnimationHealth_pickup_drop_radius_min1.0The min distance away from the drop point for a pickup to move.<_Editor>Entries:Player Health:Health Pickups:Drop AnimationHealth_pickup_drop_vel4.0Velocity the drops move at.<_Editor>Entries:Player Health:Health Pickups:Drop AnimationHealth_pickup_item_cap10Limit on the number of health pickups in the world at once.<_Editor>Entries:Player Health:Health PickupsHealth_pickup_large_value240Amount of health restored by a large health pickup.<_Editor>Entries:Player Health:Health PickupsHealth_pickup_max_player_health_chance1.00.0-1.0. 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 PickupsHealth_pickup_max_player_health_drops0.80.0-1.0. When the player's health is above this value, enemies will drop the minimum number of health pickups.<_Editor>Entries:Player Health:Health PickupsHealth_pickup_min_player_health_chance1.00.0-1.0. When the player's health is below this value, the maximum chance of a health drop occurs.<_Editor>Entries:Player Health:Health PickupsHealth_pickup_min_player_health_drops0.20.0-1.0. When the player's health is below this value, enemies will drop their maximum number of health pickups.<_Editor>Entries:Player Health:Health PickupsHealth_pickup_suck_distance6.0Distance which health pickups suck towards to the player.<_Editor>Entries:Player Health:Health PickupsHealth_pickup_suck_force_factor20.0The sucking force. Higher values mean more sucking.<_Editor>Entries:Player Health:Health PickupsHealth_pickup_value120Amount of health restored by a health pickup.<_Editor>Entries:Player Health:Health PickupsHijack_extract_max_delay15000(ms) maximum time for player to be in car before being extracted.<_Editor>Entries:AIHijack_extract_min_delay2000(ms) minimum time for player to be in car before being extracted.<_Editor>Entries:AIHit_indicator_dist_max100Max 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:UIHit_indicator_dist_min15Min 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:UIHomie_flinch_chance0.6chance that homies will flinch when taking damage Note this applied after NPC_NPC_flinch_chance.<_Editor>Entries:AI:FollowerHostage_exit_speed_limit15The maximum speed (in mph) at which a hostage can escape the car.<_Editor>Entries:AI:HostageHostage_general_exit_delay_ms2000The hostage will wait this long going under the exit speed limit before trying to exit.<_Editor>Entries:AI:HostageHostage_initial_exit_delay_ms5000The hostage will wait this long going under the exit speed limit before trying to exit initially.<_Editor>Entries:AI:HostageHotspot_cash2000Amount of cash to receeve when a hotspot is completed.<_Editor>Entries:DiversionsHotspot_center_auto_activation_radius60Distance from hotspot center shield the player is allowed to be before the hotspot starts without shooting something.<_Editor>Entries:DiversionsHotspot_center_leaving_radius40Additional 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:DiversionsHotspot_center_npc_kill_activation_radius40Additional 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:DiversionsHotspot_destroy_time_ms5000How long, in milliseconds, the player must hold the interact button to destroy a Hotspot target.<_Editor>Entries:DiversionsHotspot_displayed_notoriety4The notoriety level displayed while a player is engaging with a hotspot<_Editor>Entries:DiversionsHotspot_hits_to_interrupt3Number of hits the player is allowed to take while disabling a Hotspot target before they are interrupted and forced to start again.<_Editor>Entries:DiversionsHotspot_leaving_warn_timer_ms10000Time, 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:DiversionsHotspot_max_notoriety1Maximum allowed notoriety while a player is engaging with a hotspot<_Editor>Entries:DiversionsHotspot_min_notoriety1Minimum allowed notoriety while a player is engaging with a hotspot<_Editor>Entries:DiversionsHotspot_outer_auto_activation_radius40Distance from hotspot generators the player is allowed to be before the hotspot starts without shooting something.<_Editor>Entries:DiversionsHotspot_outer_leaving_radius40Distance from hotspot generators the player is allowed to be before the hotspot starts the cancel warning/timer.<_Editor>Entries:DiversionsHotspot_outer_npc_kill_activation_radius40Distance from hotspot generators the player is allowed to be before the hotspot ignores killed NPCs for activation.<_Editor>Entries:DiversionsHotspot_reinforcement_timer_max_ms12000Maximum time, in milliseconds, before Hotspot reinforcements will spawn on outer targets.<_Editor>Entries:DiversionsHotspot_reinforcement_timer_min_ms3000Minimum time, in milliseconds, before Hotspot reinforcements will spawn on outer targets.<_Editor>Entries:DiversionsHotspot_respect300Amount of respect to receive when a hotspot is completed.<_Editor>Entries:DiversionsHover_timestamp_default2000Time a sniper will hover over a target before firing<_Editor>Entries:AI:SniperHuman_acid_damage_per_sec_max100<_Editor>Entries:CombatHuman_acid_damage_per_sec_min50Damage 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:CombatHuman_fire_damage_per_sec_max100<_Editor>Entries:Combat:Weapons:FlamethrowerHuman_fire_damage_per_sec_min50Damage 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:FlamethrowerHuman_freefall_blur_intensity_forward7Blur value applied when diving.<_Editor>Entries:Movement:Free Falling:CameraHuman_freefall_blur_intensity_normal0.25Normal blur value applied.<_Editor>Entries:Movement:Free Falling:CameraHuman_freefall_blur_lerp_percent3.0Factor used for approaching the target blur value. Higher means faster.<_Editor>Entries:Movement:Free Falling:CameraHuman_freefall_shake_intensity_forward10Intensity value applied to the freefall camera shake when diving.<_Editor>Entries:Movement:Free Falling:CameraHuman_freefall_shake_intensity_normal1.0Normal intensity value applied to the freefall camera shake.<_Editor>Entries:Movement:Free Falling:CameraHuman_giant_stomp_distance200.0The distance (range) of the stomp attack. [float] (in meters)<_Editor>Entries:Missions:Human Giant:Stomp AttackHuman_giant_stomp_duration_ms1500Amount of time from the start of the start attack, until the wave reaches the full distance. [int] (milliseconds)<_Editor>Entries:Missions:Human Giant:Stomp AttackHuman_giant_stomp_fov6.28Controls the FOV of the stomp attack. [float] (radians)<_Editor>Entries:Missions:Human Giant:Stomp AttackHuman_giant_stomp_particle_space_arc50The space between particles along the arc as the wave propogates forward. [float] (meters)<_Editor>Entries:Missions:Human Giant:Stomp AttackHuman_giant_stomp_particle_space_radius50The space between particles moving along the radius from the center of the attack. [float] (meters)<_Editor>Entries:Missions:Human Giant:Stomp AttackHuman_in_air_movement_control2.5Multiplier based on framerate to determine how much in air control you have. Higher multipliers mean more in air control.<_Editor>Entries:MovementHuman_revive_percent_hit_points1.0This is multiplied by the human's max hit points and given to the human on revival.<_Editor>Entries:Combat:DBNOHuman_riding_killbane_control_per_punch20.0Amount of control gained over the Killbane for each punch thrown.<_Editor>Entries:Movement:Human RidingHuman_riding_killbane_dismount_control20.0Control amount where a forced dismount occurs.<_Editor>Entries:Movement:Human RidingHuman_riding_killbane_max_control100.0Control value where the player has maximum control over Killbane.<_Editor>Entries:Movement:Human RidingHuman_riding_killbane_resist_angle_max_control0.0Angle that Killbane kill attempt to turn the player off course when the player has full control over Killbane. (in degrees)<_Editor>Entries:Movement:Human RidingHuman_riding_killbane_resist_angle_min_control90.0Angle that Killbane kill attempt to turn the player off course when the player has 0 control over Killbane. (in degrees)<_Editor>Entries:Movement:Human RidingHuman_riding_killbane_resistance_per_second2.5Amount of control Killbane takes back per second.<_Editor>Entries:Movement:Human RidingHuman_riding_killbane_start_control75.0Amount of control the player has over Killbane when first starting to ride him.<_Editor>Entries:Movement:Human RidingHuman_riding_killbane_steps_till_new_dir2.0Number of steps Killbane takes before choosing a new direction to move. (integer)<_Editor>Entries:Movement:Human RidingHuman_shield_damage_multiplier0.25The multiplier to all damage applied to someone holding a human shield.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_hold_time_ms250Time (in milleseconds) required to hold the Y button when using hold Y to grab controls.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_distance_bias0.1Factor when considering the distance when selecting a grab target.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_hold_max_dist2The 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 ShieldHuman_shield_grab_target_hold_max_sprint_dist7The 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 ShieldHuman_shield_grab_target_hold_min_dp0.0The 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 ShieldHuman_shield_grab_target_hold_min_sprint_dp0.3The 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 ShieldHuman_shield_grab_target_max_dist3.5The max distance from which the player can do a human shield.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_max_sprint_dist5The max distance from which the player can do a human shield while sprinting.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_min_dp0.2The minimum dot product when determining the grab target.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_min_sprint_dp0.8The minimum dot product when determining the grab target when sprinting.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_vehicle_max_dist1.5The max distance from which the player can do a human shield when near a vehicle.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_vehicle_max_sprint_dist4The max distance from which the player can do a human shield while sprinting when near a vehicle.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_vehicle_min_dp0.4The minimum dot product when determining the grab target when near a vehicle.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_grab_target_vehicle_min_sprint_dp0.9The minimum dot product when determining the grab target when sprinting when near a vehicle.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_max_grab_dist10max dist to run to grab a human shield. (other value for brutes)<_Editor>Entries:AIHuman_shield_muscles_angular_velocity_mag-18Angular velocity applied to human shields when muscles are increased.<_Editor>Entries:Combat:Shields:Human ShieldHuman_shield_raycast_height0.5The 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 ShieldHuman_skydive_death_ang_vel_max10.0Maximum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s)<_Editor>Entries:Misc:Skydiving:Human SkydivingHuman_skydive_death_ang_vel_min10.0Minimum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s)<_Editor>Entries:Misc:Skydiving:Human SkydivingHuman_skydive_death_gravity_factor-1.0Gravity 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 SkydivingHuman_skydive_death_parachute_chance25Random chance that a killed skydiving NPC will deploy their parachute. (Integer: 0-100)<_Editor>Entries:Misc:Skydiving:Human SkydivingHuman_skydive_weapon_brass_gravity_factor-0.4Factor 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 SkydivingHuman_skydive_weapon_gravity_factor-0.2Factor 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 SkydivingIdle_cough_pct0.5Percent chance that idle humans will play cough line if not doing anything else<_Editor>Entries:MiscImapct_damage_mover_player_max_pct0.40(% HP 0.0 to 1.0) Max percent of health the player can recieve from a mover impact.<_Editor>Entries:Misc:Impact_damageImpact_damage_ground_death_speed40(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_damageImpact_damage_mover_avg_mass200(Kg) Mass of the average mover. Ex. Brute throw slot machine is 200Kg @ 20m/s = 350 damage<_Editor>Entries:Misc:Impact_damageImpact_damage_mover_death_speed40(MPH) Speed that the average mover would kill lvl1 grunts on impact.<_Editor>Entries:Misc:Impact_damageImpact_damage_mover_flinch_max_pct0.10(% HP 0.0 to 1.0) Play flinch on impact if damage is less than X% of HP.<_Editor>Entries:Misc:Impact_damageImpact_damage_vehicle_death_speed40(MPH) Speed that the vehicle would kill lvl1 grunts on impact.<_Editor>Entries:Misc:Impact_damageInflato_initial_inflate_time0.35When first hit with the weapon, move the inflation timer forward this much.<_Editor>Entries:Combat:Weapons:InflatoInflato_stage_1_time0.55Length of stage 1, only body inflation<_Editor>Entries:Combat:Weapons:InflatoInflato_stage_2_time0.3Length of stage 2, body and head inflation overlap.<_Editor>Entries:Combat:Weapons:InflatoInflato_stage_3_time0.4Length of stage 3, head inflation.<_Editor>Entries:Combat:Weapons:InflatoInflato_stage_4_time1Length of stage 4, held pose.<_Editor>Entries:Combat:Weapons:InflatoInflato_stage_5_time0.05Length of stage 5, only eye inflation.<_Editor>Entries:Combat:Weapons:InflatoInflato_stage_6_time0.4Length of stage 6, held pose.