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:Melee
Adjusted_turn_angle_return_speed0.1This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.<_Editor>Entries:Movement
Adjusted_turn_angle_speed0.25This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.<_Editor>Entries:Movement
Ai_fov_height80View frustum height in degrees
enemy NOT SPOTTED
full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:Normal
Ai_fov_height_cover180View frustum height in degrees
enemy when down in cover
full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:In Cover
Ai_fov_height_spotted140View frustum height in degrees
enemy SPOTTED
full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:Spotted
Ai_fov_height_zombie80View frustum height in degrees
enemy full height (top to bottom)<_Editor>Entries:AI:Perception:FOV:Zombie
Ai_fov_length_cover50View frustum length in meters
when down in cover<_Editor>Entries:AI:Perception:FOV:In Cover
Ai_fov_length_high45View frustum length in meters
HIGH alert
enemy NOT SPOTTED<_Editor>Entries:AI:Perception:FOV:Normal
Ai_fov_length_high_spotted90View frustum length in meters
HIGH alert
enemy SPOTTED<_Editor>Entries:AI:Perception:FOV:Spotted
Ai_fov_length_low35View frustum length in meters
LOW alert
enemy NOT SPOTTED<_Editor>Entries:AI:Perception:FOV:Normal
Ai_fov_length_low_spotted80View frustum length in meters
LOW alert
enemy SPOTTED<_Editor>Entries:AI:Perception:FOV:Spotted
Ai_fov_length_zombie20View frustum length in meters<_Editor>Entries:AI:Perception:FOV:Zombie
Ai_fov_width150View frustum width in degrees
enemy NOT SPOTTED
full width (left to right)<_Editor>Entries:AI:Perception:FOV:Normal
Ai_fov_width_cover220View frustum width in degrees
when down in cover.
full width (left to right)<_Editor>Entries:AI:Perception:FOV:In Cover
Ai_fov_width_spotted190View frustum width in degrees
enemy SPOTTED
full width (left to right)<_Editor>Entries:AI:Perception:FOV:Spotted
Ai_fov_width_zombie80View frustum width in degrees
enemy full width (left to right)<_Editor>Entries:AI:Perception:FOV:Zombie
Ai_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:AI
Ai_offhand_grenade_at_homie_max25000(ms) max time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:Grenades
Ai_offhand_grenade_at_homie_min15000(ms) min time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:Grenades
Ai_offhand_grenade_from_homie_max60000(ms) max time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:Grenades
Ai_offhand_grenade_from_homie_min45000(ms) min time for enemy to homie (or player) grenade throws.<_Editor>Entries:AI:Grenades
Ai_offhand_grenade_general_max15000(ms) max time for enemy to enemy grenade throws.<_Editor>Entries:AI:Grenades
Ai_offhand_grenade_general_min10000(ms) min time for enemy to enemy grenade throws.<_Editor>Entries:AI:Grenades
Airstrike_aim_assist_percent0.9<_Editor>Entries:Combat
Airstrike_breakaway_max_dp-0.2<_Editor>Entries:Combat:Weapons:Airstrike
Airstrike_breakaway_min_dp-0.5<_Editor>Entries:Combat:Weapons:Airstrike
Airstrike_breakaway_target_radius15<_Editor>Entries:Combat:Weapons:Airstrike
Airstrike_breakway_max_ignite_time_ms300<_Editor>Entries:Combat:Weapons:Airstrike
Airstrike_launch_height15<_Editor>Entries:Combat:Weapons:Airstrike
Airstrike_num_projectiles7<_Editor>Entries:Combat:Weapons:Airstrike
Airstrike_seek_to_target_pos_scalar4<_Editor>Entries:Combat:Weapons:Airstrike
Airstrike_start_height100<_Editor>Entries:Combat:Weapons:Airstrike
Blood_splat_max_per_human20<_Editor>Entries:Misc
Brass_angular_multiplier5.0multiplier for brass angular velocity when created<_Editor>Entries:Combat:Weapons:Firearms
Brute_bullrush_over_shoot_time500(ms) time to keep running after miss.<_Editor>Entries:AI:Brute:Bullrush
Brute_bullrush_recover_time_max7000(ms) time to stay down after miss. when brute is at 0 health.<_Editor>Entries:AI:Brute:Bullrush
Brute_bullrush_recover_time_min2000(ms) time to stay down after miss. when brute is at 1/2 health<_Editor>Entries:AI:Brute:Bullrush
Brute_bullrush_speed11m/s, -1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:Bullrush
Brute_bullrush_turn_speed40degrees per second<_Editor>Entries:AI:Brute:Bullrush
Brute_flame_run_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speeds
Brute_flame_sprint_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speeds
Brute_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 speeds
Brute_flame_walk_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speeds
Brute_fuel_tank_damage_hitpoints500<_Editor>Entries:AI:BruteDamage on the backpack when the damage effect starts
Brute_fuel_tank_explosive_damage_scalar0.1<_Editor>Entries:AI:Brute
Brute_fuel_tank_hitpoints4800<_Editor>Entries:AI:BruteAmount of hits it takes on the backpack to explode the flamer brute
Brute_gun_run_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speeds
Brute_gun_sprint_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speeds
Brute_gun_walk_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speeds
Brute_Human_shield_max_grab_dist3max dist to run to grab a human shield.<_Editor>Entries:AI:Brute
Brute_run_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speeds
Brute_throw_heavy_mass200(Kg) How much does a heavy object weight?<_Editor>Entries:AI:Brute:Throw_props
Brute_throw_heavy_vel17(m/s) Speed to throw heavy objects.
