2025-02-04 23:47:07 +03:00

58 KiB

1fieldNamedataTypelayoutIndexhelpText
2gibModelsarray0
3gibModelsSoftenedarray1
4gibAttachmentsarray2
5poseSettingsarray3
6assetNamestring0
7printNamestring0The printable name of this class
8shortPrintNamestring0The printable short name of this class
9descriptionstring0The printable description of this class
10subclassstring0An optional subclass field for this class
11voicestring0
12painDeathSoundTypestring0Determines sounds to play for pain or death.
13bodyModelasset0Model used when part of the red team
14bodyModelRigWeightstring0
15armsModelasset0Viewmodel arms used when part of the red team
16cockpitModelasset0
17weaponClassstring0Class of weapons that may be used
18aiSettingsFilestring0Corresponding AI settings for this class, typically for auto titans
19sp_aiSettingsFilestring0Corresponding AI settings for this class, typically for auto titans
20at_aiSettingsFilestring0Corresponding AI settings for this class, typically for auto titans
21hatchModelasset0
22titanCharacterNamestring0
23readymessagestring0
24readyhintstring0
25raceOrSexstring0
26unitframe_iconasset_noprecache0
27hud_follow_iconstring0
28hud_guard_iconstring0
29core_building_iconstring0
30core_ready_iconstring0
31autoprecache_scriptstring0
32execution_animstring0
33startup_soundstring0
34fx_jetwash_impactTablestring0ImpactTable for jetwash effects applied when boosting over a surface.
35fx_hover_friendlystring0FX played for friendlies when hovering
36fx_hover_enemystring0FX played for enemies when hovering
37sharedEnergyNotUsableSoundstring0
38sharedEnergyRegenSoundstring0
39classActivityModifierstring0Activity modifier applied to player for class-specific animations
40footstep_typestring0Class of footstep sounds to use.
41rumbleOnJumpstring0
42rumbleOnDoubleJumpstring0
43rumbleOnWallrunStartstring0
44rumbleOnWallrunTimeoutstring0
45rumbleOnWallHangStartstring0
46rumbleOnLandingSoftstring0
47rumbleOnLandingHardstring0
48rumbleOnSlideBeginstring0
49rumbleOnZiplineAttachstring0
50rumbleOnZiplineDetachstring0
51rumbleOnDodgestring0
52landingImpactTablestring0
53footstepImpactTablestring0
54dodgeImpactTablestring0
55slideEffectTablestring0
56aimassist_adspull_centerAttachmentNamestring0
57aimassist_adspull_headshotAttachmentNamestring0
58gibFXstring0
59gibSoundstring0
60sound_superJumpstring0Sound when player double-jumps.
61sound_superJumpFailstring0Sound when player fails a double-jump.
62sound_dodge_1pstring0Sound when player dodges.
63sound_dodge_3pstring0Sound when player dodges.
64sound_dodgeFailstring0Sound when player fails a dodge.
65sound_groundImpactstring0Sound when player lands.
66sound_wallrunImpact_1pstring0Sound when player starts a wallrun in 1p
67sound_wallrunImpact_3pstring0Sound when player starts a wallrun in 3p
68sound_wallHangStartstring0Sound when starting to wall hang.
69sound_wallHangComplete_1pstring0Sound when finished getting into wall hang state in 1p.
70sound_wallHangComplete_3pstring0Sound when finished getting into wall hang state in 3p.
71sound_wallrunSlipstring0Sound when starting to slip out of a wallrun.
72sound_wallHangSlipstring0Sound when starting to slip out of a wall hang.
73sound_wallrunFall_1pstring0Sound when falling out of a wallrun in 1p.
74sound_wallrunFall_3pstring0Sound when falling out of a wallrun in 3p.
75sound_wallHangFallstring0Sound when falling out of a wall hang.
76sound_standToCrouch_1pstring0Sound when crouching in 1p.
77sound_standToCrouch_3pstring0Sound when standing in 3p.
78sound_crouchToStand_1pstring0Sound when crouching in 1p.
79sound_crouchToStand_3pstring0Sound when standing in 3p.
80sound_freefall_start_1pstring0Sound when player starts freefalling in 1p.
81sound_freefall_start_3pstring0Sound when player starts freefalling in 3p.
82sound_freefall_body_1pstring0Sound played while player is freefalling in 1p.
83sound_freefall_body_3pstring0Sound played while player is freefalling in 3p.
84sound_freefall_finish_1pstring0Sound when player finishes freefalling in 1p.
85sound_freefall_finish_3pstring0Sound when player finishes freefalling in 3p.
86sound_jumpjet_jump_start_1pstring0Sound when player starts jumping in 1p.
87sound_jumpjet_jump_start_3pstring0Sound when player starts jumping in 3p.
88sound_jumpjet_jump_body_1pstring0Sound played while player is jumping in 1p.
89sound_jumpjet_jump_body_3pstring0Sound played while player is jumping in 3p.
90sound_jumpjet_jump_finish_1pstring0Sound when player finishes jumping in 1p.
91sound_jumpjet_jump_finish_3pstring0Sound when player finishes jumping in 3p.
92sound_jumpjet_jet_start_1pstring0Sound when player starts double-jumping in 1p.
93sound_jumpjet_jet_start_3pstring0Sound when player starts double-jumping in 3p.
94sound_jumpjet_jet_body_1pstring0Sound played while player is double-jumping in 1p.
95sound_jumpjet_jet_body_3pstring0Sound played while player is double-jumping in 3p.
96sound_jumpjet_jet_finish_1pstring0Sound when player finishes double-jumping in 1p.
97sound_jumpjet_jet_finish_3pstring0Sound when player finishes double-jumping in 3p.
98sound_jumpjet_wallrun_start_1pstring0Sound when player starts wallrunning in 1p.
99sound_jumpjet_wallrun_start_3pstring0Sound when player starts wallrunning in 3p.
100sound_jumpjet_wallrun_body_1pstring0Sound played while player is wallrunning in 1p.
101sound_jumpjet_wallrun_body_3pstring0Sound played while player is wallrunning in 3p.
102sound_jumpjet_wallrun_finish_1pstring0Sound when player finishes wallrunning in 1p.
103sound_jumpjet_wallrun_finish_3pstring0Sound when player finishes wallrunning in 3p.
104sound_jumpjet_slide_start_1pstring0Jumpjet sound when beginning a slide in 1p.
105sound_jumpjet_slide_start_3pstring0Jumpjet sounds when beginning a slide in 3p.
106sound_boost_short_1pstring0Sound when player performs a short repeated boost in 1p
107sound_boost_short_3pstring0Sound when player performs a short repeated boost in 3p
108sound_boost_start_1pstring0Sound when player starts boost in 1p.
