Difference between revisions of "HPL2/game.cfg"

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== Game - Config - Amnesia ==
+
{{DISPLAYTITLE:game.cfg}}
 
+
{{TocRight}}
 
This page lists entries within the '''game.cfg''' file found in '''/config''' and in full conversion mods. Warning: Some of the descriptions are missing and some are currently untested assumptions. WIP page.
 
This page lists entries within the '''game.cfg''' file found in '''/config''' and in full conversion mods. Warning: Some of the descriptions are missing and some are currently untested assumptions. WIP page.
==== Input ====
+
== Input ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!MaxSmoothMousePos |Add info |
+
!Parameter!!Functionality
 
|-
 
|-
|}
+
|MaxSmoothMousePos||The maximum amount of interpolated positions for mouse smoothing
{| class="wikitable sortable" border=1
 
!PrevSmoothMousePosMul |Add info |
 
 
|-
 
|-
 +
|PrevSmoothMousePosMul||The multiplier for the weight of smoothed mouse positions
 
|}
 
|}
  
==== Sound ====
+
== Sound ==
 
 
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!InGameMusicvolume |Global volume for music |
+
!Parameter!!Functionality
 
|-
 
|-
 +
|InGameMusicvolume||Global volume for music
 
|}
 
|}
  
==== Effects ====
+
== Effects ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!VoiceTextFontSize |Subtitle font size |
+
!Parameter!!Functionality
 
|-
 
|-
|}
+
|VoiceTextFontSize||Subtitle font size
{| class="wikitable sortable" border=1
 
!VoiceTextRowWidth |Subtitle width limit before it breaks a new line |
 
 
|-
 
|-
 +
|VoiceTextRowWidth||Subtitle width limit before it breaks a new line
 
|}
 
|}
  
==== Quest ====
+
== Quest ==
 
+
Used to calculate the level completion percentage formerly seen when looking at a LevelDoor. The amount is still calculated, but the percentage is never displayed.
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!QuestCompletionValue |Add info |
+
!Parameter!!Functionality
 
|-
 
|-
|}
+
|QuestCompletionValue||The amount each quest contributes to the completion amount
{| class="wikitable sortable" border=1
 
!ItemCompletionValue |Add info |
 
 
|-
 
|-
|}
+
|ItemCompletionValue||The amount each item contributes to the completion amount
{| class="wikitable sortable" border=1
 
!NoteCompletionValue |Add info |
 
 
|-
 
|-
|}
+
|NoteCompletionValue||The amount each note contributes to the completion amount
{| class="wikitable sortable" border=1
 
!DiaryCompletionValue |Add info |
 
 
|-
 
|-
|}
+
|DiaryCompletionValue||The amount each diary contributes to the completion amount
{| class="wikitable sortable" border=1
 
!FlashbackCompletionValue |Add info |
 
 
|-
 
|-
|}
+
|FlashbackCompletionValue||The amount each flashback contributes to the completion amount
{| class="wikitable sortable" border=1
 
!ChestCompletionValue |Add info |
 
 
|-
 
|-
 +
|ChestCompletionValue||The amount each chest contributes to the completion amount
 
|}
 
|}
  
==== Saving ====
+
== Saving ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!MaxAutoSaves |Amount of maximum auto saves to store in user files |
+
!Parameter!!Functionality
 
|-
 
|-
 +
|MaxAutoSaves||Amount of maximum auto saves to store in user files
 
|}
 
|}
  
==== Enemy ====
+
== Enemy ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!EnemyDarknessGlowMaxDistance |Maximum distance from player that enemies glow in darkness |
+
!Parameter!!Functionality
 
|-
 
|-
 +
|EnemyDarknessGlowMaxDistance||Maximum distance from player that enemies glow in darkness
 
|}
 
|}
  
==== Insanity ====
+
== Insanity ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!EventsFile |Name of file to use for insanity events. Default: '''misc/main_sanity_events.cfg'''  |
+
!Parameter!!Functionality
 
|-
 
|-
|}
+
|EventsFile||Name of file to use for insanity events. Default: '''misc/main_sanity_events.cfg'''
{| class="wikitable sortable" border=1
 
!MinTimeBetweenEvents |Minimum time until another insanity event can happen again |
 
 
|-
 
|-
|}
+
|MinTimeBetweenEvents||Minimum time until another insanity event can happen again
{| class="wikitable sortable" border=1
 
!MaxEventSanity |Maximum sanity the player can have to experience insanity events |
 
 
|-
 
|-
|}
+
|MaxEventSanity||Maximum sanity the player can have to experience insanity events (unused, MaxSanity_LongWait is used instead)
{| class="wikitable sortable" border=1
 
!MaxSanity_LongWait |Add info |
 
 
|-
 
|-
|}
+
|MaxSanity_LongWait||The maximum sanity to use the long delay between events
{| class="wikitable sortable" border=1
 
!MaxSanity_MedWait |Add info |
 
 
|-
 
|-
|}
+
|MaxSanity_MedWait||The maximum sanity to use the medium delay between events
{| class="wikitable sortable" border=1
 
!MaxSanity_ShortWait |Add info |
 
 
|-
 
|-
|}
+
|MaxSanity_ShortWait||The maximum sanity to use the short delay between events
{| class="wikitable sortable" border=1
 
!TimeBetween_LongWait |Add info |
 
 
|-
 
|-
|}
+
|TimeBetween_LongWait||The long delay between events
{| class="wikitable sortable" border=1
 
!TimeBetween_MedWait |Add info |
 
 
|-
 
|-
|}
+
|TimeBetween_MedWait||The medium delay between events
{| class="wikitable sortable" border=1
 
!TimeBetween_ShortWait |Add info |
 
 
|-
 
|-
|}
+
|TimeBetween_ShortWait||The short delay between events
{| class="wikitable sortable" border=1
 
!MaxExamineSanity |Maximum sanity the player can have to use ExamineAreas |
 
 
|-
 
|-
|}
+
|MaxExamineSanity||The sanity below which ExamineAreas will display their "Insane" message (non-functional)
{| class="wikitable sortable" border=1
 
!InsanityArea_CheckTimeMin |Add info |
 
 
|-
 
|-
|}
+
|InsanityArea_CheckTimeMin||The minimum amount of time between InsanityArea collision checks
{| class="wikitable sortable" border=1
 
!InsanityArea_CheckTimeMax |Add info |
 
 
|-
 
|-
 +
|InsanityArea_CheckTimeMax||The maximum amount of time between InsanityArea collision checks
 
|}
 
|}
  
==== Slime ====
+
== Slime ==
 
+
As of version 1.5, additional slime types can be defined with additional sets of SlimeTypeX_ entries.
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!SlimeType0_AttackSound |Sound played when attacked by a slime area |
+
|SlimeType0_AttackSound||Sound played when attacked by a slime area
 
|-
 
|-
|}
+
|SlimeType0_AttackPS||Particles played when attacked by a slime area
{| class="wikitable sortable" border=1
 
!SlimeType0_AttackPS |Particles played when attacked by a slime area |
 
|-
 
|}
 
{| class="wikitable sortable" border=1
 
!SlimeType0_MinAttackDamage |Minimum damage a slime area can inflict |
 
 
|-
 
|-
|}
+
|SlimeType0_MinAttackDamage||Minimum damage a slime area can inflict
{| class="wikitable sortable" border=1
 
!SlimeType0_MaxAttackDamage |Maximum damage a slime area can inflict |
 
 
|-
 
|-
|}
+
|SlimeType0_MaxAttackDamage||Maximum damage a slime area can inflict
{| class="wikitable sortable" border=1
 
!SlimeType0_ScreenShakeAmount |Amount of screen shake applied when hit by a slime area |
 
 
|-
 
|-
 +
|SlimeType0_ScreenShakeAmount||Amount of screen shake applied when hit by a slime area
 
|}
 
|}
  
==== Player_General ====
+
== Player_General ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!FOV |The "Field of View" visible from the player's perspective |
+
|FOV||The "Field of View" of the player's camera
 
|-
 
|-
|}
+
|FarClipPlane||The distance from the camera past which to cut off rendering, for optimization
{| class="wikitable sortable" border=1
 
!FarClipPlane |For optimization, the distance in which objects aren't rendered |
 
 
|-
 
|-
|}
+
|NearClipPlane||The distance from the camera before which to cut off rendering
{| class="wikitable sortable" border=1
 
!NearClipPlane |Add info |
 
 
|-
 
|-
|}
+
|FocusTextFont||The font used when displaying text in focus by the player (extension .fnt)
{| class="wikitable sortable" border=1
 
!FocusTextFont |The font used when displaying text in focus by the player (extension .fnt) |
 
 
|-
 
|-
|}
+
|HeadSpinDamageSpeed||The speed at which the player's head spins when damaged
{| class="wikitable sortable" border=1
 
!HeadSpinDamageSpeed |The speed at which the player's head spins when damaged |
 
 
|-
 
|-
|}
+
|HeadSpinDeacc||The deacceleration to slow down head spin
{| class="wikitable sortable" border=1
 
!HeadSpinDeacc |The deacceleration to slow down head spin |
 
 
|-
 
|-
|}
+
|MaxCameraSmoothAngles||Unused
{| class="wikitable sortable" border=1
 
!MaxCameraSmoothAngles |Add info |
 
 
|-
 
|-
|}
+
|TerrorSound||The sound played when chased by an enemy
{| class="wikitable sortable" border=1
 