<_Editor>Entries:Combat:Weapons:InflatoInflato_total_deflation_time7.0If a target it almost totally inflated, this is the amount of time required to deflate them.<_Editor>Entries:Combat:Weapons:InflatoInventory_close_delay_ms650The delay in ms after Switching weapons using the mouse or keyboard to close the weapon radial PC Only.<_Editor>Entries:UIInventory_next_prev_delay_ms50The 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:UIInventory_quickswap_delay_ms0The 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:UIInverted_cheat_duration5500Duration of the inverted controls cheat - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:Inverted ControlsItem_drop_enemy_gang_health_drop_chance1.00Probability that an enemy gang member will drop health when killed (between 0 and 1).<_Editor>Entries:Misc:Item DropItem_drop_enemy_gang_item_drop_chance0.05Probability that an enemy gang member will drop an item when killed (between 0 and 1).<_Editor>Entries:Misc:Item DropItem_drop_enemy_gang_money_drop_chance0.66Probability that an enemy gang member will drop money when killed (between 0 and 1).<_Editor>Entries:Misc:Item DropItem_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 DropItem_drop_npc_health_drop_chance0.001Probability that an NPC will drop health when killed (between 0 and 1).<_Editor>Entries:Misc:Item DropItem_drop_npc_money_drop_chance0.66Probability that an NPC will drop money when killed (between 0 and 1).<_Editor>Entries:Misc:Item DropItem_shimmer_lifespan_seconds0Number of seconds that items will glow after being dropped. If you set this to zero, items will glow forever.<_Editor>Entries:Misc:Item DropItem_style_multiplier0Multiplied by the price to caluclate respect rewarded for buying clothing items.<_Editor>Entries:RespectJetpack_max_vertical_velocity5Maximum upward speed<_Editor>Entries:Vehicles:Mech SuitJetpack_min_use_time500Minimum activation time of jetpack when in the air.<_Editor>Entries:Vehicles:Mech SuitJetpack_min_use_time_jump750Minimum activation time of jetpack when on the ground<_Editor>Entries:Vehicles:Mech SuitJetpack_thruster_downward_speed7.5Vertical acceleration of thrusters when velocity is downward<_Editor>Entries:Vehicles:Mech SuitJetpack_thruster_speed10Vertical acceleration of thrusters<_Editor>Entries:Vehicles:Mech SuitJump_blend_in_time0.1The blend in time when switching to the jump animation network.<_Editor>Entries:Movement:JumpJump_blend_out_time0.2The blend in time when switching from the jump animation network.<_Editor>Entries:Movement:JumpJump_forward_boost_accel_time100Time in ms from beginning of boost till the player reaches full velocity<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_energy_delay2000Delay of energy meter recharge time<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_settled_end_time500Time in ms from the beginning of the boost till the slowdown speed is reached<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_settled_start_time250Time in ms from the beginning of the boost till the speed begins its slowdown period<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_settled_velocity_min5Minimum horizontal velocity scaled with the max velocity based on stick input.<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_settled_velocity_strong40Maximum horizontal velocity of a forward boost while jumping.<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_settled_velocity_weak20Maximum horizontal velocity of a forward boost while jumping.<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_sprint_cost-1000Initial cost of doing a forward boost to the sprint meter.<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_start_time150Time in ms before boost starts<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_velocity_strong50Maximum horizontal velocity of a forward boost while jumping.<_Editor>Entries:Movement:Jump:ForwardJump_forward_boost_velocity_weak50Maximum horizontal velocity of a forward boost while jumping.<_Editor>Entries:Movement:Jump:ForwardJump_forward_maintainence_sprint_cost-400cost per second of maintaining the forward boost<_Editor>Entries:Movement:Jump:ForwardJump_glide_terminal_velocity10terminal velocity while gliding.<_Editor>Entries:Movement:Jump:ForwardJump_landed_extra_downward_vel0.3<_Editor>Entries:Movement:JumpExtra downward velocity for landing.Jump_raycast_downward_vel-0.5The 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:JumpJump_super_camera_bonus_up_pitch_velocity3.0Bonus to the rotation speed of the camera when the player jumps while looking upward.<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_max0.5Maximum amount the camera pitch can be modified. Not in degrees.<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_max_platforming0.6Maximum amount the camera pitch can be modified. Not in degrees.<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_min0.2Minimum amount the camera pitch will be modified.<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_min_platforming0.5Minimum amount the camera pitch will be modified.<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_min_velocity3.0Minimum upward velocity before the camera is pitched down<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_rate0.005Rate of change of the camera pitch while the player is performing an upward moving superjump<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_rate_platforming0.015Rate of change of the camera pitch while the player is performing an upward moving superjump<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_restore_angle5<_Editor>Entries:Movement:Jump:SuperJump_super_camera_pitch_restore_time1.25Time in seconds for the camera to be restored after landing a superjump<_Editor>Entries:Movement:Jump:SuperJump_super_charge_time_max850Time it takes to fully charge a super jump.<_Editor>Entries:Movement:Jump:SuperJump_super_charge_time_min150If the jump key is held for less than this time, it uses the minimum jump power<_Editor>Entries:Movement:Jump:SuperJump_super_energy_cost0Cost of a superjump<_Editor>Entries:Movement:Jump:SuperJump_super_energy_delay0Time in ms till the energy meter begins to recharge after a super jump, wall jump, or air dash<_Editor>Entries:Movement:Jump:SuperJump_super_fov_dist_scalar0.6Scales the distance of the camera from the target as the fov ramps in and out.<_Editor>Entries:Movement:Jump:SuperJump_super_fov_max85Max fov when superjumping<_Editor>Entries:Movement:Jump:SuperJump_super_fov_max_vel40Maximum horizontal velocity when fov caps<_Editor>Entries:Movement:Jump:SuperJump_super_fov_min60Max fov when superjumping<_Editor>Entries:Movement:Jump:SuperJump_super_fov_min_vel10Minimum horizontal velocity before fov changes kick in<_Editor>Entries:Movement:Jump:SuperJump_super_fov_ramp_speed20.0how fast the speed ramps in and out.<_Editor>Entries:Movement:Jump:SuperJump_super_grace_period500Time in milliseconds from when the button can be released before hitting the ground, and still performing a superjump<_Editor>Entries:Movement:Jump:SuperJump_super_lateral_velocity_min5Horizontal jump velocity of a non charged super jump<_Editor>Entries:Movement:Jump:SuperJump_super_lateral_velocity_strong30Horizontal jump velocity of a fully charged super jump with full city takeover<_Editor>Entries:Movement:Jump:SuperJump_super_lateral_velocity_weak20Horizontal jump velocity of a fully charged super jump with no city takeover<_Editor>Entries:Movement:Jump:SuperJump_super_max_velocity_strong54Jump velocity of a fully charged super jump with full city takeover<_Editor>Entries:Movement:Jump:SuperJump_super_max_velocity_weak27Jump velocity of a fully charged super jump with no city takeover<_Editor>Entries:Movement:Jump:SuperJump_super_min_velocity9.5Minimum 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:SuperJump_super_scale_power1.4Exponent of the scaling of a charged super jump<_Editor>Entries:Movement:Jump:SuperJump_time_to_land0.04<_Editor>Entries:Movement:JumpThis 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_acceleration20.0Rate of acceleration after initial velocity is applied<_Editor>Entries:Movement:Jump:WallJump_wall_attach_dot_test-0.5Value ranges from -1 to 0. -1 would require perfect alignment, 0 would allow perpendicular movement.<_Editor>Entries:Movement:Jump:WallJump_wall_camera_out_angle0.34906585angle to restore camera to after exiting the wall climbing state<_Editor>Entries:Movement:Jump:WallJump_wall_camera_ramp_in_speed2.0speed to transition to wall climbing camera<_Editor>Entries:Movement:Jump:WallJump_wall_camera_ramp_out_speed2.0Speed to ramp out the camera after exiting wall climbing state<_Editor>Entries:Movement:Jump:WallJump_wall_depth_test3size of extrusion that the player can climb over while ascending a wall.<_Editor>Entries:Movement:Jump:WallJump_wall_initial_vel15.0Minimum vertical speed of player after beginning to accelerate up a wall.<_Editor>Entries:Movement:Jump:WallJump_wall_max_velocity_strong61.5Wall jump velocity of a fully charged wall jump with full city takeover<_Editor>Entries:Movement:Jump:WallJump_wall_max_velocity_weak46.5Wall jump velocity of a fully charged wall jump with no city takeover<_Editor>Entries:Movement:Jump:WallJump_wall_min_velocity28Minimum velocity of a wall jump<_Editor>Entries:Movement:Jump:WallJump_wall_reattachment_dist6Distance that the player stays in wall jumping mode after crossing over a depth threshold.<_Editor>Entries:Movement:Jump:WallJump_wall_reattachment_speed10Speed in meters per second that the player moves to reattach to a wall after crossing over a threshold<_Editor>Entries:Movement:Jump:WallJump_wall_scale_power1.4Exponent of the scaling of a charged wall jump<_Editor>Entries:Movement:Jump:WallJump_wall_slide_deceleration120Exponent of the scaling of a charged wall jump<_Editor>Entries:Movement:Jump:WallJump_wall_top_speed_max40Max vertical speed of a fully super powered player.<_Editor>Entries:Movement:Jump:WallJump_wall_top_speed_min25Max vertical speed of level 1 player.<_Editor>Entries:Movement:Jump:WallKillbane_mask_fire_distance5<_Editor>Entries:MiscKneecapper_extend_speed_meters_per_second2.25The speed threshold at which kneecappers extend in meters per second.<_Editor>Entries:Vehicles:KneecappersKneecapper_extend_time_ms250The amount of time (in ms) it takes kneecappers to extend or retract.<_Editor>Entries:Vehicles:KneecappersKneecapper_human_damage_per_second100How much damage is done to a human each second they're hit by a kneecapper.<_Editor>Entries:Vehicles:KneecappersLag_cheat_duration10000Duration that the lag spike cheat will last - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:LagLame_weapon_cheat_duration7000Duration of the lame weapon cheat - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:Lame WeaponLand_hard_speed16<_Editor>Entries:Movement:FallingLand_medium_speed8<_Editor>Entries:Movement:FallingLife_buff_duration10000<_Editor>Entries:Super Powers:BuffLength of time the player will be "buffed" per activationLife_buff_steal_percentage0.3<_Editor>Entries:Super Powers:BuffPercentage of damage applied that is returned to the player as health while life steal buff is activeLife_TK_damage_scalar0.5How much to scale player damage while holding a<_Editor>Entries:Super Powers:TelekinesisLife_TK_health_drain_per_second150<_Editor>Entries:Super Powers:TelekinesisLife_TK_health_drain_steal_percentage75<_Editor>Entries:Super Powers:TelekinesisLife_TK_hold_cost0.18Energy cost per second to hold a telekinesis object<_Editor>Entries:Super Powers:TelekinesisLife_TK_max_human_throw_damage1000<_Editor>Entries:Super Powers:TelekinesisLife_TK_throw_cost0.3Energy cost, 1.0 is full unupgraded energy bar<_Editor>Entries:Super Powers:TelekinesisLife_TK_throw_damage_multiplier2Damage multiplier that is applied during the throw duration<_Editor>Entries:Super Powers:TelekinesisLife_TK_Throw_Max_Speed50(m/s) the speed player can throw objects at full power.<_Editor>Entries:Super Powers:TelekinesisLife_TK_Throw_Min_Speed25(m/s) the speed player can throw objects at lowest power.<_Editor>Entries:Super Powers:TelekinesisLife_TK_throw_veh_damage_multiplier1Damage multiplier that is applied during the throw duration<_Editor>Entries:Super Powers:TelekinesisLightning_buff_arc_distance4.0<_Editor>Entries:Super Powers:BuffDistance from lightning emitter that lightning will arc to other nearby targetsLightning_buff_damage_per_sec150.0<_Editor>Entries:Super Powers:BuffAmount of damage that damage from buff electricution will do per second.Lightning_buff_duration10000<_Editor>Entries:Super Powers:BuffLength of time the player will be "buffed" per activationLightning_buff_electrify_duration3000<_Editor>Entries:Super Powers:BuffLength of time that lightning emitters will be active when shot by the player while using lightning buffLightning_TK_arc_distance5.0<_Editor>Entries:Super Powers:TelekinesisLightning_TK_damage_per_second200.0<_Editor>Entries:Super Powers:TelekinesisLightning_TK_electrify_duration5000<_Editor>Entries:Super Powers:TelekinesisLightning_TK_hold_cost0.18Energy cost per second to hold a telekinesis object<_Editor>Entries:Super Powers:TelekinesisLightning_TK_max_human_throw_damage1000<_Editor>Entries:Super Powers:TelekinesisLightning_TK_throw_cost0.3Energy cost, 1.0 is full unupgraded energy bar<_Editor>Entries:Super Powers:TelekinesisLightning_TK_throw_damage_multiplier2Damage multiplier that is applied during the throw duration<_Editor>Entries:Super Powers:TelekinesisLightning_TK_Throw_Max_Speed50(m/s) the speed player can throw objects at full power.