mirror of
https://github.com/kralrindo/R5Reloaded-AssetRpaks.git
synced 2025-02-09 13:14:52 +01:00
58 KiB
58 KiB
1 | fieldName | dataType | layoutIndex | helpText |
---|---|---|---|---|
2 | gibModels | array | 0 | |
3 | gibModelsSoftened | array | 1 | |
4 | gibAttachments | array | 2 | |
5 | poseSettings | array | 3 | |
6 | assetName | string | 0 | |
7 | printName | string | 0 | The printable name of this class |
8 | shortPrintName | string | 0 | The printable short name of this class |
9 | description | string | 0 | The printable description of this class |
10 | subclass | string | 0 | An optional subclass field for this class |
11 | voice | string | 0 | |
12 | painDeathSoundType | string | 0 | Determines sounds to play for pain or death. |
13 | bodyModel | asset | 0 | Model used when part of the red team |
14 | bodyModelRigWeight | string | 0 | |
15 | armsModel | asset | 0 | Viewmodel arms used when part of the red team |
16 | cockpitModel | asset | 0 | |
17 | weaponClass | string | 0 | Class of weapons that may be used |
18 | aiSettingsFile | string | 0 | Corresponding AI settings for this class, typically for auto titans |
19 | sp_aiSettingsFile | string | 0 | Corresponding AI settings for this class, typically for auto titans |
20 | at_aiSettingsFile | string | 0 | Corresponding AI settings for this class, typically for auto titans |
21 | hatchModel | asset | 0 | |
22 | titanCharacterName | string | 0 | |
23 | readymessage | string | 0 | |
24 | readyhint | string | 0 | |
25 | raceOrSex | string | 0 | |
26 | unitframe_icon | asset_noprecache | 0 | |
27 | hud_follow_icon | string | 0 | |
28 | hud_guard_icon | string | 0 | |
29 | core_building_icon | string | 0 | |
30 | core_ready_icon | string | 0 | |
31 | autoprecache_script | string | 0 | |
32 | execution_anim | string | 0 | |
33 | startup_sound | string | 0 | |
34 | fx_jetwash_impactTable | string | 0 | ImpactTable for jetwash effects applied when boosting over a surface. |
35 | fx_hover_friendly | string | 0 | FX played for friendlies when hovering |
36 | fx_hover_enemy | string | 0 | FX played for enemies when hovering |
37 | sharedEnergyNotUsableSound | string | 0 | |
38 | sharedEnergyRegenSound | string | 0 | |
39 | classActivityModifier | string | 0 | Activity modifier applied to player for class-specific animations |
40 | footstep_type | string | 0 | Class of footstep sounds to use. |
41 | rumbleOnJump | string | 0 | |
42 | rumbleOnDoubleJump | string | 0 | |
43 | rumbleOnWallrunStart | string | 0 | |
44 | rumbleOnWallrunTimeout | string | 0 | |
45 | rumbleOnWallHangStart | string | 0 | |
46 | rumbleOnLandingSoft | string | 0 | |
47 | rumbleOnLandingHard | string | 0 | |
48 | rumbleOnSlideBegin | string | 0 | |
49 | rumbleOnZiplineAttach | string | 0 | |
50 | rumbleOnZiplineDetach | string | 0 | |
51 | rumbleOnDodge | string | 0 | |
52 | landingImpactTable | string | 0 | |
53 | footstepImpactTable | string | 0 | |
54 | dodgeImpactTable | string | 0 | |
55 | slideEffectTable | string | 0 | |
56 | aimassist_adspull_centerAttachmentName | string | 0 | |
57 | aimassist_adspull_headshotAttachmentName | string | 0 | |
58 | gibFX | string | 0 | |
59 | gibSound | string | 0 | |
60 | sound_superJump | string | 0 | Sound when player double-jumps. |
61 | sound_superJumpFail | string | 0 | Sound when player fails a double-jump. |
62 | sound_dodge_1p | string | 0 | Sound when player dodges. |
63 | sound_dodge_3p | string | 0 | Sound when player dodges. |
64 | sound_dodgeFail | string | 0 | Sound when player fails a dodge. |
65 | sound_groundImpact | string | 0 | Sound when player lands. |
66 | sound_wallrunImpact_1p | string | 0 | Sound when player starts a wallrun in 1p |
67 | sound_wallrunImpact_3p | string | 0 | Sound when player starts a wallrun in 3p |
68 | sound_wallHangStart | string | 0 | Sound when starting to wall hang. |
69 | sound_wallHangComplete_1p | string | 0 | Sound when finished getting into wall hang state in 1p. |
70 | sound_wallHangComplete_3p | string | 0 | Sound when finished getting into wall hang state in 3p. |
71 | sound_wallrunSlip | string | 0 | Sound when starting to slip out of a wallrun. |
72 | sound_wallHangSlip | string | 0 | Sound when starting to slip out of a wall hang. |
73 | sound_wallrunFall_1p | string | 0 | Sound when falling out of a wallrun in 1p. |
74 | sound_wallrunFall_3p | string | 0 | Sound when falling out of a wallrun in 3p. |
75 | sound_wallHangFall | string | 0 | Sound when falling out of a wall hang. |
76 | sound_standToCrouch_1p | string | 0 | Sound when crouching in 1p. |
77 | sound_standToCrouch_3p | string | 0 | Sound when standing in 3p. |
78 | sound_crouchToStand_1p | string | 0 | Sound when crouching in 1p. |
79 | sound_crouchToStand_3p | string | 0 | Sound when standing in 3p. |
80 | sound_freefall_start_1p | string | 0 | Sound when player starts freefalling in 1p. |
81 | sound_freefall_start_3p | string | 0 | Sound when player starts freefalling in 3p. |
82 | sound_freefall_body_1p | string | 0 | Sound played while player is freefalling in 1p. |
83 | sound_freefall_body_3p | string | 0 | Sound played while player is freefalling in 3p. |
84 | sound_freefall_finish_1p | string | 0 | Sound when player finishes freefalling in 1p. |
85 | sound_freefall_finish_3p | string | 0 | Sound when player finishes freefalling in 3p. |
86 | sound_jumpjet_jump_start_1p | string | 0 | Sound when player starts jumping in 1p. |
87 | sound_jumpjet_jump_start_3p | string | 0 | Sound when player starts jumping in 3p. |
88 | sound_jumpjet_jump_body_1p | string | 0 | Sound played while player is jumping in 1p. |
89 | sound_jumpjet_jump_body_3p | string | 0 | Sound played while player is jumping in 3p. |
90 | sound_jumpjet_jump_finish_1p | string | 0 | Sound when player finishes jumping in 1p. |
91 | sound_jumpjet_jump_finish_3p | string | 0 | Sound when player finishes jumping in 3p. |
92 | sound_jumpjet_jet_start_1p | string | 0 | Sound when player starts double-jumping in 1p. |
93 | sound_jumpjet_jet_start_3p | string | 0 | Sound when player starts double-jumping in 3p. |
94 | sound_jumpjet_jet_body_1p | string | 0 | Sound played while player is double-jumping in 1p. |
95 | sound_jumpjet_jet_body_3p | string | 0 | Sound played while player is double-jumping in 3p. |
96 | sound_jumpjet_jet_finish_1p | string | 0 | Sound when player finishes double-jumping in 1p. |
97 | sound_jumpjet_jet_finish_3p | string | 0 | Sound when player finishes double-jumping in 3p. |
98 | sound_jumpjet_wallrun_start_1p | string | 0 | Sound when player starts wallrunning in 1p. |
99 | sound_jumpjet_wallrun_start_3p | string | 0 | Sound when player starts wallrunning in 3p. |
100 | sound_jumpjet_wallrun_body_1p | string | 0 | Sound played while player is wallrunning in 1p. |
101 | sound_jumpjet_wallrun_body_3p | string | 0 | Sound played while player is wallrunning in 3p. |
102 | sound_jumpjet_wallrun_finish_1p | string | 0 | Sound when player finishes wallrunning in 1p. |
103 | sound_jumpjet_wallrun_finish_3p | string | 0 | Sound when player finishes wallrunning in 3p. |
104 | sound_jumpjet_slide_start_1p | string | 0 | Jumpjet sound when beginning a slide in 1p. |
105 | sound_jumpjet_slide_start_3p | string | 0 | Jumpjet sounds when beginning a slide in 3p. |
106 | sound_boost_short_1p | string | 0 | Sound when player performs a short repeated boost in 1p |
107 | sound_boost_short_3p | string | 0 | Sound when player performs a short repeated boost in 3p |
108 | sound_boost_start_1p | string | 0 | Sound when player starts boost in 1p. |
109 | sound_boost_start_3p | string | 0 | Sound when player starts boost in 3p. |
110 | sound_boost_body_1p | string | 0 | Sound played while player is boosting in 1p. Sound is faded out when boost finishes. |
111 | sound_boost_body_3p | string | 0 | Sound played while player is boosting in 3p. Sound is faded out when boost finishes. |