Note:
Damage on impact = speed * mass<_Editor>Entries:AI:Brute:Throw_props
Brute_throw_light_mass30(Kg) How much does a light object weight?<_Editor>Entries:AI:Brute:Throw_props
Brute_throw_light_vel35(m/s) Speed to throw light objects.<_Editor>Entries:AI:Brute:Throw_props
Brute_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_props
Brute_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_props
Brute_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_props
Brute_walk_speed-1m/s,-1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:move speeds
Bullet_decals_cooldown200<_Editor>Entries:Misc
Busted_cost500The amount of cash you lose by being busted.<_Editor>Entries:Misc
Camera_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:Camera
Camera_recoil_autolevel_decay_rate3Factor multiplied by the remaining recoil pitch to determine the return velocity.<_Editor>Entries:Combat:Camera:Recoil
Camera_recoil_autolevel_delay_ms100Delay after a shot is fired (in ms) before autoleveling starts working.<_Editor>Entries:Combat:Camera:Recoil
Camera_recoil_autolevel_max_speed0.6Max speed (in rad/s) when returning from recoil.<_Editor>Entries:Combat:Camera:Recoil
Camera_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:Recoil
Camera_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:Recoil
Camera_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:Recoil
Camera_roll_intensity_pilot_assist_override0.15When using pilot assist mode, this is the override value for the roll intensity value.<_Editor>Entries:Combat:Camera
Camera_shake_decay_rate1.25Decay rate of the intensity value for the "basic" camera shake.<_Editor>Entries:Combat:Camera:Camera Shake
Camera_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 Shake
Camera_shake_maximum_intensity100Maximum intensity value allowed for camera shakes.<_Editor>Entries:Combat:Camera:Camera Shake
Camera_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:Combat
Camera_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:Combat
Cash_payout_interval_minutes15The interval (in minutes) at which cash is awarded to the player from owned hoods/businesses/etc<_Editor>Entries:Misc
Cell_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:UI
Challenge_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:Diversions
Chum_gun_blood_splat_radius4<_Editor>Entries:Combat:Weapons:Chum
Chum_gun_multiple_shark_distance5<_Editor>Entries:Combat:Weapons:Chum
Chum_gun_radius0.1<_Editor>Entries:Combat:Weapons:Chum
Chum_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:Chum
Chum_gun_shark_blood_splat_radius15.0<_Editor>Entries:Combat:Weapons:Chum
Chum_gun_shark_delay4000<_Editor>Entries:Combat:Weapons:Chum
Chum_gun_vehicle_shark_delay5000<_Editor>Entries:Combat:Weapons:Chum
Chum_gun_world_decals_per_frame3<_Editor>Entries:Combat:Weapons:Chum
City_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:UI
City_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:UI
City_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:UI
City_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:UI
City_viewable_map_max_x2844Limit of pause map in game. Change this to show more or less water.<_Editor>Entries:UI
City_viewable_map_max_z2475Limit of pause map in game. Change this to show more or less water.<_Editor>Entries:UI
City_viewable_map_min_x-2602Limit of pause map in game. Change this to show more or less water.<_Editor>Entries:UI
City_viewable_map_min_z-2971Limit of pause map in game. Change this to show more or less water.<_Editor>Entries:UI
Climb_blend_in_time0.15The blend time when starting the climbing animation network.<_Editor>Entries:Movement:Climbing
Climb_blend_out_time0.2The blend time when finishing the climbing animation network.<_Editor>Entries:Movement:Climbing
Climb_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:Climbing
Climb_spline_connected_tolerance0.275The max distance between two climbing spline end-points required for them to be considered connected.<_Editor>Entries:Movement:Climbing
Climb_spline_connected_y_tolerance0.01The max height between two climbing spline end-points required for them to be considered connected.<_Editor>Entries:Movement:Climbing
Combat_ready_melee_time_ms3000Combat ready time in ms for the player when a weapon is equipped.<_Editor>Entries:Combat:Combat Ready
Combat_ready_npc_weapon_time_ms500Combat ready time in ms for NPCs when a weapon is equipped.<_Editor>Entries:Combat:Combat Ready
Combat_ready_player_weapon_time_ms9000Combat ready time in ms for the player when a weapon is equipped.<_Editor>Entries:Combat:Combat Ready
Crib_default_ammo_multiplier0.20<_Editor>Entries:Combat
Crouch_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:Controls
Cybercannon_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 Cannon
Cybercannon_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 Cannon
Damage_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:Combat
Damage_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:Combat
DBNO_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:DBNO
DBNO_dead_screen_render_opacity0.8Hack for turning the screen red as you die on DBNO.<_Editor>Entries:Combat:DBNO
DBNO_dead_screen_render_red_value0.2Hack for turning the screen red as you die on DBNO.<_Editor>Entries:Combat:DBNO
DBNO_getup_button_press_speed_increase1.5When the getup button is pressed, this is the amount by which the speed is increased.<_Editor>Entries:Combat:DBNO
DBNO_getup_drop_time_ms500This is the maximum delay between button presses before the player drops back down from the getup animation.<_Editor>Entries:Combat:DBNO
DBNO_getup_max_anim_speed2.5The fastest animation speed setting allowed for the getup anim.<_Editor>Entries:Combat:DBNO
DBNO_getup_min_anim_speed0.25The slowest animation speed setting allowed for the getup anim.<_Editor>Entries:Combat:DBNO
DBNO_getup_speed_decrease_per_sec4This is the amount per second by which the speed is decreased when playing a getup animation.<_Editor>Entries:Combat:DBNO
DBNO_max_screen_render_opacity0.7Hack for turning the screen red as you die on DBNO.<_Editor>Entries:Combat:DBNO
DBNO_screen_render_red_value0.3Hack for turning the screen red as you die on DBNO.<_Editor>Entries:Combat:DBNO
Death_cam_aggression3.01/sec time to travel from any arbitrary point to any other arbitrary point<_Editor>Entries:Combat:Camera:Death
Death_cam_angular_follow_agg0.5fractional ratio per second that we should follow the lookat orientation<_Editor>Entries:Combat:Camera:Death
Death_cam_back_away_constant2.0scale of the world xz-direction to the parabola t-axis<_Editor>Entries:Combat:Camera:Death
Death_cam_critical_height20.0maximum height the camera will try to enforce<_Editor>Entries:Combat:Camera:Death
Death_cam_lookat_follow_agg0.99fractional ratio per second that we should follow the lookat point<_Editor>Entries:Combat:Camera:Death
Death_cam_multi_critical_height5.0maximum height the camera will try to enforce in multiplayer<_Editor>Entries:Combat:Camera:Death
Death_cam_parabola_constant0.7scale of the world y-axis to the parabola y-axis<_Editor>Entries:Combat:Camera:Death
Death_cost500The amount of cash you lose by dying.<_Editor>Entries:Misc
Default_npc_throw_strength_on_foot.9<_Editor>Entries:Combat:Weapons:Grenades
Default_player_throw_strength_on_foot.6<_Editor>Entries:Combat:Weapons:Grenades
Default_throw_strength_from_vehicle.6<_Editor>Entries:Combat:Weapons:Grenades
Default_toss_strength_on_foot.6<_Editor>Entries:Combat:Weapons:Grenades
Dive_land_time_to_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:Jump
Dive_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:Controls
Electric_grenade_ragdoll_time_ms4000<_Editor>Entries:Combat:Weapons:Grenades
Enemy_revive_percent_hit_points.25This is multiplied by the human's max hit points and given to enemies on revival.<_Editor>Entries:Combat:DBNO
Escort_max_distance_value4500Max distance away a complication can start from the player in escort.<_Editor>Entries:Activities
Escort_min_distance_value100Min distance away a complication can start from the player in escort.<_Editor>Entries:Activities
Fall_speed_to_drop_single_use_weapon7<_Editor>Entries:Misc
Fine_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:Camera
Fire_Damage_Scalar0.25Damage scalar applied to the player when he is on fire<_Editor>Entries:Combat
Flamethrower_groundfire_creation_time_ms50Time (in ms) before a surface being hit by the flamethrower will spawn a fire.<_Editor>Entries:Combat:Weapons:Flamethrower
Flashlight_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:Misc