<_Editor>Entries:Super Powers:TelekinesisLightning_TK_Throw_Min_Speed25(m/s) the speed player can throw objects at lowest power.<_Editor>Entries:Super Powers:TelekinesisLightning_TK_throw_veh_damage_multiplier1Damage multiplier that is applied during the throw duration<_Editor>Entries:Super Powers:TelekinesisLightning_TK_vehicle_arc_distance10.0<_Editor>Entries:Super Powers:TelekinesisLock_on_assist_min_dot_prod_far0.992In 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:FirearmsLock_on_assist_min_dot_prod_near0.95In 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:FirearmsLock_on_assist_range40Maximum distance from the player a possible lock-on target can be.<_Editor>Entries:Combat:Weapons:FirearmsLog_coop_player_dist_freq_ms0The distance between the local and remote player will be logged every X milliseconds if this value is greater than zero.<_Editor>Entries:Data LoggingLog_player_breadcrumb_10m_freq_ms600000The 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 LoggingLog_player_breadcrumb_freq_ms30000The frequency with which breadcrumb events are logged for the player. If this value is <= 0 then no breadcrumbs are logged.<_Editor>Entries:Data LoggingLow_gravity_multiplier2Humans will accelerate at this fraction of the world gravity when first lifted off the ground.<_Editor>Entries:Combat:Weapons:AbductionM14_laser_designator_range80Range of the spotlight helicopter's laser designator in mission 14 (SR3).<_Editor>Entries:MissionsM15_1_grapple_hits_to_finisher3<_Editor>Entries:Missions:SidescrollerM15_1_grapple_slap_damage100<_Editor>Entries:Missions:SidescrollerM15_1_grapple_throw_damage300<_Editor>Entries:Missions:SidescrollerM15_1_grapple_time_limit_sec2<_Editor>Entries:Missions:SidescrollerM16_player_avatar_damage_received_mult0.4Multiplier 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 AttacksMan_cannon_max_eject_speed35Max speed we use for firing people out of the man cannon.<_Editor>Entries:Vehicles:Man CannonMan_cannon_min_eject_speed5Min speed we use for firing people out of the man cannon.<_Editor>Entries:Vehicles:Man CannonMan_cannon_predict_raycast_sec0.05Amount of "prediction" time applied to test whether or not the guy is going to hit something.<_Editor>Entries:Vehicles:Man CannonMan_cannon_ragdoll_vel_mult0.3When 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 CannonMarauder_max_acceleration25.0Max acceleration for the marauder (changes how fast he can change speed when walking)<_Editor>Entries:AI:MarauderMarauder_max_turret_declination_deg30Marauder's maximum decllination below the XZ plane in degrees<_Editor>Entries:AI:MarauderMarauder_max_turret_inclination_deg80Maximum inclination of the Marauder's turret above the XZ plane<_Editor>Entries:AI:MarauderMarauder_post_fire_wait_period_sec2.65Number of seconds after firing before a tankball is allowed to turn its turret again<_Editor>Entries:AI:MarauderMarauder_run_speed25m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:MarauderMarauder_sprint_speed25m/s,-1 means use true anim speed. Please set to -1 before we ship. Sprint is only when chasing the player.<_Editor>Entries:AI:MarauderMarauder_stomp_damage_multiplier0.5Damage multipler when the Marauder takes damage from stomp<_Editor>Entries:AI:MarauderMarauder_turret_lead_time_sec1.0This describes how much the Marauder turret will lead the target he is aiming at<_Editor>Entries:AI:MarauderMarauder_turret_max_turn_degrees_per_sec180This describes the maximum turn speed of the Marauder turret<_Editor>Entries:AI:MarauderMarauder_turret_turn_cap_time_sec15This describes how long it takes for the Marauder turret to reach its maximum turn speed<_Editor>Entries:AI:MarauderMarauder_turret_turn_degrees_per_sec5Max turn rate of the marauder turret in degrees per second<_Editor>Entries:AI:MarauderMarauder_walk_speed2m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:MarauderMars_Killbane_bullrush_speed8m/s, -1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:BullrushMax_climb_dist_from_wall2Maximum distance from a wall used to initiate climbing normally (when stationary).<_Editor>Entries:Movement:ClimbingMax_climb_height3.15Maximum height to a wall edge used to initiate climbing.<_Editor>Entries:Movement:ClimbingMax_climb_run_speed5.0<_Editor>Entries:Movement:ClimbingMax_DOF_distance1500When applying depth of field, everything beyond this distance is treated as if it's at this distance, in meters.<_Editor>Entries:Misc:Time of DayMax_dps_from_movers1200max damage a human can take from movers in 1 sec. (applies to after tk multipliers)<_Editor>Entries:Combat:DamageMax_human_shields_allowed4max number of simultaneous human shields regular enemies can take<_Editor>Entries:AIMax_jump_climb_height0.75Max height to a wall edge used to initiate climbing when jumping or falling.<_Editor>Entries:Movement:ClimbingMax_jump_dist_from_wall1.0Maximum distance from a wall used to initiate climbing when jumping or falling.<_Editor>Entries:Movement:ClimbingMax_run_dist_from_wall3.5Maximum distance from a wall used to initiate climbing (when running at full speed).<_Editor>Entries:Movement:ClimbingMax_sprint_dist_from_wall6Maximum distance from a wall used to initiate climbing (when sprinting).<_Editor>Entries:Movement:ClimbingMax_swim_climb_height3.15Maximum height to a wall edge used to initiate climbing when swimming.<_Editor>Entries:Movement:ClimbingMax_swim_dist_from_wall2.0Maximum distance from a wall used to initiate climbing when swimming.<_Editor>Entries:Movement:ClimbingMax_vehicle_altitude9999999999The max altitude for vehicles in meters.<_Editor>Entries:VehiclesMax_vehicle_altitude_ramp_time_ms6000The time frame in milliseconds at max altitude over which a vehicle's vertical velocity is ramped out.<_Editor>Entries:VehiclesMech_suit_damage_multiplier0.1Damage taken while the player is using the mech suit is affected by this number.<_Editor>Entries:Vehicles:Mech SuitMech_suit_rocket_lateral_spread3Distance in meters between the left and right side of the rocket barrage.<_Editor>Entries:CombatMech_suit_rocket_sweep_spread15Distance in meters between each of the 6 rows of the rocket barrage.<_Editor>Entries:CombatMech_suit_spinebend_bone_max_angle_mult1.5<_Editor>Entries:Vehicles:Mech Suittime in ms that the mech suit lasts when called as a homieMelee_active_attack_success_extra_display_time_ms500This is the amount of time we keep the HUD up if you succeed.<_Editor>Entries:Combat:MeleeMelee_active_attack_success_speed_mult1.75Speed multiplier on the animation when you succeed in hitting an active attack button.<_Editor>Entries:Combat:MeleeMelee_knockdown_point_regeneration5.0Regeneration rate (per second) for the knockdown hitpoints.<_Editor>Entries:Combat:MeleeMelee_lock_max_distance15Maximum distance at which a melee target can be locked.<_Editor>Entries:Combat:Melee:Melee LockMelee_lock_max_height_diff1.5The maximum difference in y values between the player and the target.<_Editor>Entries:Combat:Melee:Melee LockMelee_lock_near_aim_multiplier3.0If 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 LockMelee_lock_near_aim_priority_dot0.98If 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 LockMelee_lock_target_attack_weight50.0Weight given to target's disposition (whether he's attacking you, etc.) when choosing best melee lock target.<_Editor>Entries:Combat:Melee:Melee LockMelee_lock_target_distance_weight100.0Weight given to target's distance from you when choosing best melee lock target.<_Editor>Entries:Combat:Melee:Melee LockMelee_lock_valid_target_angle60The angle from the reticle (in degrees) within which a melee lock target can be selected.<_Editor>Entries:Combat:Melee:Melee LockMelee_next_attack_blend_out_time_sec0.1The amount of time we use to stop the previous melee attack action when starting a new one.<_Editor>Entries:Combat:MeleeMelee_no_steer_hit_angle_dp-0.5Minimum dot product for target search when not holding the stick.<_Editor>Entries:Combat:MeleeMelee_player_best_target_distance_bias0.1Factor for finding player's best target.<_Editor>Entries:Combat:MeleeMelee_player_best_target_vel_mult0.1This 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:MeleeMelee_power_attack_blend_time_ms800Total blend time (in ms) for the power attack prep state.<_Editor>Entries:Combat:MeleeMelee_power_attack_ready_time_ms600After this time (in ms) the power attack is ready.<_Editor>Entries:Combat:MeleeMelee_prone_attack_max_head_height0.7Max height of the victim's head for when we should use a prone kick.<_Editor>Entries:Combat:MeleeMelee_steer_hit_angle_dp-0.5Minimum dot product for target search when holding the stick.<_Editor>Entries:Combat:MeleeMelee_unarmed_max_dist2.5Max distance for target selection when unarmed and using the stick.<_Editor>Entries:Combat:MeleeMelee_unarmed_no_steer_max_dist2Max distance for target selection when unarmed and not using the stick.<_Editor>Entries:Combat:MeleeMin_fence_climb_height0.75Minimum height to a wall edge used to initiate climbing (for platforms).<_Editor>Entries:Movement:ClimbingMin_jump_climb_height0.25Minimum height to a wall edge used to initiate climbing when jumping.<_Editor>Entries:Movement:ClimbingMin_platform_climb_height1.4Minimum height to a wall edge used to initiate climbing (for platforms).<_Editor>Entries:Movement:ClimbingMin_swim_climb_height0.0Minimum height to a wall edge used to initiate climbing when swimming.<_Editor>Entries:Movement:ClimbingMinefield_magnet_arming_delay1.0After the projectile sticks, how long before it arms.<_Editor>Entries:Combat:Weapons:MinefieldMinefield_magnet_distance10.0Distance at which mines magnet towards an enemy.<_Editor>Entries:Combat:Weapons:MinefieldMinefield_magnet_force_factor80.0The magnet force. Higher values means stronger magnets.<_Editor>Entries:Combat:Weapons:MinefieldMinefield_magnet_proximity0.75Distance from their target at which the mines detonate.<_Editor>Entries:Combat:Weapons:MinefieldMinefield_magnet_target_acquire_time1.0This is a delay between losing one target and acquiring another.<_Editor>Entries:Combat:Weapons:MinefieldMinimap_elevation_tolerance3.5In meters...distance at which the icon changes to arrows pointing up or down.<_Editor>Entries:UIMinimap_interior_mag_factor1.75Factor by which to increase minimap scale when player is in interior.<_Editor>Entries:UIMinimap_max_scale0.75Maximum scale for the minimap (1.0 is 100%). Set to lower values to show more of the city in the minimap.<_Editor>Entries:UIMotorcycle_passenger_eject_deceleration450Deceleration (in a single frame) to eject motorcycle riders.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionMurderbot_launcher_offset2Distance in front of the target the Murderbot will aim at when using a launcher<_Editor>Entries:AI:Assault BotMurderbot_melee_range2Murderbot melee range<_Editor>Entries:AI:Assault BotMurderbot_stomp_damage_multiplier0.5Damage multiplier for the Murderbot when damaged by stomp<_Editor>Entries:AI:Assault BotNotoriety_hostile_npc_distance20Distance NPCs will be considered towards keeping notoriety from decaying<_Editor>Entries:MiscNotoriety_Ped_Level_01.0<_Editor>Entries:AI:NotorietyNotoriety_Ped_Level_11.0<_Editor>Entries:AI:NotorietyNotoriety_Ped_Level_2.85<_Editor>Entries:AI:NotorietyNotoriety_Ped_Level_3.7<_Editor>Entries:AI:NotorietyNotoriety_Ped_Level_4.55<_Editor>Entries:AI:NotorietyNotoriety_Ped_Level_5.4<_Editor>Entries:AI:NotorietyNotoriety_roadblock_spawn_dist135.0Distance from the player to spawn notoriety roadblocks (notoriety roadblocks & traffic events)<_Editor>Entries:MiscNotoriety_rocket_launcher_mult1.5Multiplier for a notoriety activity involving a rocket launcher<_Editor>Entries:MiscNotoriety_spawn_no_ram_pct0.85Percent chance that notoriety vehicles will NOT ram the player. Excludes tanks and vehicles with specialists, as they will never ram.<_Editor>Entries:MiscNotoriety_Veh_Level_01<_Editor>Entries:AI:NotorietyNotoriety_Veh_Level_11<_Editor>Entries:AI:NotorietyNotoriety_Veh_Level_2.85<_Editor>Entries:AI:NotorietyNotoriety_Veh_Level_3.7<_Editor>Entries:AI:NotorietyNotoriety_Veh_Level_4.55<_Editor>Entries:AI:NotorietyNotoriety_Veh_Level_5.4<_Editor>Entries:AI:NotorietyNpc_fatal_fall_speed14.0Speed at which a falling NPC dies on impact.<_Editor>Entries:Movement:FallingNpc_fatal_jumping_fall_speed24.0Speed at which an explicitly jumping NPC dies on impact.<_Editor>Entries:Movement:FallingNPC_group_scale_damage_max_enemies6Size of the group where damage multiplier is applied. (at 2x this size damage multiplies is 50%)<_Editor>Entries:CombatNPC_group_scale_damage_max_enemies_pistol6Size of the group where damage multiplier is applied. (at 2x this size damage multiplies is 50%)<_Editor>Entries:CombatNPC_NPC_flinch_chance0.30<_Editor>Entries:CombatChance that one NPC shot will cause another NPC to flinch.Npc_safe_fall_speed8.0Falling speed below which NPCs do not take damage.<_Editor>Entries:Movement:FallingNpc_safe_jumping_fall_speed12.0Falling speed below which NPCs who are explicitly jumping do not take damage.