112 | sound_boost_finish_1p | string | 0 | Sound when player finishes boost in 1p. |
113 | sound_boost_finish_3p | string | 0 | Sound when player finishes boost in 3p. |
114 | sound_glide_start_1p | string | 0 | Sound when player starts glide in 1p. |
115 | sound_glide_start_3p | string | 0 | Sound when player starts glide in 3p. |
116 | sound_glide_body_1p | string | 0 | Sound played while player is gliding in 1p. Sound is faded out when glide finishes. |
117 | sound_glide_body_3p | string | 0 | Sound played while player is gliding in 3p. Sound is faded out when glide finishes. |
118 | sound_glide_finish_1p | string | 0 | Sound when player finishes glide in 1p. |
119 | sound_glide_finish_3p | string | 0 | Sound when player finishes glide in 3p. |
120 | sound_jetpack_start_1p | string | 0 | Sound when player starts jetpack in 1p. |
121 | sound_jetpack_start_3p | string | 0 | Sound when player starts jetpack in 3p. |
122 | sound_jetpack_body_1p | string | 0 | Sound played while player is jetting in 1p. Sound is faded out when jetpack finishes. |
123 | sound_jetpack_body_3p | string | 0 | Sound played while player is jetting in 3p. Sound is faded out when jetpack finishes. |
124 | sound_jetpack_finish_1p | string | 0 | Sound when player finishes jetpack in 1p. |
125 | sound_jetpack_finish_3p | string | 0 | Sound when player finishes jetpack in 3p. |
126 | sound_jetpack_afterburner_start_1p | string | 0 | Sound when player starts jetpack afterburners in 1p. |
127 | sound_jetpack_afterburner_start_3p | string | 0 | Sound when player starts jetpack afterburners in 3p. |
128 | sound_jetpack_afterburner_body_1p | string | 0 | Sound played while player is jetpacking with afterburners in 1p. Sound is faded out when jetpack finishes. |
129 | sound_jetpack_afterburner_body_3p | string | 0 | Sound played while player is jetpacking with afterburners in 3p. Sound is faded out when jetpack finishes. |
130 | sound_jetpack_afterburner_finish_1p | string | 0 | Sound when player finishes jetpack afterburners in 1p. |
131 | sound_jetpack_afterburner_finish_3p | string | 0 | Sound when player finishes jetpack afterburners in 3p. |
132 | sound_hover_start_1p | string | 0 | Sound when player starts hover in 1p. |
133 | sound_hover_start_3p | string | 0 | Sound when player starts hover in 3p. |
134 | sound_hover_body_1p | string | 0 | Sound played while player is hovering in 1p. Sound is faded out when hover finishes. |
135 | sound_hover_body_3p | string | 0 | Sound played while player is hovering in 3p. Sound is faded out when hover finishes. |
136 | sound_hover_finish_1p | string | 0 | Sound when player finishes hover in 1p. |
137 | sound_hover_finish_3p | string | 0 | Sound when player finishes hover in 3p. |
138 | sound_climb_start_1p | string | 0 | Sound when player starts climb in 1p. |
139 | sound_climb_start_3p | string | 0 | Sound when player starts climb in 3p. |
140 | sound_climb_body_1p | string | 0 | Sound played while player is climbing in 1p. Sound is faded out when climb finishes. |
141 | sound_climb_body_3p | string | 0 | Sound played while player is climbing in 3p. Sound is faded out when climb finishes. |
142 | sound_climb_finish_1p | string | 0 | Sound when player finishes climb in 1p. |
143 | sound_climb_finish_3p | string | 0 | Sound when player finishes climb in 3p. |
144 | sound_jetwash_start_1p | string | 0 | Initial sound emitted at boost pilot jetwash point in 1p. |
145 | sound_jetwash_start_3p | string | 0 | Initial sound emitted at boost pilot jetwash point in 3p. |
146 | sound_jetwash_body_1p | string | 0 | Looping sound emitted at boost pilot jetwash point in 1p. |
147 | sound_jetwash_body_3p | string | 0 | Looping sound emitted at boost pilot jetwash point in 3p. |
148 | sound_jetwash_finish_1p | string | 0 | Ending sound emitted at boost pilot jetwash point in 1p. |
149 | sound_jetwash_finish_3p | string | 0 | Ending sound emitted at boost pilot jetwash point in 3p. |
150 | sound_boost_meter_depleted_1p | string | 0 | Sound emitted when the boost pilot's meter has been fully depleated in 1p. |
151 | sound_boost_meter_depleted_3p | string | 0 | Sound emitted when the boost pilot's meter has been fully depleated in 3p. |
152 | sound_boost_meter_recharged_1p | string | 0 | Sound emitted when the boost pilot's meter has been fully recharged in 1p. |
153 | sound_boost_meter_recharged_3p | string | 0 | Sound emitted when the boost pilot's meter has been fully recharged in 3p. |
154 | sound_boost_meter_fail_1p | string | 0 | Sound emitted if the player attempts to boost while their meter is empty in 1p. |
155 | sound_boost_meter_fail_3p | string | 0 | Sound emitted if the player attempts to boost while their meter is empty in 3p. |
156 | sound_pain_layer1_start | string | 0 | |
157 | sound_pain_layer1_loop | string | 0 | |
158 | sound_pain_layer1_end | string | 0 | |
159 | sound_pain_layer2_start | string | 0 | |
160 | sound_pain_layer2_loop | string | 0 | |
161 | sound_pain_layer2_end | string | 0 | |
162 | sound_pain_layer3_start | string | 0 | |
163 | sound_pain_layer3_loop | string | 0 | |
164 | sound_pain_layer3_end | string | 0 | |
165 | sound_grapple_fire_1p | string | 0 | Sound emitted when the player fires a grapple in 1p. |
166 | sound_grapple_fire_3p | string | 0 | Sound emitted when the player fires a grapple in 3p. |
167 | sound_grapple_retract_1p | string | 0 | Sound emitted when the player retracts a grapple in 1p. |
168 | sound_grapple_retract_3p | string | 0 | Sound emitted when the player retracts a grapple in 3p. |
169 | sound_grapple_traverse_1p | string | 0 | Sound emitted when the player traverses a grapple in 1p. |
170 | sound_grapple_traverse_3p | string | 0 | Sound emitted when the player traverses a grapple in 3p. |
171 | sound_grapple_swing_1p | string | 0 | Sound emitted when the player swings on a grapple in 1p. |
172 | sound_grapple_swing_3p | string | 0 | Sound emitted when the player swings on a grapple in 3p. |
173 | sound_grapple_reel_in_target_1p | string | 0 | Sound emitted when the player reels in a grapple target in 1p. |
174 | sound_grapple_reel_in_target_3p | string | 0 | Sound emitted when the player reels in a grapple target in 3p. |
175 | sound_grapple_reset_1p | string | 0 | Sound emitted when the player resets a grapple in 1p. |
176 | sound_grapple_reset_3p | string | 0 | Sound emitted when the player resets a grapple in 3p. |
177 | player_sound_fallingEffects_1p | string | 0 | Sound when player is falling fast. |
178 | sound_slide_prefix | string | 0 | Prefix for slide sounds |
179 | ui_targetinfo | string | 0 | |
180 | camera_lcd | asset | 0 | |
181 | camera_lcdStartup | asset | 0 | |
182 | headshotFX | string | 0 | |
183 | viewPunchSpring | string | 0 | View punch spring used for decay |
184 | generalClass | int | 0 | General class of the player |
185 | fov | float | 0 | Vision field of view (angle) |
186 | viewmodelfov | float | 0 | Vision field of view (angle) for viewmodel |
187 | viewmodelDuckOffset | float | 0 | Distance to translate the player's viewmodel up as they duck. |
188 | speedScaleSide | float | 0 | Scales sideways movement speed |
189 | speedScaleBack | float | 0 | Scales backward movement speed |
190 | stepHeight | float | 0 | Height that can be stepped up automatically (for stairs) |
191 | stepTestDist | float | 0 | Steep slopes shorter than this will be ignored when stepping onto an object |
192 | physicsMass | float | 0 | Mass of the player for physics calculations |
193 | physicsIgnoreBelowMass | float | 0 | Mass below which physics objects don't affect the player |
194 | physicsSoftBelowMass | float | 0 | Mass below which physics objects use soft collision with the player (not real physics) |
195 | physicsPushMassLimit | float | 0 | Maximum mass the player can push |
196 | physicsPushSpeedLimit | float | 0 | Maximum speed the player can push physics objects |