Flashpoint_auto_activate_radius20.0If the player gets closer than this amout to the center of the flashpoint, it will automatically activate.<_Editor>Entries:Diversions
Flashpoint_cash1000Amount of cash to receeve when a flashpoint is completed.<_Editor>Entries:Diversions
Flashpoint_respect100Amount of respect to receive when a flashpoint is completed.<_Editor>Entries:Diversions
Flyby_audio_delay_ms60Delay before playing another flyby audio sound<_Editor>Entries:Combat
Follow_abandon_radius55(m) follower can be abandoned if outside of the radius for X ms.<_Editor>Entries:AI:Follower
Follow_abandon_time_out20000(ms) follower can be abandoned if outside of the radius for X ms.<_Editor>Entries:AI:Follower
Freefall_approach_rotation_factor0.75Maximum amount the player will rotate away from the camera while the parachute is open.<_Editor>Entries:Movement:Free Falling:Rotation
Freefall_back_terminal_velocity36Terminal velocity while freefalling while pressing back. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal Velocity
Freefall_forward_terminal_velocity67Terminal velocity while freefalling while pressing forward. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal Velocity
Freefall_max_bank_rotation_rad0.6Maximum amount the player will rotate away from the camera while freefalling for banking.<_Editor>Entries:Movement:Free Falling:Rotation
Freefall_max_bank_speed20Max banking speed (m/s) when in free fall mode (no parachute).<_Editor>Entries:Movement:Free Falling:Movement Speed
Freefall_max_forward_speed30Max forward speed (m/s) when in free fall mode (no parachute).<_Editor>Entries:Movement:Free Falling:Movement Speed
Freefall_max_reverse_speed3Max reverse speed (m/s) when in free fall mode (no parachute).<_Editor>Entries:Movement:Free Falling:Movement Speed
Freefall_min_clear_distance10Min didstance to hit something before allowing freefall to start.<_Editor>Entries:Movement:Free Falling
Freefall_min_fall_speed10Minimum downward speed before freefalling is valid.<_Editor>Entries:Movement:Free Falling
Freefall_normal_terminal_velocity45Terminal velocity while freefalling while not holding the stick. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal Velocity
Freefall_ragdoll_blend_out_time_sec0.5<_Editor>Entries:Movement:Falling
Garage_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:Vehicles
Genki_mind_control_time120000<_Editor>Entries:Combat:Weapons:Genki
Global_decal_scale0.5multiplier applied to all decal radius calculations.<_Editor>Entries:Misc
Grenade_indicator_distance13<_Editor>Entries:Combat
Grenade_shout_radius25Maximum distance that a grenade shout can be heard<_Editor>Entries:AI:Perception
Grenade_throw_clockwise_threshold_rad2.0The angle difference in radians before which we always go counterclockwise when throwing a grenade and jumping.<_Editor>Entries:Movement:Jump
Guided_rocket_keep_above_ground_dist1<_Editor>Entries:Combat:Weapons:GuidedRockets
Guided_rocket_scalar4<_Editor>Entries:Combat:Weapons:GuidedRockets
Guided_rocket_scalar_NPC1<_Editor>Entries:Combat:Weapons:GuidedRockets
Guided_rocket_vehicle_scalar4<_Editor>Entries:Combat:Weapons:GuidedRockets
Guided_rocket_vehicle_scalar_NPC1<_Editor>Entries:Combat:Weapons:GuidedRockets
HD_avatar_down_time_ms10000Amount of time Matt stays in the downed position awaiting a QTE.<_Editor>Entries:Boss:Matt Miller
HD_brute_damage_to_timer_ms50When damaging the brute, multiply the damage by this value and add it to the timer.<_Editor>Entries:AI:Brute:Downed
HD_brute_down_time_ms7000Default time (in milliseconds) for the brute to be downed.<_Editor>Entries:AI:Brute:Downed
HD_killbane_down_time_ms10000The amount of time Killbane spend in the downed position waiting for the player to interact.<_Editor>Entries:Boss:Killbane:Murderbrawl
HD_mars_killbane_down_time_ms8000The amount of time Killbane spend in the downed position waiting for the player to interact.<_Editor>Entries:Boss:Killbane:Mars
HD_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:DBNO
Headshot_multiplier8.0<_Editor>Entries:Combat
Hijack_extract_max_delay15000(ms) maximum time for player to be in car before being extracted.<_Editor>Entries:AI
Hijack_extract_min_delay2000(ms) minimum time for player to be in car before being extracted.<_Editor>Entries:AI
Homie_flinch_chance0.6chance that homies will flinch when taking damage
Note this applied after NPC_NPC_flinch_chance.<_Editor>Entries:AI:Follower
Hostage_exit_speed_limit15The maximum speed (in mph) at which a hostage can escape the car.<_Editor>Entries:AI:Hostage
Hostage_general_exit_delay_ms2000The hostage will wait this long going under the exit speed limit before trying to exit.<_Editor>Entries:AI:Hostage
Hostage_initial_exit_delay_ms5000The hostage will wait this long going under the exit speed limit before trying to exit initially.<_Editor>Entries:AI:Hostage
Hover_timestamp_default2000Time a sniper will hover over a target before firing<_Editor>Entries:AI:Sniper
Human_fire_damage_per_sec_max100<_Editor>Entries:Combat:Weapons:Flamethrower
Human_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:Flamethrower
Human_freefall_blur_intensity_forward7Blur value applied when diving.<_Editor>Entries:Movement:Free Falling:Camera
Human_freefall_blur_intensity_normal0.25Normal blur value applied.<_Editor>Entries:Movement:Free Falling:Camera
Human_freefall_blur_lerp_percent3.0Factor used for approaching the target blur value. Higher means faster.<_Editor>Entries:Movement:Free Falling:Camera
Human_freefall_shake_intensity_forward10Intensity value applied to the freefall camera shake when diving.<_Editor>Entries:Movement:Free Falling:Camera
Human_freefall_shake_intensity_normal1.0Normal intensity value applied to the freefall camera shake.<_Editor>Entries:Movement:Free Falling:Camera
Human_revive_percent_hit_points1.0This is multiplied by the human's max hit points and given to the human on revival.<_Editor>Entries:Combat:DBNO
Human_riding_killbane_control_per_punch20.0Amount of control gained over the Killbane for each punch thrown.<_Editor>Entries:Movement:Human Riding
Human_riding_killbane_dismount_control20.0Control amount where a forced dismount occurs.<_Editor>Entries:Movement:Human Riding
Human_riding_killbane_max_control100.0Control value where the player has maximum control over Killbane.<_Editor>Entries:Movement:Human Riding
Human_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 Riding
Human_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 Riding
Human_riding_killbane_resistance_per_second2.5Amount of control Killbane takes back per second.<_Editor>Entries:Movement:Human Riding
Human_riding_killbane_start_control75.0Amount of control the player has over Killbane when first starting to ride him.<_Editor>Entries:Movement:Human Riding
Human_riding_killbane_steps_till_new_dir2.0Number of steps Killbane takes before choosing a new direction to move. (integer)<_Editor>Entries:Movement:Human Riding
Human_shield_damage_multiplier0.25The multiplier to all damage applied to someone holding a human shield.<_Editor>Entries:Combat:Shields:Human Shield
Human_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 Shield
Human_shield_grab_target_distance_bias0.1Factor when considering the distance when selecting a grab target.<_Editor>Entries:Combat:Shields:Human Shield
Human_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 Shield
Human_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 Shield
Human_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 Shield
Human_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 Shield
Human_shield_grab_target_max_dist1.75The max distance from which the player can do a human shield.<_Editor>Entries:Combat:Shields:Human Shield
Human_shield_grab_target_max_sprint_dist5The max distance from which the player can do a human shield while sprinting.<_Editor>Entries:Combat:Shields:Human Shield
Human_shield_grab_target_min_dp0.2The minimum dot product when determining the grab target.<_Editor>Entries:Combat:Shields:Human Shield
Human_shield_grab_target_min_sprint_dp0.8The minimum dot product when determining the grab target when sprinting.<_Editor>Entries:Combat:Shields:Human Shield
Human_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 Shield
Human_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 Shield
Human_shield_grab_target_vehicle_min_dp0.4The minimum dot product when determining the grab target when near a vehicle.<_Editor>Entries:Combat:Shields:Human Shield
Human_shield_grab_target_vehicle_min_sprint_dp0.9The minimum dot product when determining the grab target when sprinting when near a vehicle.<_Editor>Entries:Combat:Shields:Human Shield
Human_shield_max_grab_dist10max dist to run to grab a human shield.
