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Player variables editing guide

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Revision as of 02:18, 12 February 2025 by Gamer5700 (talk | contribs) (Created page with "== Player Variables Breakdown == === 1. Animation Settings === * '''AnimGraph_BankName''': Specifies the animation bank used for the player model. * '''AnimGraph_GraphName''': Determines the primary animation graph assigned to the player. * '''AnimGraph_PresetName''': Placeholder for animation preset (can be empty). * '''AnimGraph_BindNamespace''': Sets the animation binding namespace (e.g., "Human"). === 2. Manual Slow Motion === * '''ManualSloMoEnabled''': Enables/di...")
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Player Variables Breakdown

1. Animation Settings

  • AnimGraph_BankName: Specifies the animation bank used for the player model.
  • AnimGraph_GraphName: Determines the primary animation graph assigned to the player.
  • AnimGraph_PresetName: Placeholder for animation preset (can be empty).
  • AnimGraph_BindNamespace: Sets the animation binding namespace (e.g., "Human").

2. Manual Slow Motion

  • ManualSloMoEnabled: Enables/disables slow motion manually (true or false).
  • ManualSloMoCooldown: Cooldown time (in seconds) before slow motion can be used again.

3. Wall Running Mechanics

Front Wall Run

  • WallRunFrontEnabled: Toggles front wall running (true or false).
  • WallRunFrontPeakDelay: Delay before reaching peak height during a front wall run.
  • WallRunFrontHeightNitro: Extra height gain when using Nitro during wall runs.
  • WallRunFrontHeight: Default height reached during a front wall run.
  • WallRunFrontMinAngleToStartAscend: Minimum required angle to begin ascending on a wall.
  • WallRunFrontMinYVelToAscend: Minimum vertical velocity needed to start an ascend.

Side Wall Run

  • WallRunSideEnabled: Enables side wall running (true or false).
  • WallRunSideMinAngleToStart: Minimum angle required to start a side wall run.
  • WallRunSideMaxAngleToStart: Maximum angle allowed to start a side wall run.
  • WallRunSideNitroSprintSpeedMod: Speed modifier when using Nitro Sprint during a wall run.
  • WallRunSideMinDuration: Minimum duration for a side wall run.
  • WallRunSideMaxDuration: Maximum time a side wall run can last.
  • WallRunSideWithoutNitroTimePenalty: Time penalty if Nitro is not used.
  • WallRunSideMinSideInput: Minimum required side input for a side wall run.
  • WallrunHoldJumpTime: The duration the jump button needs to be held for a wall run.

Wall Run Speed & Acceleration

  • WallRunSideMaxSpeed: Maximum speed while side wall running.
  • WallRunSideMinSpeed: Minimum speed required to wall run.
  • WallRunSideAcc: Acceleration while wall running.
  • WallRunSideDecc: Deceleration when stopping a wall run.

Wall Run Common Settings

  • WallRunSloMoDuration: Duration of slow-motion during a wall run.
  • WallRunMaxSequence: Maximum number of consecutive wall runs allowed.
  • WallRunTimeTolleranceFromSprint: Time allowed for transitioning from a sprint to a wall run.
  • WallRunExtraGravityWhenAscending: Additional gravity force applied while ascending in a wall run.
  • WallRunMinTimeBetweenWallrun: Minimum delay before starting another wall run.
  • WallRunAutoEnter: Enables automatic entry into a wall run if conditions are met.
  • WallRunKickEnabled: Enables kicking off walls during a wall run.

4. Wall Jumping Mechanics

Front Wall Jump

  • WallJumpFrontEnabled: Enables front wall jumps.
  • WallJumpFrontLookForwardEnabled: Forces the player to look forward while wall jumping.
  • WallJumpFrontSpeed: Speed applied when jumping off a front wall.
  • WallJumpFrontRotateEnabled: Allows rotation while executing a front wall jump.
  • WallRunFrontExtraGravityWhenFalling: Extra gravity force when falling from a front wall run.

Side Wall Jump

  • WallRunSideJumpForwardMinForwardInput: Minimum required forward input for a side wall jump.
  • WallJumpSideEnabled: Enables side wall jumping.
  • WallJumpSideSpeed: Speed applied when jumping off a side wall.
  • WallRunSideExtraGravityWhenFalling: Additional gravity applied when falling after a side wall jump.
  • WallRunSideExtraGravityInEnding: Extra gravity at the end of a side wall run.

