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This file contains a script that defines various player parameters in the game Dying Light 2. | |||
== Animation == | == Animation == | ||
AnimGraph_BankName: The name of the animation graph bank. | AnimGraph_BankName: The name of the animation graph bank. | ||
AnimGraph_GraphName: The name of the animation graph. | AnimGraph_GraphName: The name of the animation graph. | ||
AnimGraph_PresetName: The name of the animation graph preset. | AnimGraph_PresetName: The name of the animation graph preset. | ||
AnimGraph_BindNamespace: The namespace to bind the animation graph to. | AnimGraph_BindNamespace: The namespace to bind the animation graph to. | ||
== Movement == | == Movement == | ||
ManualSloMoEnabled: Whether manual slow motion is enabled. | ManualSloMoEnabled: Whether manual slow motion is enabled. | ||
ManualSloMoCooldown: The cooldown time for manual slow motion. | ManualSloMoCooldown: The cooldown time for manual slow motion. | ||
WallRunFrontEnabled: Whether wall running on the front is enabled. | WallRunFrontEnabled: Whether wall running on the front is enabled. | ||
WallRunFrontPeakDelay: The delay before reaching the peak of a front wall run. | WallRunFrontPeakDelay: The delay before reaching the peak of a front wall run. | ||
WallRunFrontHeightNitro: The height the player can reach when wall running on the front with nitro. | WallRunFrontHeightNitro: The height the player can reach when wall running on the front with nitro. | ||
WallRunFrontHeight: The height the player can reach when wall running on the front without nitro. | WallRunFrontHeight: The height the player can reach when wall running on the front without nitro. | ||
WallRunFrontMinAngleToStartAscend: The minimum angle to start ascending during a front wall run. | WallRunFrontMinAngleToStartAscend: The minimum angle to start ascending during a front wall run. | ||
WallRunFrontMinYVelToAscend: The minimum vertical velocity to start ascending during a front wall run. | WallRunFrontMinYVelToAscend: The minimum vertical velocity to start ascending during a front wall run. | ||
WallRunSideEnabled: Whether wall running on the side is enabled. | WallRunSideEnabled: Whether wall running on the side is enabled. | ||
WallRunSideMinAngleToStart: The minimum angle to start a side wall run. | WallRunSideMinAngleToStart: The minimum angle to start a side wall run. | ||
WallRunSideMaxAngleToStart: The maximum angle to start a side wall run. | WallRunSideMaxAngleToStart: The maximum angle to start a side wall run. | ||
WallRunSideNitroSprintSpeedMod: The speed modifier for side wall running with nitro. | WallRunSideNitroSprintSpeedMod: The speed modifier for side wall running with nitro. | ||
WallRunSideMinDuration: The minimum duration of a side wall run. | WallRunSideMinDuration: The minimum duration of a side wall run. | ||
WallRunSideMaxDuration: The maximum duration of a side wall run. | WallRunSideMaxDuration: The maximum duration of a side wall run. | ||
WallRunSideWithoutNitroTimePenalty: The time penalty for side wall running without nitro. | WallRunSideWithoutNitroTimePenalty: The time penalty for side wall running without nitro. | ||
WallRunSideMinSideInput: The minimum side input required to start a side wall run. | WallRunSideMinSideInput: The minimum side input required to start a side wall run. | ||
WallrunHoldJumpTime: The time the player needs to hold the jump button to perform a wall run. | WallrunHoldJumpTime: The time the player needs to hold the jump button to perform a wall run. | ||
WallRunSideMaxSpeed: The maximum speed of a side wall run. | WallRunSideMaxSpeed: The maximum speed of a side wall run. | ||
WallRunSideMinSpeed: The minimum speed of a side wall run. | WallRunSideMinSpeed: The minimum speed of a side wall run. | ||
WallRunSideAcc: The acceleration of a side wall run. | WallRunSideAcc: The acceleration of a side wall run. | ||
WallRunSideDecc: The deceleration of a side wall run. | WallRunSideDecc: The deceleration of a side wall run. | ||
WallRunSloMoDuration: The duration of slow motion during a wall run. | WallRunSloMoDuration: The duration of slow motion during a wall run. | ||
WallRunMaxSequence: The maximum number of wall runs that can be chained together. | WallRunMaxSequence: The maximum number of wall runs that can be chained together. | ||
WallRunTimeTolleranceFromSprint: The time tolerance between a sprint and a wall run. | WallRunTimeTolleranceFromSprint: The time tolerance between a sprint and a wall run. | ||
WallRunExtraGravityWhenAscending: The extra gravity applied when ascending during a wall run. | WallRunExtraGravityWhenAscending: The extra gravity applied when ascending during a wall run. | ||
WallRunMinTimeBetweenWallrun: The minimum time between wall runs. | WallRunMinTimeBetweenWallrun: The minimum time between wall runs. | ||
WallRunAutoEnter: Whether wall runs are automatically entered. | WallRunAutoEnter: Whether wall runs are automatically entered. | ||
WallRunKickEnabled: Whether the wall run kick is enabled. | WallRunKickEnabled: Whether the wall run kick is enabled. | ||
WallJumpFrontEnabled: Whether wall jumping on the front is enabled. | WallJumpFrontEnabled: Whether wall jumping on the front is enabled. | ||
WallJumpFrontLookForwardEnabled: Whether the player needs to look forward to wall jump on the front. | WallJumpFrontLookForwardEnabled: Whether the player needs to look forward to wall jump on the front. | ||
WallJumpFrontSpeed: The speed of a front wall jump. | WallJumpFrontSpeed: The speed of a front wall jump. | ||
WallJumpFrontRotateEnabled: Whether the player can rotate during a front wall jump. | WallJumpFrontRotateEnabled: Whether the player can rotate during a front wall jump. | ||
WallRunFrontExtraGravityWhenFalling: The extra gravity applied when falling during a front wall run. | WallRunFrontExtraGravityWhenFalling: The extra gravity applied when falling during a front wall run. | ||
WallRunSideJumpForwardMinForwardInput: The minimum forward input required to jump forward during a side wall run. | WallRunSideJumpForwardMinForwardInput: The minimum forward input required to jump forward during a side wall run. | ||
WallJumpSideEnabled: Whether wall jumping on the side is enabled. | WallJumpSideEnabled: Whether wall jumping on the side is enabled. | ||
WallJumpSideSpeed: The speed of a side wall jump. | WallJumpSideSpeed: The speed of a side wall jump. | ||
WallRunSideExtraGravityWhenFalling: The extra gravity applied when falling during a side wall run. | WallRunSideExtraGravityWhenFalling: The extra gravity applied when falling during a side wall run. | ||
WallRunSideExtraGravityInEnding: The extra gravity applied when ending a side wall run. | WallRunSideExtraGravityInEnding: The extra gravity applied when ending a side wall run. | ||
WallRunSideLookRestrHorz: The horizontal look restriction during a side wall run. | WallRunSideLookRestrHorz: The horizontal look restriction during a side wall run. | ||
WallRunSideThrowLookRestrHorz: The horizontal look restriction when throwing during a side wall run. | WallRunSideThrowLookRestrHorz: The horizontal look restriction when throwing during a side wall run. | ||
WallJumpSideMoveInputMaxAngle: The maximum angle of the move input during a side wall jump. | WallJumpSideMoveInputMaxAngle: The maximum angle of the move input during a side wall jump. | ||
WallRunFrontLookRestrMinVert: The minimum vertical look restriction during a front wall run. | WallRunFrontLookRestrMinVert: The minimum vertical look restriction during a front wall run. | ||
WallRunFrontLookRestrHorz: The horizontal look restriction during a front wall run. | WallRunFrontLookRestrHorz: The horizontal look restriction during a front wall run. | ||
DownedLookRestrHorz: The horizontal look restriction when downed. | DownedLookRestrHorz: The horizontal look restriction when downed. | ||
DownedLookRestrMaxVert: The maximum vertical look restriction when downed. | DownedLookRestrMaxVert: The maximum vertical look restriction when downed. | ||
DownedLookRestrMinVert: The minimum vertical look restriction when downed. | DownedLookRestrMinVert: The minimum vertical look restriction when downed. | ||
MoveSlopeSpeed: The movement speed on slopes. | |||
AutoSlopeAddSpeed: The additional speed applied when auto-sloping. | |||
AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled. | |||
SlopeMaxVelStruggle: The maximum velocity at which the player can struggle on a slope. | |||
AllowSlopeStruggle: Whether the player is allowed to struggle on a slope. | |||
AutoSlopeStruggle: Whether auto-slope struggle is enabled. | |||
PoleWantedPositionTime: The time it takes to reach the wanted position on a pole. | |||
PoleWantedPositionTimeBegin: The time it takes to reach the wanted position on a pole at the beginning. | |||
PoleMinStartSpeed: The minimum speed required to start using a pole. | |||
PoleOffset: The offset from the pole. | |||
PoleAddOffset: The additional offset from the pole. | |||
PoleInertia: The inertia of the pole. | |||
PoleAngleMultiplier: The multiplier for the pole angle. | |||
PoleAngleUpdateTime: The time it takes to update the pole angle. | |||
PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning. | |||
PoleMoveTime: The time it takes to move on the pole. | |||
PoleMoveWait: The wait time before moving on the pole. | |||
CanStandOnMonkeyBar: Whether the player can stand on a monkey bar. | |||
MonkeyBarChangeRangeY: The vertical range for changing monkey bars. | |||
MonkeyBarChangeRange2D: The 2D range for changing monkey bars. | |||
SprintExhausted: Whether the player can sprint when exhausted. | |||
ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted. | |||
MoveSprintStaminaConsumption: The stamina consumption for sprinting. | |||
MoveSpeedFitnessFactor: The fitness factor for movement speed. | |||
MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect. | |||
ZipLineMinSpeed: The minimum speed on a zipline. | |||
ZipLineMaxSpeed: The maximum speed on a zipline. | |||
ZipLineAcceleration: The acceleration on a zipline. | |||
ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline. | |||
ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline. | |||
SwimMoveSpeed: The movement speed when swimming. | |||
SwimSprintSpeed: The sprint speed when swimming. | |||
SwimImpulsSpeed: The impulse speed when swimming. | |||
SwimStrafeSpeed: The strafe speed when swimming. | |||
SwimAcceleration: The acceleration when swimming. | |||
SwimUpAcceleration: The upward acceleration when swimming. | |||
SprintEffects: Whether sprint effects are enabled. | |||
SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding. | |||
SprintWithoutInput: Whether sprinting is possible without input. | |||
SprintNitroAcceleration: The acceleration when using nitro sprint. | |||
SprintNitroFovMul: The FOV multiplier when using nitro sprint. | |||
SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint. | |||
SprintAutoStartTime: The time it takes to automatically start sprinting. | |||
SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration. | |||
MoveForwardMinSpeed: The minimum forward movement speed. | |||
MoveForwardMaxSpeed: The maximum forward movement speed. | |||
MoveBackwardMinSpeed: The minimum backward movement speed. | |||
MoveBackwardMaxSpeed: The maximum backward movement speed. | |||
MoveStrafeMinSpeed: The minimum strafe movement speed. | |||
MoveStrafeMaxSpeed: The maximum strafe movement speed. | |||
MoveSprintMinSpeed: The minimum sprint movement speed. | |||
MoveSprintSpeed: The sprint movement speed. | |||
MoveAcceleration: The movement acceleration. | |||
MoveAccelerationInAttackRest: The movement acceleration when attacking from rest. | |||
MoveSprintMinAcceleration: The minimum sprint movement acceleration. | |||
MoveSprintAcceleration: The sprint movement acceleration. | |||
MoveDeceleration: The movement deceleration. | |||
MoveGlideDownMaxSpeed: The maximum downward gliding speed. | |||
MoveGlideDownDeceleration: The downward gliding deceleration. | |||
== Combat == | == Combat == | ||
FirearmsCrossbowAccuracyFactor: The accuracy factor for the crossbow. | FirearmsCrossbowAccuracyFactor: The accuracy factor for the crossbow. | ||
BowAccuracyFactor: The accuracy factor for the bow. | BowAccuracyFactor: The accuracy factor for the bow. | ||
FirearmsHarpoonAccuracyFactor: The accuracy factor for the harpoon. | FirearmsHarpoonAccuracyFactor: The accuracy factor for the harpoon. | ||
MinTimeToGiveCollisionDamage: The minimum time between giving collision damage. | MinTimeToGiveCollisionDamage: The minimum time between giving collision damage. | ||
CanMeleeInAir: Whether the player can melee in the air. | CanMeleeInAir: Whether the player can melee in the air. | ||
BowBeginDurationFactor: The duration factor for the beginning of a bow shot. | BowBeginDurationFactor: The duration factor for the beginning of a bow shot. | ||
BowMaxSpeedFactor: The speed factor for the maximum speed of a bow shot. | BowMaxSpeedFactor: The speed factor for the maximum speed of a bow shot. | ||
BowPenetrationAddMaxSpeed: Whether to add maximum speed to a bow shot for penetration. | BowPenetrationAddMaxSpeed: Whether to add maximum speed to a bow shot for penetration. | ||