<_Editor>Entries:Movement:FallingNpc_shotgun_aim_assist_angle45<_Editor>Entries:CombatNPC_super_energy_blast_charge_time8000(ms) 4000 too low<_Editor>Entries:AI:WardenNPC_super_ground_pound_angle45(degrees) to determine how wide the wave gets.<_Editor>Entries:AI:WardenNPC_super_ground_pound_charge_time2400(ms) before the wave actually starts. *its the tell. 2000 too low Changed to 1500 to reflect Will's new anim.<_Editor>Entries:AI:WardenNPC_super_ground_pound_damage375damage applied when hit by warden or donnies ground pound. note there is additional damage when ragdoll falls.<_Editor>Entries:AI:WardenNPC_super_ground_pound_radius8.0(m) distance the wave will hit in a radius around the warden<_Editor>Entries:AI:WardenNPC_super_ground_pound_travel_dist60(m) max distance for the wave to travel.<_Editor>Entries:AI:WardenNPC_super_ground_pound_travel_time2000(ms) for the wave to travel to the max dist. 2000 too low<_Editor>Entries:AI:WardenNPC_super_ground_pound_up_velocity12(m/s) upward velocity applied when object is hit,<_Editor>Entries:AI:WardenNPC_super_jump_gravity-25Default gravity is -9.8. -25 feels maybe fast. -20 is easy. -5 is way too slow.<_Editor>Entries:AI:WardenNPC_super_power_cooldown8000minmum amount of time between any kind of super attacks. 6000 too low<_Editor>Entries:AI:WardenNpc_to_npc_damage_multiplier1The amount by which all NPC on NPC damage is scaled.<_Editor>Entries:CombatNpc_vehicle_windshield_eject_probability0.40Probability of windshield ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionObj_ind_hide_distance_display200Object Indicator - Integer, meters - distance portion of OI widget will be hidden if it would indicate this distance or greater<_Editor>Entries:UIPain_sound_radius8.0Maximum distance that a human's pain/death sound can be heard.<_Editor>Entries:AI:PerceptionParachute_adjusted_turn_angle_return_speed0.02This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.<_Editor>Entries:Movement:Free FallingParachute_adjusted_turn_angle_speed0.03This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.<_Editor>Entries:Movement:Free FallingParachute_allow_deploy_ms1500Amount of time before the player can deploy the parachute.<_Editor>Entries:Movement:Free FallingParachute_anim_lerp_percent2.0Controls the speed at which the player can move between dive and regular freefall (as well as the FOV change).<_Editor>Entries:Movement:Free FallingParachute_back_terminal_velocity6.7Terminal velocity while parachuting while pressing forward. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal VelocityParachute_fast_forward_speed20Max forward speed when parachute is open.<_Editor>Entries:Movement:Free Falling:Movement SpeedParachute_forward_terminal_velocity11.5Terminal Velocity while parachuting while pressing forward. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal VelocityParachute_max_adjusted_turn_angle_for_speed0.025If the adjusted turn angle is above this value (abs), use the standard speeds.<_Editor>Entries:Movement:Free FallingParachute_max_bank_rotation_rad1Maximum amount the player will rotate away from the camera while the parachute is open.<_Editor>Entries:Movement:Free Falling:RotationParachute_normal_forward_speed8Normal forward speed when parachute is open.<_Editor>Entries:Movement:Free Falling:Movement SpeedParachute_normal_terminal_velocity9Terminal velocity while parachuting with no stick input. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal VelocityParachute_slow_down_fov-24.0Modification to the FOV based on speed control.<_Editor>Entries:Movement:Free FallingParachute_slow_forward_speed2Min forward speed when parachute is open.<_Editor>Entries:Movement:Free Falling:Movement SpeedParachute_speed_up_fov8.0Modification to the FOV based on speed control.<_Editor>Entries:Movement:Free FallingPassenger_eject_speed_vehicle13.41Minimum relative speed (m/s) when colliding with a vehicle for ejecting passengers.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionPassenger_eject_speed_world20.12Minimum relative speed (m/s) when colliding with the world for ejecting passengers.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionPassenger_eject_windowsill_delta_v4.47Minimum change in velocity (in m/s) required to eject passengers.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionPassenger_eject_windowsill_rot_vel_forward8.0Minimum angular velocity in the forward direction to cause windowsill ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionPassenger_eject_windowsill_rot_vel_right6.0Minimum angular velocity in the right direction to cause windowsill ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionPassenger_eject_windowsill_rot_vel_up6.0Minimum angular velocity in the up direction to cause windowsill ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionPlayer_acceleration10Default acceleration used in determining the steering vector and move speed from user input<_Editor>Entries:Movement:RunningPlayer_airplane_camera_shake_max_speed40At this speed, the camera shake is at full intensity.<_Editor>Entries:VehiclesPlayer_airplane_camera_shake_min_speed20Min speed to start using the camera shake for ground vehicles.<_Editor>Entries:VehiclesPlayer_automobile_camera_shake_max_speed38At this speed, the camera shake is at full intensity.<_Editor>Entries:VehiclesPlayer_automobile_camera_shake_min_speed27Min speed to start using the camera shake for ground vehicles.<_Editor>Entries:VehiclesPlayer_beer_muscles_damage_multiplier3Damage multiplier when the player has beer muscles or superpowers<_Editor>Entries:Super PowersPlayer_beer_muscles_ragdoll_force_multiplier75.0Force multiplier to ragdolls when the player punches someone with beer muscles<_Editor>Entries:Super PowersPlayer_crouch_move_speed3.0Max movement speed while the player is skydiving.<_Editor>Entries:Movement:RunningPlayer_damage_blur_damage_max500At or above this, play the max blur.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_damage_min50.0At or below this, play the min blur.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_delay0Minumum delay between blurs.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_distance_fade_max36Blur distance fade at max.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_distance_fade_min36Blur distance fade at min.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_fade_time_max1.0Blur duration at max.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_fade_time_min0.1Blur duration at min.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_intensity_max5Blur intensity at max.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_intensity_min0.5Blur intensity at min.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_radius_max1Blur radius at max.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_damage_blur_radius_min1.0Blur radius at min.<_Editor>Entries:Player Health:Low Health HUD:BlurPlayer_death_from_above_auto_attack_y-4.0The 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:DFAPlayer_death_from_above_camera_change_time0.5time in seconds for the camera to shift to the default target direction.<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_camera_start60Desired starting pitch of the camera in degrees<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_dist_vehicle_multiplier1.0A multiplier on the player's current max dfa distance when targeting a vehicle.<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_explosion_dist_150Distance for basic death from above explosions and where speed increases.<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_explosion_dist_2100Distance for medium death from above explosions and where speed increases.<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_explosion_dist_31400Distance for large death from above explosions and where speed increases.<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_max_dist145meters<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_min_distance3.0Minimum distance from ground that the dfa attack can be initiated<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_nuke_distance1490must 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:DFAPlayer_death_from_above_speed_150Speed in meters per second for the first section of death from above<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_speed_2100Speed in meters per second for the first section of death from above<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_speed_3200Speed in meters per second for the first section of death from above<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_speed_4400Speed in meters per second for the first section of death from above<_Editor>Entries:Super Powers:DFAPlayer_death_from_above_stop_speed_scalar0.9Per frame velocity scalar for player when death from above is engaged. Smaller numbers result in faster stopping.<_Editor>Entries:Super Powers:DFAPlayer_dist_targeting_multiplier1.5When choosing a NPC is choosing between attacking the player and another NPC, mutliply the distance to the player by this amount.<_Editor>Entries:AIPlayer_dive_roll_acceleration20Default acceleration used in determining the steering vector and move speed from user input<_Editor>Entries:MovementPlayer_dive_roll_min_velocity3<_Editor>Entries:MovementPlayer_dive_roll_turn_speed_multiplier0.08<_Editor>Entries:MovementPlayer_fatal_fall_speed18Falling speed at which a player dies on impact.<_Editor>Entries:Movement:FallingPlayer_freefall_acceleration80Acceleration when freefalling<_Editor>Entries:Movement:Free Falling:Movement SpeedPlayer_friendly_fire_expire_time6(sec) How long to be hostile against the player.<_Editor>Entries:AI:FollowerPlayer_friendly_fire_threshold150(HP) amount of damage taken from plaayer before going hostile.<_Editor>Entries:AI:FollowerPlayer_glide_acceleration20How fast the player can accelerate in different directions horizontally while gliding.<_Editor>Entries:Movement:Jump:ForwardPlayer_glide_stick_response1.5Basically 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:ForwardPlayer_gravity_multiplier3.0Mulfiplier for gravity for the player<_Editor>Entries:MovementPlayer_gravity_stomp_arc_angle_max50angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_arc_angle_min50angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_base_cost1.0Energy cost, 1.0 is full unupgraded energy bar<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_dampen_scalar6.5<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_human_max_rotation50The angular force applied to a human ragdoll located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_impulse_max15<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_impulse_min12<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_mover_dist_max30The 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:StompPlayer_gravity_stomp_mover_dist_min15The 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:StompPlayer_gravity_stomp_negative_space8The stomp will originate behind the player this distance forming a sphere of negative space behind the player<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_ragdoll_dist_max30distance 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:StompPlayer_gravity_stomp_ragdoll_dist_min15distance 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:StompPlayer_gravity_stomp_recharge_time10000How long it takes in milliseconds to completely recharge the super stomp.<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_vehicle_dist_max30distance in meters from epicenter where forces are applied to vehicles<_Editor>Entries:Super Powers:StompPlayer_gravity_stomp_vehicle_dist_min15distance in meters from epicenter where forces are applied to vehicles<_Editor>Entries:Super Powers:StompPlayer_health_restore_max_pct_sp1Max percentage of health that can be restored under normal circumstances.<_Editor>Entries:Player HealthPlayer_health_restore_per_sec_sp125Amount of health to restore per second.<_Editor>Entries:Player HealthPlayer_health_restore_per_sec_vampire_sp500Amount of health to restore per second when sucking the blood of a human shield.<_Editor>Entries:Player HealthPlayer_health_restore_wait_time_ms10000Amount of time (milliseconds) before the player will start to restore health.<_Editor>Entries:Player HealthPlayer_jump_turn_speed_multiplier0.3<_Editor>Entries:MovementPlayer_low_health_end0.2Fraction of health where the LUT is full intensity.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_audio0.1Fraction of health where the audio is on min delay.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_audio_delay1.0Delay between beeps at end.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_bloom_amount.8Bloom amount at end.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_bloom_slope.8Bloom slope B at end.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_bloom_theta.15Bloom theta at end.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_brightness10Desired brightness multiplier at end.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_DOF.05Fraction of player health to fully override the DOF.