5. Look Restrictions

Wall Run Look Restrictions

  • WallRunSideLookRestrHorz: Horizontal look restriction during side wall runs.
  • WallRunSideThrowLookRestrHorz: Horizontal look restriction when throwing objects while wall running.
  • WallJumpSideMoveInputMaxAngle: Maximum movement input angle during wall jumps.
  • WallRunFrontLookRestrMinVert: Minimum vertical look restriction during front wall runs.
  • WallRunFrontLookRestrHorz: Horizontal look restriction during front wall runs.

Downed Look Restrictions

  • DownedLookRestrHorz: Horizontal look restriction when downed.
  • DownedLookRestrMaxVert: Maximum vertical look angle when downed.
  • DownedLookRestrMinVert: Minimum vertical look angle when downed.

6. Accuracy & Weapon Mechanics

  • FirearmsCrossbowAccuracyFactor: Determines crossbow sway and accuracy.
  • BowAccuracyFactor: Controls bow sway when aiming.
  • FirearmsHarpoonAccuracyFactor: Controls harpoon accuracy.
  • BowChargeDamageMul: Multiplier for bow damage when fully charged.
  • BowZoomValue: Level of zoom when aiming with a bow.
  • BowEnableShootWhileParkouring: Enables shooting while performing parkour moves.

Bow Power Shot Mechanics

  • BowPowerShotEnabled: Enables bow power shots.
  • BowPowerShotWhileSlidingEnabled: Allows power shots while sliding.
  • BowPowerShotPrepareDuration: Time required to charge a power shot.
  • BowPowerShotPerfectChargeStartDuration: Time required to reach a perfect charge.
  • BowPowerShotPerfectChargeStartDmgMultiplier: Damage multiplier for a perfectly charged shot.

7. Combat Mechanics

General Combat Settings

  • MinTimeToGiveCollisionDamage: Minimum time before collision damage can be applied.
  • CanMeleeInAir: Allows melee attacks while airborne.
  • BowDestroyArrowWhenHit: Determines if arrows are destroyed on impact.
  • BowMinReadyTimeToShoot: Minimum time required to be ready for a bow shot.

Melee Combat

  • ParryDamageMult: Multiplier for parry damage.
  • KickBaseDamageMul: Base damage multiplier for kicks.
  • MeleeVerticalPhysicalDamageMul: Multiplier for vertical melee damage.
  • MeleeBluntRagdollEveryXHit: Defines the frequency of ragdoll effects from blunt weapons.

Tackle Mechanics

  • TackleStaminaUse: Stamina cost per tackle.
  • TackleCoolDown: Cooldown time between tackles.
  • TackleSprintMinDuration: Minimum sprint duration before a tackle.

8. Health & Regeneration

  • MaxHealth: Maximum health value.
  • HealthRegenerationEnabled: Enables passive health regeneration.
  • HealthRegenerationDelay: Time delay before regeneration begins after damage.
  • HealthPerSecond: Rate of health regeneration per second.
  • AfterDeathHealthRegenTime: Time required to fully regenerate after respawn.

9. Night XP & Pursuit Bonuses

  • NightXPBonus: Multiplier for XP gained during nighttime activities.
  • NightExpRequiredDistance: Distance required to earn night XP.
  • NightExpRequiredActions: Number of actions needed for night XP rewards.
  • NightExpRequiredTime: Time spent at night required to earn XP.
  • NightExpSurvivalConstantAward: Constant XP reward for surviving the night.
  • NightExpActionsReward: XP reward for performing various actions at night.
  • NightExpLootedReward: XP reward for looting items at night.
  • NightExpUnspottedReward: XP reward for remaining undetected at night.
  • NightExpKillReward: XP reward for killing enemies at night.
  • NightExpPbActivatedReward: XP reward for activating a pursuit breaker.