BowStaminaShoot: The stamina cost for shooting the bow. | BowStaminaShoot: The stamina cost for shooting the bow. | ||
BowStaminaChargingPerSecond: The stamina cost per second for charging the bow. | BowStaminaChargingPerSecond: The stamina cost per second for charging the bow. | ||
BowChargeDamageMul: The damage multiplier for a charged bow shot. | BowChargeDamageMul: The damage multiplier for a charged bow shot. | ||
BowZoomValue: The zoom value for the bow. | BowZoomValue: The zoom value for the bow. | ||
BowZoomUpTime: The time it takes to zoom in with the bow. | BowZoomUpTime: The time it takes to zoom in with the bow. | ||
BowZoomDownTime: The time it takes to zoom out with the bow. | BowZoomDownTime: The time it takes to zoom out with the bow. | ||
BowEnableShootWhileParkouring: Whether the player can shoot the bow while parkouring. | BowEnableShootWhileParkouring: Whether the player can shoot the bow while parkouring. | ||
BowEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting the bow while parkouring. | BowEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting the bow while parkouring. | ||
BowSwayAmplitudeFactor: The amplitude factor for the bow sway. | BowSwayAmplitudeFactor: The amplitude factor for the bow sway. | ||
BowSwayPosTime: The time it takes for the bow sway to reach its maximum position. | BowSwayPosTime: The time it takes for the bow sway to reach its maximum position. | ||
BowPutArrowDuration: The duration of the animation for putting an arrow on the bow. | BowPutArrowDuration: The duration of the animation for putting an arrow on the bow. | ||
BowAllowShootZoomFactor: The zoom factor allowed when shooting the bow. | BowAllowShootZoomFactor: The zoom factor allowed when shooting the bow. | ||
BowPenetrationEnabled: Whether bow penetration is enabled. | BowPenetrationEnabled: Whether bow penetration is enabled. | ||
BowDestroyArrowWhenHit: Whether to destroy the arrow when it hits something. | BowDestroyArrowWhenHit: Whether to destroy the arrow when it hits something. | ||
BowMinReadyTimeToShoot: The minimum ready time to shoot the bow. | BowMinReadyTimeToShoot: The minimum ready time to shoot the bow. | ||
BowAutoZoomTime: The time it takes to automatically zoom in with the bow. | BowAutoZoomTime: The time it takes to automatically zoom in with the bow. | ||
BowZoomEnabled: Whether bow zoom is enabled. | BowZoomEnabled: Whether bow zoom is enabled. | ||
BowSlowMoTimeMul: The time multiplier for slow motion when using the bow. | BowSlowMoTimeMul: The time multiplier for slow motion when using the bow. | ||
BowSlowMoAccuracyMul: The accuracy multiplier for slow motion when using the bow. | BowSlowMoAccuracyMul: The accuracy multiplier for slow motion when using the bow. | ||
SlowMoDurationToCancel: The duration of slow motion before it can be canceled. | SlowMoDurationToCancel: The duration of slow motion before it can be canceled. | ||
BowMaxThrowFactor: The maximum throw factor for the bow. | BowMaxThrowFactor: The maximum throw factor for the bow. | ||
BowAutoReleaseTime: The time it takes to automatically release the bow. | BowAutoReleaseTime: The time it takes to automatically release the bow. | ||
BowMultiShotMinTimeToActivate: The minimum time to activate multi-shot with the bow. | BowMultiShotMinTimeToActivate: The minimum time to activate multi-shot with the bow. | ||
BowEnableDamageScalingByForce: Whether to enable damage scaling by force for the bow. | BowEnableDamageScalingByForce: Whether to enable damage scaling by force for the bow. | ||
BowPowerShotEnabled: Whether the bow power shot is enabled. | BowPowerShotEnabled: Whether the bow power shot is enabled. | ||
BowPowerShotWhileSlidingEnabled: Whether the bow power shot can be used while sliding. | BowPowerShotWhileSlidingEnabled: Whether the bow power shot can be used while sliding. | ||
BowPowerShotPrepareDuration: The duration of the preparation phase for the bow power shot. | BowPowerShotPrepareDuration: The duration of the preparation phase for the bow power shot. | ||
BowPowerShotPrepareDmgMultiplier: The damage multiplier for the preparation phase of the bow power shot. | BowPowerShotPrepareDmgMultiplier: The damage multiplier for the preparation phase of the bow power shot. | ||
BowPowerShotChargeStartDuration: The duration of the charge start phase for the bow power shot. | BowPowerShotChargeStartDuration: The duration of the charge start phase for the bow power shot. | ||
BowPowerShotChargeStartDmgMultiplier: The damage multiplier for the charge start phase of the bow power shot. | BowPowerShotChargeStartDmgMultiplier: The damage multiplier for the charge start phase of the bow power shot. | ||
BowPowerShotPerfectChargeStartDuration: The duration of the perfect charge start phase for the bow power shot. | BowPowerShotPerfectChargeStartDuration: The duration of the perfect charge start phase for the bow power shot. | ||
BowPowerShotPerfectChargeStartDmgMultiplier: The damage multiplier for the perfect charge start phase of the bow power shot. | BowPowerShotPerfectChargeStartDmgMultiplier: The damage multiplier for the perfect charge start phase of the bow power shot. | ||
BowPowerShotPerfectChargeDuration: The duration of the perfect charge phase for the bow power shot. | BowPowerShotPerfectChargeDuration: The duration of the perfect charge phase for the bow power shot. | ||
BowPowerShotPerfectChargeDmgMultiplier: The damage multiplier for the perfect charge phase of the bow power shot. | BowPowerShotPerfectChargeDmgMultiplier: The damage multiplier for the perfect charge phase of the bow power shot. | ||
BowPowerShotOverchargeStartDuration: The duration of the overcharge start phase for the bow power shot. | BowPowerShotOverchargeStartDuration: The duration of the overcharge start phase for the bow power shot. | ||
BowPowerShotOverchargeStartDmgMultiplier: The damage multiplier for the overcharge start phase of the bow power shot. | BowPowerShotOverchargeStartDmgMultiplier: The damage multiplier for the overcharge start phase of the bow power shot. | ||
BowPowerShotOverchargeDuration: The duration of the overcharge phase for the bow power shot. | BowPowerShotOverchargeDuration: The duration of the overcharge phase for the bow power shot. | ||
BowPowerShotOverchargeDmgMultiplier: The damage multiplier for the overcharge phase of the bow power shot. | BowPowerShotOverchargeDmgMultiplier: The damage multiplier for the overcharge phase of the bow power shot. | ||
BowPowerShotAbortDuration: The duration of the abort phase for the bow power shot. | BowPowerShotAbortDuration: The duration of the abort phase for the bow power shot. | ||
BowPowerShotAbortDmgMultiplier: The damage multiplier for the abort phase of the bow power shot. | BowPowerShotAbortDmgMultiplier: The damage multiplier for the abort phase of the bow power shot. | ||
BowPowerShotChargeStartBlurValue: The blur value for the charge start phase of the bow power shot. | BowPowerShotChargeStartBlurValue: The blur value for the charge start phase of the bow power shot. | ||
BowPowerShotPerfectChargeBlurValue: The blur value for the perfect charge phase of the bow power shot. | BowPowerShotPerfectChargeBlurValue: The blur value for the perfect charge phase of the bow power shot. | ||
ArrowsCanBePickedUp: Whether arrows can be picked up. | ArrowsCanBePickedUp: Whether arrows can be picked up. | ||
StrengthDamageMul: The damage multiplier for strength. | |||
MeleeDamageMul: The damage multiplier for melee attacks. | |||
PeacekeeperBeerRamDamageMul: The damage multiplier for the Peacekeeper beer ram attack. | |||
MeleeDamageFullStaminaMul: The damage multiplier for melee attacks with full stamina. | |||
MeleeDamageLowStaminaMul: The damage multiplier for melee attacks with low stamina. | |||
MeleeDamageFastHitMul: The damage multiplier for fast melee hits. | |||
MeleeDamageFullHealthMul: The damage multiplier for melee attacks with full health. | |||
MeleeDamageLowHealthMul: The damage multiplier for melee attacks with low health. | |||
MeleeLowStaminaForceAndPhxMul: The force and physics damage multiplier for melee attacks with low stamina. | |||
KickBaseDamageMul: The base damage multiplier for kicks. | |||
MeleeVerticalPhysicalDamageMul: The vertical physical damage multiplier for melee attacks. | |||
MeleeBluntRagdollEveryXHit: The number of hits required to ragdoll an enemy with a blunt melee weapon. | |||
KickStaminaUsage: The stamina usage for kicks. | |||
WrestlingKickRangeMul: The range multiplier for the wrestling kick. | |||
WrestlingKickStaminaUsage: The stamina usage for the wrestling kick. | |||
WrestlingKickCooldown: The cooldown time for the wrestling kick. | |||
AirKickBaseDamageMul: The base damage multiplier for air kicks. | |||
AirKickPhysicsDamage: The physics damage multiplier for air kicks. | |||
AirKickRangeMul: The range multiplier for air kicks. | |||
AirKickStaminaUsage: The stamina usage for air kicks. | |||
RangeMeleeMul: The range multiplier for melee attacks. | |||
MaxVerticalAngleForRangeMeleeCorrection: The maximum vertical angle for range melee correction. | |||
FirearmsPistolReloadTimeMul: The reload time multiplier for pistols. | |||
FirearmsRevolverReloadTimeMul: The reload time multiplier for revolvers. | |||
FirearmsRifleReloadTimeMul: The reload time multiplier for rifles. | |||
FirearmsShotgunReloadTimeMul: The reload time multiplier for shotguns. | |||
FirearmsPistolAccuracyFactor: The accuracy factor for pistols. | |||
FirearmsRevolverAccuracyFactor: The accuracy factor for revolvers. | |||
FirearmsRifleAccuracyFactor: The accuracy factor for rifles. | |||
FirearmsShotgunAccuracyFactor: The accuracy factor for shotguns. | |||
FirearmsPistolRecoilFactor: The recoil factor for pistols. | |||
FirearmsRevolverRecoilFactor: The recoil factor for revolvers. | |||
FirearmsRifleRecoilFactor: The recoil factor for rifles. | |||
FirearmsShotgunRecoilFactor: The recoil factor for shotguns. | |||
FirearmsAutoZoomTime: The time for automatically zooming in with firearms. | |||
FirearmsZoomEnabled: Whether zooming is enabled for firearms. | |||
FirearmsPowerShotTime: The time for the firearms power shot. | |||
FirearmsMultiShotMinTimeToActivate: The minimum time to activate multi-shot with firearms. | |||
FirearmEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting firearms while parkouring. | |||
FirearmsParkourSlomoAutomaticFireMaxShots: The maximum number of shots allowed in slow motion when shooting firearms while parkouring. | |||
ThrownWeaponStickChance: The chance of a thrown weapon sticking. | |||
StunDuration: The duration of the stun effect. | |||
CanBlockPowerAttackWith2HandedHeavy: Whether power attacks can be blocked with a two-handed heavy weapon. | |||
BrokenBlockDamageMul: The damage multiplier for a broken block. | |||
PowerAttackShieldBlockDamageMul: The damage multiplier for blocking a power attack with a shield. | |||
BrokenBlockPhysicsDamageMul: The physics damage multiplier for a broken block. | |||
== Items and Inventory == | == Items and Inventory == | ||
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WQ_Rot_Delay: The delay before the rotation effect is applied. | WQ_Rot_Delay: The delay before the rotation effect is applied. | ||
WQ_Rot_Duration: The duration of the rotation effect. | WQ_Rot_Duration: The duration of the rotation effect. | ||
UnlockedLoadoutsCount: The number of unlocked loadouts. | UnlockedLoadoutsCount: The number of unlocked loadouts. | ||
EquipmentSlotsCount: The number of equipment slots. | EquipmentSlotsCount: The number of equipment slots. | ||
VisibleEquipmentSlotsCount: The number of visible equipment slots. | VisibleEquipmentSlotsCount: The number of visible equipment slots. | ||
ConsumableSlotsCount: The number of consumable slots. | ConsumableSlotsCount: The number of consumable slots. | ||
VisibleConsumableSlotsCount: The number of visible consumable slots. | VisibleConsumableSlotsCount: The number of visible consumable slots. | ||
RestrictedEquipmentSlotsCount: The number of restricted equipment slots. | RestrictedEquipmentSlotsCount: The number of restricted equipment slots. | ||
QuickSlotsCount: The number of quick slots. | QuickSlotsCount: The number of quick slots. | ||
VisibleQuickSlotsCount: The number of visible quick slots. | VisibleQuickSlotsCount: The number of visible quick slots. | ||
InventorySize: The size of the inventory. | InventorySize: The size of the inventory. | ||
ItemsInventorySize: The size of the items inventory. | ItemsInventorySize: The size of the items inventory. | ||
MaxInventorySize: The maximum size of the inventory. | MaxInventorySize: The maximum size of the inventory. | ||
AmmoSlotsCount: The number of ammo slots. | AmmoSlotsCount: The number of ammo slots. | ||
StorageAmmoSlotsCount: The number of ammo slots in storage. | StorageAmmoSlotsCount: The number of ammo slots in storage. | ||
StorageEquipmentSlotsCount: The number of equipment slots in storage. | StorageEquipmentSlotsCount: The number of equipment slots in storage. | ||
StorageConsumablesSlotsCount: The number of consumable slots in storage. | StorageConsumablesSlotsCount: The number of consumable slots in storage. | ||