!TerrorSound |The sound played when chased by an enemy |
 
 
|-
 
|-
|}
+
|TerrorIncSpeed||The speed that the terror meter volume increases
{| class="wikitable sortable" border=1
 
!TerrorIncSpeed |Add info |
 
 
|-
 
|-
|}
+
|TerrorDecSpeed||The speed that the terror meter volume decreases
{| class="wikitable sortable" border=1
 
!TerrorDecSpeed |Add info |
 
 
|-
 
|-
|}
+
|MaxPrevSpeedsSaved||The maximum amount of previous speeds to keep track of when calculating average speed
{| class="wikitable sortable" border=1
 
!MaxPrevSpeedsSaved |Add info |
 
 
|-
 
|-
|}
+
|AutoKillYPos||The Y coordinate position in the level to automatically kill the player at if they pass
{| class="wikitable sortable" border=1
 
!AutoKillYPos |The Y co-ordinate position in the level to automatically kill the player at if they pass |
 
 
|-
 
|-
|}
+
|FlashbackRadialBlurSize||The size of the radial blur effect applied during flashbacks
{| class="wikitable sortable" border=1
 
!FlashbackRadialBlurSize |The size of the radial blur effect applied during flashbacks |
 
 
|-
 
|-
|}
+
|FlashbackRadialBlurStartDist||The start distance of the radial blur during flashbacks
{| class="wikitable sortable" border=1
 
!FlashbackRadialBlurStartDist |The start distance at which the radial blur starts |
 
 
|-
 
|-
|}
+
|FlashbackWorldSoundVolume||The global sound level used during flashbacks
{| class="wikitable sortable" border=1
 
!FlashbackWorldSoundVolume |The global sound level used during a flashback |
 
 
|-
 
|-
|}
+
|FlashbackMoveSpeedMul||The walk speed multiplier during flashbacks
{| class="wikitable sortable" border=1
 
!FlashbackMoveSpeedMul |The walk speed multiplier used for the player during flashbacks |
 
 
|-
 
|-
|}
+
|FlashbackRunSpeedMul||The run speed multiplier during flashbacks
{| class="wikitable sortable" border=1
 
!FlashbackRunSpeedMul |The run speed multiplier used for the player during flashbacks |
 
 
|-
 
|-
|}
+
|Death_HeightAdd||The height change of the camera during death
{| class="wikitable sortable" border=1
 
!Death_HeightAdd |The height change of the camera during death |
 
 
|-
 
|-
|}
+
|Death_HeightAddCrouch||The height change of the camera during death (while crouching)
{| class="wikitable sortable" border=1
 
!Death_HeightAddCrouch |The height change of the camera during death (while crouching) |
 
 
|-
 
|-
|}
+
|Death_FadeTime||The fade out time during death
{| class="wikitable sortable" border=1
 
!Death_FadeTime |The fade out time during death |
 
 
|-
 
|-
|}
+
|Death_MaxSanityGain||The maximum amount of sanity the player respawns with
{| class="wikitable sortable" border=1
 
!Death_MaxSanityGain |The maximum amount of sanity the player respawns with |
 
 
|-
 
|-
|}
+
|Death_MaxHealthGain||The maximum amount of health the player respawns with
{| class="wikitable sortable" border=1
 
!Death_MaxHealthGain |The maximum amount of health the player respawns with |
 
 
|-
 
|-
|}
+
|Death_MaxOilGain||The maximum amount of oil the player respawns with
{| class="wikitable sortable" border=1
 
!Death_MaxOilGain |The maximum amount of oil the player respawns with |
 
 
|-
 
|-
|}
+
|Death_MinSanityGain||The minimum amount of sanity the player respawns with
{| class="wikitable sortable" border=1
 
!Death_MinSanityGain |The minimum amount of sanity the player respawns with |
 
 
|-
 
|-
|}
+
|Death_MinHealthGain||The minimum amount of health the player respawns with
{| class="wikitable sortable" border=1
 
!Death_MinHealthGain |The minimum amount of health the player respawns with |
 
 
|-
 
|-
|}
+
|Death_MinOilGain||The minimum amount of oil the player respawns with
{| class="wikitable sortable" border=1
 
!Death_MinOilGain |The minimum amount of oil the player respawns with |
 
 
|-
 
|-
|}
+
|Death_HeightAddSpeed||The speed of which the height change of the camera changes
{| class="wikitable sortable" border=1
 
!Death_HeightAddSpeed |The speed of which the height change of the camera changes |
 
 
|-
 
|-
|}
+
|Death_RollSpeed||The speed of camera roll when dying
{| class="wikitable sortable" border=1
 
!Death_RollSpeed |The speed of camera roll |
 
 
|-
 
|-
|}
+
|Death_StartSound||The sound played when dying
{| class="wikitable sortable" border=1
 
!Death_StartSound |The sound played when dying |
 
 
|-
 
|-
|}
+
|Death_AwakenSound||The sound played when respawning
{| class="wikitable sortable" border=1
 
!Death_AwakenSound |The sound played when respawning |
 
 
|-
 
|-
|}
+
|InsanityCollapse_HeightAddGoal||The height change of the camera during a sanity collapse
{| class="wikitable sortable" border=1
 
!InsanityCollapse_HeightAddGoal |The height change of the camera during a sanity collapse |
 
|-
 
|}
 
{| class="wikitable sortable" border=1
 
!InsanityCollapse_HeightAddCollapseSpeed |The speed of which the camera change happens |
 
 
|-
 
|-
|}
+
|InsanityCollapse_HeightAddCollapseSpeed||The speed of which the camera change happens
{| class="wikitable sortable" border=1
 
!InsanityCollapse_HeightAddAwakeSpeed |The speed of which the camera changes back to normal |
 
 
|-
 
|-
|}
+
|InsanityCollapse_HeightAddAwakeSpeed||The speed of which the camera changes back to normal
{| class="wikitable sortable" border=1
 
!InsanityCollapse_RollCollapseSpeed |The speed of which the camera rolls when collapsing |
 
 
|-
 
|-
|}
+
|InsanityCollapse_RollCollapseSpeed||The speed of which the camera rolls when collapsing
{| class="wikitable sortable" border=1
 
!InsanityCollapse_RollAwakeSpeed |The speed of which the camera rolls back to normal |
 
 
|-
 
|-
|}
+
|InsanityCollapse_RollAwakeSpeed||The speed of which the camera rolls back to normal
{| class="wikitable sortable" border=1
 
!InsanityCollapse_AwakenSanity |The sanity the player is left with after awaking a sanity collapse |
 
 
|-
 
|-
|}
+
|InsanityCollapse_AwakenSanity||The sanity the player is left with after awaking a sanity collapse
{| class="wikitable sortable" border=1
 
!InsanityCollapse_SleepTime |The time the player is collapsed |
 
 
|-
 
|-
|}
+
|InsanityCollapse_SleepTime||The time the player is collapsed
{| class="wikitable sortable" border=1
 
!InsanityCollapse_SleepSpeedMul |The speed multiplier while collapsed |
 
 
|-
 
|-
|}
+
|InsanityCollapse_SleepSpeedMul||The speed multiplier while collapsed
{| class="wikitable sortable" border=1
 
!InsanityCollapse_WakeUpSpeedMul |The speed multiplier while waking up |
 
 
|-
 
|-
|}
+
|InsanityCollapse_WakeUpSpeedMul||The speed multiplier while waking up
{| class="wikitable sortable" border=1
 
!InsanityCollapse_StartSound |The sound played when collapsing |
 
 
|-
 
|-
|}
+
|InsanityCollapse_StartSound||The sound played when collapsing
{| class="wikitable sortable" border=1
 
!InsanityCollapse_AwakenSound |The sound played when awaking a collapse |
 
 
|-
 
|-
|}
+
|InsanityCollapse_AwakenSound||The sound played when awaking a collapse
{| class="wikitable sortable" border=1
 
!InsanityCollapse_SleepLoopSound |The sound played while being collapsed |
 
 
|-
 
|-
|}
+
|InsanityCollapse_SleepLoopSound||The sound played while being collapsed
{| class="wikitable sortable" border=1
 
!InsanityCollapse_SleepLoopSoundVolume |The sound volume while collapsed |
 
 
|-
 
|-
|}
+
|InsanityCollapse_SleepLoopSoundVolume||The sound volume while collapsed
{| class="wikitable sortable" border=1
 
!InsanityCollapse_SleepRandomSound |Random sounds being played while collapsed |
 
 
|-
 
|-
|}
+
|InsanityCollapse_SleepRandomSound||Random sounds being played while collapsed
{| class="wikitable sortable" border=1
 
!InsanityCollapse_SleepRandomMinTime |The minimum amount of time between a random sound |
 
 
|-
 
|-
|}
+
|InsanityCollapse_SleepRandomMinTime||The minimum amount of time between a random sound
{| class="wikitable sortable" border=1
 
!InsanityCollapse_SleepRandomMaxTime |The maximum amount of time between a random sound |
 
 
|-
 
|-
|}
+
|InsanityCollapse_SleepRandomMaxTime||The maximum amount of time between a random sound
{| class="wikitable sortable" border=1
 
!Hurt_EffectStartHealth |At what health amount should damage effects start playing |
 
 
|-
 
|-
|}
+
|Hurt_EffectStartHealth||At what health amount should damage effects start playing
{| class="wikitable sortable" border=1
 
!Hurt_MinSpeedMul |Minimum speed multiplier while hurt |
 
 
|-
 
|-
|}
+
|Hurt_MinSpeedMul||Minimum speed multiplier while hurt
{| class="wikitable sortable" border=1
 