(other value for brutes)<_Editor>Entries:AI
Human_shield_muscles_angular_velocity_mag-18Angular velocity applied to human shields when muscles are increased.<_Editor>Entries:Combat:Shields:Human Shield
Human_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 Shield
Human_skydive_death_ang_vel_max10.0Maximum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s)<_Editor>Entries:Misc:Skydiving:Human Skydiving
Human_skydive_death_ang_vel_min10.0Minimum angular velocity to apply to ragdolls for humans killed while skydiving. (rad/s)<_Editor>Entries:Misc:Skydiving:Human Skydiving
Human_skydive_death_gravity_factor-1.0Gravity 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 Skydiving
Human_skydive_death_parachute_chance25Random chance that a killed skydiving NPC will deploy their parachute. (Integer: 0-100)<_Editor>Entries:Misc:Skydiving:Human Skydiving
Human_skydive_weapon_brass_gravity_factor-0.4Factor 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 Skydiving
Human_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 Skydiving
Idle_cough_pct0.5Percent chance that idle humans will play cough line if not doing anything else<_Editor>Entries:Misc
Imapct_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_damage
Impact_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_damage
Impact_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_damage
Impact_damage_mover_death_speed40(MPH) Speed that the average mover would kill lvl1 grunts on impact.<_Editor>Entries:Misc:Impact_damage
Impact_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_damage
Impact_damage_vehicle_death_speed40(MPH) Speed that the vehicle would kill lvl1 grunts on impact.<_Editor>Entries:Misc:Impact_damage
Inventory_close_delay_ms650The delay in ms after Switching weapons using the mouse or keyboard to close the weapon radial PC Only.<_Editor>Entries:UI
Inventory_next_prev_delay_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:UI
Inventory_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:UI
Inverted_cheat_duration5500Duration of the inverted controls cheat - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:Inverted Controls
Item_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 Drop
Item_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 Drop
Item_drop_grenade_chance.05(0-1) Probability that an NPC will drop a grenade when killed
Grenade type determind by team.<_Editor>Entries:Misc:Item Drop
Item_drop_npc_money_drop_chance0.66Probability that an NPC will drop money when killed (between 0 and 1).<_Editor>Entries:Misc:Item Drop
Item_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 Drop
Item_style_multiplier0.05Multiplied by the price to caluclate respect rewarded for wearing items<_Editor>Entries:Respect
Jump_blend_in_time0.3The blend in time when switching to the jump animation network.<_Editor>Entries:Movement:Jump
Jump_blend_out_time0.2The blend in time when switching from the jump animation network.<_Editor>Entries:Movement:Jump
Jump_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:Jump
Jump_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:Misc
Kneecapper_extend_speed_meters_per_second2.25The speed threshold at which kneecappers extend in meters per second.<_Editor>Entries:Vehicles:Kneecappers
Kneecapper_extend_time_ms250The amount of time (in ms) it takes kneecappers to extend or retract.<_Editor>Entries:Vehicles:Kneecappers
Kneecapper_human_damage_per_second100How much damage is done to a human each second they're hit by a kneecapper.<_Editor>Entries:Vehicles:Kneecappers
Lag_cheat_duration10000Duration that the lag spike cheat will last - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:Lag
Lame_weapon_cheat_duration7000Duration of the lame weapon cheat - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:Lame Weapon
Land_hard_speed16<_Editor>Entries:Movement:Falling
Land_medium_speed8<_Editor>Entries:Movement:Falling
Lock_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:Firearms
Lock_on_assist_range40Maximum distance from the player a possible lock-on target can be.<_Editor>Entries:Combat:Weapons:Firearms
Log_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 Logging
Log_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 Logging
M14_laser_designator_range80Range of the spotlight helicopter's laser designator in mission 14 (SR3).<_Editor>Entries:Missions
M16_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 Attacks
Man_cannon_max_eject_speed35Max speed we use for firing people out of the man cannon.<_Editor>Entries:Vehicles:Man Cannon
Man_cannon_min_eject_speed5Min speed we use for firing people out of the man cannon.<_Editor>Entries:Vehicles:Man Cannon
Man_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 Cannon
Man_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 Cannon
Mars_Killbane_bullrush_speed8m/s, -1 means use true anim speed. Please set to -1 before we ship.<_Editor>Entries:AI:Brute:Bullrush
Max_climb_dist_from_wall2Maximum distance from a wall used to initiate climbing normally (when stationary).<_Editor>Entries:Movement:Climbing
Max_climb_height3.15Maximum height to a wall edge used to initiate climbing.<_Editor>Entries:Movement:Climbing
Max_climb_run_speed5.0<_Editor>Entries:Movement:Climbing
Max_human_shields_allowed4max number of simultaneous human shields regular enemies can take<_Editor>Entries:AI
Max_jump_climb_height0.75Max height to a wall edge used to initiate climbing when jumping or falling.<_Editor>Entries:Movement:Climbing
Max_jump_dist_from_wall1.0Maximum distance from a wall used to initiate climbing when jumping or falling.<_Editor>Entries:Movement:Climbing
Max_run_dist_from_wall3.5Maximum distance from a wall used to initiate climbing (when running at full speed).<_Editor>Entries:Movement:Climbing
Max_sprint_dist_from_wall6Maximum distance from a wall used to initiate climbing (when sprinting).<_Editor>Entries:Movement:Climbing
Max_swim_climb_height3.15Maximum height to a wall edge used to initiate climbing when swimming.<_Editor>Entries:Movement:Climbing
Max_swim_dist_from_wall2.0Maximum distance from a wall used to initiate climbing when swimming.<_Editor>Entries:Movement:Climbing
Max_vehicle_altitude1333The max altitude for vehicles in meters.<_Editor>Entries:Vehicles
Max_vehicle_altitude_ramp_time_ms6000The time frame in milliseconds at max altitude over which a vehicle's vertical velocity is ramped out.<_Editor>Entries:Vehicles
Melee_active_attack_success_extra_display_time_ms500This is the amount of time we keep the HUD up if you succeed.<_Editor>Entries:Combat:Melee
Melee_active_attack_success_speed_mult1.75Speed multiplier on the animation when you succeed in hitting an active attack button.<_Editor>Entries:Combat:Melee
Melee_knockdown_point_regeneration5.0Regeneration rate (per second) for the knockdown hitpoints.<_Editor>Entries:Combat:Melee
Melee_lock_max_distance15Maximum distance at which a melee target can be locked.<_Editor>Entries:Combat:Melee:Melee Lock
Melee_lock_max_height_diff1.5The maximum difference in y values between the player and the target.<_Editor>Entries:Combat:Melee:Melee Lock
Melee_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 Lock
Melee_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 Lock
Melee_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 Lock
Melee_lock_target_distance_weight100.0Weight given to target's distance from you when choosing best melee lock target.<_Editor>Entries:Combat:Melee:Melee Lock
Melee_lock_valid_target_angle60The angle from the reticle (in degrees) within which a melee lock target can be selected.<_Editor>Entries:Combat:Melee:Melee Lock
Melee_next_attack_blend_out_time_sec0.1The amount of time we use to stop the previous melee attack action when starting a new one.<_Editor>Entries:Combat:Melee
Melee_no_steer_hit_angle_dp-0.5Minimum dot product for target search when not holding the stick.<_Editor>Entries:Combat:Melee
Melee_player_best_target_distance_bias0.1Factor for finding player's best target.<_Editor>Entries:Combat:Melee
Melee_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:Melee
Melee_power_attack_blend_time_ms800Total blend time (in ms) for the power attack prep state.<_Editor>Entries:Combat:Melee
Melee_power_attack_ready_time_ms600After this time (in ms) the power attack is ready.<_Editor>Entries:Combat:Melee
Melee_prone_attack_max_head_height0.7Max height of the victim's head for when we should use a prone kick.<_Editor>Entries:Combat:Melee
Melee_steer_hit_angle_dp-0.5Minimum dot product for target search when holding the stick.<_Editor>Entries:Combat:Melee
Melee_unarmed_max_dist2.5Max distance for target selection when unarmed and using the stick.<_Editor>Entries:Combat:Melee
Melee_unarmed_no_steer_max_dist2Max distance for target selection when unarmed and not using the stick.<_Editor>Entries:Combat:Melee
Min_fence_climb_height0.75Minimum height to a wall edge used to initiate climbing (for platforms).<_Editor>Entries:Movement:Climbing
Min_jump_climb_height0.25Minimum height to a wall edge used to initiate climbing when jumping.<_Editor>Entries:Movement:Climbing
Min_platform_climb_height1.4Minimum height to a wall edge used to initiate climbing (for platforms).<_Editor>Entries:Movement:Climbing
Min_swim_climb_height0.0Minimum height to a wall edge used to initiate climbing when swimming.<_Editor>Entries:Movement:Climbing
Minimap_elevation_tolerance3.5In meters...distance at which the icon changes to arrows pointing up or down.<_Editor>Entries:UI
Minimap_interior_mag_factor1.75Factor by which to increase minimap scale when player is in interior.<_Editor>Entries:UI
Minimap_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:UI
Motorcycle_passenger_eject_deceleration450Deceleration (in a single frame) to eject motorcycle riders.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Notoriety_Ped_Level_01.0<_Editor>Entries:AI:Notoriety
Notoriety_Ped_Level_11.0<_Editor>Entries:AI:Notoriety
Notoriety_Ped_Level_2.85<_Editor>Entries:AI:Notoriety
Notoriety_Ped_Level_3.7<_Editor>Entries:AI:Notoriety
Notoriety_Ped_Level_4.55<_Editor>Entries:AI:Notoriety
Notoriety_Ped_Level_5.4<_Editor>Entries:AI:Notoriety
Notoriety_roadblock_spawn_dist135.0Distance from the player to spawn notoriety roadblocks (notoriety roadblocks & traffic events)<_Editor>Entries:Misc
Notoriety_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:Misc
Notoriety_Veh_Level_01<_Editor>Entries:AI:Notoriety
Notoriety_Veh_Level_11<_Editor>Entries:AI:Notoriety
Notoriety_Veh_Level_2.85<_Editor>Entries:AI:Notoriety
Notoriety_Veh_Level_3.7<_Editor>Entries:AI:Notoriety
Notoriety_Veh_Level_4.55<_Editor>Entries:AI:Notoriety
Notoriety_Veh_Level_5.4<_Editor>Entries:AI:Notoriety
Npc_fatal_fall_speed14.0Speed at which a falling NPC dies on impact.<_Editor>Entries:Movement:Falling
Npc_fatal_jumping_fall_speed24.0Speed at which an explicitly jumping NPC dies on impact.<_Editor>Entries:Movement:Falling
NPC_group_scale_damage_max_enemies6Size of the group where damage multiplier is applied.