StorageOtherSlotsCount: The number of other slots in storage. | StorageOtherSlotsCount: The number of other slots in storage. | ||
== Player Attributes == | == Player Attributes == | ||
HitReactionSpeechProb: The probability of a hit reaction speech event occurring. | HitReactionSpeechProb: The probability of a hit reaction speech event occurring. | ||
PursuitBreakerBlastDamage: The amount of damage dealt by the pursuit breaker blast. | PursuitBreakerBlastDamage: The amount of damage dealt by the pursuit breaker blast. | ||
NightXPBonus: The bonus XP multiplier for actions performed at night. | NightXPBonus: The bonus XP multiplier for actions performed at night. | ||
NightExpRequiredDistance: The distance required to earn night XP. | NightExpRequiredDistance: The distance required to earn night XP. | ||
NightExpRequiredActions: The number of actions required to earn night XP. | NightExpRequiredActions: The number of actions required to earn night XP. | ||
NightExpRequiredTime: The time required to earn night XP. | NightExpRequiredTime: The time required to earn night XP. | ||
NightExpSurvivalConstantAward: The constant XP award for surviving the night. | NightExpSurvivalConstantAward: The constant XP award for surviving the night. | ||
NightExpActionsReward: The XP reward for performing actions at night. | NightExpActionsReward: The XP reward for performing actions at night. | ||
NightExpLootedReward: The XP reward for looting at night. | NightExpLootedReward: The XP reward for looting at night. | ||
NightExpUnspotedReward: The XP reward for remaining undetected at night. | NightExpUnspotedReward: The XP reward for remaining undetected at night. | ||
NightExpKillReward: The XP reward for killing enemies at night. | NightExpKillReward: The XP reward for killing enemies at night. | ||
NightExpPbActivatedReward: The XP reward for activating the pursuit breaker at night. | NightExpPbActivatedReward: The XP reward for activating the pursuit breaker at night. | ||
PickupTriggerCooldown: The cooldown time for the pickup trigger. | PickupTriggerCooldown: The cooldown time for the pickup trigger. | ||
LeftHandDisabled: Whether the left hand is disabled. | LeftHandDisabled: Whether the left hand is disabled. | ||
LeftHandDisabledClimbAnimSpeed: The animation speed for climbing with the left hand disabled. | LeftHandDisabledClimbAnimSpeed: The animation speed for climbing with the left hand disabled. | ||
MaxStamina: The maximum stamina level. | MaxStamina: The maximum stamina level. | ||
MaxStaminaMultiplier: The multiplier for the maximum stamina level. | MaxStaminaMultiplier: The multiplier for the maximum stamina level. | ||
MaxStaminaMinRegenerationTime: The minimum regeneration time for maximum stamina. | MaxStaminaMinRegenerationTime: The minimum regeneration time for maximum stamina. | ||
MaxStaminaMaxRegenerationTime: The maximum regeneration time for maximum stamina. | MaxStaminaMaxRegenerationTime: The maximum regeneration time for maximum stamina. | ||
MaxStaminaTimeToRegenerate: The time it takes to regenerate maximum stamina. | MaxStaminaTimeToRegenerate: The time it takes to regenerate maximum stamina. | ||
MaxStaminaDrainFactor: The drain factor for maximum stamina. | MaxStaminaDrainFactor: The drain factor for maximum stamina. | ||
MaxStaminaDrainEnabled: Whether maximum stamina drain is enabled. | MaxStaminaDrainEnabled: Whether maximum stamina drain is enabled. | ||
StaminaMovementDrainFactor: The drain factor for stamina movement. | StaminaMovementDrainFactor: The drain factor for stamina movement. | ||
MinStaminaLevelFromHit: The minimum stamina level after being hit. | MinStaminaLevelFromHit: The minimum stamina level after being hit. | ||
StaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty. | StaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty. | ||
AdvancedStaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty with advanced stamina enabled. | AdvancedStaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty with advanced stamina enabled. | ||
StaminaTimeToRegenerateOnEmptyAfterParokur: The time it takes to regenerate stamina when empty after parkour. | StaminaTimeToRegenerateOnEmptyAfterParokur: The time it takes to regenerate stamina when empty after parkour. | ||
StaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty. | StaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty. | ||
AdvancedStaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty with advanced stamina enabled. | AdvancedStaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty with advanced stamina enabled. | ||
StaminaTimeToRegenerateAfterParkour: The time it takes to regenerate stamina when not empty after parkour. | StaminaTimeToRegenerateAfterParkour: The time it takes to regenerate stamina when not empty after parkour. | ||
StaminaRegeneration: The rate at which stamina regenerates. | StaminaRegeneration: The rate at which stamina regenerates. | ||
StaminaRegenerationOutsideDanger: The rate at which stamina regenerates outside of danger. | StaminaRegenerationOutsideDanger: The rate at which stamina regenerates outside of danger. | ||
StaminaRegenerationRelative: The relative stamina regeneration rate. | StaminaRegenerationRelative: The relative stamina regeneration rate. | ||
StaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger. | StaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger. | ||
StaminaRegenerationRelativeEnabled: Whether relative stamina regeneration is enabled. | StaminaRegenerationRelativeEnabled: Whether relative stamina regeneration is enabled. | ||
StaminaRegenerationRelativeForAllWeapons: Whether relative stamina regeneration is enabled for all weapons. | StaminaRegenerationRelativeForAllWeapons: Whether relative stamina regeneration is enabled for all weapons. | ||
StaminaRegenerationFactorSlow: The stamina regeneration factor when running or on a ladder. | StaminaRegenerationFactorSlow: The stamina regeneration factor when running or on a ladder. | ||
StaminaRegenerationFactorStand: The stamina regeneration factor when standing still. | StaminaRegenerationFactorStand: The stamina regeneration factor when standing still. | ||
StaminaRegenerationFactorStandDalay: The delay before the stamina regeneration factor when standing still is applied. | StaminaRegenerationFactorStandDalay: The delay before the stamina regeneration factor when standing still is applied. | ||
AdvancedStamina: Whether advanced stamina is enabled. | AdvancedStamina: Whether advanced stamina is enabled. | ||
AdvancedStaminaRegenerationRelative: The relative stamina regeneration rate with advanced stamina enabled. | AdvancedStaminaRegenerationRelative: The relative stamina regeneration rate with advanced stamina enabled. | ||
AdvancedStaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger with advanced stamina enabled. | AdvancedStaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger with advanced stamina enabled. | ||
StaminaRegenerationExhaustedRelative: The relative stamina regeneration rate when exhausted. | StaminaRegenerationExhaustedRelative: The relative stamina regeneration rate when exhausted. | ||
StaminaRegenerationExhaustedRelativeOutsideDanger: The relative stamina regeneration rate when exhausted outside of danger. | StaminaRegenerationExhaustedRelativeOutsideDanger: The relative stamina regeneration rate when exhausted outside of danger. | ||
AdvancedStaminaEmptyHitStaminaFactor: The stamina factor for hits when empty with advanced stamina enabled. | AdvancedStaminaEmptyHitStaminaFactor: The stamina factor for hits when empty with advanced stamina enabled. | ||
ExtraJumpsInAir: The number of extra jumps in the air. | ExtraJumpsInAir: The number of extra jumps in the air. | ||
HealthRegenerationOnHit: The amount of health regenerated on hit. | HealthRegenerationOnHit: The amount of health regenerated on hit. | ||
HealthRegenerationFactorOnHit: The health regeneration factor on hit. | HealthRegenerationFactorOnHit: The health regeneration factor on hit. | ||
StaminaCanFullyDrain: Whether stamina can fully drain. | StaminaCanFullyDrain: Whether stamina can fully drain. | ||
StaminaWarningLevel: The stamina level at which a warning is displayed. | StaminaWarningLevel: The stamina level at which a warning is displayed. | ||
ParryDamageMult: The damage multiplier for parrying. | ParryDamageMult: The damage multiplier for parrying. | ||
VulnerableHumanGrabStaminaRecover: The amount of stamina recovered when hit by a human grab attack. | VulnerableHumanGrabStaminaRecover: The amount of stamina recovered when hit by a human grab attack. | ||
MaxHealth: The maximum health value. | MaxHealth: The maximum health value. | ||
MaxHealthTotalMul: The multiplier for the maximum health value. | MaxHealthTotalMul: The multiplier for the maximum health value. | ||
HealthRegenerationEnabled: Whether health regeneration is enabled. | HealthRegenerationEnabled: Whether health regeneration is enabled. | ||
HealthAutoHealEnabled: Whether automatic health healing is enabled. | HealthAutoHealEnabled: Whether automatic health healing is enabled. | ||
LowHealthEffectThreshold: The health threshold at which the low health effect is triggered. | LowHealthEffectThreshold: The health threshold at which the low health effect is triggered. | ||
FullHealthEffectThreshold: The health threshold at which the full health effect is triggered. | FullHealthEffectThreshold: The health threshold at which the full health effect is triggered. | ||
HealthRegenerationDelay: The delay before health regeneration starts. | HealthRegenerationDelay: The delay before health regeneration starts. | ||
HealthPerSecond: The amount of health regenerated per second. | HealthPerSecond: The amount of health regenerated per second. | ||
AfterDeathHealthRegenTime: The time it takes to regenerate health after death. | AfterDeathHealthRegenTime: The time it takes to regenerate health after death. | ||
AfterDeathHealthFactor: The factor for health regeneration after death. | AfterDeathHealthFactor: The factor for health regeneration after death. | ||
== Skills == | == Skills == | ||
SurvivalSenseEnabled: Whether survivor sense is enabled. | SurvivalSenseEnabled: Whether survivor sense is enabled. | ||
CanUseSenseWhenMoving: Whether survivor sense can be used while moving. | CanUseSenseWhenMoving: Whether survivor sense can be used while moving. | ||
SurvivorSenseCooldown: The cooldown time for survivor sense. | SurvivorSenseCooldown: The cooldown time for survivor sense. | ||
SurvivorSensePreparationTime: The preparation time for survivor sense. | SurvivorSensePreparationTime: The preparation time for survivor sense. | ||
SurvivorSensePreparationTimeWhenAiming: The preparation time for survivor sense when aiming. | SurvivorSensePreparationTimeWhenAiming: The preparation time for survivor sense when aiming. | ||
SurvivorSenseRange: The range of survivor sense. | SurvivorSenseRange: The range of survivor sense. | ||
SurvivorSenseOpacity: The opacity of the survivor sense effect. | SurvivorSenseOpacity: The opacity of the survivor sense effect. | ||
SurvivorSenseWaveDuration: The duration of the survivor sense wave. | SurvivorSenseWaveDuration: The duration of the survivor sense wave. | ||
SurvivorSenseIconDuration: The duration of the survivor sense icons. | SurvivorSenseIconDuration: The duration of the survivor sense icons. | ||
SurvivorSenseAIDuration: The duration of the survivor sense AI highlighting. | SurvivorSenseAIDuration: The duration of the survivor sense AI highlighting. | ||
SurvivorSenseAIHeight: The height at which AIs are detected by survivor sense. | SurvivorSenseAIHeight: The height at which AIs are detected by survivor sense. | ||
SurvivorSenseAIHeightInterior: The height at which AIs are detected by survivor sense when they are in an interior. | SurvivorSenseAIHeightInterior: The height at which AIs are detected by survivor sense when they are in an interior. | ||
SurvivorSenseObjectHeight: The height at which objects are detected by survivor sense. | SurvivorSenseObjectHeight: The height at which objects are detected by survivor sense. | ||
SurvivorSenseObjectHeightInterior: The height at which objects are detected by survivor sense when they are in an interior. | SurvivorSenseObjectHeightInterior: The height at which objects are detected by survivor sense when they are in an interior. | ||