!Hurt_MaxPantCount |Add info |
 
 
|-
 
|-
|}
+
|Hurt_MaxPantCount||The maximum duration of panting while hurt and standing still
{| class="wikitable sortable" border=1
 
!Hurt_PantSpeed |Add info |
 
 
|-
 
|-
|}
+
|Hurt_PantSpeed||The speed that the camera bobs when hurt panting
{| class="wikitable sortable" border=1
 
!Hurt_PantSize |Add info |
 
 
|-
 
|-
|}
+
|Hurt_PantSize||The amount that the camera bobs when hurt panting
{| class="wikitable sortable" border=1
 
!HealthRegainSpeed |Add info |
 
 
|-
 
|-
|}
+
|HealthRegainSpeed||The amount of health regenerated per second
{| class="wikitable sortable" border=1
 
!HealthRegainLimit |Add info |
 
 
|-
 
|-
|}
+
|HealthRegainLimit||The maximum amount that health regenerates to
{| class="wikitable sortable" border=1
 
!Hurt_NoiseAlpha |The amount of opacity for the noise effect when on low health |
 
 
|-
 
|-
|}
+
|Hurt_NoiseAlpha||The amount of opacity for the noise effect when on low health
{| class="wikitable sortable" border=1
 
!Hurt_NoiseFreq |The frequency of the noise effect |
 
 
|-
 
|-
|}
+
|Hurt_NoiseFreq||The frequency of the noise effect
{| class="wikitable sortable" border=1
 
!Hurt_NoiseColor |The color of the noise effect (red, green, blue, alpha) |
 
 
|-
 
|-
|}
+
|Hurt_NoiseColor||The color of the noise effect (red, green, blue, alpha)
{| class="wikitable sortable" border=1
 
!SanityGain_Color |The color of the sanity boost effect (red, green, blue, alpha) |
 
 
|-
 
|-
|}
+
|SanityGain_Color||The color of the sanity boost effect (red, green, blue, alpha)
{| class="wikitable sortable" border=1
 
!SanityGain_Sound |The sound played when given a sanity boost |
 
 
|-
 
|-
|}
+
|SanityGain_Sound||The sound played when given a sanity boost
{| class="wikitable sortable" border=1
 
!SanityGain_FadeInTime |The time it takes to fade in a sanity boost |
 
 
|-
 
|-
|}
+
|SanityGain_FadeInTime||The time it takes to fade in a sanity boost
{| class="wikitable sortable" border=1
 
!SanityGain_FadeOutTime |The time it takes to fade out a sanity boost |
 
 
|-
 
|-
|}
+
|SanityGain_FadeOutTime||The time it takes to fade out a sanity boost
{| class="wikitable sortable" border=1
 
!HandsRotationSmoothNum |Add info |
 
 
|-
 
|-
|}
+
|HandsRotationSmoothNum||The amount of intervals used when smoothing the player hand rotation
{| class="wikitable sortable" border=1
 
!HandsPosAddMul |Add info |
 
 
|-
 
|-
|}
+
|HandsPosAddMul||The multiplier for player hand position
{| class="wikitable sortable" border=1
 
!FallDamageBounceSizeMul |Add info |
 
 
|-
 
|-
|}
+
|FallDamageBounceSizeMul||The multiplier for camera bounce amount when taking fall damage
{| class="wikitable sortable" border=1
 
!FallDamageBounceSpeedMul |Add info |
 
 
|-
 
|-
|}
+
|FallDamageBounceSpeedMul||The multiplier for camera bounce speed when taking fall damage
{| class="wikitable sortable" border=1
 
!FallDamageSpeed_Min |The minimum amount of speed needed to receive minimum fall damage |
 
 
|-
 
|-
|}
+
|FallDamageSpeed_Min||The minimum amount of speed needed to receive minimum fall damage
{| class="wikitable sortable" border=1
 
!FallDamage_Min |The minimum amount of damage received from minor falls |
 
 
|-
 
|-
|}
+
|FallDamage_Min||The minimum amount of damage received from minor falls
{| class="wikitable sortable" border=1
 
!FallDamageSound_Min |The sound played when taking minimum fall damage |
 
 
|-
 
|-
|}
+
|FallDamageSound_Min||The sound played when taking minimum fall damage
{| class="wikitable sortable" border=1
 
!FallDamageSpeed_Med |The minimum amount of speed needed to receive medium fall damage |
 
 
|-
 
|-
|}
+
|FallDamageSpeed_Med||The minimum amount of speed needed to receive medium fall damage
{| class="wikitable sortable" border=1
 
!FallDamage_Med |The minimum amount of damage received from medium falls |
 
 
|-
 
|-
|}
+
|FallDamage_Med||The minimum amount of damage received from medium falls
{| class="wikitable sortable" border=1
 
!FallDamageSound_Med |The sound played when taking medium fall damage |
 
 
|-
 
|-
|}
+
|FallDamageSound_Med||The sound played when taking medium fall damage
{| class="wikitable sortable" border=1
 
!FallDamageSpeed_Max |The minimum amount of speed needed to receive maximum fall damage |
 
 
|-
 
|-
|}
+
|FallDamageSpeed_Max||The minimum amount of speed needed to receive maximum fall damage
{| class="wikitable sortable" border=1
 
!FallDamage_Max |The minimum amount of damage received from major falls |
 
 
|-
 
|-
|}
+
|FallDamage_Max||The minimum amount of damage received from major falls
{| class="wikitable sortable" border=1
 
!FallDamageSound_Max |The sound played when taking maximum fall damage |
 
 
|-
 
|-
 +
|FallDamageSound_Max||The sound played when taking maximum fall damage
 
|}
 
|}
  
==== Player_Interaction ====
+
== Player_Interaction ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!GrabMaxForce |Maximum force applied to a thrown object |
+
|GrabMaxForce||Maximum force applied to the held grab object
 
|-
 
|-
|}
+
|GrabMaxTorque||Maximum torque applied to the held grab object
{| class="wikitable sortable" border=1
 
!GrabMaxTorque |Add info |
 
 
|-
 
|-
|}
+
|GrabMaxAngularSpeed||Maximum angular speed for held grab object
{| class="wikitable sortable" border=1
 
!GrabMaxAngularSpeed |Maximum angular speed for thrown object |
 
 
|-
 
|-
|}
+
|GrabMinSlowPlayerMass||The minimum mass to slow the player when holding a grab object
{| class="wikitable sortable" border=1
 
!GrabMinSlowPlayerMass |Add info |
 
 
|-
 
|-
|}
+
|GrabMaxSlowPlayerMass||The maximum mass to slow the player when holding a grab object
{| class="wikitable sortable" border=1
 
!GrabMaxSlowPlayerMass |Add info |
 
 
|-
 
|-
|}
+
|GrabMinSlowPlayerMul||The minimum multiplier to slow the player by when holding a grab object (scales with object mass)
{| class="wikitable sortable" border=1
 
!GrabMinSlowPlayerMul |Add info |
 
 
|-
 
|-
|}
+
|GrabMaxLeaveAngularSpeed||The maximum angular speed to apply to a grab object when dropping it
{| class="wikitable sortable" border=1
 
!GrabMaxLeaveAngularSpeed |Add info |
 
 
|-
 
|-
|}
+
|GrabMaxLeaveLinearSpeed||The maximum linear speed to apply to a grab object when dropping it
{| class="wikitable sortable" border=1
 
!GrabMaxLeaveLinearSpeed |Add info |
 
 
|-
 
|-
|}
+
|PushMaxSpeedWalk||The maximum amount of force applied to a push object while walking
{| class="wikitable sortable" border=1
 
!PushMaxSpeedWalk |The maximum amount of force applied to a push object while walking |
 
 
|-
 
|-
|}
+
|PushMaxSpeedRun||The maximum amount of force applied to a push object while running
{| class="wikitable sortable" border=1
 
!PushMaxSpeedRun |The maximum amount of force applied to a push object while running |
 
 
|-
 
|-
|}
+
|PushMaxSpeedCrouch||The maximum amount of force applied to a push object while crouching
{| class="wikitable sortable" border=1
 
!PushMaxSpeedCrouch |The maximum amount of force applied to a push object while crouching |
 
 
|-
 
|-
|}
+
|PushForceWalk||The amount of force applied to a push object while walking
{| class="wikitable sortable" border=1
 
!PushForceWalk |The amount of force applied to a push object while walking |
 
 
|-
 
|-
|}
+
|PushForceRun||The amount of force applied to a push object while running
{| class="wikitable sortable" border=1
 
!PushForceRun |The amount of force applied to a push object while running |
 
 
|-
 
|-
|}
+
|PushForceCrouch||The amount of force applied to a push object while crouching
{| class="wikitable sortable" border=1
 
!PushForceCrouch |The amount of force applied to a push object while crouching |
 
 
|-
 
|-
|}
+
|PushYawRange||The range of the yaw limit when pushing
{| class="wikitable sortable" border=1
 
!PushYawRange |Add info |
 
 
|-
 
|-
|}
+
|PushPitchMinRange||The minimum pitch range when pushing
{| class="wikitable sortable" border=1
 
!PushPitchMinRange |Add info |
 
 
|-
 
|-
|}
+
|PushPitchMaxRange||The maximum pitch range when pushing
{| class="wikitable sortable" border=1
 
!PushPitchMaxRange |Add info |
 
 
|-
 
|-
|}
+
|PushMaxForce||Maximum amount of force applied when pushing
{| class="wikitable sortable" border=1
 