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_DOF_amount2Blur radius at end.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_DOF_distance50Focus End B at end.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_HDR.05Fraction of player health to fully override the HDR settings.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_intensity1.0Full intensity of the LUT.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_end_vignette0.1percent 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 HUDPlayer_low_health_end_vignette_intensity.6float, 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 HUDPlayer_low_health_start0.5Fraction of player health to start showing the LUT.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_audio0.3Fraction of player health to start the audio beeps.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_audio_delay2.0Delay between beeps at start.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_bloom_amount0.5Bloom amount at start.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_bloom_slope0.4Bloom slope B at start.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_bloom_theta0.3Bloom theta at start.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_brightness0.9Desired brightness multiplier at start.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_DOF.4Fraction of player health to start overriding the DOF.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_DOF_amount1.5Blur radius at start.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_DOF_distance500Focus End B at start.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_HDR.4Fraction of player health to start overriding the HDR settings.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_intensity0.2Start intensity of the LUT.<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_vignette.4percent as float, valid range 0-1. percent of player health where the low health vignette is shown<_Editor>Entries:Player Health:Low Health HUDPlayer_low_health_start_vignette_intensity0.1float, 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 HUDPlayer_max_avatar_move_speed13Max player movment speed for moving as Matt's Avatar in m16.<_Editor>Entries:Movement:RunningPlayer_max_fine_aim_speed2.5Max fine aim speed for the player.<_Editor>Entries:Movement:RunningPlayer_max_forced_walk_speed1.5Max player movment speed when force_walk is true<_Editor>Entries:MovementPlayer_max_giant_move_speed60.0Max player movment speed for moving as the Giant in m01.<_Editor>Entries:Movement:RunningPlayer_max_heavy_weapon_speed2.5When carrying a brute weapon, this is the maximum movement speed.<_Editor>Entries:Movement:RunningPlayer_max_heavy_weapon_sprint_speed7When carrying a brute weapon, this is the maximum sprint speed.<_Editor>Entries:Movement:SprintingPlayer_max_riot_move_speed2.0Max non sprint speed when a riot shield is equipped.<_Editor>Entries:Movement:RunningPlayer_max_run_speed5Max run speed for the player.<_Editor>Entries:Movement:RunningPlayer_max_sprint_speed8Max sprint speed for the player.<_Editor>Entries:Movement:SprintingPlayer_max_superjump_air_speed15.0Max 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:SuperPlayer_max_swimming_speed5Max player movment speed for swimming.<_Editor>Entries:MovementPlayer_max_swimming_speed_super10Max player movment speed for swimming (super sprint).<_Editor>Entries:MovementPlayer_mech_initial_takeoff_velocity10Initial upward velocity of the mech suit when the jump animation plays<_Editor>Entries:Vehicles:Mech SuitPlayer_mech_suit_boost_cost-1000Charge to the sprint meter per second<_Editor>Entries:Vehicles:Mech SuitPlayer_mech_suit_hover_cost10<_Editor>Entries:Vehicles:Mech SuitCost in energy units per second. Full bar is 100 unitsPlayer_mech_suit_jetpack_move_speed11Max movement speed of player in a mech suit while jetpacking<_Editor>Entries:Vehicles:Mech SuitPlayer_mech_suit_move_speed7Max movement speed of player in a mech suit<_Editor>Entries:Vehicles:Mech SuitPlayer_mech_suit_recharge_delay750<_Editor>Entries:Vehicles:Mech Suittime in milliseconds that energy is delayed after energy is usedPlayer_mech_suit_recharge_rate20<_Editor>Entries:Vehicles:Mech SuitEnergy units regained per second.Player_mech_suit_terminal_velocity4<_Editor>Entries:Vehicles:Mech SuitPlayer_mech_suit_time60000<_Editor>Entries:Vehicles:Mech Suittime in ms that the mech suit lasts when called as a homiePlayer_melee_move_speed2.0Max movement speed when in melee lock mode.<_Editor>Entries:Movement:RunningPlayer_melee_no_target_movement.4When 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:MeleePlayer_melee_target_desired_start_offset1.2When 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:MeleePlayer_melee_target_max_movement2The maximum we allow the player to move to a target in melee.<_Editor>Entries:Combat:MeleePlayer_melee_target_pushback0This is the amount the target of a melee attack is pushed back (temporary hack until we get better flinches and such)<_Editor>Entries:Combat:MeleePlayer_melee_turn_speed_multiplier0.15<_Editor>Entries:Movement:RunningPlayer_off_ground_acceleration_multiplier0.25<_Editor>Entries:MovementPlayer_ragdoll_damage_scalar0.25<_Editor>Entries:CombatPlayer_ragdoll_to_freefall_min_time_ms500<_Editor>Entries:Movement:FallingPlayer_ragdoll_to_freefall_min_vel8<_Editor>Entries:Movement:FallingPlayer_rappel_move_speed1.0Max movement speed while the player is rappelling.<_Editor>Entries:MovementPlayer_safe_fall_speed8Falling speed below which the player does not take damage.<_Editor>Entries:Movement:FallingPlayer_shrink_stomp_arc_angle_max50angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.<_Editor>Entries:Super Powers:StompPlayer_shrink_stomp_arc_angle_min50angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.<_Editor>Entries:Super Powers:StompPlayer_shrink_stomp_mover_dist_max20The 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:StompPlayer_shrink_stomp_mover_dist_min10The 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:StompPlayer_shrink_stomp_negative_space8The stomp will originate behind the player this distance forming a sphere of negative space behind the player<_Editor>Entries:Super Powers:StompPlayer_shrink_stomp_ragdoll_dist_max20distance 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:StompPlayer_shrink_stomp_ragdoll_dist_min15distance 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:StompPlayer_shrink_stomp_recharge_time10000How long it takes in milliseconds to completely recharge the super stomp.<_Editor>Entries:Super Powers:StompPlayer_shrink_stomp_vehicle_dist_max20distance in meters from epicenter where forces are applied to vehicles<_Editor>Entries:Super Powers:StompPlayer_shrink_stomp_vehicle_dist_min10distance in meters from epicenter where forces are applied to vehicles<_Editor>Entries:Super Powers:StompPlayer_skydive_bank_scale_factor0.2Scale 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:SkydivingPlayer_skydive_collision_damage_factor0.8Scale factor applied to damage given to the player from vehicle and mover collisions.<_Editor>Entries:Misc:Skydiving:Human SkydivingPlayer_skydive_move_speed5Max movement speed while the player is skydiving. (was 2)<_Editor>Entries:MovementPlayer_spacedive_move_speed12.5Max movement speed while the player is skydiving. (was 5)<_Editor>Entries:MovementPlayer_stomp_close_distance4how far we should affect objects behind the player<_Editor>Entries:Super Powers:StompPlayer_super_sprint_buildup_time8<_Editor>Entries:Movement:SprintingPlayer_super_sprint_dash_reset_time1000<_Editor>Entries:Movement:SprintingTime in milliseconds till the super sprint dash it resetPlayer_super_sprint_distance_check2.0<_Editor>Entries:Movement:SprintingDistance 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_ms600<_Editor>Entries:Movement:SprintingPlayer_super_sprint_falloff_time4<_Editor>Entries:Movement:SprintingPlayer_super_sprint_fov_dist_scalar0.65Scales the distance of the camera from the target as the fov ramps in and out.<_Editor>Entries:Movement:SprintingPlayer_super_sprint_fov_max100Max fov when superjumping<_Editor>Entries:Movement:SprintingPlayer_super_sprint_fov_max_vel40Maximum horizontal velocity when fov caps<_Editor>Entries:Movement:SprintingPlayer_super_sprint_fov_min64Max fov when superjumping<_Editor>Entries:Movement:SprintingPlayer_super_sprint_fov_min_vel10Minimum horizontal velocity before fov changes kick in<_Editor>Entries:Movement:SprintingPlayer_super_sprint_fov_ramp_speed25.0how fast the speed ramps in and out.<_Editor>Entries:Movement:SprintingPlayer_super_sprint_max_speed40.0<_Editor>Entries:Movement:SprintingPlayer_super_sprint_power_min0.4375<_Editor>Entries:Movement:SprintingPlayer_super_sprint_vehicle_push_speed1.0<_Editor>Entries:Movement:SprintingMultiplier of sprint speed to push a vehicle.Player_super_stomp_arc_angle_max50angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.<_Editor>Entries:Super Powers:StompPlayer_super_stomp_arc_angle_min50angle of the super stomp's cone. NOTE: Setting this value too high will cause performance problems.<_Editor>Entries:Super Powers:StompPlayer_super_stomp_base_cost1.0Energy cost, 1.0 is full unupgraded energy bar<_Editor>Entries:Super Powers:StompPlayer_super_stomp_big_flinch_dist_max45distance in meters from epicenter when a human will play a special superstomp flinch animation<_Editor>Entries:Super Powers:StompPlayer_super_stomp_big_flinch_dist_min25distance in meters from epicenter when a human will play a special superstomp flinch animation<_Editor>Entries:Super Powers:StompPlayer_super_stomp_human_damage_max500The 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:StompPlayer_super_stomp_human_damage_min500The 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:StompPlayer_super_stomp_human_max_rotation50The angular force applied to a human ragdoll located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_mover_dist_max40The 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:StompPlayer_super_stomp_mover_dist_min20The 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:StompPlayer_super_stomp_mover_force_max600The 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:StompPlayer_super_stomp_mover_force_min400The 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:StompPlayer_super_stomp_mover_rotation_max-25The angular force applied to a mover located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_mover_rotation_min-20The angular force applied to a mover located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_mover_up_max400The angular force applied to a vehicle located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_mover_up_min200The angular force applied to a vehicle located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_negative_space8The stomp will originate behind the player this distance forming a sphere of negative space behind the player<_Editor>Entries:Super Powers:StompPlayer_super_stomp_ragdoll_dist_max40distance 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:StompPlayer_super_stomp_ragdoll_dist_min20distance 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:StompPlayer_super_stomp_ragdoll_force_max15The linear force applied to a human ragdoll located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_ragdoll_force_min15The linear force applied to a human ragdoll located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_ragdoll_up_max10The angular force applied to a vehicle located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_ragdoll_up_min10The angular force applied to a vehicle located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_recharge_delay1000After use, the meter will delay recharging by this amount of time<_Editor>Entries:Super Powers:StompPlayer_super_stomp_recharge_time10000How long it takes in milliseconds to completely recharge the super stomp.<_Editor>Entries:Super Powers:StompPlayer_super_stomp_small_flinch_dist_max60distance 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:StompPlayer_super_stomp_small_flinch_dist_min30distance 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:StompPlayer_super_stomp_vehicle_damage_max1000The 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:StompPlayer_super_stomp_vehicle_damage_min1000The 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:StompPlayer_super_stomp_vehicle_dist_max40distance in meters from epicenter where forces are applied to vehicles<_Editor>Entries:Super Powers:StompPlayer_super_stomp_vehicle_dist_min20distance in meters from epicenter where forces are applied to vehicles<_Editor>Entries:Super Powers:StompPlayer_super_stomp_vehicle_force_max50force applied to a vehicle. NOTE: Setting this value too high can cause performance problems.<_Editor>Entries:Super Powers:StompPlayer_super_stomp_vehicle_force_min50force applied to a vehicle. NOTE: Setting this value too high can cause performance problems.