197 | airSpeed | float | 0 | Max speed player can adjust to in the air |
198 | airAcceleration | float | 0 | Acceleration when in the air (units/sec/sec) |
199 | airFriction | float | 0 | Friction when in the air. Fraction of total speed lost per second. |
200 | airDrag | float | 0 | Deceleration is proportional to the velocity squared. It is Air Friction that increases linearly with speed. |
201 | impactSpeed | float | 0 | Collision velocity needed to consider it fast enough to play impact effects |
202 | modelScale | float | 0 | Scale value for the model used for the player character. |
203 | health | float | 0 | |
204 | healthShield | float | 0 | |
205 | healthDoomed | float | 0 | |
206 | healthPerSegment | float | 0 | |
207 | powerRegenRate | float | 0 | Percentage of power recharged per second |
208 | armorType | int | 0 | |
209 | smartAmmoLockType | int | 0 | |
210 | smartAmmoLockTimeModifier | float | 0 | Scale locking time from smart ammo weapons on the player by this amount |
211 | pitchMaxUp | float | 0 | |
212 | pitchMaxDown | float | 0 | |
213 | verticalGainCutoff_wallrun | float | 0 | |
214 | verticalGainCutoff_doubleJump | float | 0 | |
215 | slipAcceleration | float | 0 | How fast to slip off surfaces when inside a trigger_slip |
216 | slipSpeed | float | 0 | Maximum speed player can slip at when on a surface and inside a trigger_slip |
217 | slipAirRestrictDuration | float | 0 | After leaving the ground, how long to restrict air movement to the slip direction (in seconds). Used to prevent hopping up trigger_slip surfaces. |
218 | localGravityBlendTime | float | 0 | How long it takes for the player to align up with a new local gravity direction |
219 | localGravityBlendDistanceMin | float | 0 | At distances closer than this to the gravity center, gravity will not rotate at all |
220 | localGravityBlendDistanceMax | float | 0 | At distances closer than this to the gravity center, gravity will start to stop rotating |
221 | titan_regen_delay | float | 0 | |
222 | pushbackScale | float | 0 | |
223 | jumpHeight | float | 0 | How high the player can jump |
224 | antiMultiJumpHeightFrac | float | 0 | Fraction of jump height that is allowed after recently landing |
225 | antiMultiJumpTimeMin | float | 0 | Time that must pass after landing before jump height begins returning to normal |
226 | antiMultiJumpTimeMax | float | 0 | Time that must pass after landing before jump height fully returns to normal |
227 | superjumpLimit | float | 0 | Number of super jumps allowed before landing |
228 | superjumpMinHeight | float | 0 | Height of super jump when jump power is down to superjump_min_power_use |
229 | superjumpMaxHeight | float | 0 | Height of super jump when jump power is down at least superjump_max_power_use |
230 | superjumpHorzSpeed | float | 0 | Horizontal movement speed when super jumping while pushing in a direction |
231 | landSlowdownFrac | float | 0 | Fraction of movement speed that is initially allowed after a hard landing |
232 | landSlowdownDuration | float | 0 | Time until movement speed returns to normal after a hard landing |
233 | landSlowdownTimePower | float | 0 | Affects the rate at which speed returns. 1 is linear. Less than 1 returns to full speed quickly at first and then retores the last bit gradually. Greater than 1 holds low speeds longer and then restores full speed quickly. |
234 | landSlowdownHeightMin | float | 0 | Minimum height that must be landed from to begin slowing movement speed |
235 | landSlowdownHeightMax | float | 0 | Height that must be landed from to fully slow movement |
236 | landSlowdownNoSprintFrac | float | 0 | Fraction of movement speed that must be restored after a hard landing before sprinting is allowed |
237 | mantleHeight | float | 0 | Maximum step height to auto-mantle player |
238 | mantleAngleScale | float | 0 | Scales the maximum mantle angle convar. Allows different mantle angle settings for boost and wallrunner. |
239 | mantleDurationBelow | float | 0 | Length of time the mantle animation plays for - when the player's eye is below the mantle ledge |
240 | mantleDurationLevel | float | 0 | Length of time the mantle animation plays for - when the player's eye is level to the mantle ledge |
241 | mantleDurationAbove | float | 0 | Length of time the mantle animation plays for - when the player's eye is above the mantle ledge |
242 | mantleDurationHigh | float | 0 | Length of time the mantle animation plays for - when the player's eye is high above the mantle ledge |
243 | viewkickFallDistMin | float | 0 | Start of the range for figuring viewkick from a fall. Converted into and compared against impact velocity. |
244 | viewkickFallDistMax | float | 0 | End of the range for figuring viewkick from a fall. Converted into and compared against impact velocity. |
245 | viewkickFallDistMaxScale | float | 0 | Max viewkick from a fall. |
246 | glideDuration | float | 0 | Maximum glide duration in seconds. |
247 | glideRechargeRate | float | 0 | Rate at which the glide meter recharges. 0 disables recharge. 1 recharges at 1:1 mapping to real time, 2 recharges twice as fast and so on. |
248 | glideRechargeDelay | float | 0 | Delay after last use of glide before the meter starts recharging. |
249 | boostThrust | float | 0 | Amount of vertical thrust for boost. 0 is no thrust. 1 is 1G acceleration up. 2 is 2G acceleration. |
250 | boostTightness | float | 0 | Vertical tightness for boost. Enables faster acceleration during boost without jumps going too high. |
251 | boostDelay | float | 0 | Seconds into boost before boost thrust starts being applied. Meant to provide more consistent jump impulse on tap |
252 | boostDuration | float | 0 | Maximum boost duration in seconds. |
253 | boostRodeoSafety | float | 0 | You can boost if you have rodeo'd within this time. Fixes not being able to boost off a rodeo. |
254 | boostOnGroundSafety | float | 0 | You can boost if you have touched ground within this time. Avoids missing out on boost because you are not on-ground on that exact frame. |
255 | boostHorizontalDragSpeed | float | 0 | Horizontal speed at which drag is applied after drag delay. 0 disables horizontal boost drag. |
256 | boostHorizontalDragDelay | float | 0 | Delay in seconds between jump and horizontal drag applying. |
257 | boostHorizontalDragAmount | float | 0 | Amount of drag applied in velocity units per-second. |
258 | boostAutoGlideMeterThreshold | float | 0 | Threshold of boost meter below which glide starts automatically (without button press) if you continue to hold down jump near the apex of boost. |
259 | boostAutoJetpackMeterThreshold | float | 0 | Threshold of boost meter below which jetpack starts automatically (without button press) if you continue to hold down jump near the apex of boost. |
260 | boostRepeatedBoostMeterCost | float | 0 | Instantaneous meter cost of each repeated boost. Meant to discourage bunny hopping and skipping exploits with the boost class |
261 | jetpackThrust | float | 0 | Amount of vertical thrust for jetpack while travelling up. 0 is no thrust. 1 is 1G acceleration up. 2 is 2G acceleration. |
262 | jetpackJumpsToActivate | int | 0 | The number of times the player needs to press jump before the jetpack will activate. 0 = activate when in the air, 1 = activate on the first jump, 2 = activate on the double jump. |
263 | jetpackHeightToActivate | float | 0 | The height the player needs to be off the ground before the jetpack will auto-activate. Set it to -1 to never auto-activate this way. |
264 | jetpackHeightToActivateDelay | float | 0 | When the player's jetpack can be activated due to their height above the ground, this is the minimal time they must have elapsed since they touched the ground. |
265 | jetpackMeterRate | float | 0 | Rate at which using the jetpack will drain the glide meter. |
266 | jetpackAfterburnerMeterRate | float | 0 | Rate at which using the jetpack afterburner will drain the glide meter. |