!PushMaxForce |Maximum amount of force applied when pushing |
 
 
|-
 
|-
|}
+
|MoveToMouseAddFactor||The multiplier for the amount the mouse is moved by when moving a slide object, wheel, lever, or swing door
{| class="wikitable sortable" border=1
 
!MoveToMouseAddFactor |Add info |
 
 
|-
 
|-
|}
+
|MoveMaxForce||Maximum amount of torque applied when moving a wheel, lever, or swing door
{| class="wikitable sortable" border=1
 
!MoveMaxForce |Maximum amount of force applied when moving |
 
 
|-
 
|-
|}
+
|SlideMaxForce||Maximum amount of force applied to a slide object
{| class="wikitable sortable" border=1
 
!SlideMaxForce |Maximum amount of force applied to a slide object |
 
 
|-
 
|-
|}
+
|Default_DefaultMaxFocusDist||The default maximum distance at which the player can focus objects from
{| class="wikitable sortable" border=1
 
!Default_DefaultMaxFocusDist |The default maximum distance at which the player can focus objects from |
 
 
|-
 
|-
|}
+
|Grab_DefaultMaxFocusDist||The default maximum distance at which the player can grab objects from
{| class="wikitable sortable" border=1
 
!Grab_DefaultMaxFocusDist |The default maximum distance at which the player can grab objects from |
 
 
|-
 
|-
|}
+
|Push_DefaultMaxFocusDist||The default maximum distance at which the player can push objects from
{| class="wikitable sortable" border=1
 
!Push_DefaultMaxFocusDist |The default maximum distance at which the player can push objects from |
 
 
|-
 
|-
|}
+
|Slide_DefaultMaxFocusDist||The default maximum distance at which the player can slide objects from
{| class="wikitable sortable" border=1
 
!Slide_DefaultMaxFocusDist |The default maximum distance at which the player can slide objects from |
 
 
|-
 
|-
|}
+
|SwingDoor_DefaultMaxFocusDist||The default maximum distance at which the player can use a swing door from
{| class="wikitable sortable" border=1
 
!SwingDoor_DefaultMaxFocusDist |The default maximum distance at which the player can use a swing door from |
 
 
|-
 
|-
|}
+
|Lever_DefaultMaxFocusDist||The default maximum distance at which the player can use a lever from
{| class="wikitable sortable" border=1
 
!Lever_DefaultMaxFocusDist |The default maximum distance at which the player can use a lever from |
 
 
|-
 
|-
|}
+
|Wheel_DefaultMaxFocusDist||The default maximum distance at which the player can use a wheel from
{| class="wikitable sortable" border=1
 
!Wheel_DefaultMaxFocusDist |The default maximum distance at which the player can use a wheel from |
 
 
|-
 
|-
|}
+
|Item_DefaultMaxFocusDist||The default maximum distance at which the player can use an item from
{| class="wikitable sortable" border=1
 
!Item_DefaultMaxFocusDist |The default maximum distance at which the player can use an item from |
 
|-
 
|}
 
{| class="wikitable sortable" border=1
 
!LevelDoor_DefaultMaxFocusDist |The default maximum distance at which the player can use a level door from |
 
 
|-
 
|-
|}
+
|LevelDoor_DefaultMaxFocusDist||The default maximum distance at which the player can use a level door from
{| class="wikitable sortable" border=1
 
!MultiSlider_DefaultMaxFocusDist |The default maximum distance at which the player can use a multi slider from |
 
 
|-
 
|-
|}
+
|MultiSlider_DefaultMaxFocusDist||The default maximum distance at which the player can use a multi slider from
{| class="wikitable sortable" border=1
 
!Commentary_MaxFocusDist |The maximum distance at which the player can activate a commentary icon from |
 
 
|-
 
|-
|}
+
|Commentary_MaxFocusDist||The maximum distance at which the player can activate a commentary icon from
{| class="wikitable sortable" border=1
 
!Ladder_MaxFocusDist |The maximum distance at which the player can use a ladder from |
 
 
|-
 
|-
|}
+
|Ladder_MaxFocusDist||The maximum distance at which the player can use a ladder from
{| class="wikitable sortable" border=1
 
!Examine_MaxFocusDist |The maximum distance at which the player can focus an examine area from |
 
 
|-
 
|-
|}
+
|Examine_MaxFocusDist||The maximum distance at which the player can focus an examine area from
{| class="wikitable sortable" border=1
 
!Sign_MaxFocusDist |The maximum distance at which the player can focus a sign area from |
 
 
|-
 
|-
|}
+
|Sign_MaxFocusDist||The maximum distance at which the player can focus a sign area from
{| class="wikitable sortable" border=1
 
!ScriptArea_MaxFocusDist |The maximum distance at which the player can focus a script area from |
 
 
|-
 
|-
|}
+
|ScriptArea_MaxFocusDist||The maximum distance at which the player can focus a script area from
{| class="wikitable sortable" border=1
 
!MinUseItemDistance |The minimum distance an item can be used from |
 
 
|-
 
|-
 +
|MinUseItemDistance||The minimum distance an item can be used from
 
|}
 
|}
  
==== Player_Body ====
+
== Player_Body ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!Mass |The mass of the player's body |
+
|Mass||The mass of the player's body
|-
 
|}
 
{| class="wikitable sortable" border=1
 
!Size |The size of the player's cylinder shape body |
 
 
|-
 
|-
|}
+
|Size||The size of the player's cylinder shape body
{| class="wikitable sortable" border=1
 
!CrouchSize |the size of the player while crouching |
 
 
|-
 
|-
|}
+
|CrouchSize||the size of the player while crouching
{| class="wikitable sortable" border=1
 
!GravityForce |The amount and direction of the gravitational pull (X, Y, Z) |
 
 
|-
 
|-
|}
+
|GravityForce||The amount and direction of the gravitational pull (X, Y, Z)
{| class="wikitable sortable" border=1
 
!CameraPosAdd |The position of the camera on the player (X, Y, Z) |
 
 
|-
 
|-
|}
+
|CameraPosAdd||The position of the camera on the player (X, Y, Z)
{| class="wikitable sortable" border=1
 
!CameraSmoothPosNum |Add info |
 
 
|-
 
|-
|}
+
|CameraSmoothPosNum||The maximum amount of smoothed camera positions to keep track of
{| class="wikitable sortable" border=1
 
!AccurateClimbing |Whether climbing on ladders should be accurate |
 
 
|-
 
|-
|}
+
|AccurateClimbing||Whether climbing on ladders should be accurate
{| class="wikitable sortable" border=1
 
!MaxNoSlideSlopeAngle |Maximum angle of environment before the player starts sliding down |
 
 
|-
 
|-
|}
+
|MaxNoSlideSlopeAngle||Maximum angle of environment before the player starts sliding down
{| class="wikitable sortable" border=1
 
!MaxPushMass |The maximum mass the player can push by the use of objects |
 
 
|-
 
|-
|}
+
|MaxPushMass||The maximum mass the player can push by the use of objects
{| class="wikitable sortable" border=1
 
!PushForce |The force used when pushing by object collision |
 
 
|-
 
|-
|}
+
|PushForce||The force used when pushing by object collision
{| class="wikitable sortable" border=1
 
!CharacterMaxPushMass |The maximum mass the player's body can push |
 
 
|-
 
|-
|}
+
|CharacterMaxPushMass||The maximum mass the player's body can push
{| class="wikitable sortable" border=1
 
!CharacterPushForce |The force used when pushing by player collision. |
 
 
|-
 
|-
|}
+
|CharacterPushForce||The force used when pushing by player collision.
{| class="wikitable sortable" border=1
 
!MaxStepSize |The maximum size of the player's steps |
 
 
|-
 
|-
|}
+
|MaxStepSize||The maximum size of the player's steps
{| class="wikitable sortable" border=1
 
!MaxStepSizeInAir |The maximum step size while in the air |
 
 
|-
 
|-
|}
+
|MaxStepSizeInAir||The maximum step size while in the air
{| class="wikitable sortable" border=1
 
!StepClimbSpeed |The speed at which the player's steps happen when climbing a ladder |
 
 
|-
 
|-
 +
|StepClimbSpeed||The speed at which the player's steps happen when climbing a ladder
 
|}
 
|}
  
==== Player_Darkness ====
+
== Player_Darkness ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!MinLightLevel |The minimum level of light before the night vision is activated |
+
|MinLightLevel||The minimum level of light before the night vision is activated
 
|-
 
|-
|}
+
|RadiusAdd||The radius of the active night vision effect
{| class="wikitable sortable" border=1
 
!RadiusAdd |The radius of the active night vision effect |
 
 
|-
 
|-
|}
+
|AmbientLightMinLightLevel||The minimum light level for the night vision effect
{| class="wikitable sortable" border=1
 
!AmbientLightMinLightLevel |The minimum light level for the night vision effect |
 
 
|-
 
|-
|}
+
|AmbientLightRadius||The radius of the night vision effect
{| class="wikitable sortable" border=1
 
!AmbientLightRadius |Add info |
 
 
|-
 
|-
|}
+
|AmbientLightIntensity||The intensity of the night vision effect's light level
{| class="wikitable sortable" border=1
 
!AmbientLightIntensity |The intensity of the night vision effect's light level |
 
 
|-
 
|-
|}
+
|AmbientLightFadeInTime||The time it takes to fade in the full night vision effect
{| class="wikitable sortable" border=1
 
!AmbientLightFadeInTime |The time it takes to fade in the full night vision effect |
 
 
|-
 
|-
|}
+
|AmbientLightFadeOutTime||The time it takes to fade out from the full night vision effect
{| class="wikitable sortable" border=1
 