<_Editor>Entries:Super Powers:StompPlayer_super_stomp_vehicle_rotation_max-10The angular force applied to a vehicle located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_vehicle_rotation_min-10The angular force applied to a vehicle located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_vehicle_up_max10The angular force applied to a vehicle located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_super_stomp_vehicle_up_min10The angular force applied to a vehicle located near the epicenter of a full powered super stomp<_Editor>Entries:Super Powers:StompPlayer_superjump_movement_acceleration0.4acceleration multiplier while superjumping<_Editor>Entries:Movement:Jump:SuperPlayer_superjump_movement_deceleration0.2acceleration multiplier while superjumping when the desired velocity is less than the current velocity<_Editor>Entries:Movement:Jump:SuperPlayer_turn_head_max_angle_rad2.0The maximum angle we rotate for turning the head (in radians - get over it).<_Editor>Entries:MovementPlayer_turn_head_mult2.5Multiplier for overshooting the head tracking while turning.<_Editor>Entries:MovementPlayer_turn_head_speed0.1The turn speed sent into spinebending for the head.<_Editor>Entries:MovementPlayer_vehicle_windshield_eject_probability0.13Probability of windshield ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger EjectionPlayer_zero_noteriety_regen_delay3,0Delay before health regen is re-enabled after notoriety drops back to 0.<_Editor>Entries:Player HealthPony_cart_base_speed6.0Speed the "run" animation uses for throttling in the pony cart.<_Editor>Entries:VehiclesPortal_NPC_fade_in_period_sec0.2Number of seconds from when the NPC is created until they fade in completely<_Editor>Entries:AIPortal_NPC_spawn_rate_sec1.5Time between NPC spawns from a portal<_Editor>Entries:AIPortal_per_group_spawn_delay_sec3.5Seconds between portal spawns of different groups<_Editor>Entries:AIPortal_spawn_effect_delay_sec0.75Period of time before a portal NPC spawn when we play the spawning effect<_Editor>Entries:AIPower_stream_min_recharge_delay1000<_Editor>Entries:Super PowersPower_stream_min_recharge_time1000<_Editor>Entries:Super PowersQTE_min_timer_buffer0.05Amount of time (in seconds) from the end of the animation that we use as a buffer for starting the next QTE animation.<_Editor>Entries:CombatQuick_switch_element_timout_ms1000Duration, 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 PowersRagdoll_absolute_rest_speed0.6The speed (in m/s) at which the ragdoll is considered to be at rest enough to get up.<_Editor>Entries:Combat:RagdollRagdoll_impact_camera_shake_multiplier5multiplier to the camera shake iintensity factor based on percent of damage taken on impact.<_Editor>Entries:Combat:CameraRagdoll_melee_impulse_multiplier2.0The melee impulse applied to ragdolls is multiplied by this.<_Editor>Entries:Combat:MeleeRagdoll_npc_knockdown_time_ms3000Minimum time (by default) that an npc will stay in ragdoll (in ms).<_Editor>Entries:Combat:RagdollRagdoll_player_knockdown_time_ms1000Minimum time (by default) that a player will stay in ragdoll (in ms).<_Editor>Entries:Combat:RagdollRagdoll_relative_rest_speed0.3The 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:RagdollRagdoll_vs_human_damage_scalar20.0This value scales the damage caused between a ragdoll and non ragdoll collision. The base damage amount is based on velocity.<_Editor>Entries:Combat:RagdollRandom_additional_lag_time2000!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:LagRappelling_mode_orient_angle0This 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:RappellingRC_hostage_exit_speed_limit5The maximum speed (in mph) at which a hostage can escape the car.<_Editor>Entries:AI:HostageRC_hostage_general_exit_delay_ms4000The hostage will wait this long going under the exit speed limit before trying to exit.<_Editor>Entries:AI:HostageRC_hostage_initial_exit_delay_ms6000The hostage will wait this long going under the exit speed limit before trying to exit initially.<_Editor>Entries:AI:HostageRC_vehicle_gun_max_distance200The maximum distance at which the RC gun can take/maintain control of a vehicle.<_Editor>Entries:Combat:Weapons:RC GunReduce_player_hp_by50When the player is shrunk, their current amount of health is reduced by this percent.<_Editor>Entries:Boss:Matt Miller:Cheats:ShrinkReduce_player_movement_by65Percent<_Editor>Entries:Boss:Matt Miller:Cheats:SlowReload_cancel_blend_out_time_sec0.2Amount of time (in seconds) it takes to blend out the reload animation when cancelling.<_Editor>Entries:Combat:Weapons:FirearmsResize_transition_time1000This determines how long (in ms) it takes for the player to grow/shrink.<_Editor>Entries:Boss:Matt Miller:Cheats:ShrinkRespect_to_unlock_mission8000Number of respect points needed to unlock missions. UNUSED<_Editor>Entries:RespectRIFT_GLITCH_RADIUS25<_Editor>Entries:MissionsRiot_cop_shield_damage_degradation4Amount of damage degradation for riot shields - this amount is taken off every 25ms<_Editor>Entries:Combat:ShieldsRiot_cop_shield_damage_to_flinch500minimum amount of accumulated bullet damage to cause a heavy flinch<_Editor>Entries:Combat:ShieldsSatelite_angular_approach_speed1The 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:SatelliteSatelite_bank_angle20When the drone rotates around it's heading it banks by a this angle in degrees<_Editor>Entries:Combat:Weapons:SatelliteSatelite_control_heading_multiplier1A multiplier to drone bank input<_Editor>Entries:Combat:Weapons:SatelliteSatelite_control_heading_multiplier_mouse0.3A multiplier to drone bank input when using mouse.<_Editor>Entries:Combat:Weapons:SatelliteSatelite_control_pitch_multiplier1A multiplier to drone pitch input<_Editor>Entries:Combat:Weapons:SatelliteSatelite_control_pitch_multiplier_mouse0.3A multiplier to drone pitch input when using mouse<_Editor>Entries:Combat:Weapons:SatelliteSatellite_altitude150Altitude of the satellite drone.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_bonus_speed_factor4Speed 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:SatelliteSatellite_cam_heading_multiplier_mouse0.4Rotational heading multiplier for the satellite drone camera when using the mouse.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_cam_pitch_multiplier_mouse0.28Rotational pitch multiplier for the satellite drone camera when using the mouse.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_cam_transition_time_ms0Amount of time (in ms) over which to transition the camera back to the drone.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_drone_cycle_time_ms60000This is how long (in ms) the drone will take to completely circle around the target point.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_drone_fov50The FOV for the satellite drone camera.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_drone_max_pitch_offset_neg0.5<_Editor>Entries:Combat:Weapons:SatelliteSatellite_drone_max_pitch_offset_pos0.5<_Editor>Entries:Combat:Weapons:SatelliteSatellite_drone_xz_offset_dist20XZ distance from the drone to the focus position.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_guided_missile_fov60The FOV for the satellite drone camera.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_guided_missile_speed30Speed of a guided satellite missile.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_max_rot_heading_vel0.35Maximum rotational velocity of the satellite drone camera.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_max_rot_pitch_vel2Maximum rotational velocity of the satellite drone camera.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_missile_damping0.25Damping on the motion of the missile.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_missile_fvec_y_clamp-0.3The 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:SatelliteSatellite_missile_max_speed_mod15The maximum amount a guided missile's speed can be changed by player acceleration/deceleration.<_Editor>Entries:Combat:Weapons:SatelliteSatellite_unguided_missile_speed150Speed of an unguided satellite missile.<_Editor>Entries:Combat:Weapons:SatelliteScreen_fade_stretch_depth_range300<_Editor>Entries:UI:Screen FadeThis 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_lifetime7000<_Editor>Entries:UI:Screen Fadehow long the stretch effect lasts on returning from the crib ship to the simulationScreen_fade_stretch_param1800<_Editor>Entries:UI:Screen Fademax distanceSewage_mover_base_value300<_Editor>Entries:ActivitiesSewage_mover_increment_value100<_Editor>Entries:ActivitiesShadow_day_dist125<_Editor>Entries:Misc:Time of DayShadow_night_dist60<_Editor>Entries:Misc:Time of DayShadow_night_ramp_in_start_time1855<_Editor>Entries:Misc:Time of DayShadow_night_ramp_in_stop_time1900<_Editor>Entries:Misc:Time of DayShadow_night_ramp_out_start_time700<_Editor>Entries:Misc:Time of DayShadow_night_ramp_out_stop_time705<_Editor>Entries:Misc:Time of DaySheild_reload_audio_delay_ms600delay in ms to play audio cue from start of reload when a sheild is equipped<_Editor>Entries:Combat:ShieldsShield_base_cost0.99Energy cost when intially using the shield, 1.0 is full unupgraded energy bar<_Editor>Entries:Super Powers:ShieldShield_hold_cost0.27Energy cost per second to maintain the shield, 1.0 is full unupgraded energy bar<_Editor>Entries:Super Powers:ShieldShield_recharge_time15000How long it takes in milliseconds to completely recharge the shield.<_Editor>Entries:Super Powers:ShieldShop_breakin_notoriety_per_sec10Notoriety gain per second while performing a store break-in<_Editor>Entries:AIShrink_cheat_duration20000Duration that the shrink cheat will last - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:ShrinkShrink_damage_scalar1.0<_Editor>Entries:Super Powers:StompShrink_min_scale0.3min scale of the character when full shrunken<_Editor>Entries:Super Powers:StompShrink_min_speed0.75speed scalar when full shrunken<_Editor>Entries:Super Powers:StompShrink_murderbot_min_scale0.6min scale of the character when full shrunken<_Editor>Entries:Super Powers:StompShrink_murderbot_min_speed0.85speed scalar when full shrunken<_Editor>Entries:Super Powers:StompShrink_player_by65Percent to shrink the player by.<_Editor>Entries:Boss:Matt Miller:Cheats:ShrinkShrunken_regrow_delay7how long (in seconds) each hit should extend their shrunken state if they are fully tiny<_Editor>Entries:Super Powers:StompShrunken_regrow_rate1.0how 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:StompSidescroll_grapple_max_radius2.0<_Editor>Entries:Missions:SidescrollerSidescroll_grapple_max_x_threshold1.5<_Editor>Entries:Missions:SidescrollerSidescroll_grapple_max_z_threshold1<_Editor>Entries:Missions:SidescrollerSidescroll_grapple_min_approach_dp0.75<_Editor>Entries:Missions:SidescrollerSidescroll_melee_spherecast_mult5.0<_Editor>Entries:Missions:SidescrollerSidescroll_throw_impact_damage20<_Editor>Entries:Missions:SidescrollerSidescroller_rvec_movement_multiplier1.5<_Editor>Entries:Missions:SidescrollerSkydive_forward_vel_dampening0.6Scale 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:Skydivingskydive_keep_dist_speed5velocity applied when too close or too far away (was 3)<_Editor>Entries:AI:Skydiversskydive_max_accel10.0m / s^2 over all acceleration cap. Increace to give ai more control and feel more responsive. (was 1)<_Editor>Entries:AI:Skydiversskydive_max_accel_in_cover.4m / s^2 over all acceleration cap. Increace to give ai more control and feel more responsive.<_Editor>Entries:AI:Skydiversskydive_max_speed25.0m / s over all speed cap.<_Editor>Entries:AI:Skydiversskydive_target_dist_max10max range from player (was 30)<_Editor>Entries:AI:Skydiversskydive_target_dist_min7min range from player (was 18)<_Editor>Entries:AI:SkydiversSkydive_target_project_dist2000Distance 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 Skydivingskydive_turn_speed2.5<_Editor>Entries:AI:SkydiversSkydive_upside_down_vel0.0Constant downward velocity while skydiving upside down.<_Editor>Entries:Movement:SkydivingSkydive_vertical_dive_vel12.0Constant downward velocity during skydiving vertical dive (sprinting).<_Editor>Entries:Movement:Skydivingskydive_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:Skydiversskydive_wobble_mag.5amount of random movement applied NPCs (0 = robotic, 8 = not control)<_Editor>Entries:AI:SkydiversSlow_cheat_duration8000Duration that the movement reduction cheat will last - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:SlowSonic_gun_vehicle_damage_hp100<_Editor>Entries:Combat:Weapons:Sonic GunSonic_wave_max_radius2The max radius of the cylinder within which enemies take damage. (The radius of the spherecast used to collect humans.)<_Editor>Entries:Combat:Weapons:FirearmsSonic_wave_min_radius0.6The min radius of the cylinder within which enemies take damage. (The radius of the spherecast used to collect humans.)<_Editor>Entries:Combat:Weapons:Sonic GunSonic_wave_mover_impulse_multiplier1How much the impulse of the sonic wave gun is multiplied by when affecting a vehicle.<_Editor>Entries:Combat:Weapons:Sonic GunSonic_wave_strength_multiplier1Multiplier 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 GunSonic_wave_vehicle_impulse_multiplier20How much the impulse of the sonic wave gun is multiplied by when affecting a vehicle.<_Editor>Entries:Combat:Weapons:Sonic GunSpacedive_max_cam_snap_dist3The 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:MovementSpacedive_max_cam_snap_speed1.6Speed the player will move toward the target camera position when at or beyond the max distance. (Range 0-1)<_Editor>Entries:MovementSpacedive_min_cam_snap_speed0.05Speed the minimum player will move toward the target camera position. (Range 0-1)<_Editor>Entries:MovementSprint_avoid_min_victim_dp0.92The minimum dot product between the player's forward direction, and the direction to the victim.