SurvivorSenseRange_IconType_Default: The range at which default icons are detected by survivor sense. | SurvivorSenseRange_IconType_Default: The range at which default icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_None: The range at which icons with no type are detected by survivor sense. | SurvivorSenseRange_IconType_None: The range at which icons with no type are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Fire: The range at which fire icons are detected by survivor sense. | SurvivorSenseRange_IconType_Fire: The range at which fire icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Damage: The range at which damage icons are detected by survivor sense. | SurvivorSenseRange_IconType_Damage: The range at which damage icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Water: The range at which water icons are detected by survivor sense. | SurvivorSenseRange_IconType_Water: The range at which water icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Loot: The range at which loot icons are detected by survivor sense. | SurvivorSenseRange_IconType_Loot: The range at which loot icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Electricity: The range at which electricity icons are detected by survivor sense. | SurvivorSenseRange_IconType_Electricity: The range at which electricity icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Decoy: The range at which decoy icons are detected by survivor sense. | SurvivorSenseRange_IconType_Decoy: The range at which decoy icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Spawner: The range at which spawner icons are detected by survivor sense. | SurvivorSenseRange_IconType_Spawner: The range at which spawner icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Inhibitor: The range at which inhibitor icons are detected by survivor sense. | SurvivorSenseRange_IconType_Inhibitor: The range at which inhibitor icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_AreaEntrance: The range at which area entrance icons are detected by survivor sense. | SurvivorSenseRange_IconType_AreaEntrance: The range at which area entrance icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_Investigation: The range at which investigation icons are detected by survivor sense. | SurvivorSenseRange_IconType_Investigation: The range at which investigation icons are detected by survivor sense. | ||
SurvivorSenseRange_IconType_HideArea: The range at which hide area icons are detected by survivor sense. | SurvivorSenseRange_IconType_HideArea: The range at which hide area icons are detected by survivor sense. | ||
SurvivorSenseAIRange: The range at which active AIs are detected by survivor sense. | SurvivorSenseAIRange: The range at which active AIs are detected by survivor sense. | ||
SurvivorSenseRestingAIRange: The range at which resting AIs are detected by survivor sense. | SurvivorSenseRestingAIRange: The range at which resting AIs are detected by survivor sense. | ||
SurvivorSenseAIIndicatorRange: The range at which AI indicators are shown. | SurvivorSenseAIIndicatorRange: The range at which AI indicators are shown. | ||
SurvivorSenseEnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected by survivor sense. | SurvivorSenseEnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected by survivor sense. | ||
SurvivorSenseHeavyAttacks: Whether heavy attacks are highlighted by survivor sense. | SurvivorSenseHeavyAttacks: Whether heavy attacks are highlighted by survivor sense. | ||
SurvivorSenseHeavyAttacksMaxRange: The maximum range at which heavy attacks are highlighted by survivor sense. | SurvivorSenseHeavyAttacksMaxRange: The maximum range at which heavy attacks are highlighted by survivor sense. | ||
SurvivorSenseHeavyAttacksDuration: The duration of the heavy attack highlighting effect. | SurvivorSenseHeavyAttacksDuration: The duration of the heavy attack highlighting effect. | ||
SurvivorSenseHeavyAttacksPreset: The preset used for the heavy attack highlighting effect. | SurvivorSenseHeavyAttacksPreset: The preset used for the heavy attack highlighting effect. | ||
GhostTriggerSearchRadius: The search radius for the ghost trigger. | GhostTriggerSearchRadius: The search radius for the ghost trigger. | ||
EnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected. | EnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected. | ||
BinocularsLevel: The level of the binoculars. | BinocularsLevel: The level of the binoculars. | ||
BinocularMaxTempMarkedLocations: The maximum number of locations that can be temporarily marked with the binoculars. | BinocularMaxTempMarkedLocations: The maximum number of locations that can be temporarily marked with the binoculars. | ||
BinocularTempMarkDuration: The duration of the temporary marks made with the binoculars. | BinocularTempMarkDuration: The duration of the temporary marks made with the binoculars. | ||
GREDetectorWithoutFacility: Whether the GRE detector can be used without a facility. | GREDetectorWithoutFacility: Whether the GRE detector can be used without a facility. | ||
GREDetectorRange: The range of the GRE detector. | GREDetectorRange: The range of the GRE detector. | ||
GREDetectionLevel: The level of the GRE detector. | GREDetectionLevel: The level of the GRE detector. | ||
GREDetectorRangeNearby: The range at which the GRE detector will show nearby objects. | GREDetectorRangeNearby: The range at which the GRE detector will show nearby objects. | ||
GREDetectorRange3DIndication: The range at which the GRE detector will show 3D indications. | GREDetectorRange3DIndication: The range at which the GRE detector will show 3D indications. | ||
GREDetectorRangeFoundTollerance: The tolerance for the GRE detector when finding objects. | GREDetectorRangeFoundTollerance: The tolerance for the GRE detector when finding objects. | ||
FirearmsDecoderDetector: Whether the firearms decoder detector is enabled. | FirearmsDecoderDetector: Whether the firearms decoder detector is enabled. | ||
FirearmsDecoderDetectorRange: The range of the firearms decoder detector. | FirearmsDecoderDetectorRange: The range of the firearms decoder detector. | ||
FirearmsDecoderDetectorRangeNearby: The range at which the firearms decoder detector will show nearby objects. | FirearmsDecoderDetectorRangeNearby: The range at which the firearms decoder detector will show nearby objects. | ||
FirearmsDecoderDetector3DIndication: The range at which the firearms decoder detector will show 3D indications. | FirearmsDecoderDetector3DIndication: The range at which the firearms decoder detector will show 3D indications. | ||
FirearmsDecoderDetectorRangeTolerance: The tolerance for the firearms decoder detector when finding objects. | FirearmsDecoderDetectorRangeTolerance: The tolerance for the firearms decoder detector when finding objects. | ||
UVFlashlightLevel: The level of the UV flashlight. | UVFlashlightLevel: The level of the UV flashlight. | ||
HarvestingLevel: The level of the harvesting skill. | HarvestingLevel: The level of the harvesting skill. | ||
HarvestingLevelForMultipleItems: The level of the harvesting skill required to get multiple items. | HarvestingLevelForMultipleItems: The level of the harvesting skill required to get multiple items. | ||
HarvestingMultipleItemsCount: The number of items that can be harvested at once. | HarvestingMultipleItemsCount: The number of items that can be harvested at once. | ||
GrabExpert: Whether the player is a grab expert. | GrabExpert: Whether the player is a grab expert. | ||
FastGrabBreakLevel: The level of the fast grab break skill. | FastGrabBreakLevel: The level of the fast grab break skill. | ||
StompLevel: The level of the stomp attack. | StompLevel: The level of the stomp attack. | ||
GrappleHookLevel: The level of the grapple hook. | GrappleHookLevel: The level of the grapple hook. | ||
LockpickLevel: The level of the lockpicking skill. | LockpickLevel: The level of the lockpicking skill. | ||
LockpickBreakLevel: The level of the lockpick break skill. | LockpickBreakLevel: The level of the lockpick break skill. | ||
NaturalMovementActionLevel: The level of the natural movement action. | NaturalMovementActionLevel: The level of the natural movement action. | ||
CubeKeyLevel: The level of the cube key | CubeKeyLevel: The level of the cube key. | ||
== Technical == | == Technical == | ||
FlashlightRangeFactorChangeSpeed: The speed at which the flashlight range factor changes. | FlashlightRangeFactorChangeSpeed: The speed at which the flashlight range factor changes. | ||
FlashlightRangeFactorChangeTime: The time it takes for the flashlight range factor to change. | FlashlightRangeFactorChangeTime: The time it takes for the flashlight range factor to change. | ||
FovSprintModif: The FOV modifier when sprinting. | FovSprintModif: The FOV modifier when sprinting. | ||
SplatsEnabled: Whether splats are enabled. | SplatsEnabled: Whether splats are enabled. | ||
ExhastedPPEnabled: Whether the exhausted post-processing effect is enabled. | ExhastedPPEnabled: Whether the exhausted post-processing effect is enabled. | ||
HeadBobFactor: The factor for head bobbing. | HeadBobFactor: The factor for head bobbing. | ||
AmortizerJumpHelpTimer: The timer for the amortizer jump helper. | AmortizerJumpHelpTimer: The timer for the amortizer jump helper. | ||
CableMaxLength: The maximum length of the cable. | CableMaxLength: The maximum length of the cable. | ||
SpeedFxEnabled: Whether speed effects are enabled. | SpeedFxEnabled: Whether speed effects are enabled. | ||
SpeedPPEnabled: Whether the speed post-processing effect is enabled. | SpeedPPEnabled: Whether the speed post-processing effect is enabled. | ||
ElementalTimeDuration: The duration of the elemental time effect. | ElementalTimeDuration: The duration of the elemental time effect. | ||
BulletAccuracyFactor: The accuracy factor for bullets. | BulletAccuracyFactor: The accuracy factor for bullets. | ||
SwimMoveSpeed: The movement speed when swimming. | SwimMoveSpeed: The movement speed when swimming. | ||
SwimSprintSpeed: The sprint speed when swimming. | SwimSprintSpeed: The sprint speed when swimming. | ||
SwimImpulsSpeed: The impulse speed when swimming. | SwimImpulsSpeed: The impulse speed when swimming. | ||
SwimStrafeSpeed: The strafe speed when swimming. | SwimStrafeSpeed: The strafe speed when swimming. | ||
SwimAcceleration: The acceleration when swimming. | SwimAcceleration: The acceleration when swimming. | ||
SwimUpAcceleration: The upward acceleration when swimming. | SwimUpAcceleration: The upward acceleration when swimming. | ||
SprintEffects: Whether sprint effects are enabled. | SprintEffects: Whether sprint effects are enabled. | ||
SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding. | SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding. | ||
SprintWithoutInput: Whether sprinting is possible without input. | SprintWithoutInput: Whether sprinting is possible without input. | ||
SprintNitroAcceleration: The acceleration when using nitro sprint. | SprintNitroAcceleration: The acceleration when using nitro sprint. | ||
SprintNitroFovMul: The FOV multiplier when using nitro sprint. | SprintNitroFovMul: The FOV multiplier when using nitro sprint. | ||
SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint. | SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint. | ||
SprintAutoStartTime: The time it takes to automatically start sprinting. | SprintAutoStartTime: The time it takes to automatically start sprinting. | ||
SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration. | SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration. | ||
MoveForwardMinSpeed: The minimum forward movement speed. | MoveForwardMinSpeed: The minimum forward movement speed. | ||
MoveForwardMaxSpeed: The maximum forward movement speed. | MoveForwardMaxSpeed: The maximum forward movement speed. | ||
MoveBackwardMinSpeed: The minimum backward movement speed. | MoveBackwardMinSpeed: The minimum backward movement speed. | ||
MoveBackwardMaxSpeed: The maximum backward movement speed. | MoveBackwardMaxSpeed: The maximum backward movement speed. | ||
ImmortalityBuff: Whether the immortality buff is active. | ImmortalityBuff: Whether the immortality buff is active. | ||
MoveStrafeMinSpeed: The minimum strafe movement speed. | MoveStrafeMinSpeed: The minimum strafe movement speed. | ||
MoveStrafeMaxSpeed: The maximum strafe movement speed. | MoveStrafeMaxSpeed: The maximum strafe movement speed. | ||
MoveSprintMinSpeed: The minimum sprint movement speed. | MoveSprintMinSpeed: The minimum sprint movement speed. | ||
MoveSprintSpeed: The sprint movement speed. | MoveSprintSpeed: The sprint movement speed. | ||
MoveAcceleration: The movement acceleration. | MoveAcceleration: The movement acceleration. | ||
MoveAccelerationInAttackRest: The movement acceleration when attacking from rest. | MoveAccelerationInAttackRest: The movement acceleration when attacking from rest. | ||
MoveSprintMinAcceleration: The minimum sprint movement acceleration. | MoveSprintMinAcceleration: The minimum sprint movement acceleration. | ||
MoveSprintAcceleration: The sprint movement acceleration. | MoveSprintAcceleration: The sprint movement acceleration. | ||
MoveDeceleration: The movement deceleration. | MoveDeceleration: The movement deceleration. | ||
MoveGlideDownMaxSpeed: The maximum downward gliding speed. | MoveGlideDownMaxSpeed: The maximum downward gliding speed. | ||
MoveGlideDownDeceleration: The downward gliding deceleration. | MoveGlideDownDeceleration: The downward gliding deceleration. | ||
ThrowMaxDist: The maximum throwing distance. | ThrowMaxDist: The maximum throwing distance. | ||
ThrowingStarFowardThrow: The forward throwing distance for throwing stars. | ThrowingStarFowardThrow: The forward throwing distance for throwing stars. | ||
ThrowablesSpeedFactor: The speed factor for throwables. | ThrowablesSpeedFactor: The speed factor for throwables. | ||
