Active_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_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_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_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_max25000(ms) max time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:GrenadesAi_offhand_grenade_at_homie_min15000(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_max15000(ms) max time for enemy to enemy grenade throws.<_Editor>Entries:AI:GrenadesAi_offhand_grenade_general_min10000(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:AirstrikeBlood_splat_max_per_human20<_Editor>Entries:MiscBrass_angular_multiplier5.0multiplier for brass angular velocity when created<_Editor>Entries:Combat:Weapons:FirearmsBrute_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_flame_run_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speedsBrute_flame_sprint_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speedsBrute_flame_sprint_speed_offsrceen7.0m/s,-1 means use true anim speed. Please set to -1 before we ship. (player sprints art 8)<_Editor>Entries:AI:Brute:move speedsBrute_flame_walk_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speedsBrute_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_gun_run_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speedsBrute_gun_sprint_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speedsBrute_gun_walk_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speedsBrute_Human_shield_max_grab_dist3max dist to run to grab a human shield.<_Editor>Entries:AI:BruteBrute_run_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speedsBrute_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_propsBrute_walk_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speedsBullet_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_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:ChumCity_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_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 ReadyCrib_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:ControlsCybercannon_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_multiplier0.1When 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:CombatDamage_assist_start_percent0.3When the player health is below this percent (0.0 to 1.0) the damage assist system will kick in.<_Editor>Entries:CombatDBNO_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.Dual_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:ControlsElectric_grenade_ragdoll_time_ms4000<_Editor>Entries:Combat:Weapons:GrenadesEnemy_revive_percent_hit_points.25This is multiplied by the human's max hit points and given to enemies on revival.<_Editor>Entries:Combat:DBNOEscort_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:ActivitiesFall_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_Damage_Scalar0.25Damage scalar applied to the player when he is on fire<_Editor>Entries:CombatFlamethrower_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_auto_activate_radius20.0If the player gets closer than this amout to the center of the flashpoint, it will automatically activate.<_Editor>Entries:DiversionsFlashpoint_cash1000Amount of cash to receeve when a flashpoint is completed.<_Editor>Entries:DiversionsFlashpoint_respect100Amount of respect to receive when a flashpoint is completed.<_Editor>Entries:DiversionsFlyby_audio_delay_ms60Delay before playing another flyby audio sound<_Editor>Entries:CombatFollow_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:FollowerFreefall_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:FallingGarage_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:GenkiGlobal_decal_scale0.5multiplier applied to all decal radius calculations.<_Editor>Entries:MiscGrenade_indicator_distance13<_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:GuidedRocketsHD_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:DBNOHeadshot_multiplier8.0<_Editor>Entries:CombatHijack_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:AIHomie_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:HostageHover_timestamp_default2000Time a sniper will hover over a target before firing<_Editor>Entries:AI:SniperHuman_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_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_dist1.75The 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_damageInventory_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_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_money_drop_chance0.66Probability that an NPC will drop money when killed (between 0 and 1).<_Editor>Entries:Misc:Item DropItem_shimmer_lifespan_seconds20Number 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_multiplier0.05Multiplied by the price to caluclate respect rewarded for wearing items<_Editor>Entries:RespectJump_blend_in_time0.3The 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_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_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.Killbane_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:FallingLock_on_assist_min_dot_prod0.97In 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_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 LoggingM14_laser_designator_range80Range of the spotlight helicopter's laser designator in mission 14 (SR3).