<_Editor>Entries:Movement:ShovingSprint_ragdoll_impulse_mag450Magnitude of the impulse applied when running into someone while sprinting.<_Editor>Entries:MovementSprint_shove_anim_completion_percentage0.75Minimum completion of the animation before starting another one.<_Editor>Entries:Movement:ShovingSprint_shove_correct_time_sec0.1The time used to correct the victim when doing a shove animation.<_Editor>Entries:Movement:ShovingSprint_shove_effective_pos_offset0.5The amount the effective position is pushed back from the player.<_Editor>Entries:Movement:ShovingSprint_shove_extra_velocity_mag2When sprint-shoving, this is the extra velocity applied to the shover.<_Editor>Entries:MovementSprint_shove_look_ahead_dist2.5The distance to look ahead for people to shove while sprinting.<_Editor>Entries:Movement:ShovingSprint_shove_max_push_dist1.6The maximum distance to push a pedestrian while sprinting.<_Editor>Entries:Movement:ShovingSprint_shove_min_victim_dp0.9The minimum dot product between the player's forward direction, and the direction to the victim.<_Editor>Entries:Movement:ShovingSprint_to_vehicle_entry_dist2The distance from which players and followers should sprint to the vehicle<_Editor>Entries:Vehicles:Vehicle InteractionStomp_dust_frequency40<_Editor>Entries:Super Powers:StompStomp_orb_initial_y_offset-5.0The initial distance "under the ground" that the orb starts when you stomp it.<_Editor>Entries:Misc:CollectiblesStomp_orb_vel4.0The upward velocity that the orb moves to return to its original position.<_Editor>Entries:Misc:CollectiblesStore_hold_up_hud_display_time_s2.0The amount of time, in seconds, the diversion hud will display before the player is awarded cash. This MUST be greater than zero.<_Editor>Entries:DiversionsStore_hold_up_time_s2.5The 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:DiversionsStore_weapon_purchase_respect_multiplier0<_Editor>Entries:RespectStun_gun_npc_ragdoll_time_ms4000<_Editor>Entries:Combat:Weapons:Stun GunStun_gun_player_ragdoll_time_ms2000<_Editor>Entries:Combat:Weapons:Stun GunStun_gun_ragdoll_nudge_velocity2<_Editor>Entries:Combat:Weapons:Stun GunStunned_Damage_Scalar0.25Damage scalar applied to the player when he is flinching<_Editor>Entries:CombatSuper_blast_acceleration_hack50.0Movement acceleration when the player changes directions after performing a blast or grab.<_Editor>Entries:Super Powers:BlastSuper_blast_min_speed_hack0.5Minimum movement speed of the player after changing directions immediately after beginning a blast or grab.<_Editor>Entries:Super Powers:BlastSuper_glide_turn_rate0.75turn rate in radians per second<_Editor>Entries:Movement:JumpSuper_shield_activation_time5000Time in milliseconds that the supershield is active<_Editor>Entries:Super Powers:ShieldSuper_shield_air_dash_time800Length of time in ms that the shield is maintained when the player air dashes<_Editor>Entries:Super Powers:ShieldSuper_shield_bullet_impact_charge_amount0.001Percentage of bullet damage that gets added back to the other super powers mana levels.<_Editor>Entries:Super Powers:ShieldSuper_shield_charge_damage_reduction0.001The percentage of the damage that the supershield should apply towards the shield mana.<_Editor>Entries:Super Powers:ShieldSuper_shield_damage_upgrade_amount300Amount of damage to apply to a human when they come into contact with the shield<_Editor>Entries:Super Powers:ShieldSuper_shield_max_recharge_damage50The max amount of damage that the supershield can absorb from attacks<_Editor>Entries:Super Powers:ShieldSuper_shield_sprint_dash_time800Length of time in ms that the shield is maintained when the player sprint dashes<_Editor>Entries:Super Powers:ShieldSuper_slam_duration4000How long (in ms) before we stop caring that the player super slammed a human.<_Editor>Entries:Super PowersSuper_sprint_push_charge_usage_amount-1000<_Editor>Entries:Movement:SprintingSprint speed reduction per second based on holding down the sprint bash buttonSuper_stomp_delirious_mag5.0magnitude of npc accuracy after a super stomp<_Editor>Entries:Super Powers:StompSuper_stomp_delirious_time30000time in ms that the npc's take to recover their accuracy<_Editor>Entries:Super Powers:StompSuperpower_activate_duration500How long (in milliseconds) it should take to do the material flash on the player when activating a super power<_Editor>Entries:Super PowersSuperpower_damage_region_disable_time10000How long (in milliseconds) player super powers should be disabled after walking through special damage region<_Editor>Entries:Super PowersSuperpower_disabled_pulse_rate.3How fast to pulse the material effect while the player's powers are disabled<_Editor>Entries:Super PowersSuperpower_exit_ragdoll_min_time250How long (in milliseconds) till the player can exit ragdoll by button press<_Editor>Entries:Super PowersSuperpower_explosion_disable_time10000How long (in milliseconds) player super powers should be disabled if hit by special explosion<_Editor>Entries:Super PowersSuperpower_gravity_duration_ms6000<_Editor>Entries:Super Powers:StompSuperpower_quick_switch_max_wait_time0.35Amount 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:ControlsSwarm_max_missiles5<_Editor>Entries:Combat:Weapons:SwarmSwarm_max_missiles_NPC3<_Editor>Entries:Combat:Weapons:SwarmSwarm_min_missiles3<_Editor>Entries:Combat:Weapons:SwarmSwarm_min_missiles_NPC2<_Editor>Entries:Combat:Weapons:SwarmSwarm_missiles_angle90<_Editor>Entries:Combat:Weapons:SwarmSwarm_missiles_angle_NPC90<_Editor>Entries:Combat:Weapons:SwarmSwarm_seek_to_target_pos_scalar3<_Editor>Entries:Combat:Weapons:SwarmTank_mayhem_combo_increment_time_coop_ms2500The 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:ActivitiesTank_mayhem_combo_increment_time_sp_ms2500The 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:ActivitiesTank_mayhem_combo_max_time_ms30000The 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:ActivitiesTank_mayhem_combo_start_time_ms15000The 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:ActivitiesTank_mayhem_human_base_value100The base reward amount for killing humans in Tank Mayhem. (Actual reward is base * combo_mult)<_Editor>Entries:ActivitiesTank_mayhem_max_audio_los_search_dist100.0The 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:ActivitiesTank_mayhem_object_indicator_fade_dist200.0The 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:ActivitiesTargeting_laser_base_spread_degrees25Angle from the center the targeting lasers will start at when the weapon is at 0 charge<_Editor>Entries:AI:MarauderTelekinesis_cost_mass_scalar2000Scalar 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:TelekinesisTelekinesis_force_recharge_time10000How long it takes in milliseconds to completely recharge the energy blast.<_Editor>Entries:Super Powers:TelekinesisTelekinesis_human_priority_weight1.5Weight given towards humans when attempting to pick them up. Use small numbers<_Editor>Entries:Super Powers:TelekinesisTelekinesis_life_recharge_time10000How long it takes in milliseconds to completely recharge the energy blast.<_Editor>Entries:Super Powers:TelekinesisTelekinesis_lightning_recharge_time10000How long it takes in milliseconds to completely recharge the energy blast.<_Editor>Entries:Super Powers:TelekinesisTelekinesis_max_angular_selection0.9minimum 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:TelekinesisTelekinesis_max_pickup_range30Max distance in meters that an object can be picked up with telekinesis<_Editor>Entries:Super Powers:TelekinesisTelekinesis_mover_priority_weight1.0Weight given towards movers when attempting to pick them up. Use small numbers<_Editor>Entries:Super Powers:TelekinesisTelekinesis_pickup_cost0Energy cost to pick up an object, 1.0 is full unupgraded energy bar<_Editor>Entries:Super Powers:TelekinesisTelekinesis_pickup_min_power0.3The minimum amount of energy the player needs to have to use the TK pickup superpower<_Editor>Entries:Super Powers:TelekinesisTelekinesis_ragdoll_rotation_speed3<_Editor>Entries:Super Powers:TelekinesisTelekinesis_recharge_delay1000After use, the meter will delay recharging by this amount of time<_Editor>Entries:Super Powers:TelekinesisTelekinesis_speed_scale40<_Editor>Entries:Super Powers:TelekinesisTelekinesis_throw_add_upward_force5upward velocity in m/s<_Editor>Entries:Super Powers:TelekinesisTelekinesis_throw_duration8000How long (in ms) before we stop caring that the player threw the object using telekinesis<_Editor>Entries:Super Powers:TelekinesisTelekinesis_vehicle_priority_weight2.0Weight given towards vehicles when attempting to pick them up. Use small numbers<_Editor>Entries:Super Powers:TelekinesisTesticular_assault_damage_override500<_Editor>Entries:Combat:MeleeThrow_camera_duration50<_Editor>Entries:Super Powers:TelekinesisTime_between_cheats20000The amount of time, in ms, between each cheat that is played.<_Editor>Entries:Boss:Matt Miller:CheatsTime_between_lag_spikes1100Base time (in ms) that lag spikes will occur.<_Editor>Entries:Boss:Matt Miller:Cheats:LagTime_of_day_shader_lod_start_time1900Start time to use the default shader lod.<_Editor>Entries:Misc:Time of DayTime_of_day_shader_lod_stop_time700Stop time to use the default shader lod.<_Editor>Entries:Misc:Time of DayTK_gate_key_reset_time_ms5000After throwing a key, the amount of time it takes to reset.<_Editor>Entries:DiversionsTK_mayhem_telekinesis_scalar0.5Scale TK strength by this much in TK Mayhem.<_Editor>Entries:ActivitiesTK_orb_reset_time30.0After this many seconds, reset the orb to its original position.<_Editor>Entries:Misc:CollectiblesTK_orb_vel4.0The downward velocity that the orbs falls to the ground with.<_Editor>Entries:Misc:CollectiblesTracer_velocity130in m/s.<_Editor>Entries:Combat:Weapons:FirearmsTutorial_cto_proximity_dist_min10.0Min distance (meters) that the player must be from a hitman or chop shop start trigger to activate the proximity tutorial.<_Editor>Entries:UITutorial_dismiss_duration30Tutorial screen length in SECONDS<_Editor>Entries:UITutorial_length_infinite0Tutorial screen length in milliseconds<_Editor>Entries:UITutorial_length_long12000Tutorial screen length in milliseconds<_Editor>Entries:UITutorial_length_medium8000Tutorial screen length in milliseconds<_Editor>Entries:UITutorial_length_short4000Tutorial screen length in milliseconds<_Editor>Entries:UITutorial_length_xlong30000Tutorial screen length in milliseconds<_Editor>Entries:UIUnfrozen_thaw_time5.0Time it takes, in seconds, for a human that is only partially frozen to become completely unfrozen.<_Editor>Entries:Super Powers:BlastVehicle_2d_movement_speed12.0Rate at which the tank moves in the top-down tank game sequence in mission 16.<_Editor>Entries:Vehicles:M16 TankVehicle_2d_rotation_speed2.5Rate at which the tank turns in the top-down tank game sequence in mission 16.<_Editor>Entries:Vehicles:M16 TankVehicle_camera_delayed_sticky_time1.5override for camera_free_get_sticky_cam_time() when VEHICLE_CAMERA_SNAP delayed is selectd<_Editor>Entries:ControlsVehicle_collision_damage_attacker_bonus_factor2How much to scale damage by if the vehicle was struck by a vehicle that is considered an "attacker".<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_collision_damage_attacker_bonus_speed_diff5What the relative collision speed must be (m/s) for a vehicle to be considered the attacker.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_collision_damage_front_back_reduction_factor0.67How much to scale damage by if the vehicle was struck on the front or back.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_collision_damage_nitrous_bonus_factor5How much to scale damage by if the vehicle was struck by another vehicle using nitrous.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_effects_crash_decal_max_radius3.0Size of decal at maximum crash speed.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_effects_crash_decal_max_speed20.0Speed at which the largest crash decal will be produced.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_effects_crash_decal_min_radius0.3Size of decal produced at minimum crash speed.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_effects_crash_decal_min_speed5.0Speed that a vehicle must be going when it crashes into the world, to produce a crash decal.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_engine_torque_modifier1.25Multiply the resulting torque calculation by this for all cars.<_Editor>Entries:VehiclesVehicle_enter_brute_impulse_magnitude5000The magnitude of the downward point impulse applied on a vehicle when entering it for brutes.<_Editor>Entries:Vehicles:Vehicle InteractionVehicle_enter_max_speed_mph15The max speed (in mph) in which you can enter a vehicle normally.<_Editor>Entries:Vehicles:Vehicle InteractionVehicle_enter_normal_impulse_magnitude1000The magnitude of the downward point impulse applied on a vehicle when entering it.