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.
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.
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. This is not an exhaustive list, as there are many other parameters related to skills and abilities in the player_variables.txt file.
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.
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.