(at 2x this size damage multiplies is 50%)<_Editor>Entries:Combat
NPC_group_scale_damage_max_enemies_pistol6Size of the group where damage multiplier is applied.
(at 2x this size damage multiplies is 50%)<_Editor>Entries:Combat
NPC_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:Falling
Npc_safe_jumping_fall_speed12.0Falling speed below which NPCs who are explicitly jumping do not take damage.<_Editor>Entries:Movement:Falling
Npc_shotgun_aim_assist_angle45<_Editor>Entries:Combat
Npc_to_npc_damage_multiplier1The amount by which all NPC on NPC damage is scaled.<_Editor>Entries:Combat
Npc_vehicle_windshield_eject_probability0.40Probability of windshield ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Pain_sound_radius8.0Maximum distance that a human's pain/death sound can be heard.<_Editor>Entries:AI:Perception
Parachute_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 Falling
Parachute_adjusted_turn_angle_speed0.03This is the turn speed (multiplied by framerate) applied to the adjusted turn angle for animations.<_Editor>Entries:Movement:Free Falling
Parachute_allow_deploy_ms1500Amount of time before the player can deploy the parachute.<_Editor>Entries:Movement:Free Falling
Parachute_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 Falling
Parachute_back_terminal_velocity6.7Terminal velocity while parachuting while pressing forward. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal Velocity
Parachute_fast_forward_speed20Max forward speed when parachute is open.<_Editor>Entries:Movement:Free Falling:Movement Speed
Parachute_forward_terminal_velocity11.5Terminal Velocity while parachuting while pressing forward. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal Velocity
Parachute_max_adjusted_turn_angle_for_speed0.025If the adjusted turn angle is above this value (abs), use the standard speeds.<_Editor>Entries:Movement:Free Falling
Parachute_max_bank_rotation_rad1Maximum amount the player will rotate away from the camera while the parachute is open.<_Editor>Entries:Movement:Free Falling:Rotation
Parachute_normal_forward_speed8Normal forward speed when parachute is open.<_Editor>Entries:Movement:Free Falling:Movement Speed
Parachute_normal_terminal_velocity9Terminal velocity while parachuting with no stick input. (m/s)<_Editor>Entries:Movement:Free Falling:Terminal Velocity
Parachute_slow_down_fov-24.0Modification to the FOV based on speed control.<_Editor>Entries:Movement:Free Falling
Parachute_slow_forward_speed2Min forward speed when parachute is open.<_Editor>Entries:Movement:Free Falling:Movement Speed
Parachute_speed_up_fov8.0Modification to the FOV based on speed control.<_Editor>Entries:Movement:Free Falling
Passenger_eject_speed_vehicle13.41Minimum relative speed (m/s) when colliding with a vehicle for ejecting passengers.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Passenger_eject_speed_world20.12Minimum relative speed (m/s) when colliding with the world for ejecting passengers.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Passenger_eject_windowsill_delta_v4.47Minimum change in velocity (in m/s) required to eject passengers.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Passenger_eject_windowsill_rot_vel_forward8.0Minimum angular velocity in the forward direction to cause windowsill ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Passenger_eject_windowsill_rot_vel_right6.0Minimum angular velocity in the right direction to cause windowsill ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Passenger_eject_windowsill_rot_vel_up6.0Minimum angular velocity in the up direction to cause windowsill ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Player_acceleration10Default acceleration used in determining the steering vector and move speed from user input<_Editor>Entries:Movement
Player_airplane_camera_shake_max_speed40At this speed, the camera shake is at full intensity.<_Editor>Entries:Vehicles
Player_airplane_camera_shake_min_speed20Min speed to start using the camera shake for ground vehicles.<_Editor>Entries:Vehicles
Player_automobile_camera_shake_max_speed38At this speed, the camera shake is at full intensity.<_Editor>Entries:Vehicles
Player_automobile_camera_shake_min_speed27Min speed to start using the camera shake for ground vehicles.<_Editor>Entries:Vehicles
Player_crouch_move_speed3.0Max movement speed while the player is skydiving.<_Editor>Entries:Movement
Player_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:AI
Player_dive_roll_acceleration20Default acceleration used in determining the steering vector and move speed from user input<_Editor>Entries:Movement
Player_dive_roll_min_velocity3<_Editor>Entries:Movement
Player_dive_roll_turn_speed_multiplier0.08<_Editor>Entries:Movement
Player_fatal_fall_speed18Falling speed at which a player dies on impact.<_Editor>Entries:Movement:Falling
Player_freefall_acceleration10Acceleration when freefalling<_Editor>Entries:Movement:Free Falling:Movement Speed
Player_friendly_fire_expire_time6(sec) How long to be hostile against the player.<_Editor>Entries:AI:Follower
Player_friendly_fire_threshold150(HP) amount of damage taken from plaayer before going hostile.<_Editor>Entries:AI:Follower
Player_jump_turn_speed_multiplier0.3<_Editor>Entries:Movement
Player_max_avatar_move_speed13Max player movment speed for moving as Matt's Avatar in m16.<_Editor>Entries:Movement
Player_max_fine_aim_speed2.5Max fine aim speed for the player.<_Editor>Entries:Movement
Player_max_heavy_weapon_speed1.5When carrying a brute weapon, this is the maximum movement speed.<_Editor>Entries:Movement
Player_max_heavy_weapon_sprint_speed3.5When carrying a brute weapon, this is the maximum sprint speed.<_Editor>Entries:Movement
Player_max_riot_move_speed2.0Max non sprint speed when a riot shield is equipped.<_Editor>Entries:Movement
Player_max_run_speed5Max run speed for the player.<_Editor>Entries:Movement
Player_max_sprint_speed8Max sprint speed for the player.<_Editor>Entries:Movement
Player_max_swimming_speed5Max player movment speed for swimming.<_Editor>Entries:Movement
Player_melee_move_speed2.0Max movement speed when in melee lock mode.<_Editor>Entries:Movement
Player_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:Melee
Player_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:Melee
Player_melee_target_max_movement2The maximum we allow the player to move to a target in melee.<_Editor>Entries:Combat:Melee
Player_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:Melee
Player_melee_turn_speed_multiplier0.15<_Editor>Entries:Movement
Player_off_ground_acceleration_multiplier0.25<_Editor>Entries:Movement
Player_ragdoll_damage_scalar0.25<_Editor>Entries:Combat
Player_ragdoll_to_freefall_min_time_ms500<_Editor>Entries:Movement:Falling
Player_ragdoll_to_freefall_min_vel8<_Editor>Entries:Movement:Falling
Player_rappel_move_speed1.0Max movement speed while the player is rappelling.<_Editor>Entries:Movement
Player_safe_fall_speed8Falling speed below which the player does not take damage.<_Editor>Entries:Movement:Falling
Player_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:Skydiving
Player_skydive_collision_damage_factor0.8Scale factor applied to damage given to the player from vehicle and mover collisions.<_Editor>Entries:Misc:Skydiving:Human Skydiving
Player_skydive_move_speed5Max movement speed while the player is skydiving.