<_Editor>Entries:MissionsM16_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 CannonMars_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_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_altitude1333The 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:VehiclesMelee_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_mult0.4This 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:ClimbingMinimap_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 EjectionNotoriety_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_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_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 EjectionPain_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:MovementPlayer_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_crouch_move_speed3.0Max movement speed while the player is skydiving.<_Editor>Entries:MovementPlayer_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_acceleration10Acceleration 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_jump_turn_speed_multiplier0.3<_Editor>Entries:MovementPlayer_max_avatar_move_speed13Max player movment speed for moving as Matt's Avatar in m16.<_Editor>Entries:MovementPlayer_max_fine_aim_speed2.5Max fine aim speed for the player.<_Editor>Entries:MovementPlayer_max_heavy_weapon_speed1.5When carrying a brute weapon, this is the maximum movement speed.<_Editor>Entries:MovementPlayer_max_heavy_weapon_sprint_speed3.5When carrying a brute weapon, this is the maximum sprint speed.<_Editor>Entries:MovementPlayer_max_riot_move_speed2.0Max non sprint speed when a riot shield is equipped.<_Editor>Entries:MovementPlayer_max_run_speed5Max run speed for the player.<_Editor>Entries:MovementPlayer_max_sprint_speed8Max sprint speed for the player.<_Editor>Entries:MovementPlayer_max_swimming_speed5Max player movment speed for swimming.<_Editor>Entries:MovementPlayer_melee_move_speed2.0Max movement speed when in melee lock mode.<_Editor>Entries:MovementPlayer_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:MovementPlayer_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_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_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 EjectionPony_cart_base_speed6.0Speed the "run" animation uses for throttling in the pony cart.<_Editor>Entries:VehiclesQTE_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:CombatRagdoll_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_multiplier0.4The 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: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_distance8000The 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.<_Editor>Entries:RespectRiot_cop_shield_damage_degradation3Amount of damage degradation for riot shields - this amount is taken off every 25ms<_Editor>Entries:Combat:ShieldsRiot_cop_shield_damage_to_flinch750minimum 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:SatelliteSewage_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:ShieldsShockwave_avatar_damage100This determines how much damage shockwaves cause to Avatars.<_Editor>Entries:Boss:Matt Miller:Avatar AttacksShockwave_distance50How far the shockwave travels.<_Editor>Entries:Boss:Matt Miller:Avatar AttacksShockwave_human_damage15This determines how much damage shockwaves cause to humans.<_Editor>Entries:Boss:Matt Miller:Avatar AttacksShockwave_radius_growth_rate0.5How much the shockwave should increase per frame. It will increase until it reaches the value of Shockwave_effective_radius.<_Editor>Entries:Boss:Matt Miller:Avatar AttacksShockwave_radius_Matt3Radius of the shockwave sphere for Matt.<_Editor>Entries:Boss:Matt Miller:Avatar AttacksShockwave_radius_Player8Radius of the shockwave sphere for the Player.<_Editor>Entries:Boss:Matt Miller:Avatar AttacksShockwave_ragdoll_force4Force at which the shockwave will ragdoll a character.<_Editor>Entries:Boss:Matt Miller:Avatar AttacksShockwave_velocity1.0Velocity of the shockwave<_Editor>Entries:Boss:Matt Miller:Avatar AttacksShop_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_player_by65Percent to shrink the player by.<_Editor>Entries:Boss:Matt Miller:Cheats:ShrinkSkydive_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 GunSprint_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 InteractionStore_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:CombatSwarm_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:ActivitiesTesticular_assault_damage_override500<_Editor>Entries:Combat:MeleeTime_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 DayTracer_velocity130in m/s.<_Editor>Entries:Combat:Weapons:FirearmsTutorial_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:UIVehicle_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_height_diff2.0The 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_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_brute30(MPH) minimum speed to cause a BRUTE 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 BlendsWeapon_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:AudioZombie_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 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 True EntriesActivitiesAIBruteBullrushDownedmove speedsThrow_propsFollowerGrenadesHostageNotorietyPerceptionFOVIn CoverNormalSpottedZombieSkydiversSniperAudioBossKillbaneMarsMurderbrawlMatt MillerAvatar AttacksCheatsInverted ControlsLagLame WeaponShrinkSlowCombatCameraCamera ShakeDeathRecoilCombat ReadyDBNODeath RagdollsMeleeMelee LockRagdollShieldsHuman ShieldWeaponsAirstrikeChumCyber CannonFirearmsFlamethrowerGenkiGrenadesGuidedRocketsRC GunSatelliteSonic GunStun GunSwarmControlsData LoggingDiversionsMiscImpact_damageItem DropSkydivingHuman SkydivingVehicle skydivingTime of DayMissionsMovementClimbingFallingFree FallingCameraMovement SpeedRotationTerminal VelocityHuman RidingJumpRappellingShovingSkydivingRespectUIVehiclesKneecappersM16 TankMan CannonVehicle CollisionPassenger EjectionVehicle InteractionCamera SwingFast EntryRide Blends