<_Editor>Entries:Vehicles:Vehicle InteractionVehicle_explosion_eject_rand_vel_max20.0<_Editor>Entries:VehiclesVehicle_explosion_eject_rand_vel_min5.0<_Editor>Entries:VehiclesVehicle_explosion_eject_up_amount0.1<_Editor>Entries:VehiclesVehicle_fast_camera_swing_duration_ms2000Max duration in milleseconds of the camera.<_Editor>Entries:Vehicles:Vehicle Interaction:Camera SwingVehicle_fast_camera_swing_slerp_percent4"Slerp percent" for the fast vehicle relative camera swing.<_Editor>Entries:Vehicles:Vehicle Interaction:Camera SwingVehicle_fast_doubletap_time_ms250The amount of time we wait for a double tap for vehicle entry or exit.<_Editor>Entries:Vehicles:Vehicle InteractionVehicle_fast_enter_back_min_dp0.9The 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 EntryVehicle_fast_enter_max_dist10The maximum horizontal distance between the player and the driver's seat we need to do a "fast entry."<_Editor>Entries:Vehicles:Vehicle Interaction:Fast EntryVehicle_fast_enter_max_dist_super_sprint20The maximum horizontal distance between the player and the driver's seat we need to do a "fast entry."<_Editor>Entries:Vehicles:Vehicle Interaction:Fast EntryVehicle_fast_enter_max_height_diff2.5The maximum height difference between the player and the driver's seat to do a fast entry.<_Editor>Entries:Vehicles:Vehicle Interaction:Fast EntryVehicle_fast_enter_max_speed_mph30The max speed (in mph) in which you can enter a vehicle through a window.<_Editor>Entries:Vehicles:Vehicle Interaction:Fast EntryVehicle_fast_enter_min_dist0.5The minimum horizontal distance between the player and the driver's seat we need to do a "fast entry."<_Editor>Entries:Vehicles:Vehicle Interaction:Fast EntryVehicle_fast_enter_min_dp_to_seat0.8The 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 EntryVehicle_fast_enter_seat_pos_predict_time_sec0.5When 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 EntryVehicle_impact_flinch_min3(MPH) minimum speed to cause a human to flinch.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_impact_flinch_mph_warden20(MPH) minimum speed to cause a warden to flinch<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_impact_player_max_damage_pct0.60(%HP 0.0 to 1.0) Max damage to apply to player and player followers.<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_impact_ragdoll_mph8(MPH) minimum speed to cause a human to ragdoll<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_impact_ragdoll_mph_player15(MPH) minimum speed to cause a PLAYER to ragdoll<_Editor>Entries:Vehicles:Vehicle CollisionVehicle_interior_character_height1.778The height a character should be when riding in a car. The scaling will happen during vehicle interaction.<_Editor>Entries:Vehicles:Vehicle InteractionVehicle_melee_impulse_multiplier30.0The melee impulse applied to vehicles is multiplied by this.<_Editor>Entries:Combat:MeleeVehicle_RC_self_destruct_camera_delay2000<_Editor>Entries:Combat:Weapons:RC GunVehicle_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 skydivingVehicle_skydive_explosion_scale30.0(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 skydivingVehicle_skydive_jitter_npc_scale3.0(float) Additional jitter factor applied to non-player skydiving vehicles (so they jitter around more)<_Editor>Entries:Misc:Skydiving:Vehicle skydivingVehicle_skydive_jitter_pitch_mag0.15(float) Amount of jitter applied to the pitch of the vehicle (as compared to the other rotational coordinates)<_Editor>Entries:Misc:Skydiving:Vehicle skydivingVehicle_skydive_jitter_roll_mag0.2(float) Amount of jitter applied to the roll of the vehicle (as compared to the other rotational coordinates)<_Editor>Entries:Misc:Skydiving:Vehicle skydivingVehicle_skydive_jitter_scale_factor0.75(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 skydivingVehicle_skydive_jitter_yaw_mag0.1(float) Amount of jitter applied to the roll of the vehicle (as compared to the other rotational coordinates)<_Editor>Entries:Misc:Skydiving:Vehicle skydivingVehicle_skydive_recoil_impulse50000.0(float) Rotational impulse applied to a skydiving vehicle when the primary tank turret is fired.<_Editor>Entries:Misc:Skydiving:Vehicle skydivingVehicle_skydive_target_project_dist150How far out from the camera the vehicle weapons will aim when the player has no target in their reticule.<_Editor>Entries:Misc:Skydiving:Vehicle skydivingVehicle_small_arms_resistance0.5Fraction 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:VehiclesVehicle_standard_camera_swing_duration2.25Duration of the standard camera swing.<_Editor>Entries:Vehicles:Vehicle Interaction:Camera SwingVertical_velocity_adjustment_normal9This will add an additional downward velocity at the start of someone moving off a ledge when moving normally.<_Editor>Entries:MovementVertical_velocity_adjustment_sprinting27This 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:MovementVI_collision_min_vel_diff10Acceleration used to catch the player's cached velocity up to the real one.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsVI_exit_death_velocity_mag5When 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 InteractionVI_fast_entry_door_open_acceleration2000.0The acceleration factor when opening the door while doing a fast entry.<_Editor>Entries:Vehicles:Vehicle Interaction:Fast EntryVI_fast_entry_door_open_duration0.3The amount of time it takes to open the door when doing a fast entry.<_Editor>Entries:Vehicles:Vehicle Interaction:Fast EntryVI_fast_entry_door_open_resistance0.005The resistance factor when opening the door while doing a fast entry.<_Editor>Entries:Vehicles:Vehicle Interaction:Fast EntryVI_forward_diff_max5The difference between forward velocity and cached velocty at which the blend will be at its maximum.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsVI_forward_vel_accel13Acceleration used to catch the player's cached velocity up to the real one.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsVI_on_vehicle_entry_max_y_diff0.3When 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 InteractionVI_pathfind_cancel_dist_multiplier1.5After starting to pathfind to a vehicle, cancel entry if the car gets this many times the original entry distance away.<_Editor>Entries:Vehicles:Vehicle InteractionVI_pathfind_check_pause_distance2.5The distance from which to check for someone else using a door and pause.<_Editor>Entries:Vehicles:Vehicle InteractionVI_pathfind_play_stop_dist1The distance from which we should start playing a sprint stop.<_Editor>Entries:Vehicles:Vehicle InteractionVI_random_accel_factor0The magnitude of the randomness to apply to the acceleration.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsVI_reaction_delay_max_ms200Delay before we begin "catching up" to the velocity diff in a vehicle.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsVI_reaction_delay_min_ms100Delay before we begin "catching up" to the velocity diff in a vehicle.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsVI_tilt_rvec_pitch_max0.05The pitch magnitude extracted from the vehicle chassis rvec at which the tilt blends will be at maximum.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsVI_vert_diff_max5The difference between forward velocity and cached velocty at which the blend will be at its maximum.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsVI_vert_vel_accel1Acceleration used to catch the player's cached velocity up to the real one.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride BlendsWarden_arrival_delay10000Time (in milliseconds) to delay between starting the weather change and actually dropping the warden<_Editor>Entries:AI:WardenWarden_damage_cap.10max damage % per any kind of attack.<_Editor>Entries:AI:WardenWarden_flinch_health750accumulated damge to make warden flinch<_Editor>Entries:AI:WardenWarden_flinch_health_regen150flinch health per sec that warden regains to prevent flinching on SMGs.<_Editor>Entries:AI:WardenWarden_how_to_damage_delay60000Time (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:PersonasWarden_regular_damage_cap800max damage per bullet or explosion (that is not super powered)<_Editor>Entries:AI:WardenWarden_run_speed13m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:move speedsWarden_sprint_speed30m/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 speedsWarden_walk_speed15m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:move speedsWeapon_death_ragdoll_max_hit_dir_factor1.5When 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 RagdollsWeapon_death_ragdoll_min_dist_factor0.5When factoring in the distance to the victim, this is the minimum multipler that will result from distance.<_Editor>Entries:Combat:Death RagdollsWeapon_death_ragdoll_min_vert_factor_capped0.25When capping the vertical factor for applying upward force (it is not capped for applying spin), this is the minimum value.<_Editor>Entries:Combat:Death RagdollsWeapons_fire_sticky_camera_time_ms1000This is the time delay before the camera returns in a vehicle when firing a weapon.<_Editor>Entries:Combat:CameraWeather_audio_interior_audio_occlusion0.5When 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:AudioWeather_audio_interior_exterior_rtpc_ramp_speed0.25The maximum velocity at which the interior / exterior RTPC that occludes ambient weather audio will transition.<_Editor>Entries:AudioWeather_audio_large_interior_audio_occlusion1.0When 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:AudioWhite_house_turret_y_offset-3.0Offset hack to compensate for the guns being out of line with the pivot.<_Editor>Entries:Combat:Weapons:White House TurretWhite_house_turret_y_offset_alt-1.0Offset hack to compensate for the guns being out of line with the pivot. Missiles.<_Editor>Entries:Combat:Weapons:White House TurretZombie_brute_fire_damage_multiplier3.0Zombie brutes take extra fire damage. this multiplies the standard fire damage amount.<_Editor>Entries:AI:BruteZombie_fast_run_speed8m/s,-1 means use true anim speed. Please set to -1 before we ship. (ref: player run is 8 m/s)<_Editor>Entries:AIZombie_health_regen_time8second of eating corpses to restore 100% health<_Editor>Entries:AIZombie_spawn_special_pct1(0-100%) % of fire and exploding zombies.<_Editor>Entries:AIZomibe_qte_horde_size5number of near zombies to override QTE cooldown.<_Editor>Entries:AIZomibe_qte_repeat_time45000seconds between single zombie QTEs.<_Editor>Entries:AIZoom_blur_intensity30camera blur setting when zoomed in<_Editor>Entries:Combat:Camera
Airstrike_target_max_reduction_dist10<_Editor>Entries:Combat:Weapons:Airstrike Airstrike_target_min_reduction_dist0.25<_Editor>Entries:Combat:Weapons:Airstrike Energy_blast_nuke_cancel_time0Time (in milliseconds, from when button was first pressed) that nuke explosion can be cancelled<_Editor>Entries:Super Powers:Nuke Energy_blast_nuke_energy_cost75Percentage of the super power charge level it takes to go nuclear.<_Editor>Entries:Super Powers:Nuke Energy_blast_power_disable_time35000Time (in milliseconds, from nuke explosion) that the super powers should be disabled<_Editor>Entries:Super Powers:Nuke Energy_blast_recharge_time120000How long it takes in milliseconds to completely recharge the energy blast.<_Editor>Entries:Super Powers:Nuke Parachute_min_clear_distance0Min didstance to hit something before allowing the parachute to open.<_Editor>Entries:Movement:Free Falling Swarm_missiles_max_target_variance10<_Editor>Entries:Combat:Weapons:Swarm Swarm_missiles_min_target_variance10<_Editor>Entries:Combat:Weapons:Swarm Tweak_Table_EntryTableDescriptionA simple way to add and modify tweakable values within a single table file.falseNameStringThe name of the value.true ValueFloatHow this value is used is situation dependent0 DescriptionStringBrief description of how this value is used. It is NOT read into the game.falsetrue FrameworkReferenceFramework in which this content belongs.falsedlc_frameworks.xtblBundleInfo.Flag_StringFalse True EntriesActivitiesAIAssault BotBruteBullrushDownedThrow_propsCIDFollowerGolden CIDTakedownGrenadesHostageMaraudermove speedsNotorietyPerceptionFOVGiantIn CoverNormalSpottedZombieSkydiversSniperWardenDownedBeatdown CameraButton RandomizationFudgeFactorGlitchingPushbackAudioBossKillbaneMarsMurderbrawlMatt MillerAvatar AttacksCheatsInverted ControlsLagLame WeaponShrinkSlowCity TakeoverCombatCameraCamera ShakeDeathRecoilCombat ReadyDamageDBNODeath RagdollsMeleeMelee LockRagdollShieldsHuman ShieldWeaponsAbductionAirstrikeAnal ProbeBlackholeBounce RifleChumCommander in ChiefCyber CannonDubstepNo SFXWub EffectsFirearmsFlamethrowerGenkiGlitchGrenadesGuidedRocketsInflatoMinefieldRC GunSatelliteSonic GunStun GunSwarmWhite House TurretControlsData LoggingDiversionsFog CurvePoint 2Point 3Point 4Point1MiscBreastsCollectiblesImpact_damageItem DropSkydivingHuman SkydivingVehicle skydivingTime of DayMissionsHuman GiantStomp AttackSidescrollerSpaceFoxCameraShip MovementMovementClimbingFallingFree FallingCameraMovement SpeedRotationTerminal VelocityHuman RidingJumpForwardSuperWallRappellingRunningShovingSkydivingSprintingPersonasPlayer HealthHealth PickupsDrop AnimationLow Health HUDBlurRespectSuper PowersBlastBuffDFANukeShieldStompTelekinesisUIScreen FadeVehiclesKneecappersM16 TankMan CannonMech SuitVehicle CollisionPassenger EjectionVehicle InteractionCamera SwingFast EntryRide Blends