267 | jetpackTightnessUp | float | 0 | Jetpack tightness applied to reduce up velocity. 0.0 total adjustment, 1.0 no adjustment. Small values are typically good, eg. 0.0 -> 0.1 range |
268 | jetpackTightnessDown | float | 0 | Jetpack tightness applied to reduce down velocity. 0.0 total adjustment, 1.0 no adjustment. Small values are typically good, eg. 0.0 -> 0.1 range |
269 | jetpackTightnessSideways | float | 0 | Jetpack tightness applied to reduce sideways velocity. 0.0 total adjustment, 1.0 no adjustment. Small values are typically good, eg. 0.0 -> 0.1 range |
270 | jetpackTightnessForwardBack | float | 0 | Jetpack tightness applied to reduce forward/back velocity. 0.0 total adjustment, 1.0 no adjustment |
271 | jetpackStrafe | float | 0 | Jetpack strafe acceleration applied according to left stick. |
272 | jetpackStrafeTaperStart | float | 0 | Start tapering jetpack strafe acceleration towards zero at this speed. |
273 | jetpackStrafeTaperFinish | float | 0 | Jetpack strafe acceleration is tapered to zero at this speed, eg. max jetpack strafe speed |
274 | jetpackBlendToGlideThreshold | float | 0 | Vertical speed threshold below which jetpack parameters (thrust, tightness, redirect) are blended towards glide values |
275 | glideThrust | float | 0 | Amount of vertical thrust for glide. 0 is no thrust. 1 is 1G acceleration up. 2 is 2G acceleration. |
276 | glideThreshold | float | 0 | Threshold velocity z below which glide kicks in instead of jetpack. |
277 | glideTightnessUp | float | 0 | Glide tightness applied to reduce up velocity. 0.0 total adjustment, 1.0 no adjustment. Small values are typically good, eg. 0.0 -> 0.1 range |
278 | glideTightnessDown | float | 0 | Glide tightness applied to reduce down velocity. 0.0 total adjustment, 1.0 no adjustment. Small values are typically good, eg. 0.0 -> 0.1 range |
279 | glideTightnessSideways | float | 0 | Glide tightness applied to reduce sideways velocity. 0.0 total adjustment, 1.0 no adjustment. Small values are typically good, eg. 0.0 -> 0.1 range |
280 | glideRedirectDown | float | 0 | Amount of down movement that is redirected to forward when glide is applied. 0 is no redirection. 1 is 100% redirect. |
281 | glideRedirectSideways | float | 0 | Amount of sideways movement that is redirected to forward when glide is applied. 0 is no redirection. 1 is 100% redirect. |
282 | glideStrafe | float | 0 | Glide strafe acceleration applied according to left stick. |
283 | glideStrafeTaperStart | float | 0 | Start tapering glide strafe acceleration towards zero at this speed. |
284 | glideStrafeTaperFinish | float | 0 | Glides strafe acceleration is tapered to zero at this speed, eg. max glide strafe speed |
285 | glideRedirectJumpHeightStartOffset | float | 0 | Offset added to the ground height at the last point of jump to get the height below which glide redirect starts being faded in |
286 | glideRedirectJumpHeightFinishOffset | float | 0 | Offset added to the ground height at the last point of jump to get the height below which glide redirect finishes being faded in |
287 | glideRedirectFadeOutStartSpeed | float | 0 | Offset added to the ground height at the last point of jump to get the height below which glide redirect applies |
288 | glideRedirectFadeOutFinishSpeed | float | 0 | Offset added to the ground height at the last point of jump to get the height below which glide redirect applies |
289 | airStrafeAcceleration | float | 0 | Amount of air strafe acceleration to apply while in the air. |
290 | airStrafeTaperStart | float | 0 | Start tapering air strafe acceleration towards zero at this speed. |
291 | airStrafeTaperFinish | float | 0 | Air strafe acceleration is tapered to zero at this speed, eg. max air strafe speed |
292 | hoverTightnessVertical | float | 0 | Vertical tightness of velocity ease-in to hover. Eases player velocity towards zero. 0 doesn't apply any easing-in. 1 instantly reduces vertical velocity to zero. |
293 | hoverTightnessHorizontal | float | 0 | Horizontal tightness of velocity ease-in to hover. Eases player velocity towards zero. 0 doesn't apply any easing-in. 1 instantly reduces horizontal velocity to zero. |
294 | hoverMeterRate | float | 0 | Rate multiplier for how much boost meter the hover uses per-second. 0.1 means use 1/10th of the regular boost meter rate. |
295 | hoverStrafeScale | float | 0 | Scale the air strafe while hovering. Allows tuning of ADS tune speed. 0 disables strafing while hovering. |
296 | hoverSafety | float | 0 | Hover engages only if you have been in the air longer than this amount of time. Stops hover kicking in when you ADS sprint across bumpy terrain. |
297 | fx_jetwash_frequency | float | 0 | Frequency at which jetwash effects are emitted. |
298 | fx_jetwash_height | float | 0 | The maximum height over a surface at which jetwash effects are still emitted. |
299 | climbHeight | float | 0 | Height that is traversed up the wall when climbing. |
300 | climbFinalJumpUpHeight | float | 0 | Height of the automatic jump at the end of a climb. |
301 | climbSpeedStart | float | 0 | Upward speed used at the start of a climb Transitions gradually to Climb Speed End. |
302 | climbSpeedEnd | float | 0 | Upward speed used at the end of a climb. Transitions gradually from Climb Speed Start. |
303 | climbAccel | float | 0 | Upward acceleration to the desired speed. |
304 | climbDecel | float | 0 | Deceleration of any extra upward velocity. |
305 | climbHorzSpeed | float | 0 | Maximum horizontal movement speed while climbing. |
306 | climbHorzAccel | float | 0 | Rate of horizontal speed adjustment while climbing. |
307 | climbHorzDecel | float | 0 | Rate at which horizontal speed returns to 0 while climbing. |
308 | wallrun_timeLimit | float | 0 | Length of time you can wall run for |
309 | wallrun_hangTimeLimit | float | 0 | Length of time you can hold onto the wall while zoomed |
310 | wallrunAdsType | int | 0 | Enables wall hanging |
311 | wallrunCeilingLimit | float | 0 | How negative the surface normal z needs to be for wallrunning code to consider it a ceiling |
312 | wallrunAllowedWallDistance | float | 0 | Distance to the side that feet may be from the wall |
313 | wallrunAllowedWallDistanceWallHang | float | 0 | Distance to the side that hand may be from the wall for wallhang |
314 | wallrunUpWallBoost | float | 0 | Initial vertical velocity boost when wall running begins. |
315 | wallrunMaxSpeedVertical | float | 0 | Target upward speed while wall running. Tapers to 0 along Wallrun Gravity Ramp Up Time. |
316 | wallrunMaxSpeedHorizontal | float | 0 | Target horizontal speed while wall running |
317 | wallrunMaxSpeedHorizontalBackward | float | 0 | Maximum reverse horizontal speed while wall running |
318 | wallrunAccelerateVertical | float | 0 | Rate of vertical speed increase while wall running |
319 | wallrunDecelerateVertical | float | 0 | Deceleration of extra vertical speed while wall running |
320 | wallrunAccelerateHorizontal | float | 0 | Rate of horizontal speed increase while wall running |
321 | wallrunDecelerateHorizontal | float | 0 | Deceleration of extra horizontal speed while wall running |
322 | wallrunGravityRampUpTime | float | 0 | While wall running, gravity starts at 0 and ramps up to full over this many seconds |
323 | wallrunJumpUpSpeed | float | 0 | Vertical speed applied when jumping out of a wall run. |
324 | wallrunJumpInputDirSpeed | float | 0 | Speed applied in the direction of player input when jumping out of a wall run. |
325 | wallrunJumpOutwardSpeed | float | 0 | Speed away from the wall when jumping out of a wall run. |
326 | wallrunSameWallHeight | float | 0 | When allowing wallruns on the same wall, it can only be this much higher than the original wallrun height. Set to -1 to allow any height. |
327 | wallrun_viewpunch_onStart_basePitch | float | 0 | |