109sound_boost_start_3pstring0Sound when player starts boost in 3p.
110sound_boost_body_1pstring0Sound played while player is boosting in 1p. Sound is faded out when boost finishes.
111sound_boost_body_3pstring0Sound played while player is boosting in 3p. Sound is faded out when boost finishes.
112sound_boost_finish_1pstring0Sound when player finishes boost in 1p.
113sound_boost_finish_3pstring0Sound when player finishes boost in 3p.
114sound_glide_start_1pstring0Sound when player starts glide in 1p.
115sound_glide_start_3pstring0Sound when player starts glide in 3p.
116sound_glide_body_1pstring0Sound played while player is gliding in 1p. Sound is faded out when glide finishes.
117sound_glide_body_3pstring0Sound played while player is gliding in 3p. Sound is faded out when glide finishes.
118sound_glide_finish_1pstring0Sound when player finishes glide in 1p.
119sound_glide_finish_3pstring0Sound when player finishes glide in 3p.
120sound_jetpack_start_1pstring0Sound when player starts jetpack in 1p.
121sound_jetpack_start_3pstring0Sound when player starts jetpack in 3p.
122sound_jetpack_body_1pstring0Sound played while player is jetting in 1p. Sound is faded out when jetpack finishes.
123sound_jetpack_body_3pstring0Sound played while player is jetting in 3p. Sound is faded out when jetpack finishes.
124sound_jetpack_finish_1pstring0Sound when player finishes jetpack in 1p.
125sound_jetpack_finish_3pstring0Sound when player finishes jetpack in 3p.
126sound_jetpack_afterburner_start_1pstring0Sound when player starts jetpack afterburners in 1p.
127sound_jetpack_afterburner_start_3pstring0Sound when player starts jetpack afterburners in 3p.
128sound_jetpack_afterburner_body_1pstring0Sound played while player is jetpacking with afterburners in 1p. Sound is faded out when jetpack finishes.
129sound_jetpack_afterburner_body_3pstring0Sound played while player is jetpacking with afterburners in 3p. Sound is faded out when jetpack finishes.
130sound_jetpack_afterburner_finish_1pstring0Sound when player finishes jetpack afterburners in 1p.
131sound_jetpack_afterburner_finish_3pstring0Sound when player finishes jetpack afterburners in 3p.
132sound_hover_start_1pstring0Sound when player starts hover in 1p.
133sound_hover_start_3pstring0Sound when player starts hover in 3p.
134sound_hover_body_1pstring0Sound played while player is hovering in 1p. Sound is faded out when hover finishes.
135sound_hover_body_3pstring0Sound played while player is hovering in 3p. Sound is faded out when hover finishes.
136sound_hover_finish_1pstring0Sound when player finishes hover in 1p.
137sound_hover_finish_3pstring0Sound when player finishes hover in 3p.
138sound_climb_start_1pstring0Sound when player starts climb in 1p.
139sound_climb_start_3pstring0Sound when player starts climb in 3p.
140sound_climb_body_1pstring0Sound played while player is climbing in 1p. Sound is faded out when climb finishes.
141sound_climb_body_3pstring0Sound played while player is climbing in 3p. Sound is faded out when climb finishes.
142sound_climb_finish_1pstring0Sound when player finishes climb in 1p.
143sound_climb_finish_3pstring0Sound when player finishes climb in 3p.
144sound_jetwash_start_1pstring0Initial sound emitted at boost pilot jetwash point in 1p.
145sound_jetwash_start_3pstring0Initial sound emitted at boost pilot jetwash point in 3p.
146sound_jetwash_body_1pstring0Looping sound emitted at boost pilot jetwash point in 1p.
147sound_jetwash_body_3pstring0Looping sound emitted at boost pilot jetwash point in 3p.
148sound_jetwash_finish_1pstring0Ending sound emitted at boost pilot jetwash point in 1p.
149sound_jetwash_finish_3pstring0Ending sound emitted at boost pilot jetwash point in 3p.
150sound_boost_meter_depleted_1pstring0Sound emitted when the boost pilot's meter has been fully depleated in 1p.
151sound_boost_meter_depleted_3pstring0Sound emitted when the boost pilot's meter has been fully depleated in 3p.
152sound_boost_meter_recharged_1pstring0Sound emitted when the boost pilot's meter has been fully recharged in 1p.
153sound_boost_meter_recharged_3pstring0Sound emitted when the boost pilot's meter has been fully recharged in 3p.
154sound_boost_meter_fail_1pstring0Sound emitted if the player attempts to boost while their meter is empty in 1p.
155sound_boost_meter_fail_3pstring0Sound emitted if the player attempts to boost while their meter is empty in 3p.
156sound_pain_layer1_startstring0
157sound_pain_layer1_loopstring0
158sound_pain_layer1_endstring0
159sound_pain_layer2_startstring0
160sound_pain_layer2_loopstring0
161sound_pain_layer2_endstring0
162sound_pain_layer3_startstring0
163sound_pain_layer3_loopstring0
164sound_pain_layer3_endstring0
165sound_grapple_fire_1pstring0Sound emitted when the player fires a grapple in 1p.
166sound_grapple_fire_3pstring0Sound emitted when the player fires a grapple in 3p.
167sound_grapple_retract_1pstring0Sound emitted when the player retracts a grapple in 1p.
168sound_grapple_retract_3pstring0Sound emitted when the player retracts a grapple in 3p.
169sound_grapple_traverse_1pstring0Sound emitted when the player traverses a grapple in 1p.
170sound_grapple_traverse_3pstring0Sound emitted when the player traverses a grapple in 3p.
171sound_grapple_swing_1pstring0Sound emitted when the player swings on a grapple in 1p.
172sound_grapple_swing_3pstring0Sound emitted when the player swings on a grapple in 3p.
173sound_grapple_reel_in_target_1pstring0Sound emitted when the player reels in a grapple target in 1p.
174sound_grapple_reel_in_target_3pstring0Sound emitted when the player reels in a grapple target in 3p.
175sound_grapple_reset_1pstring0Sound emitted when the player resets a grapple in 1p.
176sound_grapple_reset_3pstring0Sound emitted when the player resets a grapple in 3p.
177player_sound_fallingEffects_1pstring0Sound when player is falling fast.
178sound_slide_prefixstring0Prefix for slide sounds
179ui_targetinfostring0
180camera_lcdasset0
181camera_lcdStartupasset0
182headshotFXstring0
183viewPunchSpringstring0View punch spring used for decay
184generalClassint0General class of the player
185fovfloat0Vision field of view (angle)
186viewmodelfovfloat0Vision field of view (angle) for viewmodel
187viewmodelDuckOffsetfloat0Distance to translate the player's viewmodel up as they duck.