FOVCorrection: The FOV correction. | FOVCorrection: The FOV correction. | ||
CameraDefaultFOV: The default FOV for the camera. | CameraDefaultFOV: The default FOV for the camera. | ||
BulletHitMissEffects: Whether bullet hit/miss effects are enabled. | BulletHitMissEffects: Whether bullet hit/miss effects are enabled. | ||
HideWeaponsDuringSprintDelay: The delay before weapons are hidden when sprinting. | HideWeaponsDuringSprintDelay: The delay before weapons are hidden when sprinting. | ||
HideWeaponsDuringCrouchDelay: The delay before weapons are hidden when crouching. | HideWeaponsDuringCrouchDelay: The delay before weapons are hidden when crouching. | ||
HealingMovementSpeedMul: The movement speed multiplier when healing. | HealingMovementSpeedMul: The movement speed multiplier when healing. | ||
NightVisionEnabled: Whether night vision is enabled. | NightVisionEnabled: Whether night vision is enabled. | ||
This is not an exhaustive list, as there are many other technical parameters in the player_variables.txt file. | |||
== Visuals and Effects == | == Visuals and Effects == | ||
Line 386: | Line 491: | ||
CameraDefaultFOVReducedSpringTime: The spring time for the reduced default FOV for the camera. | CameraDefaultFOVReducedSpringTime: The spring time for the reduced default FOV for the camera. | ||
CameraDefaultFOVRemoveReductionSpringTime: The spring time for removing the reduction in the default FOV for the camera. | CameraDefaultFOVRemoveReductionSpringTime: The spring time for removing the reduction in the default FOV for the camera. | ||
== Attacks and Abilities == | |||
DropAttackEnable: Whether the drop attack is enabled. | |||
DropAttackMinFallHeight: The minimum fall height required to perform a drop attack. | |||
DropAttackSearchRadius: The search radius for a drop attack. | |||
DropAttackTargetDistance2dMax: The maximum 2D distance to the target for a drop attack. | |||
DropAttackTargetDistanceMin: The minimum distance to the target for a drop attack. | |||
DropAttackTargetDistanceMax: The maximum distance to the target for a drop attack. | |||
DropAttackMaxAngleToTarget: The maximum angle to the target for a drop attack. | |||
DropAttackShockwaveEnabled: Whether the drop attack shockwave is enabled. | |||
DropAttackMaxFallHeight: The maximum fall height for a drop attack. | |||
DeathFromAboveYDistMax: The maximum vertical distance for the death from above attack. | |||
DeathFromAboveYDistMin: The minimum vertical distance for the death from above attack. | |||
DeathFromAbove2Dist: The distance for the second stage of the death from above attack. | |||
DeathFromAbove2DistMin: The minimum distance for the second stage of the death from above attack. | |||
DeathFromAboveExecuteDist: The distance at which the death from above attack is executed. | |||
DeathFromAboveExecuteTime: The time it takes to execute the death from above attack. | |||
DeathFromAboveJumpMinTime: The minimum time the player needs to be in the air to perform the death from above attack. | |||
DeathFromAboveShockwave: Whether the death from above attack creates a shockwave. | |||
DeathFromAboveWithItemEnabled: Whether the death from above attack can be performed with an item. | |||
DeathFromAboveJumpAvailable: Whether the death from above jump is available. | |||
ChargeAttack: Whether the charge attack is enabled. | |||
ChargeStaminaDecreaseFactor: The stamina decrease factor for charging attacks. | |||
ChargeDamageStaminaMul: The stamina multiplier for charge attack damage. | |||
ChargeAutoReleaseTime: The time for automatically releasing a charge attack. | |||
ChargeHoldDuration: The hold duration for charge attacks. | |||
ChargeWeaponDurabilityMul: The weapon durability multiplier for charge attacks. | |||
MeleeWpnDurabilityMulReduce: The reduction in the weapon durability multiplier for melee weapons. | |||
ChargeSpinCrouchOffset: The crouch offset for charge spin attacks. | |||
ChargeSpinAdditionalRange: The additional range for charge spin attacks. | |||
== Environment and Gameplay == | |||
MoveSlopeSpeed: The movement speed on slopes. | |||
AutoSlopeAddSpeed: The additional speed applied when auto-sloping. | |||
AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled. | |||
SlopeMaxVelStruggle: The maximum velocity at which the player can struggle on a slope. | |||
AllowSlopeStruggle: Whether the player is allowed to struggle on slopes. | |||
AutoSlopeStruggle: Whether auto-slope struggle is enabled. | |||
PoleWantedPositionTime: The time it takes to reach the wanted position on a pole. | |||
PoleWantedPositionTimeBegin: The time it takes to reach the wanted position on a pole at the beginning. | |||
PoleMinStartSpeed: The minimum speed required to start using a pole. | |||
PoleOffset: The offset from the pole. | |||
PoleAddOffset: The additional offset from the pole. | |||
PoleInertia: The inertia of the pole. | |||
PoleAngleMultiplier: The multiplier for the pole angle. | |||
PoleAngleUpdateTime: The time it takes to update the pole angle. | |||
PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning. | |||
PoleMoveTime: The time it takes to move on the pole. | |||
PoleMoveWait: The wait time before moving on the pole. | |||
CanStandOnMonkeyBar: Whether the player can stand on a monkey bar. | |||
MonkeyBarChangeRangeY: The vertical range for changing monkey bars. | |||
MonkeyBarChangeRange2D: The 2D range for changing monkey bars. | |||
CanRecieveXPProficiency: Whether the player can receive XP for proficiency. | |||
SprintExhausted: Whether the player can sprint when exhausted. | |||
ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted. | |||
TackleTimeToRegenOnEmpty: The time it takes for stamina to regenerate after a tackle when empty. | |||
MoveSprintStaminaConsumption: The stamina consumption for sprinting. | |||
MoveSpeedFitnessFactor: The fitness factor for movement speed. | |||
MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect. | |||
SkipObstacleMechanimsOnEnemyProb: The probability of skipping obstacle mechanisms when hitting an enemy. | |||
CanThrowInLookback: Whether the player can throw while looking back. | |||
ChallengeStaminaDropMul: The stamina drop multiplier for challenges. | |||
ZipLineMinSpeed: The minimum speed on a zipline. | |||
ZipLineMaxSpeed: The maximum speed on a zipline. | |||
ZipLineAcceleration: The acceleration on a zipline. | |||
ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline. | |||
ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline. | |||
HarmfulHeight: The height at which falling damage is dealt. | |||
LargeFallHeight: The height at which a large fall occurs. | |||
LethalHeight: The height at which a lethal fall occurs. | |||
FallHeightFilter: The filter for fall height. | |||
AmortizedHarmfulHeight: The amortized height at which falling damage is dealt. | |||
AmortizedLethalHeight: The amortized height at which a lethal fall occurs. | |||
FallingHeightToRespawn: The height at which the player respawns after falling. | |||
CrouchDampingWindowTime: The time window for crouch damping. | |||
EnableFallHelperModule: Whether the fall helper module is enabled. | |||
MinTimeBetweenJumps: The minimum time between jumps. | |||
DoubleJumpInOverAndOn: Whether double jump is enabled in over and on states. | |||
CoolodownFailDisplayTime: The display time for cooldown fail messages. | |||
SquirrelSuitExtraGravity: The extra gravity applied when using the squirrel suit. | |||
SquirrelSuitMoveSpeed: The movement speed when using the squirrel suit. | |||
BalanceLineHelperYDist: The vertical distance for the balance line helper. | |||
BalanceLineHelper2DDist: The 2D distance for the balance line helper. | |||
ParkourStaminaSlopeStruggleAdditional: The additional stamina cost for struggling on a slope. | |||
SwimSecondsUnderWater: The number of seconds the player can swim underwater. | |||
SwimNitroAvailable: Whether nitro can be used while swimming. | |||
CustomMoveSlowVersionIfExist: Whether to use the custom move slow version if it exists. | |||
FallDamageReduction: The fall damage reduction. | |||
TriggerUsingIntervalMul: The multiplier for the trigger using interval. | |||
RemoteTriggerMarkDuration: The duration of the remote trigger mark. | |||
RemoteExplosiveMarkDuration: The duration of the remote explosive mark. | |||
AutoTackleEnabled: Whether auto tackle is enabled. | |||
GrenadeBlastIndicatorRange: The range of the grenade blast indicator. | |||
ThrowableExplosiveBlastIndicatorRenge: The range of the throwable explosive blast indicator. | |||
NoiseLandingLowHeight: The height at which a noise landing is considered low. | |||
PassiveLandingNoiseLevelChange: The number of passive landings required to increase the noise level. | |||
PassiveLandingNoiseResetTime: The time it takes for the passive landing noise counter to reset. | |||
AutoSlope: Whether auto-slope is enabled. | |||
UseSlopeAnalyzer: Whether the slope analyzer is used. | |||
ValidAutoCatchAngle: The valid angle for automatically catching objects. | |||
AntizineValueToShoUVLightsLocations: The Antizin value at which UV light locations are shown on the radar. | |||
NightRunnerTimeInNightToActivate: The time required to be in the night to activate night runner. | |||
HiglightNearEnemies: Whether to highlight near enemies. | |||
PerfectRepairChance: The chance of a perfect repair. | |||
ParkourActionAutoExecuteOffsetFromCamera: The offset from the camera for automatically executing parkour actions. | |||
StaminaGainOnKill: The amount of stamina gained on kill. | |||
WantedLevelDropSpeedMul: The multiplier for the wanted level drop speed. | |||
ThoroughSearch: Whether thorough searching is enabled. | |||
MapPlayableAreaTeleportTime: The time it takes to teleport to the playable area of the map. | |||
ToxinsImmunity: Whether the player is immune to toxins. | |||
ImmunityTimerShowInterval: The interval at which the immunity timer is shown. | |||
DuckBlockTimeAfterDialog: The time for which ducking is blocked after dialog. | |||
FlyRamMinTime: The minimum time for the fly ram attack. | |||
TreeAmortizerEnabled: Whether the tree amortizer is enabled. | |||
DoorSkylightEnabled: Whether door skylights are enabled. | |||
NagewazaEnable: Whether Nagewaza is enabled. | |||
AnomalyGearEffectEnabled: Whether the anomaly gear effect is enabled. | |||
InvertMovementInputs: Whether movement inputs are inverted. | |||
BlockConsumableUsage: Whether consumable usage is blocked. | |||
BlockInjectorsUsage: Whether injector usage is blocked. | |||
AirTakedownEnabled: Whether air takedowns are enabled. | |||
BlockHealthRegenerationDuringGrab: Whether health regeneration is blocked during grabs. | |||
ManualSprintTimeScaledByMaxStamina: Whether the manual sprint time is scaled by maximum stamina. | |||
ManualSprintEyesClosureEnabled: Whether eye closure is enabled during manual sprinting. | |||
AllowNitroActivationDuringAfterBoost: Whether nitro activation is allowed during the after boost. | |||
EnableFullBodyBalanceAnimationsWhenStanding: Whether full body balance animations are enabled when standing. | |||
ForceChemicalEffect: Whether to force the chemical effect. | |||
DisplaySelectedItemOutfitVisOnlyWithNoOtherCurrentItem: Whether to only display the selected item outfit visually when there is no other current item. | |||
UseQuickslotForItemOutfitVis: Whether to use the quickslot for the item outfit visual. | |||
ApplyRagdollOnCrit: Whether to apply ragdoll on critical hits. | |||
ApplyRagdollOnChargeAttackWhenHealthIsFull: Whether to apply ragdoll on charge attacks when health is full. | |||
ApplyStunOnCrit: Whether to apply stun on critical hits. | |||
TowerRaid_NoTimeToWaste: Whether the "No Time to Waste" tower raid modifier is active. | |||
TowerRaid_TimeIsRunningOut: Whether the "Time Is Running Out" tower raid modifier is active. | |||
TowerRaid_WorthTheEffort: Whether the "Worth the Effort" tower raid modifier is active. | |||
TowerRaid_SelfSabotage: Whether the "Self Sabotage" tower raid modifier is active. | |||
TowerRaid_ElementalAggression: Whether the "Elemental Aggression" tower raid modifier is active. | |||
TowerRaid_ElementalEndurance: Whether the "Elemental Endurance" tower raid modifier is active. | |||
TowerRaid_ElementalResistance: Whether the "Elemental Resistance" tower raid modifier is active. | |||
TowerRaid_FaultyProvisions: Whether the "Faulty Provisions" tower raid modifier is active. | |||
TowerRaid_WarOnDrugs: Whether the "War on Drugs" tower raid modifier is active. | |||
TowerRaid_ChronicInvincibility_IsAfterOneHitImmuneInProgress: Whether the "Chronic Invincibility" tower raid perk is currently providing one-hit immunity. | |||
InfectedGrabBlocked: Whether infected grabs are blocked. | |||
EnemyAffectedByBurningDamageMulFactor: The damage multiplier factor for enemies affected by burning. | |||
Revision as of 10:15, 12 February 2025
This file contains a script that defines various player parameters in the game Dying Light 2.
Animation
AnimGraph_BankName: The name of the animation graph bank. AnimGraph_GraphName: The name of the animation graph. AnimGraph_PresetName: The name of the animation graph preset. AnimGraph_BindNamespace: The namespace to bind the animation graph to.