328 | wallrun_viewpunch_onStart_randomPitch | float | 0 | |
329 | wallrun_viewpunch_onStart_baseYaw | float | 0 | |
330 | wallrun_viewpunch_onStart_randomYaw | float | 0 | |
331 | wallrun_viewpunch_onStart_baseRoll | float | 0 | |
332 | wallrun_viewpunch_onStart_randomRoll | float | 0 | |
333 | wallrun_viewpunch_onTimeout_basePitch | float | 0 | |
334 | wallrun_viewpunch_onTimeout_randomPitch | float | 0 | |
335 | wallrun_viewpunch_onTimeout_baseYaw | float | 0 | |
336 | wallrun_viewpunch_onTimeout_randomYaw | float | 0 | |
337 | wallrun_viewpunch_onTimeout_baseRoll | float | 0 | |
338 | wallrun_viewpunch_onTimeout_randomRoll | float | 0 | |
339 | dodgeDuration | float | 0 | Time before ground friction returns when dodging |
340 | dodgeSpeed | float | 0 | Horizontal speed added when dodging |
341 | dodgePowerDrain | float | 0 | Suit power used for dodging |
342 | dodgeAnimDuration | float | 0 | Minimum length of third person dodge float animation |
343 | dodgeInterval | float | 0 | Time before another dodge is allowed |
344 | dodgeStopSpeed | float | 0 | Speed below which dodging ends early |
345 | dodgeHeight | float | 0 | Height attained when dodging |
346 | dodgeHeightMax | float | 0 | Max height allowed when dodging (vertical velocity will be decreased if necessary) |
347 | dodgeVerticalHeight | float | 0 | Height attained when dodging without horizontal motion |
348 | dodgePowerDelay | float | 0 | Time before suit power recharges after dodging |
349 | dodgeKeepSpeedFrac | float | 0 | Fraction of old speed kept when dodging |
350 | player_slideBoostCooldown | float | 0 | How long until boosted slide is available again. |
351 | slideDecel | float | 0 | deceleration while sliding (fixed velocity lost per second) |
352 | slideWantToStopDecel | float | 0 | deceleration while sliding when the player is trying to stand up |
353 | slideVelocityDecay | float | 0 | deceleration while sliding (percentage of velocity retained per second; has a stronger effect at faster speeds) |
354 | slideAccel | float | 0 | allowed acceleration (from player input) while sliding |
355 | slideRequiredStartSpeed | float | 0 | required speed to begin a slide |
356 | slideRequiredStartSpeedAir | float | 0 | required speed to begin a slide when landing from a jump |
357 | slideStopSpeed | float | 0 | slide ends when below this speed |
358 | slideMaxStopSpeed | float | 0 | slide may not end while above this speed |
359 | slideMaxJumpSpeed | float | 0 | velocity is reduced to this when jumping from slide |
360 | slideSpeedBoost | float | 0 | extra speed given when a slide starts |
361 | slideSpeedBoostCap | float | 0 | extra slide speed doesn't bring player speed above this |
362 | slideJumpHeight | float | 0 | Jump height when sliding |
363 | slideFOVScale | float | 0 | |
364 | slideFOVLerpInTime | float | 0 | |
365 | slideFOVLerpOutTime | float | 0 | |
366 | grapple_detachOnGrappleDebounceTime | float | 0 | How much time must have passed since shooting the grapple before pressing grapple again will retract and/or detach the grapple |
367 | grapple_autoAimAngle | float | 0 | Angle in front of view to search for grapple auto-aim targets |
368 | grapple_swingType | int | 0 | |
369 | grapple_swingGravity | float | 0 | How much to scale gravity by while swinging |
370 | grapple_swingHoldTime | float | 0 | How long stick must be pushed for before swing mode is entered/exited |
371 | grapple_swingMinLength | float | 0 | Only allow swing if the grapple length is at least this long |
372 | grapple_swingAccel | float | 0 | How fast to accelerate when swinging |
373 | grapple_swingMaxSpeed | float | 0 | Maximum swinging speed |
374 | grapple_rollStrength | float | 0 | General strength of the grapple view roll effect |
375 | grapple_rollMax | float | 0 | Maximum view roll from the grapple |
376 | grapple_rollViewAngleMin | float | 0 | Angle from the crosshair the grapple point needs to be before grapple view angle roll starts happening |
377 | grapple_rollViewAngleMax | float | 0 | Angle from the crosshair the grapple point needs to be before grapple view angle roll is at maximum strength |
378 | grapple_rollDistanceMin | float | 0 | Distance from grapple point before grapple view angle roll starts happening |
379 | grapple_rollDistanceMax | float | 0 | Distance from grapple point before grapple view angle roll is at maximum strength |
380 | grapple_attachVerticalBoost | float | 0 | Vertical boost given when attaching (it won't add any boost if vertical speed is already at this boost value) |
381 | grapple_detachVerticalBoost | float | 0 | Vertical boost given when detaching after passing the grapple point |
382 | grapple_detachVerticalMaxSpeed | float | 0 | Limits vertical boost from grapple_detachVerticalBoost |
383 | grapple_detachHorizontalMaxSpeed | float | 0 | Limits horizontal boost from grapple_detachHorizontalBoost |
384 | grapple_detachGravityTime | float | 0 | After detaching, blend gravity back to normal over this time |
385 | grapple_detachGravityScale | float | 0 | After detaching, blend gravity back to normal, starting from this initial value |
386 | grapple_detachGravitySpeed | float | 0 | The maximum upwards speed the player can have for the grapple detach gravity to be applied |
387 | grapple_detachLengthMin | float | 0 | Minimum length of grapple line (always detaches when shorter than this) |
388 | grapple_detachLengthMax | float | 0 | Minimum length of grapple line (detaches when shorter than this and at full speed) |
389 | grapple_detachAwaySpeed | float | 0 | Grapple detaches when moving away from it at this speed |
390 | grapple_gravityFracMin | float | 0 | Fraction of gravity used when grappling; fights with grapple_accel |
391 | grapple_gravityFracMax | float | 0 | Fraction of gravity used when grappling and pulling away from the grapple or pushing under it; fights with grapple_accel |
392 | grapple_detachSpeedLoss | float | 0 | Reduces speed when grapple detaches |
393 | grapple_detachSpeedLossMin | float | 0 | grapple_detachSpeedLoss doesn't reduce speed lower than this |
394 | grapple_detachLowSpeedThreshold | float | 0 | Grapple detaches when below this speed for grapple_detachLowSpeed(Ground)Time |
395 | grapple_detachLowSpeedMeleeThreshold | float | 0 | Grapple detaches when below this speed for grapple_detachLowSpeed(Melee)Time |
396 | grapple_detachLowSpeedSwingThreshold | float | 0 | Grapple detaches when below this speed for grapple_detachLowSpeedSwingTime |
397 | grapple_detachLowSpeedTime | float | 0 | Grapple detaches when below grapple_detachSpeedThreshold for this length of time in the air |
398 | grapple_detachLowSpeedWallTime | float | 0 | Grapple detaches when below grapple_detachLowSpeedThreshold for this length of time when wall running |
399 | grapple_detachLowSpeedGroundTime | float | 0 | Grapple detaches when below grapple_detachLowSpeedThreshold for this length of time on the ground |
400 | grapple_detachLowSpeedMeleeTime | float | 0 | Grapple detaches when below grapple_detachLowSpeedMeleeThreshold for this length of time while meleeing |
401 | grapple_detachLowSpeedSwingTime | float | 0 | Grapple detaches when below grapple_detachLowSpeedSwingThreshold speed for this length of time while swinging |
402 | grapple_impactVerticalBoost | float | 0 | Vertical boost given when hitting the grapple point |
403 | grapple_impactVerticalMaxSpeed | float | 0 | Limits vertical boost from grapple_impactVerticalBoost |
404 | grapple_speedRampMin | float | 0 | Start pull speed at this value |
405 | grapple_speedRampMax | float | 0 | Max out pull speed at this value |
406 | grapple_speedRampTime | float | 0 | Ramp up pull speed from min to max over this time |
407 | grapple_swingingSpeedRampMin | float | 0 | Start pull speed at this value (while swinging) |
408 | grapple_swingingSpeedRampMax | float | 0 | Max out pull speed at this value (while swinging) |