!AmbientLightFadeOutTime |The time it takes to fade out from the full night vision effect |
 
 
|-
 
|-
|}
+
|AmbientLightColor||The color for the night vision effect
{| class="wikitable sortable" border=1
 
!AmbientLightColor |The color for the night vision effect |
 
|-
 
|}
 
{| class="wikitable sortable" border=1
 
!LoopSoundFile |The sound file played and looped while in the darkness |
 
 
|-
 
|-
|}
+
|LoopSoundFile||The sound file played and looped while in the darkness
{| class="wikitable sortable" border=1
 
!LoopSoundVolume |The volume for the darkness sound |
 
 
|-
 
|-
|}
+
|LoopSoundVolume||The volume for the darkness sound
{| class="wikitable sortable" border=1
 
!LoopSoundStartupTime |The time it takes for the darkness sound to start playing |
 
 
|-
 
|-
|}
+
|LoopSoundStartupTime||The time it takes for the darkness sound to start playing
{| class="wikitable sortable" border=1
 
!LoopSoundFadeInSpeed |The time it takes for the darkness sound to fade in |
 
 
|-
 
|-
|}
+
|LoopSoundFadeInSpeed||The time it takes for the darkness sound to fade in
{| class="wikitable sortable" border=1
 
!LoopSoundFadeOutSpeed |The time it takes for the darkness sound to fade out |
 
 
|-
 
|-
|}
+
|LoopSoundFadeOutSpeed||The time it takes for the darkness sound to fade out
{| class="wikitable sortable" border=1
 
!SanityLossPerSecond |The amount of sanity drained per second while in the darkness |
 
 
|-
 
|-
 +
|SanityLossPerSecond||The amount of sanity drained per second while in the darkness
 
|}
 
|}
  
==== Player_Sanity ====
+
== Player_Sanity ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!HitZoomInSpeed |The zoom in speed of the sanity drain effect when hit for sanity damage |
+
|HitZoomInSpeed||The zoom in speed of the sanity drain effect when hit for sanity damage
 
|-
 
|-
|}
+
|HitZoomOutSpeed||The zoom out speed of the sanity drain effect when hit for sanity damage
{| class="wikitable sortable" border=1
 
!HitZoomOutSpeed |The zoom out speed of the sanity drain effect when hit for sanity damage |
 
 
|-
 
|-
|}
+
|HitZoomInFOVMul||The field of view multiplier when zooming in
{| class="wikitable sortable" border=1
 
!HitZoomInFOVMul |The field of view multiplier when zooming in |
 
 
|-
 
|-
|}
+
|HitZoomInAspectMul||The aspect ratio multiplier when zooming in
{| class="wikitable sortable" border=1
 
!HitZoomInAspectMul |The aspect ratio multiplier when zooming in |
 
 
|-
 
|-
|}
+
|SanityRegainSpeed||The speed for regaining sanity when in light
{| class="wikitable sortable" border=1
 
!SanityRegainSpeed |The speed for regaining sanity when in light |
 
 
|-
 
|-
|}
+
|SanityRegainLimit||The maximum limit for automatically regaining sanity
{| class="wikitable sortable" border=1
 
!SanityRegainLimit |The maximum limit for automatically regaining sanity |
 
 
|-
 
|-
|}
+
|SanityVeryLowLimit||The limit to determine very low sanity, below which adds pant sounds and image trails
{| class="wikitable sortable" border=1
 
!SanityVeryLowLimit |The limit to determine very low sanity |
 
 
|-
 
|-
|}
+
|SanityEffectsStart||The maximum amount of sanity before sanity effects can play
{| class="wikitable sortable" border=1
 
!SanityEffectsStart |The maximum amount of sanity before sanity effects can play |
 
 
|-
 
|-
|}
+
|SanityWaveAlphaMul||The alpha multiplier for the wave effect during sanity drain
{| class="wikitable sortable" border=1
 
!SanityWaveAlphaMul |The alpha multiplier for the wave effect during sanity drain |
 
 
|-
 
|-
|}
+
|SanityWaveSpeedMul||The speed multiplier for the wave effect during sanity drain
{| class="wikitable sortable" border=1
 
!SanityWaveSpeedMul |The speed multiplier for the wave effect during sanity drain |
 
 
|-
 
|-
|}
+
|CheckNearEnemyInterval||The frequency of the interval to check for nearby enemies
{| class="wikitable sortable" border=1
 
!CheckNearEnemyInterval |The frequency of the interval to check for nearby enemies |
 
 
|-
 
|-
|}
+
|NearEnemyDecrease||The sanity decrease when looking at enemies
{| class="wikitable sortable" border=1
 
!NearEnemyDecrease |The sanity decrease when near enemies |
 
 
|-
 
|-
|}
+
|NearCritterDecrease||The sanity decrease when near critters (only used by CritterSpider)
{| class="wikitable sortable" border=1
 
!NearCritterDecrease |The sanity decrease when near critters |
 
 
|-
 
|-
|}
+
|StartSwayMaxSanity||The maximum amount of sanity before the swaying sanity effect plays
{| class="wikitable sortable" border=1
 
!StartSwayMaxSanity |The maximum amount of sanity before the swaying sanity effect plays |
 
 
|-
 
|-
|}
+
|SwayMaxSavedPositions||The maximum amount of sway (pitch and yaw) positions to keep track of
{| class="wikitable sortable" border=1
 
!SwayMaxSavedPositions |Add info |
 
 
|-
 
|-
|}
+
|SanityLowLimit||The amount of sanity below which is considered having low sanity
{| class="wikitable sortable" border=1
 
!SanityLowLimit |The limit to determine low sanity |
 
 
|-
 
|-
|}
+
|SanityLowLimitMaxTime||The duration that sanity must be low in order to be set to SanityLowNewSanityAmount
{| class="wikitable sortable" border=1
 
!SanityLowLimitMaxTime |Add info |
 
 
|-
 
|-
|}
+
|SanityLowNewSanityAmount||The amount to set sanity to after being low (below SanityLowLimit) for SanityLowLimitMaxTime seconds
{| class="wikitable sortable" border=1
 
!SanityLowNewSanityAmount |Add info |
 
 
|-
 
|-
|}
+
|LightLampMinSanityIncrease||The minimum sanity increase while in the light of the lantern
{| class="wikitable sortable" border=1
 
!LightLampMinSanityIncrease |The minimum sanity increase while in the light of the lantern |
 
|-
 
|}
 
{| class="wikitable sortable" border=1
 
!LightLampMaxSanityIncrease |The maximum sanity increase while in the light of the lantern |
 
 
|-
 
|-
 +
|LightLampMaxSanityIncrease||The maximum sanity increase while in the light of the lantern
 
|}
 
|}
  
==== Player_Lantern ====
+
== Player_Lantern ==
 
+
The main properties of the lantern light actually come from a light entity attached to the lantern model itself, not the entries here.
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!Color |The color of the lantern light (red, green, blue, alpha) |
+
!Parameter!!Functionality
 
|-
 
|-
|}
+
|Color||The color of the lantern light (red, green, blue, alpha)
{| class="wikitable sortable" border=1
 
!Radius |The radius of the lantern light |
 
 
|-
 
|-
|}
+
|Radius||The radius of the lantern light<br>0.0001 by default, making it too small to be visible
{| class="wikitable sortable" border=1
 
!Gobo |The gobo file for the lantern light |
 
 
|-
 
|-
|}
+
|Gobo||The gobo file for the lantern light
{| class="wikitable sortable" border=1
 
!LocalOffset |Add info |
 
 
|-
 
|-
|}
+
|LocalOffset||The offset of the lantern light relative to the camera
{| class="wikitable sortable" border=1
 
!TurnOnSound |The sound for enabling the lantern |
 
 
|-
 
|-
|}
+
|TurnOnSound||The sound for enabling the lantern
{| class="wikitable sortable" border=1
 
!TurnOffSound |The sound for disabling the lantern |
 
 
|-
 
|-
|}
+
|TurnOffSound||The sound for disabling the lantern
{| class="wikitable sortable" border=1
 
!OutOfOilSound |The sound for when the lantern is out of oil |
 
 
|-
 
|-
|}
+
|OutOfOilSound||The sound for when the lantern is out of oil
{| class="wikitable sortable" border=1
 
!DisabledSound |The sound for when the lantern is disabled |
 
 
|-
 
|-
|}
+
|DisabledSound||The sound for when the lantern is disabled
{| class="wikitable sortable" border=1
 
!CastShadows |Whether the lantern light should cast shadows |
 
 
|-
 
|-
|}
+
|CastShadows||Whether the lantern light should cast shadows
{| class="wikitable sortable" border=1
 
!LowerOilSpeed |The speed at which the oil is drained from the lantern |
 
 
|-
 
|-
|}
+
|LowerOilSpeed||The speed at which the oil is drained from the lantern
{| class="wikitable sortable" border=1
 
!FadeLightOilAmount |The level of oil at which to fade the lantern ligth |
 
 
|-
 
|-
 +
|FadeLightOilAmount||The level of oil at which to fade the lantern light
 
|}
 
|}
  
==== Player_Ladder ====
+
== Player_Ladder ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!UpSpeed |The speed the player climbs up the ladder |
+
!Parameter!!Functionality
 
|-
 
|-
|}
+
|UpSpeed||The speed the player climbs up the ladder
{| class="wikitable sortable" border=1
 