(was 2)<_Editor>Entries:Movement
Player_turn_head_max_angle_rad2.0The maximum angle we rotate for turning the head (in radians - get over it).<_Editor>Entries:Movement
Player_turn_head_mult2.5Multiplier for overshooting the head tracking while turning.<_Editor>Entries:Movement
Player_turn_head_speed0.1The turn speed sent into spinebending for the head.<_Editor>Entries:Movement
Player_vehicle_windshield_eject_probability0.13Probability of windshield ejection.<_Editor>Entries:Vehicles:Vehicle Collision:Passenger Ejection
Pony_cart_base_speed6.0Speed the "run" animation uses for throttling in the pony cart.<_Editor>Entries:Vehicles
QTE_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:Combat
Ragdoll_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:Ragdoll
Ragdoll_impact_camera_shake_multiplier5multiplier to the camera shake iintensity factor based on percent of damage taken on impact.<_Editor>Entries:Combat:Camera
Ragdoll_melee_impulse_multiplier0.4The melee impulse applied to ragdolls is multiplied by this.<_Editor>Entries:Combat:Melee
Ragdoll_npc_knockdown_time_ms3000Minimum time (by default) that an npc will stay in ragdoll (in ms).<_Editor>Entries:Combat:Ragdoll
Ragdoll_player_knockdown_time_ms1000Minimum time (by default) that a player will stay in ragdoll (in ms).<_Editor>Entries:Combat:Ragdoll
Ragdoll_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:Ragdoll
Random_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:Lag
Rappelling_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:Rappelling
RC_hostage_exit_speed_limit5The maximum speed (in mph) at which a hostage can escape the car.<_Editor>Entries:AI:Hostage
RC_hostage_general_exit_delay_ms4000The hostage will wait this long going under the exit speed limit before trying to exit.<_Editor>Entries:AI:Hostage
RC_hostage_initial_exit_delay_ms6000The hostage will wait this long going under the exit speed limit before trying to exit initially.<_Editor>Entries:AI:Hostage
RC_vehicle_gun_max_distance8000The maximum distance at which the RC gun can take/maintain control of a vehicle.<_Editor>Entries:Combat:Weapons:RC Gun
Reduce_player_hp_by50When the player is shrunk, their current amount of health is reduced by this percent.<_Editor>Entries:Boss:Matt Miller:Cheats:Shrink
Reduce_player_movement_by65Percent<_Editor>Entries:Boss:Matt Miller:Cheats:Slow
Reload_cancel_blend_out_time_sec0.2Amount of time (in seconds) it takes to blend out the reload animation when cancelling.<_Editor>Entries:Combat:Weapons:Firearms
Resize_transition_time1000This determines how long (in ms) it takes for the player to grow/shrink.<_Editor>Entries:Boss:Matt Miller:Cheats:Shrink
Respect_to_unlock_mission8000Number of respect points needed to unlock missions.<_Editor>Entries:Respect
Riot_cop_shield_damage_degradation3Amount of damage degradation for riot shields - this amount is taken off every 25ms<_Editor>Entries:Combat:Shields
Riot_cop_shield_damage_to_flinch750minimum amount of accumulated bullet damage to cause a heavy flinch<_Editor>Entries:Combat:Shields
Satelite_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:Satellite
Satelite_bank_angle20When the drone rotates around it's heading it banks by a this angle in degrees<_Editor>Entries:Combat:Weapons:Satellite
Satelite_control_heading_multiplier1A multiplier to drone bank input<_Editor>Entries:Combat:Weapons:Satellite
Satelite_control_heading_multiplier_mouse0.3A multiplier to drone bank input when using mouse.<_Editor>Entries:Combat:Weapons:Satellite
Satelite_control_pitch_multiplier1A multiplier to drone pitch input<_Editor>Entries:Combat:Weapons:Satellite
Satelite_control_pitch_multiplier_mouse0.3A multiplier to drone pitch input when using mouse<_Editor>Entries:Combat:Weapons:Satellite
Satellite_altitude150Altitude of the satellite drone.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_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:Satellite
Satellite_cam_heading_multiplier_mouse0.4Rotational heading multiplier for the satellite drone camera when using the mouse.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_cam_pitch_multiplier_mouse0.28Rotational pitch multiplier for the satellite drone camera when using the mouse.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_cam_transition_time_ms0Amount of time (in ms) over which to transition the camera back to the drone.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_drone_cycle_time_ms60000This is how long (in ms) the drone will take to completely circle around the target point.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_drone_fov50The FOV for the satellite drone camera.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_drone_max_pitch_offset_neg0.5<_Editor>Entries:Combat:Weapons:Satellite
Satellite_drone_max_pitch_offset_pos0.5<_Editor>Entries:Combat:Weapons:Satellite
Satellite_drone_xz_offset_dist20XZ distance from the drone to the focus position.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_guided_missile_fov60The FOV for the satellite drone camera.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_guided_missile_speed30Speed of a guided satellite missile.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_max_rot_heading_vel0.35Maximum rotational velocity of the satellite drone camera.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_max_rot_pitch_vel2Maximum rotational velocity of the satellite drone camera.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_missile_damping0.25Damping on the motion of the missile.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_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:Satellite
Satellite_missile_max_speed_mod15The maximum amount a guided missile's speed can be changed by player acceleration/deceleration.<_Editor>Entries:Combat:Weapons:Satellite
Satellite_unguided_missile_speed150Speed of an unguided satellite missile.<_Editor>Entries:Combat:Weapons:Satellite
Sewage_mover_base_value300<_Editor>Entries:Activities
Sewage_mover_increment_value100<_Editor>Entries:Activities
Shadow_day_dist125<_Editor>Entries:Misc:Time of Day
Shadow_night_dist60<_Editor>Entries:Misc:Time of Day
Shadow_night_ramp_in_start_time1855<_Editor>Entries:Misc:Time of Day
Shadow_night_ramp_in_stop_time1900<_Editor>Entries:Misc:Time of Day
Shadow_night_ramp_out_start_time700<_Editor>Entries:Misc:Time of Day
Shadow_night_ramp_out_stop_time705<_Editor>Entries:Misc:Time of Day
Sheild_reload_audio_delay_ms600delay in ms to play audio cue from start of reload when a sheild is equipped<_Editor>Entries:Combat:Shields
Shockwave_avatar_damage100This determines how much damage shockwaves cause to Avatars.<_Editor>Entries:Boss:Matt Miller:Avatar Attacks
Shockwave_distance50How far the shockwave travels.<_Editor>Entries:Boss:Matt Miller:Avatar Attacks
Shockwave_human_damage15This determines how much damage shockwaves cause to humans.<_Editor>Entries:Boss:Matt Miller:Avatar Attacks
Shockwave_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 Attacks
Shockwave_radius_Matt3Radius of the shockwave sphere for Matt.<_Editor>Entries:Boss:Matt Miller:Avatar Attacks
Shockwave_radius_Player8Radius of the shockwave sphere for the Player.<_Editor>Entries:Boss:Matt Miller:Avatar Attacks
Shockwave_ragdoll_force4Force at which the shockwave will ragdoll a character.<_Editor>Entries:Boss:Matt Miller:Avatar Attacks
Shockwave_velocity1.0Velocity of the shockwave<_Editor>Entries:Boss:Matt Miller:Avatar Attacks
Shop_breakin_notoriety_per_sec10Notoriety gain per second while performing a store break-in<_Editor>Entries:AI
Shrink_cheat_duration20000Duration that the shrink cheat will last - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:Shrink
Shrink_player_by65Percent to shrink the player by.<_Editor>Entries:Boss:Matt Miller:Cheats:Shrink
Skydive_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:Skydiving
skydive_keep_dist_speed5velocity applied when too close or too far away (was 3)<_Editor>Entries:AI:Skydivers
skydive_max_accel10.0m / s^2 over all acceleration cap. Increace to give ai more control and feel more responsive.