409 | grapple_swingingSpeedRampTime | float | 0 | Ramp up pull speed from min to max over this time (while swinging) |
410 | grapple_accel | float | 0 | How fast the grapple will accelerate to the desired pull speed |
411 | grapple_decel | float | 0 | How fast the grapple will decelerate the speed that is not along the pull direction |
412 | grapple_power_regen_delay | float | 0 | |
413 | grapple_power_regen_rate | float | 0 | |
414 | grapple_airSpeedMax | float | 0 | Max speed from player movement controls while grappling |
415 | grapple_airAccel | float | 0 | Acceleration from player movement controls while grappling (fights with grapple_decel) |
416 | grapple_lastZiplineCooldown | float | 0 | How much time must have passed before the grapple is able to re-attach to the last used zipline |
417 | skydive_speed_min | float | 0 | Speed of player when they have the movement stick pulled all the way back |
418 | skydive_speed_neutral | float | 0 | Speed of player when the movement stick is in the neutral position |
419 | skydive_speed_max | float | 0 | Speed of player when the movement stick is pushed all the way forward |
420 | skydive_acceleration_min | float | 0 | Minimum acceleration (reached when travelling at the highest speed) while skydiving |
421 | skydive_acceleration_max | float | 0 | Maximum acceleration (reached when travelling at the lowest speed) while skydiving |
422 | skydive_deceleration_min | float | 0 | Minimum deceleration (forward stick at rest) when skydiving |
423 | skydive_deceleration_max | float | 0 | Maximum deceleration (forward stick fully pulled back) when skydiving |
424 | skydive_glide_speed | float | 0 | Speed when the player is gliding (when the dive angle is less than or equal to the glide angle) |
425 | skydive_glide_acceleration_min | float | 0 | Minimum acceleration (reached when travelling at the highest speed) while gliding (when the dive angle is less than or equal to the glide angle) |
426 | skydive_glide_acceleration_max | float | 0 | Maximum acceleration (reached when travelling at the lowest speed) while gliding (when the dive angle is less than or equal to the glide angle) |
427 | skydive_glide_deceleration_min | float | 0 | Minimum deceleration (forward stick at rest) when gliding |
428 | skydive_glide_deceleration_max | float | 0 | Maximum deceleration (forward stick fully pulled back) when gliding |
429 | skydive_glide_angle | float | 0 | The player is considered gliding when their dive angle is lower than this value |
430 | skydive_pitch_acceleration_min | float | 0 | The minimum rate the player's pitch will change (reached when travelling at the highest speed) |
431 | skydive_pitch_acceleration_max | float | 0 | The maximum rate the player's pitch will change (reached when travelling at the lowest speed) |
432 | skydive_yaw_smooth_time_min | float | 0 | Minimum time the player takes to smoothly turn to the desired yaw (when travelling at neutral speed) |
433 | skydive_yaw_smooth_time_max | float | 0 | Maximum time the player takes to smoothly turn to the desired yaw (when travelling at anticipate speed) |
434 | skydive_anticipate_speed | float | 0 | The speed of the player when they get near to the ground |
435 | skydive_anticipate_acceleration_min | float | 0 | Minimum acceleration (reached when travelling at full speed) when a skydiving player gets near to the ground |
436 | skydive_anticipate_acceleration_max | float | 0 | Maximum acceleration (reached when travelling at neutral speed or lower) when a skydiving player gets near to the ground |
437 | skydive_anticipate_deceleration_min | float | 0 | Minimum deceleration (forward stick at rest) when a skydiving player gets near to the ground |
438 | skydive_anticipate_deceleration_max | float | 0 | Maximum deceleration (forward stick pulled all the way back) when a skydiving player gets near to the ground |
439 | skydive_anticipate_forward_speed | float | 0 | Maximum additional velocity added in the camera direction if they push the forward stick forward/back while nearing the ground |
440 | skydive_anticipate_forward_acceleration | float | 0 | Maximum rate of additional velocity added in the camera direction if they push the forward stick forward/back while nearing the ground |
441 | skydive_strafe_angle | float | 0 | Maximum angle the player can strafe sideways when skydiving |
442 | skydive_strafe_acceleration_min | float | 0 | Minimum rate (when side stick is almost at rest) that sideways speed can change |
443 | skydive_strafe_acceleration_max | float | 0 | Maximum rate (when side stick is at full tilt) that sideways speed can change |
444 | skydive_anticipate_strafe_acceleration_min | float | 0 | Minimum rate (when side stick is almost at rest) that sideways speed can change when nearing the ground |
445 | skydive_anticipate_strafe_acceleration_max | float | 0 | Maximum rate (when side stick is at full tilt) that sideways speed can change when nearing the ground |
446 | skydive_forward_pose_parameter_smooth_time | float | 0 | How long it takes for the forward pose parameter to smoothly reach its goal |
447 | skydive_side_pose_parameter_smooth_time | float | 0 | How long it takes for the side pose parameter to smoothly reach its goal |
448 | skydive_max_distance_from_ground | float | 0 | Distance from ground before player starts entering into anticipation mode |
449 | skydive_max_distance_from_wall | float | 0 | Distance from a wall before player starts entering into anticipation mode |
450 | skydive_max_distance_from_hover_tank | float | 0 | Distance from a hover tank before the player starts entering into anticipation mode |
451 | skydive_finish_distance | float | 0 | Distance from the ground before the player exits skydive |
452 | skydive_slipAcceleration | float | 0 | How fast speed changes when slipping while skydiving (on a leviathan) |
453 | skydive_slipSpeed | float | 0 | How fast to slip while skydiving (on a leviathan) |
454 | sharedEnergyTotal | int | 0 | How much shared energy this entity starts with |
455 | sharedEnergyRegenDelay | float | 0 | How long before this entity starts regening its shared energy after firing |
456 | sharedEnergyRegenRate | float | 0 | Per second regen of shared energy |
457 | deathcamRotateSpeed | float | 0 | How fast deathcam lookat camera movement interpolates to the killer |
458 | deathcamDistanceMin | float | 0 | Minimum distance the camera can be away from viewing the players killer |
459 | deathcamDistanceMax | float | 0 | Maximum distance the camera can be away from viewing the players killer |
460 | deathcamDistanceGrowRate | float | 0 | Rate at which the camera distance from the players killer changes per second |
461 | deathcamExtraHeight | float | 0 | Additional height above the players ragdoll which the camera will center its view |
462 | deathcamMinHeight | float | 0 | Minimum height the camera should be above the players ragdoll |
463 | deathcamLookdownTime | float | 0 | Time taken to look at ragdoll if the player was not killed by a different valid game entity(other player, npc, etc) |
464 | deathcamLookdownPitch | float | 0 | Eventual pitch down the camera will interpolate to if the player was not killed by a different valid game entity(other player, npc, etc) |
465 | chasecamDistanceMax | float | 0 | Distance a chase camera observer will be at |
466 | chasecamMaxOrbitDepth | float | 0 | Maximum depth below the chase camera orbit origin that the camera can go |
467 | chasecamMaxPitchUp | float | 0 | Maximum pitch angle upward that chase camera will use. Works similar to 'cl_pitchup' but with negative values. Should be in interval (-90, 90) |
468 | chasecamOffsetUp | float | 0 | Extra distance the camera is moved upward from abs origin |
469 | chasecamOffsetRight | float | 0 | Extra distance the camera is moved to the right |
470 | chasecamOffsetForward | float | 0 | |