!DownSpeed |The speed the player climbs down the ladder |
 
 
|-
 
|-
|}
+
|DownSpeed||The speed the player climbs down the ladder
{| class="wikitable sortable" border=1
 
!StepLength |The length of each step in the ladder |
 
 
|-
 
|-
 +
|StepLength||The length of each step in the ladder
 
|}
 
|}
  
==== Player_Movement_Default ====
+
== Player_Movement_Default ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!ForwardAcc |The forwards acceleration speed |
+
|ForwardAcc||The forwards acceleration speed
 
|-
 
|-
|}
+
|SidewayAcc||The sideways acceleration speed
{| class="wikitable sortable" border=1
 
!SidewayAcc |The sideways acceleration speed |
 
 
|-
 
|-
|}
+
|ForwardDeacc||The forwards deacceleration speed
{| class="wikitable sortable" border=1
 
!ForwardDeacc |The forwards deacceleration speed |
 
 
|-
 
|-
|}
+
|SidewayDeacc||The sideways deacceleration speed
{| class="wikitable sortable" border=1
 
!SidewayDeacc |The sideways deacceleration speed |
 
 
|-
 
|-
|}
+
|ForwardOppositeDirAccMul||The acceleration speed when changing to the opposite direction while moving forwards
{| class="wikitable sortable" border=1
 
!ForwardOppositeDirAccMul |The acceleration speed when changing to the opposite direction while moving forwards |
 
|-
 
|}
 
{| class="wikitable sortable" border=1
 
!SidewayOppositeDirAccMul |The acceleration speed when changing to the opposite direction while moving sideways |
 
 
|-
 
|-
 +
|SidewayOppositeDirAccMul||The acceleration speed when changing to the opposite direction while moving sideways
 
|}
 
|}
  
==== Player_Movement_Normal ====
+
== Player_Movement_Normal ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!JumpSound |The sound played when jumping |
+
!Parameter!!Functionality
 
|-
 
|-
|}
+
|JumpSound||The sound played when jumping
{| class="wikitable sortable" border=1
 
!CrouchSound |The sound played when crouching |
 
 
|-
 
|-
|}
+
|CrouchSound||The sound played when crouching
{| class="wikitable sortable" border=1
 
!StandSound |The sound played when un-crouching |
 
 
|-
 
|-
|}
+
|StandSound||The sound played when un-crouching
{| class="wikitable sortable" border=1
 
!MaxForwardSpeed |The maximum speed when walking forwards |
 
 
|-
 
|-
|}
+
|MaxForwardSpeed||The maximum speed when walking forwards
{| class="wikitable sortable" border=1
 
!MaxBackwardSpeed |The maximum speed when walking backwards |
 
 
|-
 
|-
|}
+
|MaxBackwardSpeed||The maximum speed when walking backwards
{| class="wikitable sortable" border=1
 
!MaxSidwaySpeed |The maximum speed when walking sideways |
 
 
|-
 
|-
|}
+
|MaxSidwaySpeed||The maximum speed when walking sideways
{| class="wikitable sortable" border=1
 
!RunForwardMul |The forwards running multiplier |
 
 
|-
 
|-
|}
+
|RunForwardMul||The forwards running multiplier
{| class="wikitable sortable" border=1
 
!RunBackwardMul |The backwards running mulitplier |
 
 
|-
 
|-
|}
+
|RunBackwardMul||The backwards running multiplier
{| class="wikitable sortable" border=1
 
!RunSidewayMul |The sideways running multiplier |
 
 
|-
 
|-
|}
+
|RunSidewayMul||The sideways running multiplier
{| class="wikitable sortable" border=1
 
!CrouchForwardMul |The multiplier for crouching forwards |
 
 
|-
 
|-
|}
+
|CrouchForwardMul||The multiplier for crouching forwards
{| class="wikitable sortable" border=1
 
!CrouchBackwardMul |The multiplier for crouching backwards |
 
 
|-
 
|-
|}
+
|CrouchBackwardMul||The multiplier for crouching backwards
{| class="wikitable sortable" border=1
 
!CrouchSidewayMul |The multiplier for crouching sideways |
 
 
|-
 
|-
|}
+
|CrouchSidewayMul||The multiplier for crouching sideways
{| class="wikitable sortable" border=1
 
!InAirForwardMul |The multiplier for moving forwards while in mid-air |
 
 
|-
 
|-
|}
+
|InAirForwardMul||The multiplier for moving forwards while in mid-air
{| class="wikitable sortable" border=1
 
!InAirBackwardMul |The multiplier for moving backwards while in mid-air |
 
 
|-
 
|-
|}
+
|InAirBackwardMul||The multiplier for moving backwards while in mid-air
{| class="wikitable sortable" border=1
 
!InAirSidewayMul |The multiplier for moving sideways while in mid-air |
 
 
|-
 
|-
|}
+
|InAirSidewayMul||The multiplier for moving sideways while in mid-air
{| class="wikitable sortable" border=1
 
!MaxJumpCount |Add info |
 
 
|-
 
|-
|}
+
|MaxJumpCount||The maximum amount of time the jump button can be held down before jumping is stopped
{| class="wikitable sortable" border=1
 
!JumpStartForce |The force applied when jumping |
 
 
|-
 
|-
|}
+
|JumpStartForce||The force applied when jumping
{| class="wikitable sortable" border=1
 
!JumpCrouchStartForce |The force applied when crouch jumping |
 
 
|-
 
|-
|}
+
|JumpCrouchStartForce||The force applied when crouch jumping
{| class="wikitable sortable" border=1
 
!CrouchBobMax |The maximum amount of camera bobbing while crouching |
 
 
|-
 
|-
|}
+
|CrouchBobMax||The maximum amount of camera bobbing while crouching
{| class="wikitable sortable" border=1
 
!WalkBobMax |The maximum amount of camera bobbing while walking |
 
 
|-
 
|-
|}
+
|WalkBobMax||The maximum amount of camera bobbing while walking
{| class="wikitable sortable" border=1
 
!RunBobMax |The maximum amount of camera bobbing while running |
 
 
|-
 
|-
|}
+
|RunBobMax||The maximum amount of camera bobbing while running
{| class="wikitable sortable" border=1
 
!CrouchMinBobSpeed |The minimum speed of bobbing while crouching |
 
 
|-
 
|-
|}
+
|CrouchMinBobSpeed||The minimum speed of bobbing while crouching
{| class="wikitable sortable" border=1
 
!CrouchMaxBobSpeed |The maximum speed of bobbing while crouching |
 
 
|-
 
|-
|}
+
|CrouchMaxBobSpeed||The maximum speed of bobbing while crouching
{| class="wikitable sortable" border=1
 
!WalkMinBobSpeed |The minimum speed of bobbing while walking |
 
 
|-
 
|-
|}
+
|WalkMinBobSpeed||The minimum speed of bobbing while walking
{| class="wikitable sortable" border=1
 
!WalkMaxBobSpeed |The maximum speed of bobbing while walking |
 
 
|-
 
|-
|}
+
|WalkMaxBobSpeed||The maximum speed of bobbing while walking
{| class="wikitable sortable" border=1
 
!RunMinBobSpeed |The minimum speed of bobbing while running |
 
 
|-
 
|-
|}
+
|RunMinBobSpeed||The minimum speed of bobbing while running
{| class="wikitable sortable" border=1
 
!RunMaxBobSpeed |The maximum speed of bobbing while running |
 
 
|-
 
|-
|}
+
|RunMaxBobSpeed||The maximum speed of bobbing while running
{| class="wikitable sortable" border=1
 
!GroundBounceSize |Add info |
 
 
|-
 
|-
|}
+
|GroundBounceSize||The amount to bounce the camera when hitting the ground after falling
{| class="wikitable sortable" border=1
 
!GroundBounceSpeed |Add info |
 
 
|-
 
|-
|}
+
|GroundBounceSpeed||The speed at which the camera bounces when hitting the ground after falling
{| class="wikitable sortable" border=1
 
!MinHitGroundBounceSpeed |Add info |
 
 
|-
 
|-
 +
|MinHitGroundBounceSpeed||The minimum falling speed to do a ground bounce on landing
 
|}
 
|}
  
==== Player_Movement_ClimbLedge ====
+
== Player_Movement_ClimbLedge ==
  
 
{| class="wikitable sortable" border=1
 
{| class="wikitable sortable" border=1
!CheckUpdatesPerSecond |The amount of updates per second while climbing |
+
!Parameter!!Functionality
 
|-
 
|-
|}
+
|CheckUpdatesPerSecond||The amount of updates per second while climbing
{| class="wikitable sortable" border=1
 
!ClimbLedgeCheckDistForward |Add info |
 
 
|-
 
|-
|}
+
|ClimbLedgeCheckDistForward||The distance forward of the player to start the ledge check
{| class="wikitable sortable" border=1
 
!ClimbLedgeCheckDistFromTop |Add info |
 
 
|-
 
|-
|}
+
|ClimbLedgeCheckDistFromTop||The distance above the player's feet to start the ledge check
{| class="wikitable sortable" border=1
 
!ClimbLedgeCheckDistTopToEnd |Add info |
 
 
|-
 
|-
|}
+
|ClimbLedgeCheckDistTopToEnd||The distance to the end position of the ledge check
{| class="wikitable sortable" border=1
 
!CheckMaxPushDist |Add info |
 
 
|-
 
|-
|}
+
|CheckMaxPushDist||The maximum distance to move the player when climbing a ledge
{| class="wikitable sortable" border=1
 
!HeadMoveSpeed |The speed at which the player's head (the camera) moves |
 
 
|-
 
|-
|}
+
|HeadMoveSpeed||The speed at which the player's head (the camera) moves
{| class="wikitable sortable" border=1
 
!HeadMoveSlowdownDist |The distance where the head starts slowing down |
 
 
|-
 
|-
|}
+
|HeadMoveSlowdownDist||The distance where the head starts slowing down
{| class="wikitable sortable" border=1
 
!GivePlayerControlDist |The distance at which the player regains control from the edge of the ladder |
 
 
|-
 
|-
|}
+
|GivePlayerControlDist||The distance at which the player regains control from the edge of the ladder
{| class="wikitable sortable" border=1
 
!MovePitchFactor |Add info |
 
 
|-
 
|-
|}
+
|MovePitchFactor||The amount to multiply camera pitch by when climbing a ledge
{| class="wikitable sortable" border=1
 
!MaxMovePitchSpeed |Add info |
 
 
|-
 
|-
 +
|MaxMovePitchSpeed||The maximum amount to change the pitch by when climbing a ledge
 
|}
 
|}
 
<br />
 

Latest revision as of 00:59, 24 November 2024

This page lists entries within the game.cfg file found in /config and in full conversion mods. Warning: Some of the descriptions are missing and some are currently untested assumptions. WIP page.

