CurrentConfig : struct.begin LaunchConfig = DefaultConfig struct.end DefaultConfig : struct.begin // ALifeManager ALifeGridUpdateDelay = 1.0 ALifeGridVisionRadius = 8500.0 SimulatePhysicsDistance = 6200.0 GenericModelGridVisionRadius = 7500.0 AgentSpawnNavMeshQueryDistance = 250.0 bALifeTick = true CorpseTimeout = 6000 PsyNPCCorpseTimeout = 5 LairSearchingRadius = 130000 // TimeManager StartYear = 2021 StartMonth = 8 StartDay = 1 StartHour = 9 StartMinute = 0 StartSecond = 0 ItemSelectorTimeDilationCoefficient = 0.3 // frequency in seconds SkyLightUpdateDeltaTime = 4 RealToGameTimeCoef = 24 MaxRecoilPitchDifference = 3.5 // World WorldMapActualWidth = 816000.0 WorldMapActualHeight = 816000.0 // Environment particles ParticleTraceLength = 10000.f NewDLCPopupDisplayTime = 5.f // Strike Damage ArmorDifferenceCoef = 2.f // Idle sway params IdleSwayInterpolationSpeed = 2.f // Stamina StaminaRegenStateCoefs : struct.begin [0] : struct.begin StateTag = EStateTag::Sprint Value = -1.4 struct.end [1] : struct.begin StateTag = EStateTag::SlowRun Value = 0 struct.end [2] : struct.begin StateTag = EStateTag::Run Value = -0.65 struct.end [3] : struct.begin StateTag = EStateTag::Aim Value = -0.25 struct.end struct.end SlowRunThreshold = 0.5f // Wounded config WoundedHealHoldInteractTime = 1.0 WoundedStateHealthRegen = 5.f DelayBetweenMoaning = 10.f ChanceToGetHealOverTimeWhenWounded = 70 // value from 0 to 100 indicating chance of either getting healed over time or damaged over time HpThresholdToHealWound = 35 CooldownOnFallingWounded = 300 // 5 mins UnkillableNPCWoundedStateResurrectionTime = 60 BoneToHitAreaMap : struct.begin Head : struct.begin [0] = neck [1] = head struct.end Torso : struct.begin [0] = shoulder [1] = arm [2] = hand [3] = spine [4] = elbow struct.end Legs : struct.begin [0] = leg [1] = foot [2] = toe [3] = hips struct.end struct.end DamageInteractVFXs : struct.begin Burn : struct.begin VFXPath = /Script/Niagara.NiagaraSystem'/Game/_Stalker_2/VFX/Anomalies/ClassicFire/Niagara/NS_ClassicFireNPCBurning.NS_ClassicFireNPCBurning' VFXLifeTime = 5.0 struct.end Shock : struct.begin VFXPath = /Script/Niagara.NiagaraSystem'/Game/_Stalker_2/VFX/Anomalies/ElectroAnomaly/Niagara/NS_ElectroNPC.NS_ElectroNPC' VFXLifeTime = 5.0 struct.end ChemicalBurn : struct.begin VFXPath = /Script/Niagara.NiagaraSystem'/Game/_Stalker_2/VFX/Anomalies/Chemical/Niagara/NS_ChemicalDissolution.NS_ChemicalDissolution' VFXLifeTime = 5.0 struct.end struct.end PossessedWeaponFireIntervals : struct.begin A012 : struct.begin FireInterval = 1 struct.end AVOG : struct.begin FireInterval = 4 struct.end AGA : struct.begin FireInterval = 2 struct.end APG7V : struct.begin FireInterval = 4 struct.end AHEDP : struct.begin FireInterval = 4 struct.end A762Sniper : struct.begin FireInterval = 1 struct.end A762NATO : struct.begin FireInterval = 1 struct.end A918 : struct.begin FireInterval = 0.5 struct.end A919 : struct.begin FireInterval = 0.5 