471 | leech_range | float | 0 | Range of leech action. 0 to disable. |
472 | melee_cone_trace_range | float | 0 | 400 |
473 | melee_cone_trace_angle | float | 0 | 40 |
474 | mountZiplineTime | float | 0 | Time taken for player to mount up to a zipline and begin sliding |
475 | useZiplineCooldown | float | 0 | Time before player can use the zipline again after detaching |
476 | ziplineSpeed | float | 0 | Maximum speed when moving along zipline |
477 | ziplineAcceleration | float | 0 | Acceleration to zipline speed when moving along zipline |
478 | ziplineJumpOnAcceleration | float | 0 | Minimum acceleration to apply when the player jumps onto a zipline |
479 | ziplineJumpOffSpeed | float | 0 | Speed player will move at when they jump off a zipline |
480 | ziplineJumpOffDampScale | float | 0 | When the player detaches from a zipline, the current velocity is immediately scaled by this amount (i.e., 0 for instant stop, 1 for no change in speed) |
481 | ziplineRollStrength | float | 0 | General strength of the zipline view roll effect |
482 | ziplineRollMax | float | 0 | Maximum view roll angle from the zipline |
483 | ziplineRollViewAngleMin | float | 0 | Angle the crosshair to the zipline attach point needs to be before zipline roll starts happening |
484 | ziplineRollViewAngleMax | float | 0 | Angle the crosshair to the zipline attach point needs to be before zipline roll is at maximum strength |
485 | ziplineViewOffset | float3 | 0 | Offset the player's view by this much from the rope while using a vertical zipline |
486 | swingRollStrength | float | 0 | General strength of the vine swinging view roll effect |
487 | swingRollMax | float | 0 | Maximum view roll angle from vine swinging |
488 | swingRollViewAngleMin | float | 0 | Angle the crosshair to the swing point needs to be before swing roll starts happening |
489 | swingRollViewAngleMax | float | 0 | Angle the crosshair to the swing point needs to be before swing roll is at maximum strength |
490 | swingRollDistanceMin | float | 0 | When the eye distance from the swing point is equal or less than this, then the roll strength will be zero |
491 | swingRollDistanceMax | float | 0 | When the eye distance from the swing point is equal or more than this, then the roll strength will be zero |
492 | rodeoCooldownTime | float | 0 | Time before player can initiate rodeo again |
493 | rodeoViewdriftMinTitanSpeed | float | 0 | Apply minimum drift when Titan is moving at this speed or below |
494 | rodeoViewdriftMaxTitanSpeed | float | 0 | Apply maximum drift when Titan is moving at this speed or above |
495 | rodeoViewdriftPitchScaleMin | float | 0 | Minimum amount of vertical drift while in rodeo |
496 | rodeoViewdriftPitchScaleMax | float | 0 | Maximum amount of vertical drift while in rodeo |
497 | rodeoViewdriftPitchSpeedMin | float | 0 | Minimum speed of vertical drift while in rodeo |
498 | rodeoViewdriftPitchSpeedMax | float | 0 | Maximum speed of vertical drift while in rodeo |
499 | rodeoViewdriftYawScaleMin | float | 0 | Minimum amount of horizontal drift while in rodeo |
500 | rodeoViewdriftYawScaleMax | float | 0 | Maximum amount of horizontal drift while in rodeo |
501 | rodeoViewdriftYawSpeedMin | float | 0 | Minimum speed of horizontal drift while in rodeo |
502 | rodeoViewdriftYawSpeedMax | float | 0 | Maximum speed of horizontal drift while in rodeo |
503 | aimAngleBackwardEnd | float | 0 | Angle when backward animation stops being used |
504 | aimAngleForwardStart | float | 0 | Angle when forward animation starts being used |
505 | aimAngleForwardEnd | float | 0 | Angle when forward animation stops being used |
506 | aimAngleBackwardStart | float | 0 | Angle when backward anim starts being used again |
507 | cockpitSwayGain | float | 0 | Scale applied to all cockpit sway values |
508 | cockpitSwayMinOriginX | float | 0 | Min cockpit sway translation in X direction |
509 | cockpitSwayMinOriginY | float | 0 | Min cockpit sway translation in Y direction |
510 | cockpitSwayMinOriginZ | float | 0 | Min cockpit sway translation in Z direction |
511 | cockpitSwayMaxOriginX | float | 0 | Max cockpit sway translation in X direction |
512 | cockpitSwayMaxOriginY | float | 0 | Max cockpit sway translation in Y direction |
513 | cockpitSwayMaxOriginZ | float | 0 | Max cockpit sway translation in Z direction |
514 | cockpitSwayMinAnglePitch | float | 0 | Min cockpit sway rotation in pitch direction |
515 | cockpitSwayMinAngleYaw | float | 0 | Min cockpit sway rotation in yaw direction |
516 | cockpitSwayMinAngleRoll | float | 0 | Min cockpit sway rotation in roll direction |
517 | cockpitSwayMaxAnglePitch | float | 0 | Max cockpit sway rotation in pitch direction |
518 | cockpitSwayMaxAngleYaw | float | 0 | Max cockpit sway rotation in yaw direction |
519 | cockpitSwayMaxAngleRoll | float | 0 | Max cockpit sway rotation in roll direction |
520 | cockpitSwayTurnAngleFactor | float | 0 | Amount of cockpit angle when turning |
521 | cockpitSwayTurnAngleRollFactor | float | 0 | Amount of cockpit roll when turning |
522 | cockpitSwayTurnOriginFactor | float | 0 | Amount of cockpit translation when turning |
523 | cockpitSwayMoveAngleFactor | float | 0 | Amount of cockpit angle when moving |
524 | cockpitSwayMoveAngleRollFactor | float | 0 | Amount of cockpit roll when moving |
525 | cockpitSwayMoveOriginFactor | float | 0 | Amount of cockpit translation when moving |
526 | cockpit_spring_originDamping | float | 0 | Rate of spring's energy loss. |
527 | cockpit_spring_originConstant | float | 0 | Strength of spring's return to center. |
528 | cockpit_spring_yawDamping | float | 0 | Rate of spring's energy loss. |
529 | cockpit_spring_yawConstant | float | 0 | Strength of spring's return to center. |
530 | cockpit_spring_pitchDamping | float | 0 | Rate of spring's energy loss. |
531 | cockpit_spring_pitchConstant | float | 0 | Strength of spring's return to center. |
532 | cockpit_spring_rollDamping | float | 0 | Rate of spring's energy loss. |
533 | cockpit_spring_rollConstant | float | 0 | Strength of spring's return to center. |
534 | cockpit_stepJolt_origin | float3 | 0 | Cockpit jolt per footstep. |
535 | cockpit_stepJolt_angles | float3 | 0 | Cockpit jolt per footstep. |
536 | damageImpulseScale | float | 0 | Scales velocity gained from bullet impacts |
537 | damageImpulseScaleAir | float | 0 | Scales velocity gained from bullet impacts when in the air |
538 | damageImpulseSpeedBoostLimit | float | 0 | Maximum velocity bullet impacts can give you |
539 | damageImpulseSpeedLossLimit | float | 0 | Minimum velocity bullet impacts will reduce you to in the direction you are pushing |
540 | titan_footstep_damage | float | 0 | Damage applied each second by Titan footstep damage |
541 | titan_footstep_damage_min_speed | float | 0 | Minimum speed Titan must be moving at to apply footstep damage (<= 0 to always do it) |
542 | titan_footstep_damage_height_check_ratio | float | 0 | Ratio of Titan's height that victim's box must intersect with for damage to happen |
543 | titan_footstep_damage_interval | float | 0 | Amount of time to wait before applying Titan footstep damage again |
544 | titan_footstep_damage_dist_interval | float | 0 | Amount of distance to move before applying Titan footstep damage again |
545 | sprintViewOffset | float | 0 | How far to slide the player's down as they enter a sprinting state. |
546 | sprintStartDelay | float | 0 | How long to wait before transitioning into sprintViewOffset. |
547 | sprintStartDuration | float | 0 | How long to take to transition into sprintViewOffset. |
548 | sprintStartFastDuration | float | 0 | How long to take to transition into sprintViewOffset after landing from a sprinting jump. |
549 | sprintEndDuration | float | 0 | How long to take to transition out of sprintViewOffset. |
550 | sprinttiltMaxRoll | float | 0 | Degrees of view tilt when turning while sprinting |