188speedScaleSidefloat0Scales sideways movement speed
189speedScaleBackfloat0Scales backward movement speed
190stepHeightfloat0Height that can be stepped up automatically (for stairs)
191stepTestDistfloat0Steep slopes shorter than this will be ignored when stepping onto an object
192physicsMassfloat0Mass of the player for physics calculations
193physicsIgnoreBelowMassfloat0Mass below which physics objects don't affect the player
194physicsSoftBelowMassfloat0Mass below which physics objects use soft collision with the player (not real physics)
195physicsPushMassLimitfloat0Maximum mass the player can push
196physicsPushSpeedLimitfloat0Maximum speed the player can push physics objects
197airSpeedfloat0Max speed player can adjust to in the air
198airAccelerationfloat0Acceleration when in the air (units/sec/sec)
199airFrictionfloat0Friction when in the air. Fraction of total speed lost per second.
200airDragfloat0Deceleration is proportional to the velocity squared. It is Air Friction that increases linearly with speed.
201impactSpeedfloat0Collision velocity needed to consider it fast enough to play impact effects
202modelScalefloat0Scale value for the model used for the player character.
203healthfloat0
204healthShieldfloat0
205healthDoomedfloat0
206healthPerSegmentfloat0
207powerRegenRatefloat0Percentage of power recharged per second
208armorTypeint0
209smartAmmoLockTypeint0
210smartAmmoLockTimeModifierfloat0Scale locking time from smart ammo weapons on the player by this amount
211pitchMaxUpfloat0
212pitchMaxDownfloat0
213verticalGainCutoff_wallrunfloat0
214verticalGainCutoff_doubleJumpfloat0
215slipAccelerationfloat0How fast to slip off surfaces when inside a trigger_slip
216slipSpeedfloat0Maximum speed player can slip at when on a surface and inside a trigger_slip
217slipAirRestrictDurationfloat0After leaving the ground, how long to restrict air movement to the slip direction (in seconds). Used to prevent hopping up trigger_slip surfaces.
218localGravityBlendTimefloat0How long it takes for the player to align up with a new local gravity direction
219localGravityBlendDistanceMinfloat0At distances closer than this to the gravity center, gravity will not rotate at all
220localGravityBlendDistanceMaxfloat0At distances closer than this to the gravity center, gravity will start to stop rotating
221titan_regen_delayfloat0
222pushbackScalefloat0
223jumpHeightfloat0How high the player can jump
224antiMultiJumpHeightFracfloat0Fraction of jump height that is allowed after recently landing
225antiMultiJumpTimeMinfloat0Time that must pass after landing before jump height begins returning to normal
226antiMultiJumpTimeMaxfloat0Time that must pass after landing before jump height fully returns to normal
227superjumpLimitfloat0Number of super jumps allowed before landing
228superjumpMinHeightfloat0Height of super jump when jump power is down to superjump_min_power_use
229superjumpMaxHeightfloat0Height of super jump when jump power is down at least superjump_max_power_use
230superjumpHorzSpeedfloat0Horizontal movement speed when super jumping while pushing in a direction
231landSlowdownFracfloat0Fraction of movement speed that is initially allowed after a hard landing
232landSlowdownDurationfloat0Time until movement speed returns to normal after a hard landing
233landSlowdownTimePowerfloat0Affects 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.
234landSlowdownHeightMinfloat0Minimum height that must be landed from to begin slowing movement speed
235landSlowdownHeightMaxfloat0Height that must be landed from to fully slow movement
236landSlowdownNoSprintFracfloat0Fraction of movement speed that must be restored after a hard landing before sprinting is allowed
237mantleHeightfloat0Maximum step height to auto-mantle player
238mantleAngleScalefloat0Scales the maximum mantle angle convar. Allows different mantle angle settings for boost and wallrunner.
239mantleDurationBelowfloat0Length of time the mantle animation plays for - when the player's eye is below the mantle ledge
240mantleDurationLevelfloat0Length of time the mantle animation plays for - when the player's eye is level to the mantle ledge
241mantleDurationAbovefloat0Length of time the mantle animation plays for - when the player's eye is above the mantle ledge
242mantleDurationHighfloat0Length of time the mantle animation plays for - when the player's eye is high above the mantle ledge
243viewkickFallDistMinfloat0Start of the range for figuring viewkick from a fall. Converted into and compared against impact velocity.
244viewkickFallDistMaxfloat0End of the range for figuring viewkick from a fall. Converted into and compared against impact velocity.
245viewkickFallDistMaxScalefloat0Max viewkick from a fall.
246glideDurationfloat0Maximum glide duration in seconds.
247glideRechargeRatefloat0Rate 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.
248glideRechargeDelayfloat0Delay after last use of glide before the meter starts recharging.
249boostThrustfloat0Amount of vertical thrust for boost. 0 is no thrust. 1 is 1G acceleration up. 2 is 2G acceleration.
250boostTightnessfloat0Vertical tightness for boost. Enables faster acceleration during boost without jumps going too high.
251boostDelayfloat0Seconds into boost before boost thrust starts being applied. Meant to provide more consistent jump impulse on tap
252boostDurationfloat0Maximum boost duration in seconds.
253boostRodeoSafetyfloat0You can boost if you have rodeo'd within this time. Fixes not being able to boost off a rodeo.
254boostOnGroundSafetyfloat0You 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.
255boostHorizontalDragSpeedfloat0Horizontal speed at which drag is applied after drag delay. 0 disables horizontal boost drag.
256boostHorizontalDragDelayfloat0Delay in seconds between jump and horizontal drag applying.
257boostHorizontalDragAmountfloat0Amount of drag applied in velocity units per-second.
258boostAutoGlideMeterThresholdfloat0Threshold of boost meter below which glide starts automatically (without button press) if you continue to hold down jump near the apex of boost.
259boostAutoJetpackMeterThresholdfloat0Threshold of boost meter below which jetpack starts automatically (without button press) if you continue to hold down jump near the apex of boost.
260boostRepeatedBoostMeterCostfloat0Instantaneous meter cost of each repeated boost. Meant to discourage bunny hopping and skipping exploits with the boost class
261jetpackThrustfloat0Amount of vertical thrust for jetpack while travelling up. 0 is no thrust. 1 is 1G acceleration up. 2 is 2G acceleration.
262jetpackJumpsToActivateint0The 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.
263jetpackHeightToActivatefloat0The 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.
264jetpackHeightToActivateDelayfloat0When 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.
265jetpackMeterRatefloat0Rate at which using the jetpack will drain the glide meter.
266jetpackAfterburnerMeterRatefloat0Rate at which using the jetpack afterburner will drain the glide meter.