Movement
ManualSloMoEnabled: Whether manual slow motion is enabled. ManualSloMoCooldown: The cooldown time for manual slow motion. WallRunFrontEnabled: Whether wall running on the front is enabled. WallRunFrontPeakDelay: The delay before reaching the peak of a front wall run. WallRunFrontHeightNitro: The height the player can reach when wall running on the front with nitro. WallRunFrontHeight: The height the player can reach when wall running on the front without nitro. WallRunFrontMinAngleToStartAscend: The minimum angle to start ascending during a front wall run. WallRunFrontMinYVelToAscend: The minimum vertical velocity to start ascending during a front wall run. WallRunSideEnabled: Whether wall running on the side is enabled. WallRunSideMinAngleToStart: The minimum angle to start a side wall run. WallRunSideMaxAngleToStart: The maximum angle to start a side wall run. WallRunSideNitroSprintSpeedMod: The speed modifier for side wall running with nitro. WallRunSideMinDuration: The minimum duration of a side wall run. WallRunSideMaxDuration: The maximum duration of a side wall run. WallRunSideWithoutNitroTimePenalty: The time penalty for side wall running without nitro. WallRunSideMinSideInput: The minimum side input required to start a side wall run. WallrunHoldJumpTime: The time the player needs to hold the jump button to perform a wall run. WallRunSideMaxSpeed: The maximum speed of a side wall run. WallRunSideMinSpeed: The minimum speed of a side wall run. WallRunSideAcc: The acceleration of a side wall run. WallRunSideDecc: The deceleration of a side wall run. WallRunSloMoDuration: The duration of slow motion during a wall run. WallRunMaxSequence: The maximum number of wall runs that can be chained together. WallRunTimeTolleranceFromSprint: The time tolerance between a sprint and a wall run. WallRunExtraGravityWhenAscending: The extra gravity applied when ascending during a wall run. WallRunMinTimeBetweenWallrun: The minimum time between wall runs. WallRunAutoEnter: Whether wall runs are automatically entered. WallRunKickEnabled: Whether the wall run kick is enabled. WallJumpFrontEnabled: Whether wall jumping on the front is enabled. WallJumpFrontLookForwardEnabled: Whether the player needs to look forward to wall jump on the front. WallJumpFrontSpeed: The speed of a front wall jump. WallJumpFrontRotateEnabled: Whether the player can rotate during a front wall jump. WallRunFrontExtraGravityWhenFalling: The extra gravity applied when falling during a front wall run. WallRunSideJumpForwardMinForwardInput: The minimum forward input required to jump forward during a side wall run. WallJumpSideEnabled: Whether wall jumping on the side is enabled. WallJumpSideSpeed: The speed of a side wall jump. WallRunSideExtraGravityWhenFalling: The extra gravity applied when falling during a side wall run. WallRunSideExtraGravityInEnding: The extra gravity applied when ending a side wall run. WallRunSideLookRestrHorz: The horizontal look restriction during a side wall run. WallRunSideThrowLookRestrHorz: The horizontal look restriction when throwing during a side wall run. WallJumpSideMoveInputMaxAngle: The maximum angle of the move input during a side wall jump. WallRunFrontLookRestrMinVert: The minimum vertical look restriction during a front wall run. WallRunFrontLookRestrHorz: The horizontal look restriction during a front wall run. DownedLookRestrHorz: The horizontal look restriction when downed. DownedLookRestrMaxVert: The maximum vertical look restriction when downed. DownedLookRestrMinVert: The minimum vertical look restriction when downed. MoveSlopeSpeed: The movement speed on slopes. AutoSlopeAddSpeed: The additional speed applied when auto-sloping. AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled. SlopeMaxVelStruggle: The maximum velocity at which the player can struggle on a slope. AllowSlopeStruggle: Whether the player is allowed to struggle on a slope. AutoSlopeStruggle: Whether auto-slope struggle is enabled. PoleWantedPositionTime: The time it takes to reach the wanted position on a pole. PoleWantedPositionTimeBegin: The time it takes to reach the wanted position on a pole at the beginning. PoleMinStartSpeed: The minimum speed required to start using a pole. PoleOffset: The offset from the pole. PoleAddOffset: The additional offset from the pole. PoleInertia: The inertia of the pole. PoleAngleMultiplier: The multiplier for the pole angle. PoleAngleUpdateTime: The time it takes to update the pole angle. PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning. PoleMoveTime: The time it takes to move on the pole. PoleMoveWait: The wait time before moving on the pole. CanStandOnMonkeyBar: Whether the player can stand on a monkey bar. MonkeyBarChangeRangeY: The vertical range for changing monkey bars. MonkeyBarChangeRange2D: The 2D range for changing monkey bars. SprintExhausted: Whether the player can sprint when exhausted. ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted. MoveSprintStaminaConsumption: The stamina consumption for sprinting. MoveSpeedFitnessFactor: The fitness factor for movement speed. MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect. ZipLineMinSpeed: The minimum speed on a zipline. ZipLineMaxSpeed: The maximum speed on a zipline. ZipLineAcceleration: The acceleration on a zipline. ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline. ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline. SwimMoveSpeed: The movement speed when swimming. SwimSprintSpeed: The sprint speed when swimming. SwimImpulsSpeed: The impulse speed when swimming. SwimStrafeSpeed: The strafe speed when swimming. SwimAcceleration: The acceleration when swimming. SwimUpAcceleration: The upward acceleration when swimming. SprintEffects: Whether sprint effects are enabled. SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding. SprintWithoutInput: Whether sprinting is possible without input. SprintNitroAcceleration: The acceleration when using nitro sprint. SprintNitroFovMul: The FOV multiplier when using nitro sprint. SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint. SprintAutoStartTime: The time it takes to automatically start sprinting. SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration. MoveForwardMinSpeed: The minimum forward movement speed. MoveForwardMaxSpeed: The maximum forward movement speed. MoveBackwardMinSpeed: The minimum backward movement speed. MoveBackwardMaxSpeed: The maximum backward movement speed. MoveStrafeMinSpeed: The minimum strafe movement speed. MoveStrafeMaxSpeed: The maximum strafe movement speed. MoveSprintMinSpeed: The minimum sprint movement speed. MoveSprintSpeed: The sprint movement speed. MoveAcceleration: The movement acceleration. MoveAccelerationInAttackRest: The movement acceleration when attacking from rest. MoveSprintMinAcceleration: The minimum sprint movement acceleration. MoveSprintAcceleration: The sprint movement acceleration. MoveDeceleration: The movement deceleration. MoveGlideDownMaxSpeed: The maximum downward gliding speed. MoveGlideDownDeceleration: The downward gliding deceleration.
Combat
FirearmsCrossbowAccuracyFactor: The accuracy factor for the crossbow. BowAccuracyFactor: The accuracy factor for the bow. FirearmsHarpoonAccuracyFactor: The accuracy factor for the harpoon. MinTimeToGiveCollisionDamage: The minimum time between giving collision damage. CanMeleeInAir: Whether the player can melee in the air. BowBeginDurationFactor: The duration factor for the beginning of a bow shot. BowMaxSpeedFactor: The speed factor for the maximum speed of a bow shot. BowPenetrationAddMaxSpeed: Whether to add maximum speed to a bow shot for penetration. BowStaminaShoot: The stamina cost for shooting the bow. BowStaminaChargingPerSecond: The stamina cost per second for charging the bow. BowChargeDamageMul: The damage multiplier for a charged bow shot. BowZoomValue: The zoom value for the bow. BowZoomUpTime: The time it takes to zoom in with the bow. BowZoomDownTime: The time it takes to zoom out with the bow. BowEnableShootWhileParkouring: Whether the player can shoot the bow while parkouring. BowEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting the bow while parkouring. BowSwayAmplitudeFactor: The amplitude factor for the bow sway. BowSwayPosTime: The time it takes for the bow sway to reach its maximum position. BowPutArrowDuration: The duration of the animation for putting an arrow on the bow. BowAllowShootZoomFactor: The zoom factor allowed when shooting the bow. BowPenetrationEnabled: Whether bow penetration is enabled. BowDestroyArrowWhenHit: Whether to destroy the arrow when it hits something. BowMinReadyTimeToShoot: The minimum ready time to shoot the bow. BowAutoZoomTime: The time it takes to automatically zoom in with the bow. BowZoomEnabled: Whether bow zoom is enabled. BowSlowMoTimeMul: The time multiplier for slow motion when using the bow. BowSlowMoAccuracyMul: The accuracy multiplier for slow motion when using the bow. SlowMoDurationToCancel: The duration of slow motion before it can be canceled. BowMaxThrowFactor: The maximum throw factor for the bow. BowAutoReleaseTime: The time it takes to automatically release the bow. BowMultiShotMinTimeToActivate: The minimum time to activate multi-shot with the bow. BowEnableDamageScalingByForce: Whether to enable damage scaling by force for the bow. BowPowerShotEnabled: Whether the bow power shot is enabled. BowPowerShotWhileSlidingEnabled: Whether the bow power shot can be used while sliding. BowPowerShotPrepareDuration: The duration of the preparation phase for the bow power shot. BowPowerShotPrepareDmgMultiplier: The damage multiplier for the preparation phase of the bow power shot. BowPowerShotChargeStartDuration: The duration of the charge start phase for the bow power shot. BowPowerShotChargeStartDmgMultiplier: The damage multiplier for the charge start phase of the bow power shot. BowPowerShotPerfectChargeStartDuration: The duration of the perfect charge start phase for the bow power shot. BowPowerShotPerfectChargeStartDmgMultiplier: The damage multiplier for the perfect charge start phase of the bow power shot. BowPowerShotPerfectChargeDuration: The duration of the perfect charge phase for the bow power shot. BowPowerShotPerfectChargeDmgMultiplier: The damage multiplier for the perfect charge phase of the bow power shot. BowPowerShotOverchargeStartDuration: The duration of the overcharge start phase for the bow power shot. BowPowerShotOverchargeStartDmgMultiplier: The damage multiplier for the overcharge start phase of the bow power shot. BowPowerShotOverchargeDuration: The duration of the overcharge phase for the bow power shot. BowPowerShotOverchargeDmgMultiplier: The damage multiplier for the overcharge phase of the bow power shot. BowPowerShotAbortDuration: The duration of the abort phase for the bow power shot. BowPowerShotAbortDmgMultiplier: The damage multiplier for the abort phase of the bow power shot. BowPowerShotChargeStartBlurValue: The blur value for the charge start phase of the bow power shot. BowPowerShotPerfectChargeBlurValue: The blur value for the perfect charge phase of the bow power shot. ArrowsCanBePickedUp: Whether arrows can be picked up. StrengthDamageMul: The damage multiplier for strength. MeleeDamageMul: The damage multiplier for melee attacks. PeacekeeperBeerRamDamageMul: The damage multiplier for the Peacekeeper beer ram attack. MeleeDamageFullStaminaMul: The damage multiplier for melee attacks with full stamina. MeleeDamageLowStaminaMul: The damage multiplier for melee attacks with low stamina. MeleeDamageFastHitMul: The damage multiplier for fast melee hits. MeleeDamageFullHealthMul: The damage multiplier for melee attacks with full health. MeleeDamageLowHealthMul: The damage multiplier for melee attacks with low health. MeleeLowStaminaForceAndPhxMul: The force and physics damage multiplier for melee attacks with low stamina. KickBaseDamageMul: The base damage multiplier for kicks. MeleeVerticalPhysicalDamageMul: The vertical physical damage multiplier for melee attacks. MeleeBluntRagdollEveryXHit: The number of hits required to ragdoll an enemy with a blunt melee weapon. KickStaminaUsage: The stamina usage for kicks. WrestlingKickRangeMul: The range multiplier for the wrestling kick. WrestlingKickStaminaUsage: The stamina usage for the wrestling kick. WrestlingKickCooldown: The cooldown time for the wrestling kick. AirKickBaseDamageMul: The base damage multiplier for air kicks. AirKickPhysicsDamage: The physics damage multiplier for air kicks. AirKickRangeMul: The range multiplier for air kicks. AirKickStaminaUsage: The stamina usage for air kicks. RangeMeleeMul: The range multiplier for melee attacks. MaxVerticalAngleForRangeMeleeCorrection: The maximum vertical angle for range melee correction. FirearmsPistolReloadTimeMul: The reload time multiplier for pistols. FirearmsRevolverReloadTimeMul: The reload time multiplier for revolvers. FirearmsRifleReloadTimeMul: The reload time multiplier for rifles. FirearmsShotgunReloadTimeMul: The reload time multiplier for shotguns. FirearmsPistolAccuracyFactor: The accuracy factor for pistols. FirearmsRevolverAccuracyFactor: The accuracy factor for revolvers. FirearmsRifleAccuracyFactor: The accuracy factor for rifles. FirearmsShotgunAccuracyFactor: The accuracy factor for shotguns. FirearmsPistolRecoilFactor: The recoil factor for pistols. FirearmsRevolverRecoilFactor: The recoil factor for revolvers. FirearmsRifleRecoilFactor: The recoil factor for rifles. FirearmsShotgunRecoilFactor: The recoil factor for shotguns. FirearmsAutoZoomTime: The time for automatically zooming in with firearms. FirearmsZoomEnabled: Whether zooming is enabled for firearms. FirearmsPowerShotTime: The time for the firearms power shot. FirearmsMultiShotMinTimeToActivate: The minimum time to activate multi-shot with firearms. FirearmEnableSlowMoShootWhileParkouring: Whether slow motion is enabled when shooting firearms while parkouring. FirearmsParkourSlomoAutomaticFireMaxShots: The maximum number of shots allowed in slow motion when shooting firearms while parkouring. ThrownWeaponStickChance: The chance of a thrown weapon sticking. StunDuration: The duration of the stun effect. CanBlockPowerAttackWith2HandedHeavy: Whether power attacks can be blocked with a two-handed heavy weapon. BrokenBlockDamageMul: The damage multiplier for a broken block. PowerAttackShieldBlockDamageMul: The damage multiplier for blocking a power attack with a shield. BrokenBlockPhysicsDamageMul: The physics damage multiplier for a broken block.
Items and Inventory
ChemicalPostProcesFadeOut: The fade out time for the chemical post-processing effect. ChemicalPostProcesFadeIn: The fade in time for the chemical post-processing effect. ChemicalDamageDuration: The duration of chemical damage. ChemicalDamagePerSecond: The amount of chemical damage per second. WQ_Invert_CamoDelay: The delay before the invert camouflage effect is applied. WQ_Invert_CamoDuration: The duration of the invert camouflage effect. WQ_Invert_Delay: The delay before the invert effect is applied. WQ_Invert_Duration: The duration of the invert effect. FallHeightToActivateChemicals: The fall height required to activate chemicals. ChokeCoughDuration: The duration of the choke cough effect. ChokeCoughTimeBetweenNoise: The time between choke cough noises. WQ_SlowMo_CamoDelay: The delay before the slow motion camouflage effect is applied. WQ_SlowMo_CamoDuration: The duration of the slow motion camouflage effect. WQ_SlowMo_Delay: The delay before the slow motion effect is applied. WQ_SlowMo_Duration: The duration of the slow motion effect. WQ_Rot_CamoDelay: The delay before the rotation camouflage effect is applied. WQ_Rot_CamoDuration: The duration of the rotation camouflage effect. WQ_Rot_Delay: The delay before the rotation effect is applied. WQ_Rot_Duration: The duration of the rotation effect. UnlockedLoadoutsCount: The number of unlocked loadouts. EquipmentSlotsCount: The number of equipment slots. VisibleEquipmentSlotsCount: The number of visible equipment slots. ConsumableSlotsCount: The number of consumable slots. VisibleConsumableSlotsCount: The number of visible consumable slots. RestrictedEquipmentSlotsCount: The number of restricted equipment slots. QuickSlotsCount: The number of quick slots. VisibleQuickSlotsCount: The number of visible quick slots. InventorySize: The size of the inventory. ItemsInventorySize: The size of the items inventory. MaxInventorySize: The maximum size of the inventory. AmmoSlotsCount: The number of ammo slots. StorageAmmoSlotsCount: The number of ammo slots in storage. StorageEquipmentSlotsCount: The number of equipment slots in storage. StorageConsumablesSlotsCount: The number of consumable slots in storage. StorageOtherSlotsCount: The number of other slots in storage.