(was 1)<_Editor>Entries:AI:Skydivers
skydive_max_accel_in_cover.4m / s^2 over all acceleration cap. Increace to give ai more control and feel more responsive.<_Editor>Entries:AI:Skydivers
skydive_max_speed25.0m / s over all speed cap.<_Editor>Entries:AI:Skydivers
skydive_target_dist_max10max range from player
(was 30)<_Editor>Entries:AI:Skydivers
skydive_target_dist_min7min range from player
(was 18)<_Editor>Entries:AI:Skydivers
Skydive_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 Skydiving
skydive_turn_speed2.5<_Editor>Entries:AI:Skydivers
Skydive_upside_down_vel0.0Constant downward velocity while skydiving upside down.<_Editor>Entries:Movement:Skydiving
Skydive_vertical_dive_vel12.0Constant downward velocity during skydiving vertical dive (sprinting).<_Editor>Entries:Movement:Skydiving
skydive_wobble_ang.2(0 - 1) amount that the wobble agle will rotate each frame.
(0 = static drift direction
1 = changing drift direction)<_Editor>Entries:AI:Skydivers
skydive_wobble_mag.5amount of random movement applied NPCs
(0 = robotic, 8 = not control)<_Editor>Entries:AI:Skydivers
Slow_cheat_duration8000Duration that the movement reduction cheat will last - in ms.<_Editor>Entries:Boss:Matt Miller:Cheats:Slow
Sonic_gun_vehicle_damage_hp100<_Editor>Entries:Combat:Weapons:Sonic Gun
Sonic_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:Firearms
Sonic_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 Gun
Sonic_wave_mover_impulse_multiplier1How much the impulse of the sonic wave gun is multiplied by when affecting a vehicle.<_Editor>Entries:Combat:Weapons:Sonic Gun
Sonic_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 Gun
Sonic_wave_vehicle_impulse_multiplier20How much the impulse of the sonic wave gun is multiplied by when affecting a vehicle.<_Editor>Entries:Combat:Weapons:Sonic Gun
Sprint_avoid_min_victim_dp0.92The minimum dot product between the player's forward direction, and the direction to the victim.<_Editor>Entries:Movement:Shoving
Sprint_ragdoll_impulse_mag450Magnitude of the impulse applied when running into someone while sprinting.<_Editor>Entries:Movement
Sprint_shove_anim_completion_percentage0.75Minimum completion of the animation before starting another one.<_Editor>Entries:Movement:Shoving
Sprint_shove_correct_time_sec0.1The time used to correct the victim when doing a shove animation.<_Editor>Entries:Movement:Shoving
Sprint_shove_effective_pos_offset0.5The amount the effective position is pushed back from the player.<_Editor>Entries:Movement:Shoving
Sprint_shove_extra_velocity_mag2When sprint-shoving, this is the extra velocity applied to the shover.<_Editor>Entries:Movement
Sprint_shove_look_ahead_dist2.5The distance to look ahead for people to shove while sprinting.<_Editor>Entries:Movement:Shoving
Sprint_shove_max_push_dist1.6The maximum distance to push a pedestrian while sprinting.<_Editor>Entries:Movement:Shoving
Sprint_shove_min_victim_dp0.9The minimum dot product between the player's forward direction, and the direction to the victim.<_Editor>Entries:Movement:Shoving
Sprint_to_vehicle_entry_dist2The distance from which players and followers should sprint to the vehicle<_Editor>Entries:Vehicles:Vehicle Interaction
Store_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:Diversions
Store_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:Diversions
Store_weapon_purchase_respect_multiplier0<_Editor>Entries:Respect
Stun_gun_npc_ragdoll_time_ms4000<_Editor>Entries:Combat:Weapons:Stun Gun
Stun_gun_player_ragdoll_time_ms2000<_Editor>Entries:Combat:Weapons:Stun Gun
Stun_gun_ragdoll_nudge_velocity2<_Editor>Entries:Combat:Weapons:Stun Gun
Stunned_Damage_Scalar0.25Damage scalar applied to the player when he is flinching<_Editor>Entries:Combat
Swarm_max_missiles5<_Editor>Entries:Combat:Weapons:Swarm
Swarm_max_missiles_NPC3<_Editor>Entries:Combat:Weapons:Swarm
Swarm_min_missiles3<_Editor>Entries:Combat:Weapons:Swarm
Swarm_min_missiles_NPC2<_Editor>Entries:Combat:Weapons:Swarm
Swarm_missiles_angle90<_Editor>Entries:Combat:Weapons:Swarm
Swarm_missiles_angle_NPC90<_Editor>Entries:Combat:Weapons:Swarm
Swarm_seek_to_target_pos_scalar3<_Editor>Entries:Combat:Weapons:Swarm
Tank_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:Activities
Tank_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:Activities
Tank_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:Activities
Tank_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:Activities
Tank_mayhem_human_base_value100The base reward amount for killing humans in Tank Mayhem. (Actual reward is base * combo_mult)<_Editor>Entries:Activities
Tank_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:Activities
Tank_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:Activities
Testicular_assault_damage_override500<_Editor>Entries:Combat:Melee
Time_between_cheats20000The amount of time, in ms, between each cheat that is played.<_Editor>Entries:Boss:Matt Miller:Cheats
Time_between_lag_spikes1100Base time (in ms) that lag spikes will occur.<_Editor>Entries:Boss:Matt Miller:Cheats:Lag
Time_of_day_shader_lod_start_time1900Start time to use the default shader lod.<_Editor>Entries:Misc:Time of Day
Time_of_day_shader_lod_stop_time700Stop time to use the default shader lod.<_Editor>Entries:Misc:Time of Day
Tracer_velocity130in m/s.<_Editor>Entries:Combat:Weapons:Firearms
Tutorial_dismiss_duration30Tutorial screen length in SECONDS<_Editor>Entries:UI
Tutorial_length_infinite0Tutorial screen length in milliseconds<_Editor>Entries:UI
Tutorial_length_long12000Tutorial screen length in milliseconds<_Editor>Entries:UI
Tutorial_length_medium8000Tutorial screen length in milliseconds<_Editor>Entries:UI
Tutorial_length_short4000Tutorial screen length in milliseconds<_Editor>Entries:UI
Tutorial_length_xlong30000Tutorial screen length in milliseconds<_Editor>Entries:UI
Vehicle_2d_movement_speed12.0Rate at which the tank moves in the top-down tank game sequence in mission 16.<_Editor>Entries:Vehicles:M16 Tank
Vehicle_2d_rotation_speed2.5Rate at which the tank turns in the top-down tank game sequence in mission 16.<_Editor>Entries:Vehicles:M16 Tank
Vehicle_camera_delayed_sticky_time1.5override for camera_free_get_sticky_cam_time() when VEHICLE_CAMERA_SNAP delayed is selectd<_Editor>Entries:Controls
Vehicle_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 Collision
Vehicle_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 Collision
Vehicle_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 Collision
Vehicle_collision_damage_nitrous_bonus_factor5How much to scale damage by if the vehicle was struck by another vehicle using nitrous.<_Editor>Entries:Vehicles:Vehicle Collision
Vehicle_effects_crash_decal_max_radius3.0Size of decal at maximum crash speed.<_Editor>Entries:Vehicles:Vehicle Collision
Vehicle_effects_crash_decal_max_speed20.0Speed at which the largest crash decal will be produced.<_Editor>Entries:Vehicles:Vehicle Collision
Vehicle_effects_crash_decal_min_radius0.3Size of decal produced at minimum crash speed.<_Editor>Entries:Vehicles:Vehicle Collision
Vehicle_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 Collision
Vehicle_engine_torque_modifier1.25Multiply the resulting torque calculation by this for all cars.<_Editor>Entries:Vehicles