267jetpackTightnessUpfloat0Jetpack 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
268jetpackTightnessDownfloat0Jetpack 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
269jetpackTightnessSidewaysfloat0Jetpack 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
270jetpackTightnessForwardBackfloat0Jetpack tightness applied to reduce forward/back velocity. 0.0 total adjustment, 1.0 no adjustment
271jetpackStrafefloat0Jetpack strafe acceleration applied according to left stick.
272jetpackStrafeTaperStartfloat0Start tapering jetpack strafe acceleration towards zero at this speed.
273jetpackStrafeTaperFinishfloat0Jetpack strafe acceleration is tapered to zero at this speed, eg. max jetpack strafe speed
274jetpackBlendToGlideThresholdfloat0Vertical speed threshold below which jetpack parameters (thrust, tightness, redirect) are blended towards glide values
275glideThrustfloat0Amount of vertical thrust for glide. 0 is no thrust. 1 is 1G acceleration up. 2 is 2G acceleration.
276glideThresholdfloat0Threshold velocity z below which glide kicks in instead of jetpack.
277glideTightnessUpfloat0Glide 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
278glideTightnessDownfloat0Glide 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
279glideTightnessSidewaysfloat0Glide 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
280glideRedirectDownfloat0Amount of down movement that is redirected to forward when glide is applied. 0 is no redirection. 1 is 100% redirect.
281glideRedirectSidewaysfloat0Amount of sideways movement that is redirected to forward when glide is applied. 0 is no redirection. 1 is 100% redirect.
282glideStrafefloat0Glide strafe acceleration applied according to left stick.
283glideStrafeTaperStartfloat0Start tapering glide strafe acceleration towards zero at this speed.
284glideStrafeTaperFinishfloat0Glides strafe acceleration is tapered to zero at this speed, eg. max glide strafe speed
285glideRedirectJumpHeightStartOffsetfloat0Offset added to the ground height at the last point of jump to get the height below which glide redirect starts being faded in
286glideRedirectJumpHeightFinishOffsetfloat0Offset added to the ground height at the last point of jump to get the height below which glide redirect finishes being faded in
287glideRedirectFadeOutStartSpeedfloat0Offset added to the ground height at the last point of jump to get the height below which glide redirect applies
288glideRedirectFadeOutFinishSpeedfloat0Offset added to the ground height at the last point of jump to get the height below which glide redirect applies
289airStrafeAccelerationfloat0Amount of air strafe acceleration to apply while in the air.
290airStrafeTaperStartfloat0Start tapering air strafe acceleration towards zero at this speed.
291airStrafeTaperFinishfloat0Air strafe acceleration is tapered to zero at this speed, eg. max air strafe speed
292hoverTightnessVerticalfloat0Vertical 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.
293hoverTightnessHorizontalfloat0Horizontal 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.
294hoverMeterRatefloat0Rate multiplier for how much boost meter the hover uses per-second. 0.1 means use 1/10th of the regular boost meter rate.
295hoverStrafeScalefloat0Scale the air strafe while hovering. Allows tuning of ADS tune speed. 0 disables strafing while hovering.
296hoverSafetyfloat0Hover 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.
297fx_jetwash_frequencyfloat0Frequency at which jetwash effects are emitted.
298fx_jetwash_heightfloat0The maximum height over a surface at which jetwash effects are still emitted.
299climbHeightfloat0Height that is traversed up the wall when climbing.
300climbFinalJumpUpHeightfloat0Height of the automatic jump at the end of a climb.
301climbSpeedStartfloat0Upward speed used at the start of a climb Transitions gradually to Climb Speed End.
302climbSpeedEndfloat0Upward speed used at the end of a climb. Transitions gradually from Climb Speed Start.
303climbAccelfloat0Upward acceleration to the desired speed.
304climbDecelfloat0Deceleration of any extra upward velocity.
305climbHorzSpeedfloat0Maximum horizontal movement speed while climbing.
306climbHorzAccelfloat0Rate of horizontal speed adjustment while climbing.
307climbHorzDecelfloat0Rate at which horizontal speed returns to 0 while climbing.
308wallrun_timeLimitfloat0Length of time you can wall run for
309wallrun_hangTimeLimitfloat0Length of time you can hold onto the wall while zoomed
310wallrunAdsTypeint0Enables wall hanging
311wallrunCeilingLimitfloat0How negative the surface normal z needs to be for wallrunning code to consider it a ceiling
312wallrunAllowedWallDistancefloat0Distance to the side that feet may be from the wall
313wallrunAllowedWallDistanceWallHangfloat0Distance to the side that hand may be from the wall for wallhang
314wallrunUpWallBoostfloat0Initial vertical velocity boost when wall running begins.
315wallrunMaxSpeedVerticalfloat0Target upward speed while wall running. Tapers to 0 along Wallrun Gravity Ramp Up Time.
316wallrunMaxSpeedHorizontalfloat0Target horizontal speed while wall running
317wallrunMaxSpeedHorizontalBackwardfloat0Maximum reverse horizontal speed while wall running
318wallrunAccelerateVerticalfloat0Rate of vertical speed increase while wall running
319wallrunDecelerateVerticalfloat0Deceleration of extra vertical speed while wall running
320wallrunAccelerateHorizontalfloat0Rate of horizontal speed increase while wall running
321wallrunDecelerateHorizontalfloat0Deceleration of extra horizontal speed while wall running
322wallrunGravityRampUpTimefloat0While wall running, gravity starts at 0 and ramps up to full over this many seconds
323wallrunJumpUpSpeedfloat0Vertical speed applied when jumping out of a wall run.
324wallrunJumpInputDirSpeedfloat0Speed applied in the direction of player input when jumping out of a wall run.
325wallrunJumpOutwardSpeedfloat0Speed away from the wall when jumping out of a wall run.
326wallrunSameWallHeightfloat0When 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.