Player Attributes
HitReactionSpeechProb: The probability of a hit reaction speech event occurring. PursuitBreakerBlastDamage: The amount of damage dealt by the pursuit breaker blast. NightXPBonus: The bonus XP multiplier for actions performed at night. NightExpRequiredDistance: The distance required to earn night XP. NightExpRequiredActions: The number of actions required to earn night XP. NightExpRequiredTime: The time required to earn night XP. NightExpSurvivalConstantAward: The constant XP award for surviving the night. NightExpActionsReward: The XP reward for performing actions at night. NightExpLootedReward: The XP reward for looting at night. NightExpUnspotedReward: The XP reward for remaining undetected at night. NightExpKillReward: The XP reward for killing enemies at night. NightExpPbActivatedReward: The XP reward for activating the pursuit breaker at night. PickupTriggerCooldown: The cooldown time for the pickup trigger. LeftHandDisabled: Whether the left hand is disabled. LeftHandDisabledClimbAnimSpeed: The animation speed for climbing with the left hand disabled. MaxStamina: The maximum stamina level. MaxStaminaMultiplier: The multiplier for the maximum stamina level. MaxStaminaMinRegenerationTime: The minimum regeneration time for maximum stamina. MaxStaminaMaxRegenerationTime: The maximum regeneration time for maximum stamina. MaxStaminaTimeToRegenerate: The time it takes to regenerate maximum stamina. MaxStaminaDrainFactor: The drain factor for maximum stamina. MaxStaminaDrainEnabled: Whether maximum stamina drain is enabled. StaminaMovementDrainFactor: The drain factor for stamina movement. MinStaminaLevelFromHit: The minimum stamina level after being hit. StaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty. AdvancedStaminaTimeToRegenerateOnEmpty: The time it takes to regenerate stamina when empty with advanced stamina enabled. StaminaTimeToRegenerateOnEmptyAfterParokur: The time it takes to regenerate stamina when empty after parkour. StaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty. AdvancedStaminaTimeToRegenerate: The time it takes to regenerate stamina when not empty with advanced stamina enabled. StaminaTimeToRegenerateAfterParkour: The time it takes to regenerate stamina when not empty after parkour. StaminaRegeneration: The rate at which stamina regenerates. StaminaRegenerationOutsideDanger: The rate at which stamina regenerates outside of danger. StaminaRegenerationRelative: The relative stamina regeneration rate. StaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger. StaminaRegenerationRelativeEnabled: Whether relative stamina regeneration is enabled. StaminaRegenerationRelativeForAllWeapons: Whether relative stamina regeneration is enabled for all weapons. StaminaRegenerationFactorSlow: The stamina regeneration factor when running or on a ladder. StaminaRegenerationFactorStand: The stamina regeneration factor when standing still. StaminaRegenerationFactorStandDalay: The delay before the stamina regeneration factor when standing still is applied. AdvancedStamina: Whether advanced stamina is enabled. AdvancedStaminaRegenerationRelative: The relative stamina regeneration rate with advanced stamina enabled. AdvancedStaminaRegenerationRelativeOutsideDanger: The relative stamina regeneration rate outside of danger with advanced stamina enabled. StaminaRegenerationExhaustedRelative: The relative stamina regeneration rate when exhausted. StaminaRegenerationExhaustedRelativeOutsideDanger: The relative stamina regeneration rate when exhausted outside of danger. AdvancedStaminaEmptyHitStaminaFactor: The stamina factor for hits when empty with advanced stamina enabled. ExtraJumpsInAir: The number of extra jumps in the air. HealthRegenerationOnHit: The amount of health regenerated on hit. HealthRegenerationFactorOnHit: The health regeneration factor on hit. StaminaCanFullyDrain: Whether stamina can fully drain. StaminaWarningLevel: The stamina level at which a warning is displayed. ParryDamageMult: The damage multiplier for parrying. VulnerableHumanGrabStaminaRecover: The amount of stamina recovered when hit by a human grab attack. MaxHealth: The maximum health value. MaxHealthTotalMul: The multiplier for the maximum health value. HealthRegenerationEnabled: Whether health regeneration is enabled. HealthAutoHealEnabled: Whether automatic health healing is enabled. LowHealthEffectThreshold: The health threshold at which the low health effect is triggered. FullHealthEffectThreshold: The health threshold at which the full health effect is triggered. HealthRegenerationDelay: The delay before health regeneration starts. HealthPerSecond: The amount of health regenerated per second. AfterDeathHealthRegenTime: The time it takes to regenerate health after death. AfterDeathHealthFactor: The factor for health regeneration after death.
Skills
SurvivalSenseEnabled: Whether survivor sense is enabled. CanUseSenseWhenMoving: Whether survivor sense can be used while moving. SurvivorSenseCooldown: The cooldown time for survivor sense. SurvivorSensePreparationTime: The preparation time for survivor sense. SurvivorSensePreparationTimeWhenAiming: The preparation time for survivor sense when aiming. SurvivorSenseRange: The range of survivor sense. SurvivorSenseOpacity: The opacity of the survivor sense effect. SurvivorSenseWaveDuration: The duration of the survivor sense wave. SurvivorSenseIconDuration: The duration of the survivor sense icons. SurvivorSenseAIDuration: The duration of the survivor sense AI highlighting. SurvivorSenseAIHeight: The height at which AIs are detected by survivor sense. SurvivorSenseAIHeightInterior: The height at which AIs are detected by survivor sense when they are in an interior. SurvivorSenseObjectHeight: The height at which objects are detected by survivor sense. SurvivorSenseObjectHeightInterior: The height at which objects are detected by survivor sense when they are in an interior. SurvivorSenseRange_IconType_Default: The range at which default icons are detected by survivor sense. SurvivorSenseRange_IconType_None: The range at which icons with no type are detected by survivor sense. SurvivorSenseRange_IconType_Fire: The range at which fire icons are detected by survivor sense. SurvivorSenseRange_IconType_Damage: The range at which damage icons are detected by survivor sense. SurvivorSenseRange_IconType_Water: The range at which water icons are detected by survivor sense. SurvivorSenseRange_IconType_Loot: The range at which loot icons are detected by survivor sense. SurvivorSenseRange_IconType_Electricity: The range at which electricity icons are detected by survivor sense. SurvivorSenseRange_IconType_Decoy: The range at which decoy icons are detected by survivor sense. SurvivorSenseRange_IconType_Spawner: The range at which spawner icons are detected by survivor sense. SurvivorSenseRange_IconType_Inhibitor: The range at which inhibitor icons are detected by survivor sense. SurvivorSenseRange_IconType_AreaEntrance: The range at which area entrance icons are detected by survivor sense. SurvivorSenseRange_IconType_Investigation: The range at which investigation icons are detected by survivor sense. SurvivorSenseRange_IconType_HideArea: The range at which hide area icons are detected by survivor sense. SurvivorSenseAIRange: The range at which active AIs are detected by survivor sense. SurvivorSenseRestingAIRange: The range at which resting AIs are detected by survivor sense. SurvivorSenseAIIndicatorRange: The range at which AI indicators are shown. SurvivorSenseEnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected by survivor sense. SurvivorSenseHeavyAttacks: Whether heavy attacks are highlighted by survivor sense. SurvivorSenseHeavyAttacksMaxRange: The maximum range at which heavy attacks are highlighted by survivor sense. SurvivorSenseHeavyAttacksDuration: The duration of the heavy attack highlighting effect. SurvivorSenseHeavyAttacksPreset: The preset used for the heavy attack highlighting effect. GhostTriggerSearchRadius: The search radius for the ghost trigger. EnemyBehindPlayerMaxDistance: The maximum distance at which enemies behind the player are detected. BinocularsLevel: The level of the binoculars. BinocularMaxTempMarkedLocations: The maximum number of locations that can be temporarily marked with the binoculars. BinocularTempMarkDuration: The duration of the temporary marks made with the binoculars. GREDetectorWithoutFacility: Whether the GRE detector can be used without a facility. GREDetectorRange: The range of the GRE detector. GREDetectionLevel: The level of the GRE detector. GREDetectorRangeNearby: The range at which the GRE detector will show nearby objects. GREDetectorRange3DIndication: The range at which the GRE detector will show 3D indications. GREDetectorRangeFoundTollerance: The tolerance for the GRE detector when finding objects. FirearmsDecoderDetector: Whether the firearms decoder detector is enabled. FirearmsDecoderDetectorRange: The range of the firearms decoder detector. FirearmsDecoderDetectorRangeNearby: The range at which the firearms decoder detector will show nearby objects. FirearmsDecoderDetector3DIndication: The range at which the firearms decoder detector will show 3D indications. FirearmsDecoderDetectorRangeTolerance: The tolerance for the firearms decoder detector when finding objects. UVFlashlightLevel: The level of the UV flashlight. HarvestingLevel: The level of the harvesting skill. HarvestingLevelForMultipleItems: The level of the harvesting skill required to get multiple items. HarvestingMultipleItemsCount: The number of items that can be harvested at once. GrabExpert: Whether the player is a grab expert. FastGrabBreakLevel: The level of the fast grab break skill. StompLevel: The level of the stomp attack. GrappleHookLevel: The level of the grapple hook. LockpickLevel: The level of the lockpicking skill. LockpickBreakLevel: The level of the lockpick break skill. NaturalMovementActionLevel: The level of the natural movement action. CubeKeyLevel: The level of the cube key.
Technical
FlashlightRangeFactorChangeSpeed: The speed at which the flashlight range factor changes. FlashlightRangeFactorChangeTime: The time it takes for the flashlight range factor to change. FovSprintModif: The FOV modifier when sprinting. SplatsEnabled: Whether splats are enabled. ExhastedPPEnabled: Whether the exhausted post-processing effect is enabled. HeadBobFactor: The factor for head bobbing. AmortizerJumpHelpTimer: The timer for the amortizer jump helper. CableMaxLength: The maximum length of the cable. SpeedFxEnabled: Whether speed effects are enabled. SpeedPPEnabled: Whether the speed post-processing effect is enabled. ElementalTimeDuration: The duration of the elemental time effect. BulletAccuracyFactor: The accuracy factor for bullets. SwimMoveSpeed: The movement speed when swimming. SwimSprintSpeed: The sprint speed when swimming. SwimImpulsSpeed: The impulse speed when swimming. SwimStrafeSpeed: The strafe speed when swimming. SwimAcceleration: The acceleration when swimming. SwimUpAcceleration: The upward acceleration when swimming. SprintEffects: Whether sprint effects are enabled. SprintEffectsInPGandRG: Whether sprint effects are enabled in paragliding and rope gliding. SprintWithoutInput: Whether sprinting is possible without input. SprintNitroAcceleration: The acceleration when using nitro sprint. SprintNitroFovMul: The FOV multiplier when using nitro sprint. SprintNitroMaxSpeedAdd: The maximum speed added when using nitro sprint. SprintAutoStartTime: The time it takes to automatically start sprinting. SprintNitroAccelerationSlowdownMod: The slowdown modifier for sprint nitro acceleration. MoveForwardMinSpeed: The minimum forward movement speed. MoveForwardMaxSpeed: The maximum forward movement speed. MoveBackwardMinSpeed: The minimum backward movement speed. MoveBackwardMaxSpeed: The maximum backward movement speed. ImmortalityBuff: Whether the immortality buff is active. MoveStrafeMinSpeed: The minimum strafe movement speed. MoveStrafeMaxSpeed: The maximum strafe movement speed. MoveSprintMinSpeed: The minimum sprint movement speed. MoveSprintSpeed: The sprint movement speed. MoveAcceleration: The movement acceleration. MoveAccelerationInAttackRest: The movement acceleration when attacking from rest. MoveSprintMinAcceleration: The minimum sprint movement acceleration. MoveSprintAcceleration: The sprint movement acceleration. MoveDeceleration: The movement deceleration. MoveGlideDownMaxSpeed: The maximum downward gliding speed. MoveGlideDownDeceleration: The downward gliding deceleration. ThrowMaxDist: The maximum throwing distance. ThrowingStarFowardThrow: The forward throwing distance for throwing stars. ThrowablesSpeedFactor: The speed factor for throwables. FOVCorrection: The FOV correction. CameraDefaultFOV: The default FOV for the camera. BulletHitMissEffects: Whether bullet hit/miss effects are enabled. HideWeaponsDuringSprintDelay: The delay before weapons are hidden when sprinting. HideWeaponsDuringCrouchDelay: The delay before weapons are hidden when crouching. HealingMovementSpeedMul: The movement speed multiplier when healing. NightVisionEnabled: Whether night vision is enabled. This is not an exhaustive list, as there are many other technical parameters in the player_variables.txt file.