10. Pickups & Inventory

  • PickupTriggerCooldown: Time before an object can be picked up again.
  • LeftHandDisabled: Disables the use of the left hand.
  • LeftHandDisabledClimbAnimSpeed: Animation speed modifier when climbing with one hand.
  • InventorySize: Number of inventory slots available.
  • ItemsInventorySize: Total number of item slots.
  • MaxInventorySize: Maximum number of inventory slots.
  • EquipmentSlotsCount: Number of slots for equipping gear.
  • VisibleEquipmentSlotsCount: Number of equipment slots shown in the HUD.
  • ConsumableSlotsCount: Number of slots for consumables.
  • VisibleConsumableSlotsCount: Number of consumable slots displayed in the HUD.
  • RestrictedEquipmentSlotsCount: Number of restricted equipment slots (e.g., UV flashlight, binoculars).
  • QuickSlotsCount: Maximum number of quick-access weapon slots.
  • VisibleQuickSlotsCount: Number of quick slots displayed on the HUD.
  • AmmoSlotsCount: Number of available ammo slots.
  • StorageAmmoSlotsCount: Ammo slots available in storage.
  • StorageEquipmentSlotsCount: Equipment slots available in storage.
  • StorageConsumablesSlotsCount: Consumable slots available in storage.
  • StorageOtherSlotsCount: Slots for miscellaneous items in storage.

11. Drop Attack Mechanics

  • DropAttackEnable: Enables drop attack (true or false).
  • DropAttackMinFallHeight: Minimum height required to trigger a drop attack.
  • DropAttackSearchRadius: Radius within which enemies can be targeted.
  • DropAttackTargetDistance2dMax: Maximum horizontal distance for a drop attack target.
  • DropAttackTargetDistanceMin: Minimum target distance for a drop attack.
  • DropAttackTargetDistanceMax: Maximum target distance for a drop attack.
  • DropAttackMaxAngleToTarget: Maximum angle allowed between the player and target.
  • DropAttackShockwaveEnabled: Enables/disables a shockwave effect upon impact.
  • DropAttackMaxFallHeight: Maximum fall height for a successful drop attack.

12. Death From Above Mechanics

  • DeathFromAboveYDistMax: Maximum vertical distance for executing a "Death From Above" attack.
  • DeathFromAboveYDistMin: Minimum vertical distance required for an attack.
  • DeathFromAbove2Dist: Distance parameter for alternate executions.
  • DeathFromAbove2DistMin: Minimum distance for alternative execution.
  • DeathFromAboveExecuteDist: Execution range for "Death From Above" attack.
  • DeathFromAboveExecuteTime: Time required to complete the execution.
  • DeathFromAboveJumpMinTime: Minimum time before jumping allows an execution.
  • DeathFromAboveShockwave: Enables/disables a shockwave effect.
  • DeathFromAboveWithItemEnabled: Allows executing "Death From Above" with an item.
  • DeathFromAboveJumpAvailable: Enables jumping as part of the execution.

13. Survivor Sense Mechanics

  • SurvivorSenseEnabled: Enables survivor sense.
  • CanUseSenseWhenMoving: Allows the use of survivor sense while moving.
  • SurvivorSenseCooldown: Cooldown time before survivor sense can be used again.
  • SurvivorSensePreparationTime: Hold time required before activating survivor sense.
  • SurvivorSensePreparationTimeWhenAiming: Hold time required when aiming.

Survivor Sense Visuals

  • SurvivorSenseRange: Maximum range of survivor sense.
  • SurvivorSenseOpacity: Strength of survivor sense effects (0.0 - 1.0).
  • SurvivorSenseWaveDuration: Duration of the survivor sense wave.
  • SurvivorSenseIconDuration: Duration that icons remain on screen.
  • SurvivorSenseAIDuration: Duration that AI enemies remain highlighted.

Height Detection Settings

  • SurvivorSenseAIHeight: Maximum height at which survivor sense detects AI.
  • SurvivorSenseAIHeightInterior: AI detection height for indoor environments.
  • SurvivorSenseObjectHeight: Maximum height for object detection.
  • SurvivorSenseObjectHeightInterior: Object detection height indoors.

Detection Ranges

  • SurvivorSenseAIRange: Maximum detection range for AI.
  • SurvivorSenseRestingAIRange: Maximum detection range for sleeping AI.
  • SurvivorSenseAIIndicatorRange: Range for displaying enemy indicators.
  • SurvivorSenseEnemyBehindPlayerMaxDistance: Distance behind player where enemies can be detected.

14. Swimming Mechanics

  • SwimMoveSpeed: Default movement speed while swimming.
  • SwimSprintSpeed: Speed boost when sprinting in water.
  • SwimImpulseSpeed: Impulse speed boost when pushing off.
  • SwimStrafeSpeed: Speed when strafing in water.
  • SwimAcceleration: Acceleration when moving in water.
  • SwimUpAcceleration: Acceleration when swimming upwards.