327wallrun_viewpunch_onStart_basePitchfloat0
328wallrun_viewpunch_onStart_randomPitchfloat0
329wallrun_viewpunch_onStart_baseYawfloat0
330wallrun_viewpunch_onStart_randomYawfloat0
331wallrun_viewpunch_onStart_baseRollfloat0
332wallrun_viewpunch_onStart_randomRollfloat0
333wallrun_viewpunch_onTimeout_basePitchfloat0
334wallrun_viewpunch_onTimeout_randomPitchfloat0
335wallrun_viewpunch_onTimeout_baseYawfloat0
336wallrun_viewpunch_onTimeout_randomYawfloat0
337wallrun_viewpunch_onTimeout_baseRollfloat0
338wallrun_viewpunch_onTimeout_randomRollfloat0
339dodgeDurationfloat0Time before ground friction returns when dodging
340dodgeSpeedfloat0Horizontal speed added when dodging
341dodgePowerDrainfloat0Suit power used for dodging
342dodgeAnimDurationfloat0Minimum length of third person dodge float animation
343dodgeIntervalfloat0Time before another dodge is allowed
344dodgeStopSpeedfloat0Speed below which dodging ends early
345dodgeHeightfloat0Height attained when dodging
346dodgeHeightMaxfloat0Max height allowed when dodging (vertical velocity will be decreased if necessary)
347dodgeVerticalHeightfloat0Height attained when dodging without horizontal motion
348dodgePowerDelayfloat0Time before suit power recharges after dodging
349dodgeKeepSpeedFracfloat0Fraction of old speed kept when dodging
350player_slideBoostCooldownfloat0How long until boosted slide is available again.
351slideDecelfloat0deceleration while sliding (fixed velocity lost per second)
352slideWantToStopDecelfloat0deceleration while sliding when the player is trying to stand up
353slideVelocityDecayfloat0deceleration while sliding (percentage of velocity retained per second; has a stronger effect at faster speeds)
354slideAccelfloat0allowed acceleration (from player input) while sliding
355slideRequiredStartSpeedfloat0required speed to begin a slide
356slideRequiredStartSpeedAirfloat0required speed to begin a slide when landing from a jump
357slideStopSpeedfloat0slide ends when below this speed
358slideMaxStopSpeedfloat0slide may not end while above this speed
359slideMaxJumpSpeedfloat0velocity is reduced to this when jumping from slide
360slideSpeedBoostfloat0extra speed given when a slide starts
361slideSpeedBoostCapfloat0extra slide speed doesn't bring player speed above this
362slideJumpHeightfloat0Jump height when sliding
363slideFOVScalefloat0
364slideFOVLerpInTimefloat0
365slideFOVLerpOutTimefloat0
366grapple_detachOnGrappleDebounceTimefloat0How much time must have passed since shooting the grapple before pressing grapple again will retract and/or detach the grapple
367grapple_autoAimAnglefloat0Angle in front of view to search for grapple auto-aim targets
368grapple_swingTypeint0
369grapple_swingGravityfloat0How much to scale gravity by while swinging
370grapple_swingHoldTimefloat0How long stick must be pushed for before swing mode is entered/exited
371grapple_swingMinLengthfloat0Only allow swing if the grapple length is at least this long
372grapple_swingAccelfloat0How fast to accelerate when swinging
373grapple_swingMaxSpeedfloat0Maximum swinging speed
374grapple_rollStrengthfloat0General strength of the grapple view roll effect
375grapple_rollMaxfloat0Maximum view roll from the grapple
376grapple_rollViewAngleMinfloat0Angle from the crosshair the grapple point needs to be before grapple view angle roll starts happening
377grapple_rollViewAngleMaxfloat0Angle from the crosshair the grapple point needs to be before grapple view angle roll is at maximum strength
378grapple_rollDistanceMinfloat0Distance from grapple point before grapple view angle roll starts happening
379grapple_rollDistanceMaxfloat0Distance from grapple point before grapple view angle roll is at maximum strength
380grapple_attachVerticalBoostfloat0Vertical boost given when attaching (it won't add any boost if vertical speed is already at this boost value)
381grapple_detachVerticalBoostfloat0Vertical boost given when detaching after passing the grapple point
382grapple_detachVerticalMaxSpeedfloat0Limits vertical boost from grapple_detachVerticalBoost
383grapple_detachHorizontalMaxSpeedfloat0Limits horizontal boost from grapple_detachHorizontalBoost
384grapple_detachGravityTimefloat0After detaching, blend gravity back to normal over this time
385grapple_detachGravityScalefloat0After detaching, blend gravity back to normal, starting from this initial value
386grapple_detachGravitySpeedfloat0The maximum upwards speed the player can have for the grapple detach gravity to be applied
387grapple_detachLengthMinfloat0Minimum length of grapple line (always detaches when shorter than this)
388grapple_detachLengthMaxfloat0Minimum length of grapple line (detaches when shorter than this and at full speed)
389grapple_detachAwaySpeedfloat0Grapple detaches when moving away from it at this speed
390grapple_gravityFracMinfloat0Fraction of gravity used when grappling; fights with grapple_accel
391grapple_gravityFracMaxfloat0Fraction of gravity used when grappling and pulling away from the grapple or pushing under it; fights with grapple_accel
392grapple_detachSpeedLossfloat0Reduces speed when grapple detaches
393grapple_detachSpeedLossMinfloat0grapple_detachSpeedLoss doesn't reduce speed lower than this
394grapple_detachLowSpeedThresholdfloat0Grapple detaches when below this speed for grapple_detachLowSpeed(Ground)Time
395grapple_detachLowSpeedMeleeThresholdfloat0Grapple detaches when below this speed for grapple_detachLowSpeed(Melee)Time
396grapple_detachLowSpeedSwingThresholdfloat0Grapple detaches when below this speed for grapple_detachLowSpeedSwingTime
397grapple_detachLowSpeedTimefloat0Grapple detaches when below grapple_detachSpeedThreshold for this length of time in the air
398grapple_detachLowSpeedWallTimefloat0Grapple detaches when below grapple_detachLowSpeedThreshold for this length of time when wall running
399grapple_detachLowSpeedGroundTimefloat0Grapple detaches when below grapple_detachLowSpeedThreshold for this length of time on the ground
400grapple_detachLowSpeedMeleeTimefloat0Grapple detaches when below grapple_detachLowSpeedMeleeThreshold for this length of time while meleeing
401grapple_detachLowSpeedSwingTimefloat0Grapple detaches when below grapple_detachLowSpeedSwingThreshold speed for this length of time while swinging
402grapple_impactVerticalBoostfloat0Vertical boost given when hitting the grapple point
403grapple_impactVerticalMaxSpeedfloat0Limits vertical boost from grapple_impactVerticalBoost
404grapple_speedRampMinfloat0Start pull speed at this value
405grapple_speedRampMaxfloat0Max out pull speed at this value
406grapple_speedRampTimefloat0Ramp up pull speed from min to max over this time
407grapple_swingingSpeedRampMinfloat0Start pull speed at this value (while swinging)
408grapple_swingingSpeedRampMaxfloat0Max out pull speed at this value (while swinging)
409grapple_swingingSpeedRampTimefloat0Ramp up pull speed from min to max over this time (while swinging)