Vehicle_enter_brute_impulse_magnitude5000The magnitude of the downward point impulse applied on a vehicle when entering it for brutes.<_Editor>Entries:Vehicles:Vehicle Interaction
Vehicle_enter_max_speed_mph15The max speed (in mph) in which you can enter a vehicle normally.<_Editor>Entries:Vehicles:Vehicle Interaction
Vehicle_enter_normal_impulse_magnitude1000The magnitude of the downward point impulse applied on a vehicle when entering it.<_Editor>Entries:Vehicles:Vehicle Interaction
Vehicle_explosion_eject_rand_vel_max20.0<_Editor>Entries:Vehicles
Vehicle_explosion_eject_rand_vel_min5.0<_Editor>Entries:Vehicles
Vehicle_explosion_eject_up_amount0.1<_Editor>Entries:Vehicles
Vehicle_fast_camera_swing_duration_ms2000Max duration in milleseconds of the camera.<_Editor>Entries:Vehicles:Vehicle Interaction:Camera Swing
Vehicle_fast_camera_swing_slerp_percent4"Slerp percent" for the fast vehicle relative camera swing.<_Editor>Entries:Vehicles:Vehicle Interaction:Camera Swing
Vehicle_fast_doubletap_time_ms250The amount of time we wait for a double tap for vehicle entry or exit.<_Editor>Entries:Vehicles:Vehicle Interaction
Vehicle_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 Entry
Vehicle_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 Entry
Vehicle_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 Entry
Vehicle_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 Entry
Vehicle_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 Entry
Vehicle_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 Entry
Vehicle_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 Entry
Vehicle_impact_flinch_min3(MPH) minimum speed to cause a human to flinch.<_Editor>Entries:Vehicles:Vehicle Collision
Vehicle_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 Collision
Vehicle_impact_ragdoll_mph8(MPH) minimum speed to cause a human to ragdoll<_Editor>Entries:Vehicles:Vehicle Collision
Vehicle_impact_ragdoll_mph_brute30(MPH) minimum speed to cause a BRUTE to ragdoll.<_Editor>Entries:Vehicles:Vehicle Collision
Vehicle_impact_ragdoll_mph_player15(MPH) minimum speed to cause a PLAYER to ragdoll<_Editor>Entries:Vehicles:Vehicle Collision
Vehicle_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 Interaction
Vehicle_melee_impulse_multiplier30.0The melee impulse applied to vehicles is multiplied by this.<_Editor>Entries:Combat:Melee
Vehicle_RC_self_destruct_camera_delay2000<_Editor>Entries:Combat:Weapons:RC Gun
Vehicle_skydive_component_gravity_factor-0.4(float) The gravity scale factor to apply to components that detach from a skydiving vehicle.<_Editor>Entries:Misc:Skydiving:Vehicle skydiving
Vehicle_skydive_explosion_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 skydiving
Vehicle_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 skydiving
Vehicle_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 skydiving
Vehicle_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 skydiving
Vehicle_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 skydiving
Vehicle_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 skydiving
Vehicle_skydive_recoil_impulse50000.0(float) Rotational impulse applied to a skydiving vehicle when the primary tank turret is fired.<_Editor>Entries:Misc:Skydiving:Vehicle skydiving
Vehicle_skydive_target_project_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 skydiving
Vehicle_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:Vehicles
Vehicle_standard_camera_swing_duration2.25Duration of the standard camera swing.<_Editor>Entries:Vehicles:Vehicle Interaction:Camera Swing
Vertical_velocity_adjustment_normal9This will add an additional downward velocity at the start of someone moving off a ledge when moving normally.<_Editor>Entries:Movement
Vertical_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:Movement
VI_collision_min_vel_diff10Acceleration used to catch the player's cached velocity up to the real one.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride Blends
VI_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 Interaction
VI_fast_entry_door_open_acceleration2000.0The acceleration factor when opening the door while doing a fast entry.<_Editor>Entries:Vehicles:Vehicle Interaction:Fast Entry
VI_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 Entry
VI_fast_entry_door_open_resistance0.005The resistance factor when opening the door while doing a fast entry.<_Editor>Entries:Vehicles:Vehicle Interaction:Fast Entry
VI_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 Blends
VI_forward_vel_accel13Acceleration used to catch the player's cached velocity up to the real one.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride Blends
VI_on_vehicle_entry_max_y_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 Interaction
VI_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 Interaction
VI_pathfind_check_pause_distance2.5The distance from which to check for someone else using a door and pause.<_Editor>Entries:Vehicles:Vehicle Interaction
VI_pathfind_play_stop_dist1The distance from which we should start playing a sprint stop.<_Editor>Entries:Vehicles:Vehicle Interaction
VI_random_accel_factor0The magnitude of the randomness to apply to the acceleration.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride Blends
VI_reaction_delay_max_ms200Delay before we begin "catching up" to the velocity diff in a vehicle.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride Blends
VI_reaction_delay_min_ms100Delay before we begin "catching up" to the velocity diff in a vehicle.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride Blends
VI_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 Blends
VI_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 Blends
VI_vert_vel_accel1Acceleration used to catch the player's cached velocity up to the real one.<_Editor>Entries:Vehicles:Vehicle Interaction:Ride Blends
Weapon_death_ragdoll_max_hit_dir_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 Ragdolls
Weapon_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 Ragdolls
Weapon_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 Ragdolls
Weapons_fire_sticky_camera_time_ms1000This is the time delay before the camera returns in a vehicle when firing a weapon.<_Editor>Entries:Combat:Camera
Weather_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:Audio
Weather_audio_interior_exterior_rtpc_ramp_speed0.25The maximum velocity at which the interior / exterior RTPC that occludes ambient weather audio will transition.<_Editor>Entries:Audio
Weather_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:Audio
Zombie_brute_fire_damage_multiplier3.0Zombie brutes take extra fire damage. this multiplies the standard fire damage amount.<_Editor>Entries:AI:Brute
Zombie_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:AI
Zombie_health_regen_time8second of eating corpses to restore 100% health<_Editor>Entries:AI
Zombie_spawn_special_pct1(0-100%) % of fire and exploding zombies.<_Editor>Entries:AI
Zomibe_qte_horde_size5number of near zombies to override QTE cooldown.<_Editor>Entries:AI
Zomibe_qte_repeat_time45000seconds between single zombie QTEs.<_Editor>Entries:AI
Zoom_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