551 | aimassist_bounds_override | float | 0 | |
552 | aimassist_adspull_centerRadius | float | 0 | |
553 | aimassist_adspull_headshotRadius | float | 0 | |
554 | gibSpeed | float | 0 | |
555 | gibAngularSpeed | float | 0 | |
556 | gibMaxDist | float | 0 | |
557 | jumpNoiseDuration | float | 0 | Duration of noise created by jumping |
558 | jumpNoiseRadius | float | 0 | Radius of noise created by jumping |
559 | superJumpNoiseRadius | float | 0 | Radius of noise created by super jumping |
560 | dodgeNoiseRadius | float | 0 | Radius of noise created by dodging |
561 | landingNoiseDuration | float | 0 | Duration of noise created by landing from a fall |
562 | landingNoiseRadius | float | 0 | Radius of noise created by landing from a fall |
563 | hardLandingNoiseRadius | float | 0 | Radius of noise created by heavily landing from a fall |
564 | hardFallDist | float | 0 | Approximate distance the player must fall to trigger a 'heavy landing' sound. Converted into and compared against impact velocity. |
565 | landDistLow | float | 0 | Minimum distance (in feet) the player must fall to trigger a 'low land' animation. Converted into and compared against impact velocity. |
566 | landDistMedium | float | 0 | Minimum distance (in feet) the player must fall to trigger a 'medium land' animation. Converted into and compared against impact velocity. |
567 | landDistHigh | float | 0 | Minimum distance (in feet) the player must fall to trigger a 'high land' animation. Converted into and compared against impact velocity. |
568 | magneticRange | float | 0 | Range for magnetic grenade attraction. 0 for off |
569 | aiEnemy_priority | int | 0 | AI will consider enemy priority when deciding who to shoot. Higher values = more likely to shoot at this class than other classes |
570 | camera_lcdStartupTime | float | 0 | |
571 | pitchOffsetScale | float | 0 | Max distance to translate the player's view forward as he looks down. |
572 | gravityScale | float | 0 | How affected the player is by gravity. |
573 | passThroughThickness | int | 0 | The thickness of a player for pass through bullets |
574 | airSlowMoSpeed | float | 0 | |
575 | isPrime | bool | 0 | Sets whether the titan is prime |
576 | healthpacks | bool | 0 | Enables usage of health packs |
577 | crouch | bool | 0 | Enables crouching |
578 | mechanical | bool | 0 | Spawn mechanical gib instead of fleshy gib |
579 | canJumpWhileCrouched | bool | 0 | Allows player to jump when in crouch |
580 | doFaceAnim | bool | 0 | Should do face animation for model |
581 | localGravityFollowsGround | bool | 0 | The player's local gravity direction follows the normal of the ground they are standing on |
582 | localGravityBlendWhileInAir | bool | 0 | When disabled, local gravity will stop rotating while the player is in the air |
583 | localGravityBlendWhileWallrunning | bool | 0 | When disabled, local gravity will stop rotating while the player is wallrunning |
584 | start_with_shields | bool | 0 | |
585 | use_damage_states | bool | 0 | |
586 | keep_title_on_autotitan | bool | 0 | |
587 | rodeo_allow | bool | 0 | |
588 | hasLeftRightEmbarks | bool | 0 | |
589 | jump | bool | 0 | Enables basic jump |
590 | doubleJump | bool | 0 | Enables double jump |
591 | superjumpCanUseAfterWallrun | bool | 0 | Allows the use of super jump after wallrunning |
592 | automantle | bool | 0 | Enables climbing onto objects while jumping |
593 | mantlePitchLeveling | bool | 0 | Restores pitch to horizontal while mantling |
594 | glideRechargeOnlyWhenGrounded | bool | 0 | The glide meter will only recharge if the player is on the ground. |
595 | boostEnabled | bool | 0 | Enables boost |
596 | boostRepeatedBoostsAreShort | bool | 0 | If true then repeated boosts (boosts without full glide meter) are short and immediately transition to jet state |
597 | jetpackEnabled | bool | 0 | Enables jetpack |
598 | jetpackScriptToActivate | bool | 0 | Jetpack can only be activated by calling script function SetActivateJetpack( bool activate ). |
599 | jetpackToggleOn | bool | 0 | When the jetpack is first turned on, it will remain on and maintain the player's current height |
600 | jetpackToggleOff | bool | 0 | While the jetpack is toggled on, it can be toggled off again by tapping jump |
601 | jetpackPitchMovement | bool | 0 | When enabled, your view's pitch angle will affect your movement direction rather than just the yaw |
602 | jetpackFloatLook | bool | 0 | When enabled, the player view's pitch/yaw/roll angles are unclamped while jetpacking |
603 | jetpackZeroVerticalVelocityOnActivation | bool | 0 | When the jetpack activates, clear all vertical velocity on the player too. |
604 | jetpackZeroVerticalVelocityOnDeactivation | bool | 0 | When the jetpack deactivates, clear all vertical velocity on the player too. |
605 | jetpackAfterburnerBoundToJump | bool | 0 | Instead of pressing sprint to activate the afterburners, jumping will do it. |
606 | jetpackAfterburnerIsSticky | bool | 0 | Once activated, the jetpack afterburners remain activated as long as the stick is pushed forward |
607 | glideEnabled | bool | 0 | Enables glide |
608 | glideRedirectBelowLastJumpHeight | bool | 0 | If true then glide redirect is only applied below the height of the last point jumped from plus jump height offset |
609 | airStrafeEnabled | bool | 0 | Enables air strafe. |
610 | hoverEnabled | bool | 0 | Enables ADS hover |
611 | fx_jetwash_enabled | bool | 0 | Indicates if jetwash effects are enabled. |
612 | climbEnabled | bool | 0 | Enables wall climbing |
613 | wallrun | bool | 0 | Enables wall running |
614 | wallstickEnabled | bool | 0 | Enables wall stick. You must also have wall running enabled for this to work. |
615 | wallrunDuckCausesFallOff | bool | 0 | Ducking will cancel the player's wall run |
616 | wallrunMagnetizeToWall | bool | 0 | When enabled, the player's feet will align to the wallrun wall over time |
617 | player_wallrunOneHanded | bool | 0 | Switch to single-hand viewmodel mode when wallrunning. |
618 | wallrunSameWallAllowed | bool | 0 | Allows wallrun on the same wall twice in a row, using wallrunSameWallHeight and wallrun_sameWallSlope. |
619 | dodge | bool | 0 | Enables dodge |
620 | slide | bool | 0 | Enables sliding |
621 | player_slideBoostEnabled | bool | 0 | Enables boosted slides. |
622 | grapple_detachOnGrapple | bool | 0 | If the player tries to grapple while the grapple is already active, it will detach/retract the grapple instead |
623 | grapple_touchGroundOnAttach | bool | 0 | Touch the ground when the player's grapple attaches to something (so it resets double jump among other things) |
624 | grapple_touchGroundOnDetach | bool | 0 | Touch the ground when the player's grapple dettaches (so it resets double jump among other things) |
625 | grapple_disableWeaponsWhenActive | bool | 0 | Holster weapons when the grapple is used |
626 | grapple_swing | bool | 0 | Enable swing mode support for the grapple |
627 | grapple_swingSticky | bool | 0 | Once in swing mode, stay in swing mode |
628 | sharedEnergyAllowOveruse | bool | 0 | Allow shots to fire if there's greater than zero shared energy available. |
629 | context_action_can_melee | bool | 0 | Can this guy melee? |
630 | context_action_can_use | bool | 0 | Can this guy use? |
631 | ziplineCanMelee | bool | 0 | Whether the player can do a melee attack while ziplining |
632 | quadMoveAnims | bool | 0 | Splits run and walk animations into _LEFT/_RIGHT/_FORWARD/_BACK activities |
633 | sprintAnimOrientToMoveDir | bool | 0 | Orients player body to face the move direction while sprinting, instead of the aim direction |
634 | forceAimYawToEye | bool | 0 | Always snap the player's feet direction with their eye direction |
635 | sprint | bool | 0 | Enables sprinting |
636 | aimassist_use_short_inner_bounds | bool | 0 | |
637 | aimassist_adspull_noPitchUp | bool | 0 |