410grapple_accelfloat0How fast the grapple will accelerate to the desired pull speed
411grapple_decelfloat0How fast the grapple will decelerate the speed that is not along the pull direction
412grapple_power_regen_delayfloat0
413grapple_power_regen_ratefloat0
414grapple_airSpeedMaxfloat0Max speed from player movement controls while grappling
415grapple_airAccelfloat0Acceleration from player movement controls while grappling (fights with grapple_decel)
416grapple_lastZiplineCooldownfloat0How much time must have passed before the grapple is able to re-attach to the last used zipline
417skydive_speed_minfloat0Speed of player when they have the movement stick pulled all the way back
418skydive_speed_neutralfloat0Speed of player when the movement stick is in the neutral position
419skydive_speed_maxfloat0Speed of player when the movement stick is pushed all the way forward
420skydive_acceleration_minfloat0Minimum acceleration (reached when travelling at the highest speed) while skydiving
421skydive_acceleration_maxfloat0Maximum acceleration (reached when travelling at the lowest speed) while skydiving
422skydive_deceleration_minfloat0Minimum deceleration (forward stick at rest) when skydiving
423skydive_deceleration_maxfloat0Maximum deceleration (forward stick fully pulled back) when skydiving
424skydive_glide_speedfloat0Speed when the player is gliding (when the dive angle is less than or equal to the glide angle)
425skydive_glide_acceleration_minfloat0Minimum acceleration (reached when travelling at the highest speed) while gliding (when the dive angle is less than or equal to the glide angle)
426skydive_glide_acceleration_maxfloat0Maximum acceleration (reached when travelling at the lowest speed) while gliding (when the dive angle is less than or equal to the glide angle)
427skydive_glide_deceleration_minfloat0Minimum deceleration (forward stick at rest) when gliding
428skydive_glide_deceleration_maxfloat0Maximum deceleration (forward stick fully pulled back) when gliding
429skydive_glide_anglefloat0The player is considered gliding when their dive angle is lower than this value
430skydive_pitch_acceleration_minfloat0The minimum rate the player's pitch will change (reached when travelling at the highest speed)
431skydive_pitch_acceleration_maxfloat0The maximum rate the player's pitch will change (reached when travelling at the lowest speed)
432skydive_yaw_smooth_time_minfloat0Minimum time the player takes to smoothly turn to the desired yaw (when travelling at neutral speed)
433skydive_yaw_smooth_time_maxfloat0Maximum time the player takes to smoothly turn to the desired yaw (when travelling at anticipate speed)
434skydive_anticipate_speedfloat0The speed of the player when they get near to the ground
435skydive_anticipate_acceleration_minfloat0Minimum acceleration (reached when travelling at full speed) when a skydiving player gets near to the ground
436skydive_anticipate_acceleration_maxfloat0Maximum acceleration (reached when travelling at neutral speed or lower) when a skydiving player gets near to the ground
437skydive_anticipate_deceleration_minfloat0Minimum deceleration (forward stick at rest) when a skydiving player gets near to the ground
438skydive_anticipate_deceleration_maxfloat0Maximum deceleration (forward stick pulled all the way back) when a skydiving player gets near to the ground
439skydive_anticipate_forward_speedfloat0Maximum additional velocity added in the camera direction if they push the forward stick forward/back while nearing the ground
440skydive_anticipate_forward_accelerationfloat0Maximum rate of additional velocity added in the camera direction if they push the forward stick forward/back while nearing the ground
441skydive_strafe_anglefloat0Maximum angle the player can strafe sideways when skydiving
442skydive_strafe_acceleration_minfloat0Minimum rate (when side stick is almost at rest) that sideways speed can change
443skydive_strafe_acceleration_maxfloat0Maximum rate (when side stick is at full tilt) that sideways speed can change
444skydive_anticipate_strafe_acceleration_minfloat0Minimum rate (when side stick is almost at rest) that sideways speed can change when nearing the ground
445skydive_anticipate_strafe_acceleration_maxfloat0Maximum rate (when side stick is at full tilt) that sideways speed can change when nearing the ground
446skydive_forward_pose_parameter_smooth_timefloat0How long it takes for the forward pose parameter to smoothly reach its goal
447skydive_side_pose_parameter_smooth_timefloat0How long it takes for the side pose parameter to smoothly reach its goal
448skydive_max_distance_from_groundfloat0Distance from ground before player starts entering into anticipation mode
449skydive_max_distance_from_wallfloat0Distance from a wall before player starts entering into anticipation mode
450skydive_max_distance_from_hover_tankfloat0Distance from a hover tank before the player starts entering into anticipation mode
451skydive_finish_distancefloat0Distance from the ground before the player exits skydive
452skydive_slipAccelerationfloat0How fast speed changes when slipping while skydiving (on a leviathan)
453skydive_slipSpeedfloat0How fast to slip while skydiving (on a leviathan)
454sharedEnergyTotalint0How much shared energy this entity starts with
455sharedEnergyRegenDelayfloat0How long before this entity starts regening its shared energy after firing
456sharedEnergyRegenRatefloat0Per second regen of shared energy
457deathcamRotateSpeedfloat0How fast deathcam lookat camera movement interpolates to the killer
458deathcamDistanceMinfloat0Minimum distance the camera can be away from viewing the players killer
459deathcamDistanceMaxfloat0Maximum distance the camera can be away from viewing the players killer
460deathcamDistanceGrowRatefloat0Rate at which the camera distance from the players killer changes per second
461deathcamExtraHeightfloat0Additional height above the players ragdoll which the camera will center its view
462deathcamMinHeightfloat0Minimum height the camera should be above the players ragdoll
463deathcamLookdownTimefloat0Time taken to look at ragdoll if the player was not killed by a different valid game entity(other player, npc, etc)
464deathcamLookdownPitchfloat0Eventual pitch down the camera will interpolate to if the player was not killed by a different valid game entity(other player, npc, etc)
465chasecamDistanceMaxfloat0Distance a chase camera observer will be at
466chasecamMaxOrbitDepthfloat0Maximum depth below the chase camera orbit origin that the camera can go
467chasecamMaxPitchUpfloat0Maximum pitch angle upward that chase camera will use. Works similar to 'cl_pitchup' but with negative values. Should be in interval (-90, 90)
468chasecamOffsetUpfloat0Extra distance the camera is moved upward from abs origin
469chasecamOffsetRightfloat0Extra distance the camera is moved to the right
470chasecamOffsetForwardfloat0
471leech_rangefloat0Range of leech action. 0 to disable.