Visuals and Effects
ActiveBuffBarLength2p: The length of the active buff bar for 2 players. ActiveBuffBarLength3p: The length of the active buff bar for 3 players. ActiveBuffBarLength4p: The length of the active buff bar for 4 players. HealthCriticalPPMaxLevel: The maximum level of the health critical post-processing effect. HealthCriticalPPMinLevel: The minimum level of the health critical post-processing effect. HealthCriticalPPInTime: The time it takes for the health critical post-processing effect to fade in. HealthCriticalPPOutTime: The time it takes for the health critical post-processing effect to fade out. HealthCriticalAnimationSpeed: The animation speed for the health critical state. HealthCriticalLevel: The health level at which the critical state is triggered. MaxAutoRegenHealthPercent: The maximum percentage of health that can be regenerated automatically. HealthCriticalMaxLevel: The maximum level of the health critical state. DashAndAfterboostPostprocessMax: The maximum value for the dash and afterboost post-processing effect. SprintNitroStopAngleMoveInput: The angle of the move input required to stop sprint nitro. SprintNitroStaminaConsuption: The stamina consumption for sprint nitro. SprintNitroStartStaminaConsuption: The stamina consumption for starting sprint nitro. SprintNitroMinDuration: The minimum duration of sprint nitro. SprintNitroDuration: The duration of sprint nitro. SprintNitroBodyDirLagTime: The body direction lag time for sprint nitro. SprintNitroCooldown: The cooldown time for sprint nitro. XrayEffectProbability: The probability of the X-ray effect occurring. XRayVisEffectRadius: The radius of the X-ray visual effect. XRayVisEffectDuration: The duration of the X-ray visual effect. XRayEffectDuration: The duration of the X-ray effect. EnableXray: Whether the X-ray effect is enabled. EnableXRayEffectOnAllHits: Whether the X-ray effect is enabled for all hits. DisableXRaySlowMoLimit: Whether the slow-motion limit for the X-ray effect is disabled. SlowMoProbability: The probability of slow motion occurring. SlowMoLastGroupTime: The time it takes for the last group of enemies to trigger slow motion. GroupOfEnemiesCount: The number of enemies in a group required to trigger slow motion. DeathEffectFadeInTime: The fade in time for the death effect. DeathEffectFadeOutTime: The fade out time for the death effect. PreInfectionPostprocessMaxValue: The maximum value for the pre-infection post-processing effect. PreInfectionStaminLvl2StartPostproces: The stamina level at which the pre-infection post-processing effect starts. InfectionPostProcessStrength: The strength of the infection post-processing effect. InfectionPostProcessStrengthNight: The strength of the infection post-processing effect at night. ScreamEffectDuration: The duration of the scream effect. ScreamEffectIntensity: The intensity of the scream effect. InfectionPostprocessMaxValue: The maximum value for the infection post-processing effect. NightRunnerAdditionalFOV: The additional FOV during night runner. NightRunnerFuryEffectValue: The fury effect value during night runner. ExhaustedEyesClosureEffectStrength: The strength of the exhausted eye closure effect. ExhaustedEyesClosureEffectStartFactor: The start factor for the exhausted eye closure effect. ExhaustedEyesClosureEffectFadeOut: The fade-out time for the exhausted eye closure effect. ExhaustedEyesClosureEffectAdvancedStaminaFadeOut: The fade-out time for the exhausted eye closure effect with advanced stamina enabled. ExhaustedEyesClosureEffectAddOnAdvancedStaminaDrained: The additional strength added to the exhausted eye closure effect when advanced stamina is drained. FuryEffectValue: The effect value of fury. FuryAdditionalFOV: The additional FOV gained during fury. CameraDefaultFOVReduction: The reduction in the default FOV for the camera. CameraDefaultFOVReducedSpringTime: The spring time for the reduced default FOV for the camera. CameraDefaultFOVRemoveReductionSpringTime: The spring time for removing the reduction in the default FOV for the camera.
Attacks and Abilities
DropAttackEnable: Whether the drop attack is enabled. DropAttackMinFallHeight: The minimum fall height required to perform a drop attack. DropAttackSearchRadius: The search radius for a drop attack. DropAttackTargetDistance2dMax: The maximum 2D distance to the target for a drop attack. DropAttackTargetDistanceMin: The minimum distance to the target for a drop attack. DropAttackTargetDistanceMax: The maximum distance to the target for a drop attack. DropAttackMaxAngleToTarget: The maximum angle to the target for a drop attack. DropAttackShockwaveEnabled: Whether the drop attack shockwave is enabled. DropAttackMaxFallHeight: The maximum fall height for a drop attack. DeathFromAboveYDistMax: The maximum vertical distance for the death from above attack. DeathFromAboveYDistMin: The minimum vertical distance for the death from above attack. DeathFromAbove2Dist: The distance for the second stage of the death from above attack. DeathFromAbove2DistMin: The minimum distance for the second stage of the death from above attack. DeathFromAboveExecuteDist: The distance at which the death from above attack is executed. DeathFromAboveExecuteTime: The time it takes to execute the death from above attack. DeathFromAboveJumpMinTime: The minimum time the player needs to be in the air to perform the death from above attack. DeathFromAboveShockwave: Whether the death from above attack creates a shockwave. DeathFromAboveWithItemEnabled: Whether the death from above attack can be performed with an item. DeathFromAboveJumpAvailable: Whether the death from above jump is available. ChargeAttack: Whether the charge attack is enabled. ChargeStaminaDecreaseFactor: The stamina decrease factor for charging attacks. ChargeDamageStaminaMul: The stamina multiplier for charge attack damage. ChargeAutoReleaseTime: The time for automatically releasing a charge attack. ChargeHoldDuration: The hold duration for charge attacks. ChargeWeaponDurabilityMul: The weapon durability multiplier for charge attacks. MeleeWpnDurabilityMulReduce: The reduction in the weapon durability multiplier for melee weapons. ChargeSpinCrouchOffset: The crouch offset for charge spin attacks. ChargeSpinAdditionalRange: The additional range for charge spin attacks.
Environment and Gameplay
MoveSlopeSpeed: The movement speed on slopes. AutoSlopeAddSpeed: The additional speed applied when auto-sloping. AdvancedParkourAutoSlopeAddSpeed: The additional speed applied when auto-sloping with advanced parkour enabled. SlopeMaxVelStruggle: The maximum velocity at which the player can struggle on a slope. AllowSlopeStruggle: Whether the player is allowed to struggle on slopes. AutoSlopeStruggle: Whether auto-slope struggle is enabled. PoleWantedPositionTime: The time it takes to reach the wanted position on a pole. PoleWantedPositionTimeBegin: The time it takes to reach the wanted position on a pole at the beginning. PoleMinStartSpeed: The minimum speed required to start using a pole. PoleOffset: The offset from the pole. PoleAddOffset: The additional offset from the pole. PoleInertia: The inertia of the pole. PoleAngleMultiplier: The multiplier for the pole angle. PoleAngleUpdateTime: The time it takes to update the pole angle. PoleHandInfluenceBegin: The influence of the hand on the pole at the beginning. PoleMoveTime: The time it takes to move on the pole. PoleMoveWait: The wait time before moving on the pole. CanStandOnMonkeyBar: Whether the player can stand on a monkey bar. MonkeyBarChangeRangeY: The vertical range for changing monkey bars. MonkeyBarChangeRange2D: The 2D range for changing monkey bars. CanRecieveXPProficiency: Whether the player can receive XP for proficiency. SprintExhausted: Whether the player can sprint when exhausted. ExhaustedMoveMaxSpeedFactor: The maximum speed factor when exhausted. TackleTimeToRegenOnEmpty: The time it takes for stamina to regenerate after a tackle when empty. MoveSprintStaminaConsumption: The stamina consumption for sprinting. MoveSpeedFitnessFactor: The fitness factor for movement speed. MoveSpeedFitnessFactorTime: The time it takes for the movement speed fitness factor to take effect. SkipObstacleMechanimsOnEnemyProb: The probability of skipping obstacle mechanisms when hitting an enemy. CanThrowInLookback: Whether the player can throw while looking back. ChallengeStaminaDropMul: The stamina drop multiplier for challenges. ZipLineMinSpeed: The minimum speed on a zipline. ZipLineMaxSpeed: The maximum speed on a zipline. ZipLineAcceleration: The acceleration on a zipline. ZipLineMaxAcceleratedSpeed: The maximum accelerated speed on a zipline. ZipLineAboveSlideEnabled: Whether sliding is enabled above the zipline. HarmfulHeight: The height at which falling damage is dealt. LargeFallHeight: The height at which a large fall occurs. LethalHeight: The height at which a lethal fall occurs. FallHeightFilter: The filter for fall height. AmortizedHarmfulHeight: The amortized height at which falling damage is dealt. AmortizedLethalHeight: The amortized height at which a lethal fall occurs. FallingHeightToRespawn: The height at which the player respawns after falling. CrouchDampingWindowTime: The time window for crouch damping. EnableFallHelperModule: Whether the fall helper module is enabled. MinTimeBetweenJumps: The minimum time between jumps. DoubleJumpInOverAndOn: Whether double jump is enabled in over and on states. CoolodownFailDisplayTime: The display time for cooldown fail messages. SquirrelSuitExtraGravity: The extra gravity applied when using the squirrel suit. SquirrelSuitMoveSpeed: The movement speed when using the squirrel suit. BalanceLineHelperYDist: The vertical distance for the balance line helper. BalanceLineHelper2DDist: The 2D distance for the balance line helper. ParkourStaminaSlopeStruggleAdditional: The additional stamina cost for struggling on a slope. SwimSecondsUnderWater: The number of seconds the player can swim underwater. SwimNitroAvailable: Whether nitro can be used while swimming. CustomMoveSlowVersionIfExist: Whether to use the custom move slow version if it exists. FallDamageReduction: The fall damage reduction. TriggerUsingIntervalMul: The multiplier for the trigger using interval. RemoteTriggerMarkDuration: The duration of the remote trigger mark. RemoteExplosiveMarkDuration: The duration of the remote explosive mark. AutoTackleEnabled: Whether auto tackle is enabled. GrenadeBlastIndicatorRange: The range of the grenade blast indicator. ThrowableExplosiveBlastIndicatorRenge: The range of the throwable explosive blast indicator. NoiseLandingLowHeight: The height at which a noise landing is considered low. PassiveLandingNoiseLevelChange: The number of passive landings required to increase the noise level. PassiveLandingNoiseResetTime: The time it takes for the passive landing noise counter to reset. AutoSlope: Whether auto-slope is enabled. UseSlopeAnalyzer: Whether the slope analyzer is used. ValidAutoCatchAngle: The valid angle for automatically catching objects. AntizineValueToShoUVLightsLocations: The Antizin value at which UV light locations are shown on the radar. NightRunnerTimeInNightToActivate: The time required to be in the night to activate night runner. HiglightNearEnemies: Whether to highlight near enemies. PerfectRepairChance: The chance of a perfect repair. ParkourActionAutoExecuteOffsetFromCamera: The offset from the camera for automatically executing parkour actions. StaminaGainOnKill: The amount of stamina gained on kill. WantedLevelDropSpeedMul: The multiplier for the wanted level drop speed. ThoroughSearch: Whether thorough searching is enabled. MapPlayableAreaTeleportTime: The time it takes to teleport to the playable area of the map. ToxinsImmunity: Whether the player is immune to toxins. ImmunityTimerShowInterval: The interval at which the immunity timer is shown. DuckBlockTimeAfterDialog: The time for which ducking is blocked after dialog. FlyRamMinTime: The minimum time for the fly ram attack. TreeAmortizerEnabled: Whether the tree amortizer is enabled. DoorSkylightEnabled: Whether door skylights are enabled. NagewazaEnable: Whether Nagewaza is enabled. AnomalyGearEffectEnabled: Whether the anomaly gear effect is enabled. InvertMovementInputs: Whether movement inputs are inverted. BlockConsumableUsage: Whether consumable usage is blocked. BlockInjectorsUsage: Whether injector usage is blocked. AirTakedownEnabled: Whether air takedowns are enabled. BlockHealthRegenerationDuringGrab: Whether health regeneration is blocked during grabs. ManualSprintTimeScaledByMaxStamina: Whether the manual sprint time is scaled by maximum stamina. ManualSprintEyesClosureEnabled: Whether eye closure is enabled during manual sprinting. AllowNitroActivationDuringAfterBoost: Whether nitro activation is allowed during the after boost. EnableFullBodyBalanceAnimationsWhenStanding: Whether full body balance animations are enabled when standing. ForceChemicalEffect: Whether to force the chemical effect. DisplaySelectedItemOutfitVisOnlyWithNoOtherCurrentItem: Whether to only display the selected item outfit visually when there is no other current item. UseQuickslotForItemOutfitVis: Whether to use the quickslot for the item outfit visual. ApplyRagdollOnCrit: Whether to apply ragdoll on critical hits. ApplyRagdollOnChargeAttackWhenHealthIsFull: Whether to apply ragdoll on charge attacks when health is full. ApplyStunOnCrit: Whether to apply stun on critical hits. TowerRaid_NoTimeToWaste: Whether the "No Time to Waste" tower raid modifier is active. TowerRaid_TimeIsRunningOut: Whether the "Time Is Running Out" tower raid modifier is active. TowerRaid_WorthTheEffort: Whether the "Worth the Effort" tower raid modifier is active. TowerRaid_SelfSabotage: Whether the "Self Sabotage" tower raid modifier is active. TowerRaid_ElementalAggression: Whether the "Elemental Aggression" tower raid modifier is active. TowerRaid_ElementalEndurance: Whether the "Elemental Endurance" tower raid modifier is active. TowerRaid_ElementalResistance: Whether the "Elemental Resistance" tower raid modifier is active. TowerRaid_FaultyProvisions: Whether the "Faulty Provisions" tower raid modifier is active. TowerRaid_WarOnDrugs: Whether the "War on Drugs" tower raid modifier is active. TowerRaid_ChronicInvincibility_IsAfterOneHitImmuneInProgress: Whether the "Chronic Invincibility" tower raid perk is currently providing one-hit immunity. InfectedGrabBlocked: Whether infected grabs are blocked. EnemyAffectedByBurningDamageMulFactor: The damage multiplier factor for enemies affected by burning.