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F: Hey guys ! Maybe we should sort these value by thier functions rather than by alphabetic order?
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AIStunDurationF: When a AI is stunned, for (value) seconds he will keep stunned.
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AlertedPerceptionHalfAngleV: Controls AI's half peripheral vision in degrees.
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AlertedSightRangeT: Range (in cm) that an alerted enemy can potentially spot SWAT
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ASTimeBeforeTargetingFirstCivilianA: (Active Shooter) Time [in seconds] before the shooter will find and eliminate the first civilian.
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ASTimeBetweenTargetingCivilians
A: (Active Shooter) Time [in seconds] before the shooter will find and eliminate the next civilian, begins immediately after the previous civilian is killed.
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AccuracyPenaltyRecovery ???
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BashMoraleK: Effect on morale a melee hit has.
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BeanbagShotgunMoraleK: Effect on morale a bean bag shot has.
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BeanbagShotgunStunDamageF: Effect on Stunhealth a bean bag shot has.
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BeanbagStunDurationK: How long a suspect will stay stunned if stunned by beanbags
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BoneTargetZones
F: Which part of body of SWAT that suspects will aim at.I believe "spine_3" means neck, "spine_2" means chest ,"spine_1" means stomach.
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BoneRetargetingRateV: The amount of time in seconds until retargeting to another bone in the current zone
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BTMaxBombsA: (Bomb Threat) Maximum number of bombs that can spawn in a level. (F: Every mission has a maximum hardcoded limit )
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BTMaxDistanceFromSelectedBombsV: Max Distance that AI can spawn from each bomb that is selected in Bomb Threat. (in cm)
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BTTimeUntilBombExplodesA: (Bomb Threat) From the start of a level, the time in seconds before the bomb explode
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CoverSearchExtentV: The extent of the cover search area for AI (how far to look for cover)
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CoverSearchExclusionRadiusAroundInstigator
V: Exclude all cover points found within the instigator's range (in cm)
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CoverLandmarkSearchExtentV: The extent of the cover search area (how far to look for cover landmarks to hide, like bed)
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C2MoraleK: Effect on morale a C2 detonation has.
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CivilianChanceToSurrenderOnSight
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CivilianHealthK: Starting health level of civilians.
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CivilianMaxMoraleF: Maximum morale of civilians when mission starts. (When morale decreased to zero they will surrender by shout of SWAT.)
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CivilianMinMoraleF: Minimum morale of civilians when mission starts. (When morale decreased to zero they will surrender by shout of SWAT.)
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DoorStimulusReactionTImeF: Delay between spotting a door which is beening opened and stay in alert. (in seconds)
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EngagementTimeUntilReachedLastBoneZone
V: The amount of time in seconds it takes to reach the last bone target zone while engaging on an enemy
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FlashlightPerceptionRangeV: Distance in cm. Max range to perceive flashlights. If flashlight goes beyond the specified range, forget the flashlight. Default 20m
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FlashlightForgetTimeV: The amount of time in seconds to forget the flashlight after not seeing it. Default 0.5 seconds
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FlashlightSeenReactionTimeV: The amount of time in seconds until reacting to the percieved flashlight. Default 0.25 seconds = Average human reaction time
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GeneralExplosionReactionTimeV: Distance in cm. Default 15m
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GrenadeDetonateReactionTimeV: The amount of time in seconds until reacting to a grenade detonation. Default 0.25 seconds = Average human reaction time
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GrenadeForgetTimeV: The amount of time in seconds till we forget the grenade after not sensing it anymore. Default 0.5 seconds
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GrenadeHeardReactionTimeV: The amount of time in seconds until reacting to hearing a thrown grenade hit. Default 0.25 seconds = Average human reaction time
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GrenadePerceptionRangeV: Distance in centimeters. Default 15m
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GrenadeSeenReactionTimeV: The amount of time in seconds until reacting to seeing a thrown grenade. Default 0.25 seconds = Average human reaction time
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GunShotForgetTimeF: The amount of time in seconds until suspects forget gunshot
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GunShotHearingRangeV: Distance in cm. Max range to perceive gunshot and turn into alert.
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GunShotReactionTimeF: The amount of time in seconds until reacting to hearing a gunshot and turn into alert.
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GrenadeDetonateMoraleK: Effect on morale a grenade has.
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GrenadeStunDamageK: Effect on Stunhealth a grenade has.
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HesitationChanceToSurrender
P:To make hesitation work you have to prevent suspects from getting into "alerted" state and they have to be unaware of the swat presence.
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HesitationChanceToFakeSurrenderF: ineffective
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HesitationChanceToGoArmedAndDangerous
F: ineffective
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HesitationTimeToHesitateSuspectArmed
P: Time of being in a "hesitation" state (in seconds)
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HesitationTimeToHesitateUnarmed P: If unarmed suspect notices the swat while NOT BEING IN ALERTED STATE, will he hesitate to blast (chance 0.0 up to 1.0)
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HesitationChanceForArmedSuspectToHesitate
P: If armed suspect notices the swat while NOT BEING IN ALERTED STATE, will he hesitate to blast (chance 0.0 up to 1.0)
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HRMaxDistanceFromSelectedSpawnerV: Max Distance that AI can spawn from the first selecte spawn point in Hostage Rescue
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HRMaxRoamersA: (Hostage Rescue) Maximum number of roamers outside of the main hostage room.
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KickDoorMoraleK: Effect on morale a door kick has.
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KillEnemyMoraleK: Effect on morale a visible dead suspect has.