472melee_cone_trace_rangefloat0400
473melee_cone_trace_anglefloat040
474mountZiplineTimefloat0Time taken for player to mount up to a zipline and begin sliding
475useZiplineCooldownfloat0Time before player can use the zipline again after detaching
476ziplineSpeedfloat0Maximum speed when moving along zipline
477ziplineAccelerationfloat0Acceleration to zipline speed when moving along zipline
478ziplineJumpOnAccelerationfloat0Minimum acceleration to apply when the player jumps onto a zipline
479ziplineJumpOffSpeedfloat0Speed player will move at when they jump off a zipline
480ziplineJumpOffDampScalefloat0When 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)
481ziplineRollStrengthfloat0General strength of the zipline view roll effect
482ziplineRollMaxfloat0Maximum view roll angle from the zipline
483ziplineRollViewAngleMinfloat0Angle the crosshair to the zipline attach point needs to be before zipline roll starts happening
484ziplineRollViewAngleMaxfloat0Angle the crosshair to the zipline attach point needs to be before zipline roll is at maximum strength
485ziplineViewOffsetfloat30Offset the player's view by this much from the rope while using a vertical zipline
486swingRollStrengthfloat0General strength of the vine swinging view roll effect
487swingRollMaxfloat0Maximum view roll angle from vine swinging
488swingRollViewAngleMinfloat0Angle the crosshair to the swing point needs to be before swing roll starts happening
489swingRollViewAngleMaxfloat0Angle the crosshair to the swing point needs to be before swing roll is at maximum strength
490swingRollDistanceMinfloat0When the eye distance from the swing point is equal or less than this, then the roll strength will be zero
491swingRollDistanceMaxfloat0When the eye distance from the swing point is equal or more than this, then the roll strength will be zero
492rodeoCooldownTimefloat0Time before player can initiate rodeo again
493rodeoViewdriftMinTitanSpeedfloat0Apply minimum drift when Titan is moving at this speed or below
494rodeoViewdriftMaxTitanSpeedfloat0Apply maximum drift when Titan is moving at this speed or above
495rodeoViewdriftPitchScaleMinfloat0Minimum amount of vertical drift while in rodeo
496rodeoViewdriftPitchScaleMaxfloat0Maximum amount of vertical drift while in rodeo
497rodeoViewdriftPitchSpeedMinfloat0Minimum speed of vertical drift while in rodeo
498rodeoViewdriftPitchSpeedMaxfloat0Maximum speed of vertical drift while in rodeo
499rodeoViewdriftYawScaleMinfloat0Minimum amount of horizontal drift while in rodeo
500rodeoViewdriftYawScaleMaxfloat0Maximum amount of horizontal drift while in rodeo
501rodeoViewdriftYawSpeedMinfloat0Minimum speed of horizontal drift while in rodeo
502rodeoViewdriftYawSpeedMaxfloat0Maximum speed of horizontal drift while in rodeo
503aimAngleBackwardEndfloat0Angle when backward animation stops being used
504aimAngleForwardStartfloat0Angle when forward animation starts being used
505aimAngleForwardEndfloat0Angle when forward animation stops being used
506aimAngleBackwardStartfloat0Angle when backward anim starts being used again
507cockpitSwayGainfloat0Scale applied to all cockpit sway values
508cockpitSwayMinOriginXfloat0Min cockpit sway translation in X direction
509cockpitSwayMinOriginYfloat0Min cockpit sway translation in Y direction
510cockpitSwayMinOriginZfloat0Min cockpit sway translation in Z direction
511cockpitSwayMaxOriginXfloat0Max cockpit sway translation in X direction
512cockpitSwayMaxOriginYfloat0Max cockpit sway translation in Y direction
513cockpitSwayMaxOriginZfloat0Max cockpit sway translation in Z direction
514cockpitSwayMinAnglePitchfloat0Min cockpit sway rotation in pitch direction
515cockpitSwayMinAngleYawfloat0Min cockpit sway rotation in yaw direction
516cockpitSwayMinAngleRollfloat0Min cockpit sway rotation in roll direction
517cockpitSwayMaxAnglePitchfloat0Max cockpit sway rotation in pitch direction
518cockpitSwayMaxAngleYawfloat0Max cockpit sway rotation in yaw direction
519cockpitSwayMaxAngleRollfloat0Max cockpit sway rotation in roll direction
520cockpitSwayTurnAngleFactorfloat0Amount of cockpit angle when turning
521cockpitSwayTurnAngleRollFactorfloat0Amount of cockpit roll when turning
522cockpitSwayTurnOriginFactorfloat0Amount of cockpit translation when turning
523cockpitSwayMoveAngleFactorfloat0Amount of cockpit angle when moving
524cockpitSwayMoveAngleRollFactorfloat0Amount of cockpit roll when moving
525cockpitSwayMoveOriginFactorfloat0Amount of cockpit translation when moving
526cockpit_spring_originDampingfloat0Rate of spring's energy loss.
527cockpit_spring_originConstantfloat0Strength of spring's return to center.
528cockpit_spring_yawDampingfloat0Rate of spring's energy loss.
529cockpit_spring_yawConstantfloat0Strength of spring's return to center.
530cockpit_spring_pitchDampingfloat0Rate of spring's energy loss.
531cockpit_spring_pitchConstantfloat0Strength of spring's return to center.
532cockpit_spring_rollDampingfloat0Rate of spring's energy loss.
533cockpit_spring_rollConstantfloat0Strength of spring's return to center.
534cockpit_stepJolt_originfloat30Cockpit jolt per footstep.
535cockpit_stepJolt_anglesfloat30Cockpit jolt per footstep.
536damageImpulseScalefloat0Scales velocity gained from bullet impacts
537damageImpulseScaleAirfloat0Scales velocity gained from bullet impacts when in the air
538damageImpulseSpeedBoostLimitfloat0Maximum velocity bullet impacts can give you
539damageImpulseSpeedLossLimitfloat0Minimum velocity bullet impacts will reduce you to in the direction you are pushing
540titan_footstep_damagefloat0Damage applied each second by Titan footstep damage
541titan_footstep_damage_min_speedfloat0Minimum speed Titan must be moving at to apply footstep damage (<= 0 to always do it)
542titan_footstep_damage_height_check_ratiofloat0Ratio of Titan's height that victim's box must intersect with for damage to happen
543titan_footstep_damage_intervalfloat0Amount of time to wait before applying Titan footstep damage again
544titan_footstep_damage_dist_intervalfloat0Amount of distance to move before applying Titan footstep damage again
545sprintViewOffsetfloat0How far to slide the player's down as they enter a sprinting state.
546sprintStartDelayfloat0How long to wait before transitioning into sprintViewOffset.
547sprintStartDurationfloat0How long to take to transition into sprintViewOffset.
548sprintStartFastDurationfloat0How long to take to transition into sprintViewOffset after landing from a sprinting jump.
549sprintEndDurationfloat0How long to take to transition out of sprintViewOffset.