15. Sprint & Parkour Mechanics

  • SprintNitroStartStaminaConsumption: Stamina consumed when activating Nitro Sprint.
  • SprintNitroDuration: Duration of Nitro Sprint effect.
  • SprintNitroCooldown: Cooldown before Nitro Sprint can be used again.
  • MoveSlopeSpeed: Speed modifier when running on slopes.
  • AutoSlopeAddSpeed: Speed automatically added when running downhill.
  • AdvancedParkourAutoSlopeAddSpeed: Enhanced speed bonus for advanced parkour.
  • MinTimeBetweenJumps: Minimum delay between jumps.

16. Camera & Look Sensitivity

  • LookVertSpeed_Pad: Vertical look speed for controllers.
  • LookHorzSpeed_Pad: Horizontal look speed for controllers.
  • LookVertAcc_Pad: Vertical acceleration when looking.
  • LookHorzAcc_Pad: Horizontal acceleration when looking.
  • LookVertDec_Pad: Vertical deceleration when stopping movement.
  • LookHorzDec_Pad: Horizontal deceleration when stopping movement.
  • LookVertSpeed_Mouse: Vertical look speed for mouse users.
  • LookHorzSpeed_Mouse: Horizontal look speed for mouse users.
  • LookVertAcc_Mouse: Vertical acceleration for mouse input.
  • LookHorzAcc_Mouse: Horizontal acceleration for mouse input.

17. Jumping & Landing Mechanics

  • JumpRetryTime: Time window in which a jump input is retried.
  • JumpTapTime: Minimum time required for a jump tap to register.
  • HoldJumpHeight: Maximum height achieved when holding the jump button.
  • NormalHoldJumpTime: Hold time required for a normal jump.
  • AdvancedParkourNormalHoldJumpTime: Hold time required for advanced parkour jumps.
  • MonkeyBarHoldJumpTime: Hold time required when jumping from a monkey bar.
  • RopeHoldJumpTime: Hold time required when jumping from a rope.
  • NormalJumpHeight: Height of a standard jump.
  • AdvancedParkourNormalJumpHeight: Height of a standard jump with advanced parkour enabled.
  • DoubleJumpHeight: Height of a double jump.
  • FarJumpHeight: Height of a far jump.
  • FarJumpAvailable: Enables far jump ability.
  • FarJumpTackleMaxHeightDiff: Maximum height difference allowed for a far jump tackle.
  • FarJumpTackleMinDistanceToActivate: Minimum distance required to activate a far jump tackle.
  • LandOnAiMinFallHeight: Minimum fall height needed to land on an AI.

Jump Rotation & Landing Control

  • JumpRotateAvailable: Enables jump rotation.
  • BlockClimbAfterRotateDuration: Time after jump rotation before climbing is blocked.
  • JumpHeightFromLookMaxAdd: Maximum additional height based on look direction.
  • JumpHeightFromLookMinAngle: Minimum look angle for height increase.
  • JumpHeightFromLookMaxAngle: Maximum look angle for height increase.
  • JumpOnHeight: Height required to perform a jump-on maneuver.
  • FarAndDoubleJumpMaxDist: Maximum distance for far and double jumps.
  • FarAndDoubleJumpMinDist: Minimum distance for far and double jumps.

18. Climbing & Hanging Mechanics

Hang & Shimmy

  • AngleToReleaseHand: Angle at which the player releases from a ledge.
  • AngleToPutBackHand: Angle at which the player can put their hand back on a ledge.
  • AngleToChangeHands: Angle required to switch hands when hanging.
  • AllowToJumpSoonerFromEdge: Enables early jump from edges.
  • ShimmyUpRange: Distance required to shimmy up.
  • ShimmyDownRange: Distance required to shimmy down.
  • ShimmyBackwardRange: Distance required to shimmy backward.
  • ShimmyForwardRange: Distance required to shimmy forward.
  • ShimmyFakeJumpFrwdRange: Distance required for a fake jump while shimmying.
  • ShimmySideRange: Distance required for a side shimmy.
  • LadderToShimmySideRange: Distance required for transitioning from a ladder to a shimmy.
  • ShimmyVertSideRange: Vertical distance for shimmy movement.
  • ShimmyAngleTollerance: Maximum angle deviation allowed during a shimmy.
  • ShimmyBestRange: Optimal range for smooth shimmy movement.
  • ShimmyTurnSideRange: Distance required to turn while shimmying.
  • ShimmyTurnUpAndDownRange: Distance required to turn up or down while shimmying.
  • ShimmyLookMoveDeadZoneVertUp: Vertical look dead zone when moving up.
  • ShimmyLookMoveDeadZoneVertDown: Vertical look dead zone when moving down.
  • ShimmyLookMoveDeadZoneHorz: Horizontal look dead zone when moving sideways.
  • ShimmyJumpAssistDuration: Duration of assisted jumps during shimmying.
  • ShimmyFakeJumpStaminaCostMinDist: Minimum stamina cost for fake jumps.
  • ShimmyFakeJumpStaminaCostDrain: Stamina drain rate for fake jumps.
  • ShimmyLookAngleToBreakShimmy: Look angle that causes the player to drop from a shimmy.