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MaxCivilians
K: Maximum number of civilians. Each level seems to have a hardcoded limit (probably the number of spawn points), which cannot be overridden by this setting.
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MinCiviliansF: Minimum number of civilians.
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MaxExplosiveVestCiviliansK: Maximum number of civilians with ExplosiveVest. (They explode immdiately if were killed. But you can get close to them safely)
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MaxSuspectsK: Maximum number of suspects. Each level seems to have a hardcoded limit, which cannot be overridden by this setting.
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MinSuspectsF: Minimum number of suspects.
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MaxExplosiveVestSuspects
F: Maximum number of suspects with ExplosiveVest. (They explode quickly if you get close to them. But the vest won't explode by bullets)
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MaxMeleeSuspectsF: Maximum number of suspects with knife.
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MaxRoamers
J: Maximum number of ever moving suspects. Meaning they won't be standing in a specific spawn. (F: And they wiil search for Swat to kill.. )
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MaxFleesF: Max number of AI who will flee a room When they spotted Player.
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MinFleesF: Min number of AI who will flee a room When they spotted Player.
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MaxTrapsK: Maximum number of traps on level.
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MaxTrapsPrePlacedF: Maximum traps that's already placed when mission starts.
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MaxTrapsPlaceableF: Maximum traps can be placed by suspects.
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MaxTrapsSuspectCanPlaceF: Maximum traps can be placed by a single suspect.
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MaxLockedDoorsPercentageJ: Out of all the openable doors on the map, the percentage of which will be locked. RND between 0 and the value
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MaxOpenDoorsPercentageJ: Out of all the openable doors on the map, The percentage of which are already opened. RND between 0 and the value
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MaxKeycardsF: Max number of keycards
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MaxDoorInteractionDistanceF: I believe it's Max range (in cm) that Swat AI can react to your command about door(like kick)
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NineBangerAccuracyPenalty F: Dont know how it works but seems to be not important.
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NoExitChanceToFakeSurrenderF: ineffective
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NoExitChanceToGoArmedAndDangerous
F: ineffective
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NoExitChanceToSurrenderF: ineffective
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NoExitTimeToHesitateSuspectArmedF: ineffective
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NoExitTimeToHesitateSuspectUnarmed
F: ineffective
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NoExitTimeToHesitateUnarmedF: ineffective
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PrePlaceTrapsNearAISpawnsF: If PrePlaced traps are near the suspect or not. (0=No, 1=Yes)
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PrePlaceTrapsNearAISpawnChanceF: The chance that PrePlaced traps are near a suspect . (Try set to 0.5)
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PepperballMoraleK: Effect on morale a pepper ball shot has.
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PeppersprayMorale F: Effect on morale a pepper spray shot has.
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PepperballStunDamageF: Effect on Stunhealth a pepper ball shot has.
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PolicePresenceDecayTimeP: How long before suspects forget about SWAT presence (in seconds)
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RequiredTimeSpentOnTarget
F: Delay between spotting a target and firing for suspects already in alert. (in seconds), maybe also : V: How long we must be targetting an enemy before we can shoot (ie if we change targets we must taret them for 0.3 seconds before we can shoot even if we're already aiming at them)
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StunHealthF: When it's decreased to 0, AI will be stunned.
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SuspectAccuracy
K: Shooting accuracy of suspects. The higher the value, the lower the accuracy. Value defines the size of a circle the shots will land in if fired from a specific distance.
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SuspectAccuracyLostPerMeterV: Value of 0.1 will lose 1 degree of accuracy every 10m (which is a lot).. don't tune this higher than ~0.1.
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SuspectAccuracyLostPerMeterSecondV: how much speed the AI will lose per meter second of movement speed (avg speed when shooing is around ~2.3 M/S)
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SuspectChanceToSpawnWithNoWeaponK: Chance that a suspect will start the mission with no weapon in hand, but they can still draw one if fake surrendering.
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SuspectChanceToSurrenderOnSight
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SuspectCoverEvaluationCooldown
F: Suspects will trigger an evaluation event every {value} seconds to peek behind covers in order to check if there's any SWAT. If no, they will leave the cover
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SuspectDefaultFireRateK: Minimum delay Default between firing weapon.(in seconds)
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SuspectExplosiveVestAccuracyF: Shooting accuracy of suspects with ExlposiveVest. The higher the value, the lower the accuracy.
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SuspectHealthK: Starting health level of suspects.
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SuspectKnifeFakeForwardChanceF: The chance that suspect surrendered with knife will stab SWAT if they were close enough
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SuspectMaxMoraleF: Maximum morale of suspects when mission starts. (When morale decreased to zero they will surrender by shout of SWAT.)
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SuspectMinMoraleF: Minimum morale of suspects when mission starts. (When morale decreased to zero they will surrender by shout of SWAT.)
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SuspectMoraleLowReloadV: If suspects' morale goes below this use the slow reload speed.
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SuspectMoraleMediumReloadV: If suspects' morale goes below this use the medium reload speed.
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SuspectLMGFireRateF: Minimum delay between firing weapon.(in seconds) Has a hardcoded limit which cannot be overridden by this setting.
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SuspectLMGFireRateDeviationF: increased or decreased FireRate of certain tpye of Lmg. Try set Y to 0 to get more realistic firepower by suspects
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SuspectPistolFireRate
K: Minimum delay between firing weapon.(in seconds) Has a hardcoded limit which cannot be overridden by this setting. Try set to 0.11 to get more realistic firepower by suspects