550sprinttiltMaxRollfloat0Degrees of view tilt when turning while sprinting
551aimassist_bounds_overridefloat0
552aimassist_adspull_centerRadiusfloat0
553aimassist_adspull_headshotRadiusfloat0
554gibSpeedfloat0
555gibAngularSpeedfloat0
556gibMaxDistfloat0
557jumpNoiseDurationfloat0Duration of noise created by jumping
558jumpNoiseRadiusfloat0Radius of noise created by jumping
559superJumpNoiseRadiusfloat0Radius of noise created by super jumping
560dodgeNoiseRadiusfloat0Radius of noise created by dodging
561landingNoiseDurationfloat0Duration of noise created by landing from a fall
562landingNoiseRadiusfloat0Radius of noise created by landing from a fall
563hardLandingNoiseRadiusfloat0Radius of noise created by heavily landing from a fall
564hardFallDistfloat0Approximate distance the player must fall to trigger a 'heavy landing' sound. Converted into and compared against impact velocity.
565landDistLowfloat0Minimum distance (in feet) the player must fall to trigger a 'low land' animation. Converted into and compared against impact velocity.
566landDistMediumfloat0Minimum distance (in feet) the player must fall to trigger a 'medium land' animation. Converted into and compared against impact velocity.
567landDistHighfloat0Minimum distance (in feet) the player must fall to trigger a 'high land' animation. Converted into and compared against impact velocity.
568magneticRangefloat0Range for magnetic grenade attraction. 0 for off
569aiEnemy_priorityint0AI will consider enemy priority when deciding who to shoot. Higher values = more likely to shoot at this class than other classes
570camera_lcdStartupTimefloat0
571pitchOffsetScalefloat0Max distance to translate the player's view forward as he looks down.
572gravityScalefloat0How affected the player is by gravity.
573passThroughThicknessint0The thickness of a player for pass through bullets
574airSlowMoSpeedfloat0
575isPrimebool0Sets whether the titan is prime
576healthpacksbool0Enables usage of health packs
577crouchbool0Enables crouching
578mechanicalbool0Spawn mechanical gib instead of fleshy gib
579canJumpWhileCrouchedbool0Allows player to jump when in crouch
580doFaceAnimbool0Should do face animation for model
581localGravityFollowsGroundbool0The player's local gravity direction follows the normal of the ground they are standing on
582localGravityBlendWhileInAirbool0When disabled, local gravity will stop rotating while the player is in the air
583localGravityBlendWhileWallrunningbool0When disabled, local gravity will stop rotating while the player is wallrunning
584start_with_shieldsbool0
585use_damage_statesbool0
586keep_title_on_autotitanbool0
587rodeo_allowbool0
588hasLeftRightEmbarksbool0
589jumpbool0Enables basic jump
590doubleJumpbool0Enables double jump
591superjumpCanUseAfterWallrunbool0Allows the use of super jump after wallrunning
592automantlebool0Enables climbing onto objects while jumping
593mantlePitchLevelingbool0Restores pitch to horizontal while mantling
594glideRechargeOnlyWhenGroundedbool0The glide meter will only recharge if the player is on the ground.
595boostEnabledbool0Enables boost
596boostRepeatedBoostsAreShortbool0If true then repeated boosts (boosts without full glide meter) are short and immediately transition to jet state
597jetpackEnabledbool0Enables jetpack
598jetpackScriptToActivatebool0Jetpack can only be activated by calling script function SetActivateJetpack( bool activate ).
599jetpackToggleOnbool0When the jetpack is first turned on, it will remain on and maintain the player's current height
600jetpackToggleOffbool0While the jetpack is toggled on, it can be toggled off again by tapping jump
601jetpackPitchMovementbool0When enabled, your view's pitch angle will affect your movement direction rather than just the yaw
602jetpackFloatLookbool0When enabled, the player view's pitch/yaw/roll angles are unclamped while jetpacking
603jetpackZeroVerticalVelocityOnActivationbool0When the jetpack activates, clear all vertical velocity on the player too.
604jetpackZeroVerticalVelocityOnDeactivationbool0When the jetpack deactivates, clear all vertical velocity on the player too.
605jetpackAfterburnerBoundToJumpbool0Instead of pressing sprint to activate the afterburners, jumping will do it.
606jetpackAfterburnerIsStickybool0Once activated, the jetpack afterburners remain activated as long as the stick is pushed forward
607glideEnabledbool0Enables glide
608glideRedirectBelowLastJumpHeightbool0If true then glide redirect is only applied below the height of the last point jumped from plus jump height offset
609airStrafeEnabledbool0Enables air strafe.
610hoverEnabledbool0Enables ADS hover
611fx_jetwash_enabledbool0Indicates if jetwash effects are enabled.
612climbEnabledbool0Enables wall climbing
613wallrunbool0Enables wall running
614wallstickEnabledbool0Enables wall stick. You must also have wall running enabled for this to work.
615wallrunDuckCausesFallOffbool0Ducking will cancel the player's wall run
616wallrunMagnetizeToWallbool0When enabled, the player's feet will align to the wallrun wall over time
617player_wallrunOneHandedbool0Switch to single-hand viewmodel mode when wallrunning.
618wallrunSameWallAllowedbool0Allows wallrun on the same wall twice in a row, using wallrunSameWallHeight and wallrun_sameWallSlope.
619dodgebool0Enables dodge
620slidebool0Enables sliding
621player_slideBoostEnabledbool0Enables boosted slides.
622grapple_detachOnGrapplebool0If the player tries to grapple while the grapple is already active, it will detach/retract the grapple instead
623grapple_touchGroundOnAttachbool0Touch the ground when the player's grapple attaches to something (so it resets double jump among other things)
624grapple_touchGroundOnDetachbool0Touch the ground when the player's grapple dettaches (so it resets double jump among other things)
625grapple_disableWeaponsWhenActivebool0Holster weapons when the grapple is used
626grapple_swingbool0Enable swing mode support for the grapple
627grapple_swingStickybool0Once in swing mode, stay in swing mode
628sharedEnergyAllowOverusebool0Allow shots to fire if there's greater than zero shared energy available.
629context_action_can_meleebool0Can this guy melee?
630context_action_can_usebool0Can this guy use?
631ziplineCanMeleebool0Whether the player can do a melee attack while ziplining
632quadMoveAnimsbool0Splits run and walk animations into _LEFT/_RIGHT/_FORWARD/_BACK activities
633sprintAnimOrientToMoveDirbool0Orients player body to face the move direction while sprinting, instead of the aim direction
634forceAimYawToEyebool0Always snap the player's feet direction with their eye direction
635sprintbool0Enables sprinting
636aimassist_use_short_inner_boundsbool0
637aimassist_adspull_noPitchUpbool0