Input

Parameter Functionality
MaxSmoothMousePos The maximum amount of interpolated positions for mouse smoothing
PrevSmoothMousePosMul The multiplier for the weight of smoothed mouse positions

Sound

Parameter Functionality
InGameMusicvolume Global volume for music

Effects

Parameter Functionality
VoiceTextFontSize Subtitle font size
VoiceTextRowWidth Subtitle width limit before it breaks a new line

Quest

Used to calculate the level completion percentage formerly seen when looking at a LevelDoor. The amount is still calculated, but the percentage is never displayed.

Parameter Functionality
QuestCompletionValue The amount each quest contributes to the completion amount
ItemCompletionValue The amount each item contributes to the completion amount
NoteCompletionValue The amount each note contributes to the completion amount
DiaryCompletionValue The amount each diary contributes to the completion amount
FlashbackCompletionValue The amount each flashback contributes to the completion amount
ChestCompletionValue The amount each chest contributes to the completion amount

Saving

Parameter Functionality
MaxAutoSaves Amount of maximum auto saves to store in user files

Enemy

Parameter Functionality
EnemyDarknessGlowMaxDistance Maximum distance from player that enemies glow in darkness

Insanity

Parameter Functionality
EventsFile Name of file to use for insanity events. Default: misc/main_sanity_events.cfg
MinTimeBetweenEvents Minimum time until another insanity event can happen again
MaxEventSanity Maximum sanity the player can have to experience insanity events (unused, MaxSanity_LongWait is used instead)
MaxSanity_LongWait The maximum sanity to use the long delay between events
MaxSanity_MedWait The maximum sanity to use the medium delay between events
MaxSanity_ShortWait The maximum sanity to use the short delay between events
TimeBetween_LongWait The long delay between events
TimeBetween_MedWait The medium delay between events
TimeBetween_ShortWait The short delay between events
MaxExamineSanity The sanity below which ExamineAreas will display their "Insane" message (non-functional)
InsanityArea_CheckTimeMin The minimum amount of time between InsanityArea collision checks
InsanityArea_CheckTimeMax The maximum amount of time between InsanityArea collision checks

Slime

As of version 1.5, additional slime types can be defined with additional sets of SlimeTypeX_ entries.

SlimeType0_AttackSound Sound played when attacked by a slime area
SlimeType0_AttackPS Particles played when attacked by a slime area
SlimeType0_MinAttackDamage Minimum damage a slime area can inflict
SlimeType0_MaxAttackDamage Maximum damage a slime area can inflict
SlimeType0_ScreenShakeAmount Amount of screen shake applied when hit by a slime area

Player_General

FOV The "Field of View" of the player's camera
FarClipPlane The distance from the camera past which to cut off rendering, for optimization
NearClipPlane The distance from the camera before which to cut off rendering
FocusTextFont The font used when displaying text in focus by the player (extension .fnt)
HeadSpinDamageSpeed The speed at which the player's head spins when damaged
HeadSpinDeacc The deacceleration to slow down head spin
MaxCameraSmoothAngles Unused
TerrorSound The sound played when chased by an enemy
TerrorIncSpeed The speed that the terror meter volume increases
TerrorDecSpeed The speed that the terror meter volume decreases
MaxPrevSpeedsSaved The maximum amount of previous speeds to keep track of when calculating average speed
AutoKillYPos The Y coordinate position in the level to automatically kill the player at if they pass
FlashbackRadialBlurSize The size of the radial blur effect applied during flashbacks
FlashbackRadialBlurStartDist The start distance of the radial blur during flashbacks
FlashbackWorldSoundVolume The global sound level used during flashbacks
FlashbackMoveSpeedMul The walk speed multiplier during flashbacks
FlashbackRunSpeedMul The run speed multiplier during flashbacks
Death_HeightAdd The height change of the camera during death
Death_HeightAddCrouch The height change of the camera during death (while crouching)
Death_FadeTime The fade out time during death
Death_MaxSanityGain The maximum amount of sanity the player respawns with
Death_MaxHealthGain The maximum amount of health the player respawns with
Death_MaxOilGain The maximum amount of oil the player respawns with
Death_MinSanityGain The minimum amount of sanity the player respawns with
Death_MinHealthGain The minimum amount of health the player respawns with
Death_MinOilGain The minimum amount of oil the player respawns with
Death_HeightAddSpeed The speed of which the height change of the camera changes
Death_RollSpeed The speed of camera roll when dying
Death_StartSound The sound played when dying
Death_AwakenSound The sound played when respawning
InsanityCollapse_HeightAddGoal The height change of the camera during a sanity collapse
InsanityCollapse_HeightAddCollapseSpeed The speed of which the camera change happens
InsanityCollapse_HeightAddAwakeSpeed The speed of which the camera changes back to normal
InsanityCollapse_RollCollapseSpeed The speed of which the camera rolls when collapsing
InsanityCollapse_RollAwakeSpeed The speed of which the camera rolls back to normal
InsanityCollapse_AwakenSanity The sanity the player is left with after awaking a sanity collapse
InsanityCollapse_SleepTime The time the player is collapsed
InsanityCollapse_SleepSpeedMul The speed multiplier while collapsed
InsanityCollapse_WakeUpSpeedMul The speed multiplier while waking up
InsanityCollapse_StartSound The sound played when collapsing
InsanityCollapse_AwakenSound The sound played when awaking a collapse
InsanityCollapse_SleepLoopSound The sound played while being collapsed
InsanityCollapse_SleepLoopSoundVolume The sound volume while collapsed
InsanityCollapse_SleepRandomSound Random sounds being played while collapsed
InsanityCollapse_SleepRandomMinTime The minimum amount of time between a random sound
InsanityCollapse_SleepRandomMaxTime The maximum amount of time between a random sound
Hurt_EffectStartHealth At what health amount should damage effects start playing
Hurt_MinSpeedMul Minimum speed multiplier while hurt
Hurt_MaxPantCount The maximum duration of panting while hurt and standing still
Hurt_PantSpeed The speed that the camera bobs when hurt panting
Hurt_PantSize The amount that the camera bobs when hurt panting
HealthRegainSpeed The amount of health regenerated per second
HealthRegainLimit The maximum amount that health regenerates to
Hurt_NoiseAlpha The amount of opacity for the noise effect when on low health
Hurt_NoiseFreq The frequency of the noise effect
Hurt_NoiseColor The color of the noise effect (red, green, blue, alpha)
SanityGain_Color The color of the sanity boost effect (red, green, blue, alpha)
SanityGain_Sound The sound played when given a sanity boost
SanityGain_FadeInTime The time it takes to fade in a sanity boost
SanityGain_FadeOutTime The time it takes to fade out a sanity boost
HandsRotationSmoothNum The amount of intervals used when smoothing the player hand rotation
HandsPosAddMul The multiplier for player hand position
FallDamageBounceSizeMul The multiplier for camera bounce amount when taking fall damage
FallDamageBounceSpeedMul The multiplier for camera bounce speed when taking fall damage
FallDamageSpeed_Min The minimum amount of speed needed to receive minimum fall damage
FallDamage_Min The minimum amount of damage received from minor falls
FallDamageSound_Min The sound played when taking minimum fall damage
FallDamageSpeed_Med The minimum amount of speed needed to receive medium fall damage
FallDamage_Med The minimum amount of damage received from medium falls
FallDamageSound_Med The sound played when taking medium fall damage
FallDamageSpeed_Max The minimum amount of speed needed to receive maximum fall damage
FallDamage_Max The minimum amount of damage received from major falls
FallDamageSound_Max The sound played when taking maximum fall damage