19. Grappling Hook Mechanics

  • CanUseHook: Enables/disables the grappling hook.
  • GrapplePullToEnemyEnabled: Allows pulling the player toward an enemy.
  • GrappleHookLevel: Level required to unlock the grappling hook.
  • GraplePullRange: Maximum range of the grappling hook pull.
  • GraplePullStaminaCost: Stamina cost for grappling hook pull.
  • GraplePullVelMin: Minimum velocity when pulling.
  • GraplePullVelMid: Mid-level velocity when pulling.
  • GraplePullVelMax: Maximum velocity when pulling.
  • GraplePullJumpHeightMin: Minimum jump height when grappling.
  • GraplePullJumpHeightMid: Mid-level jump height when grappling.
  • GraplePullJumpHeightMax: Maximum jump height when grappling.
  • GraplePullMinAngle: Minimum angle required to pull.
  • GraplePullMidAngle: Mid-level angle for grappling.
  • GraplePullMaxAngle: Maximum angle for grappling.
  • GraplePullScaleDownFactor: Factor affecting scaling during grappling.
  • GraplePullExtraGravityOnPull: Additional gravity applied when grappling.

20. Miscellaneous

  • ImmortalityBuff: Enables player immortality.
  • NightVisionEnabled: Enables night vision.
  • CameraDefaultFOV: Default field of view.
  • HealingMovementSpeedMul: Speed multiplier while healing.
  • ThrownWeaponStickChance: Probability of thrown weapons sticking to surfaces.
  • CraftItemsEnabled: Allows crafting of items.
  • CraftWeaponsEnabled: Allows crafting of weapons.
  • MoveForwardMinSpeed: Minimum forward movement speed.
  • MoveForwardMaxSpeed: Maximum forward movement speed.
  • MoveBackwardMinSpeed: Minimum backward movement speed.
  • MoveBackwardMaxSpeed: Maximum backward movement speed.
  • MoveStrafeMinSpeed: Minimum strafe movement speed.
  • MoveStrafeMaxSpeed: Maximum strafe movement speed.
  • MoveSprintMinSpeed: Minimum sprint speed.
  • MoveSprintSpeed: Maximum sprint speed.
  • MoveAcceleration: Rate of acceleration for movement.
  • MoveDeceleration: Rate of deceleration when stopping.

21. Blocking & Shield Mechanics

  • CanBlockPowerAttackWith2HandedHeavy: Allows blocking power attacks with heavy weapons.
  • ShieldEnabled: Enables shield usage.
  • StaminaCooldownAfterBlock: Stamina cooldown after blocking.
  • BrokenBlockDamageMul: Damage multiplier for blocking a broken attack.
  • PowerAttackShieldBlockDamageMul: Damage multiplier when blocking a power attack.
  • BrokenBlockPhysicsDamageMul: Physics damage multiplier when blocking.
  • BlockLightAttackStaminaCost: Stamina cost for blocking light attacks.
  • BlockHeavyAttackStaminaCost: Stamina cost for blocking heavy attacks.
  • BlockWithHeavyWeaponStaminaMul: Stamina multiplier for blocking with heavy weapons.
  • BlockWithLightWeaponStaminaMul: Stamina multiplier for blocking with light weapons.
  • BlockStaminaRegenEnabled: Enables stamina regeneration while blocking.
  • BlockStaminaRegenFactor: Stamina regeneration rate while blocking.
  • BlockLightAttackPushBack: Push-back effect of blocking light attacks.
  • BlockHeavyAttackPushBack: Push-back effect of blocking heavy attacks.
  • BlockPushRange: Range of a push when blocking.
  • BlockPushHalfAngle: Half-angle coverage for blocking push.
  • BlockPushStaminaRecoverAmount: Amount of stamina recovered after a successful block.
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