Player_Interaction

GrabMaxForce Maximum force applied to the held grab object
GrabMaxTorque Maximum torque applied to the held grab object
GrabMaxAngularSpeed Maximum angular speed for held grab object
GrabMinSlowPlayerMass The minimum mass to slow the player when holding a grab object
GrabMaxSlowPlayerMass The maximum mass to slow the player when holding a grab object
GrabMinSlowPlayerMul The minimum multiplier to slow the player by when holding a grab object (scales with object mass)
GrabMaxLeaveAngularSpeed The maximum angular speed to apply to a grab object when dropping it
GrabMaxLeaveLinearSpeed The maximum linear speed to apply to a grab object when dropping it
PushMaxSpeedWalk The maximum amount of force applied to a push object while walking
PushMaxSpeedRun The maximum amount of force applied to a push object while running
PushMaxSpeedCrouch The maximum amount of force applied to a push object while crouching
PushForceWalk The amount of force applied to a push object while walking
PushForceRun The amount of force applied to a push object while running
PushForceCrouch The amount of force applied to a push object while crouching
PushYawRange The range of the yaw limit when pushing
PushPitchMinRange The minimum pitch range when pushing
PushPitchMaxRange The maximum pitch range when pushing
PushMaxForce Maximum amount of force applied when pushing
MoveToMouseAddFactor The multiplier for the amount the mouse is moved by when moving a slide object, wheel, lever, or swing door
MoveMaxForce Maximum amount of torque applied when moving a wheel, lever, or swing door
SlideMaxForce Maximum amount of force applied to a slide object
Default_DefaultMaxFocusDist The default maximum distance at which the player can focus objects from
Grab_DefaultMaxFocusDist The default maximum distance at which the player can grab objects from
Push_DefaultMaxFocusDist The default maximum distance at which the player can push objects from
Slide_DefaultMaxFocusDist The default maximum distance at which the player can slide objects from
SwingDoor_DefaultMaxFocusDist The default maximum distance at which the player can use a swing door from
Lever_DefaultMaxFocusDist The default maximum distance at which the player can use a lever from
Wheel_DefaultMaxFocusDist The default maximum distance at which the player can use a wheel from
Item_DefaultMaxFocusDist The default maximum distance at which the player can use an item from
LevelDoor_DefaultMaxFocusDist The default maximum distance at which the player can use a level door from
MultiSlider_DefaultMaxFocusDist The default maximum distance at which the player can use a multi slider from
Commentary_MaxFocusDist The maximum distance at which the player can activate a commentary icon from
Ladder_MaxFocusDist The maximum distance at which the player can use a ladder from
Examine_MaxFocusDist The maximum distance at which the player can focus an examine area from
Sign_MaxFocusDist The maximum distance at which the player can focus a sign area from
ScriptArea_MaxFocusDist The maximum distance at which the player can focus a script area from
MinUseItemDistance The minimum distance an item can be used from

Player_Body

Mass The mass of the player's body
Size The size of the player's cylinder shape body
CrouchSize the size of the player while crouching
GravityForce The amount and direction of the gravitational pull (X, Y, Z)
CameraPosAdd The position of the camera on the player (X, Y, Z)
CameraSmoothPosNum The maximum amount of smoothed camera positions to keep track of
AccurateClimbing Whether climbing on ladders should be accurate
MaxNoSlideSlopeAngle Maximum angle of environment before the player starts sliding down
MaxPushMass The maximum mass the player can push by the use of objects
PushForce The force used when pushing by object collision
CharacterMaxPushMass The maximum mass the player's body can push
CharacterPushForce The force used when pushing by player collision.
MaxStepSize The maximum size of the player's steps
MaxStepSizeInAir The maximum step size while in the air
StepClimbSpeed The speed at which the player's steps happen when climbing a ladder

Player_Darkness

MinLightLevel The minimum level of light before the night vision is activated
RadiusAdd The radius of the active night vision effect
AmbientLightMinLightLevel The minimum light level for the night vision effect
AmbientLightRadius The radius of the night vision effect
AmbientLightIntensity The intensity of the night vision effect's light level
AmbientLightFadeInTime The time it takes to fade in the full night vision effect
AmbientLightFadeOutTime The time it takes to fade out from the full night vision effect
AmbientLightColor The color for the night vision effect
LoopSoundFile The sound file played and looped while in the darkness
LoopSoundVolume The volume for the darkness sound
LoopSoundStartupTime The time it takes for the darkness sound to start playing
LoopSoundFadeInSpeed The time it takes for the darkness sound to fade in
LoopSoundFadeOutSpeed The time it takes for the darkness sound to fade out
SanityLossPerSecond The amount of sanity drained per second while in the darkness

Player_Sanity

HitZoomInSpeed The zoom in speed of the sanity drain effect when hit for sanity damage
HitZoomOutSpeed The zoom out speed of the sanity drain effect when hit for sanity damage
HitZoomInFOVMul The field of view multiplier when zooming in
HitZoomInAspectMul The aspect ratio multiplier when zooming in
SanityRegainSpeed The speed for regaining sanity when in light
SanityRegainLimit The maximum limit for automatically regaining sanity
SanityVeryLowLimit The limit to determine very low sanity, below which adds pant sounds and image trails
SanityEffectsStart The maximum amount of sanity before sanity effects can play
SanityWaveAlphaMul The alpha multiplier for the wave effect during sanity drain
SanityWaveSpeedMul The speed multiplier for the wave effect during sanity drain
CheckNearEnemyInterval The frequency of the interval to check for nearby enemies
NearEnemyDecrease The sanity decrease when looking at enemies
NearCritterDecrease The sanity decrease when near critters (only used by CritterSpider)
StartSwayMaxSanity The maximum amount of sanity before the swaying sanity effect plays
SwayMaxSavedPositions The maximum amount of sway (pitch and yaw) positions to keep track of
SanityLowLimit The amount of sanity below which is considered having low sanity
SanityLowLimitMaxTime The duration that sanity must be low in order to be set to SanityLowNewSanityAmount
SanityLowNewSanityAmount The amount to set sanity to after being low (below SanityLowLimit) for SanityLowLimitMaxTime seconds
LightLampMinSanityIncrease The minimum sanity increase while in the light of the lantern
LightLampMaxSanityIncrease The maximum sanity increase while in the light of the lantern

Player_Lantern

The main properties of the lantern light actually come from a light entity attached to the lantern model itself, not the entries here.

Parameter Functionality
Color The color of the lantern light (red, green, blue, alpha)
Radius The radius of the lantern light
0.0001 by default, making it too small to be visible
Gobo The gobo file for the lantern light
LocalOffset The offset of the lantern light relative to the camera
TurnOnSound The sound for enabling the lantern
TurnOffSound The sound for disabling the lantern
OutOfOilSound The sound for when the lantern is out of oil
DisabledSound The sound for when the lantern is disabled
CastShadows Whether the lantern light should cast shadows
LowerOilSpeed The speed at which the oil is drained from the lantern
FadeLightOilAmount The level of oil at which to fade the lantern light

Player_Ladder

Parameter Functionality
UpSpeed The speed the player climbs up the ladder
DownSpeed The speed the player climbs down the ladder
StepLength The length of each step in the ladder

Player_Movement_Default

ForwardAcc The forwards acceleration speed
SidewayAcc The sideways acceleration speed
ForwardDeacc The forwards deacceleration speed
SidewayDeacc The sideways deacceleration speed
ForwardOppositeDirAccMul The acceleration speed when changing to the opposite direction while moving forwards
SidewayOppositeDirAccMul The acceleration speed when changing to the opposite direction while moving sideways

Player_Movement_Normal

Parameter Functionality
JumpSound The sound played when jumping
CrouchSound The sound played when crouching
StandSound The sound played when un-crouching
MaxForwardSpeed The maximum speed when walking forwards
MaxBackwardSpeed The maximum speed when walking backwards
MaxSidwaySpeed The maximum speed when walking sideways
RunForwardMul The forwards running multiplier
RunBackwardMul The backwards running multiplier
RunSidewayMul The sideways running multiplier
CrouchForwardMul The multiplier for crouching forwards
CrouchBackwardMul The multiplier for crouching backwards
CrouchSidewayMul The multiplier for crouching sideways
InAirForwardMul The multiplier for moving forwards while in mid-air
InAirBackwardMul The multiplier for moving backwards while in mid-air
InAirSidewayMul The multiplier for moving sideways while in mid-air
MaxJumpCount The maximum amount of time the jump button can be held down before jumping is stopped
JumpStartForce The force applied when jumping
JumpCrouchStartForce The force applied when crouch jumping
CrouchBobMax The maximum amount of camera bobbing while crouching
WalkBobMax The maximum amount of camera bobbing while walking
RunBobMax The maximum amount of camera bobbing while running
CrouchMinBobSpeed The minimum speed of bobbing while crouching
CrouchMaxBobSpeed The maximum speed of bobbing while crouching
WalkMinBobSpeed The minimum speed of bobbing while walking
WalkMaxBobSpeed The maximum speed of bobbing while walking
RunMinBobSpeed The minimum speed of bobbing while running
RunMaxBobSpeed The maximum speed of bobbing while running
GroundBounceSize The amount to bounce the camera when hitting the ground after falling
GroundBounceSpeed The speed at which the camera bounces when hitting the ground after falling
MinHitGroundBounceSpeed The minimum falling speed to do a ground bounce on landing

Player_Movement_ClimbLedge

Parameter Functionality
CheckUpdatesPerSecond The amount of updates per second while climbing
ClimbLedgeCheckDistForward The distance forward of the player to start the ledge check
ClimbLedgeCheckDistFromTop The distance above the player's feet to start the ledge check
ClimbLedgeCheckDistTopToEnd The distance to the end position of the ledge check
CheckMaxPushDist The maximum distance to move the player when climbing a ledge
HeadMoveSpeed The speed at which the player's head (the camera) moves
HeadMoveSlowdownDist The distance where the head starts slowing down
GivePlayerControlDist The distance at which the player regains control from the edge of the ladder
MovePitchFactor The amount to multiply camera pitch by when climbing a ledge
MaxMovePitchSpeed The maximum amount to change the pitch by when climbing a ledge