struct.end A045 : struct.begin FireInterval = 0.5 struct.end struct.end RainImpactParticle = /Script/Niagara.NiagaraSystem'/Game/_Stalker_2/VFX/Environment/Rain/Niagara/NS_RainSplatNPC_TP.NS_RainSplatNPC_TP' SystemNotificationSpecificReward = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/UI/HUD/SFX_HUD_Monobank.SFX_HUD_Monobank' WoundHitAreasThresholds : struct.begin Head = 0 Torso = 7 Legs = 7 Default = 5 struct.end WoundCausingDamageSourceTypes : struct.begin [0] = EDamageSource::Bullet [1] = EDamageSource::Explosion [2] = EDamageSource::BiteSmall [3] = EDamageSource::BiteLarge [4] = EDamageSource::CutSmall [5] = EDamageSource::CutLarge [6] = EDamageSource::RamSmall [7] = EDamageSource::RamLarge [8] = EDamageSource::WeaponButt struct.end BoltSkeletalMeshes : struct.begin [0] = SkeletalMesh'/Game/_STALKER2/SkeletalMeshes/weapons/bolt/SK_bolt.SK_bolt' struct.end BoltStaticMeshes : struct.begin [0] = StaticMesh'/Game/_STALKER2/SkeletalMeshes/weapons/bolt/SM_bolt.SM_bolt' struct.end EffectsRemovedOnHealWounded : struct.begin [0] = HealOverTime_Wounded [1] = DamageOverTime_Wounded [2] = Quest_HealOverTime_Wounded struct.end EffectsOnDestructWindowApplied : struct.begin [0] = WindowBreakBleeding struct.end // Interactables HoldPreventFromDefaultInteractionPercent = 20.0 // Inventory consts InventorySPDrainCoef = 0.024 InventorySPOverweightDrainCoef = 0.05 InventoryPenaltyLessWeight = 50.0 bAutoEquipArtifacts = false MediumEffectStartUI = 50 CriticalEffectStartUI = 70 BoltPrototypeSID = Bolt KnifePrototypeSID = Knife // Initial itemdrop height ItemDropHeight = 120 UntouchedDespawnItemTime = 3600.f DespawnItemTime = 10800.f WeaponDropForce = 500.0 ItemDropDistance = 90.0 // Vital consts VitalBaseBleedingValue = 10.0 VitalMaxPoppyFieldSleepiness = 1000.0 VitalMaxPsyPoints = 100.0 VitalPsyTickTime = 0.5 // Falling consts StaminaFallingDamageCoef = 0.5 // Limp consts LimpEffectSIDToThresholdMap : struct.begin [0] : struct.begin EffectSID = WeakLimp Threshold = 25.0 struct.end [1] : struct.begin EffectSID = MediumLimp Threshold = 65.0 struct.end struct.end // LookAt Manager DialogLookAtConstraint = 15.0 DialogDistance = 5.0 RadiusWithAmountOfActorWithSimulation = 10000.0 // Desynchronization ThreatConfidenceDropToZeroDeviation = 0.1 StartCombatCooldown = 0.3 StartThreatCooldown = 0.7 MinDeadThreatForgetTime = 0.2 MaxDeadThreatForgetTime = 1.5 GuitarPlayThreatLoudness = 1000. ObjPhysicsHitTimeDelay = 0.2 ObjPhysicsHitSqareMinVelocity = 150000. WaterParticleMinInterval = 0.8 // Camera Manager ViewPitchUpLimit = 90.0 ViewPitchDownLimit = -80.0 ClimbViewYawLimit = 30.0 ClimbViewPitchLimit = 40.0 CutsceneAnimCameraYawLimit = 0.0 CutsceneAnimCameraPitchLimit = 0.0 CutsceneAnimCameraMultiplier = 0.3 // Ladder ClimbUpSpeed = 1.0f ClimbDownSpeed = 1.0f ClimbEnterUpSpeed = 1.0f ClimbEnterDownSpeed = 1.0f ClimbExitUpSpeed = 1.0f ClimbFastAscendingSpeedScale = 1.2f JumpFromLadderRepulseForce = 100.0f LadderEnterUpZOffset = 73.0f LadderEnterUpXOffset = 71.0f // / Weapon constants HPThresholdToKill = 0.1 LastBulletStartScalingPlayerHPPercent = 1.0 LastBulletBaseDamageMultiplier = 2.0 // Trading // Price percentage of base price for item with durability = 0. for item with durability = 0.5, price will be = 0.55f, for fully repaired = 1.f ItemCostMinPercent = 0.1 // Repair BaseRepairCostModifier = 0.7 ReputationRepairCostModifiers : struct.begin [0] : struct.begin RelationLevel = ERelationLevel::Enemy Modifier = 2.0 struct.end [1] : struct.begin RelationLevel = ERelationLevel::Disaffection Modifier = 1.5 struct.end [2] : struct.begin RelationLevel = ERelationLevel::Neutral Modifier = 1.0 struct.end [3] : struct.begin RelationLevel = ERelationLevel::Friend Modifier = 0.75 struct.end struct.end // Dialog MinimalSubtitlesDuration = 5.0 MaxSubtitlesRange = 2000.0 RadioRange = 2000.0f // Voiceover Spread radius settings. Outer radius is when 50% of spread, inner is when it's 100% InnerVoiceoverRadius = 100.f OuterVoiceoverRadius = 200.f StrikeGrenadeResistCoefs : struct.begin [0] : struct.begin ProtectionStrike = 0.f GrenadeDamageResist = 0.0f struct.end [1] : struct.begin ProtectionStrike = 1.f GrenadeDamageResist = 0.1f struct.end [2] : struct.begin ProtectionStrike = 2.f GrenadeDamageResist = 0.2f struct.end [3] : struct.begin ProtectionStrike = 3.f GrenadeDamageResist = 0.4f struct.end [4] : struct.begin ProtectionStrike = 4.f GrenadeDamageResist = 0.6f struct.end struct.end MovementVFXFootStepDecalLifetime = 10.f FootstepsDecalFadeOutTime = 1. MovementVFXArmorScale : struct.begin [0] : struct.begin ArmorScale = EArmorScale::LightArmor ArmorProtectionValue = 1.5 struct.end [1] : struct.begin ArmorScale = EArmorScale::MediumArmor ArmorProtectionValue = 2.5 struct.end [2] : struct.begin ArmorScale = EArmorScale::HeavyArmor ArmorProtectionValue = 3.5 struct.end struct.end // Super heavy (4 level) > HeavyArmorScale DestructibleNoiseTimeout = 0.25 NoiseIndicatorMaxHearingDistance = 2000.0 // / Anomalies constants LightningBallAnomalyAppearanceTime = 0.2 // / Player consts FOVDefault = 90.0 CutsceneFOVDefault = 90.0 DialogFOVDefault = 70.0 DialogDofMaxFocusDistance = 10000.0 DialogDepthOfFieldFstop = 32.0 DialogDepthOfFieldSensorWidth = 24.0 HandlessFOVAimModifier = 0.8 BaseTurnRate = 50.0 BaseLookUpRate = 30.0 BaseActorHeight = 180.0 MaxInteractionDistance = 200.0 NarrowTraceInteractionRadius = 2.0 WideTraceInteractionDistance = 500.0 WideTraceInteractionRadius = 5.0 InteractionDotsTraceRadius = 600.0 InteractionDotsInnerConeAngle = 45.0 InteractionDotsOuterConeAngle = 60.0 MaxNumberOfVisibleInteractionDots = 40 AutoInteractionDistance = 70.0 ItemContainerInteractRange = 200.0 DragDeadBodyInteractRange = 130.0 DeadBodyPickUpTime = 2.0 DeadBodyStaminaJumpMultiplier = 0.5 DeadBodyDragAnimationRagdollTransitionSpeed = 10.0 // this parameter is needed for Merry-Go-Round achievement DeadBodyInvalidationTime = 5.0 DraggingCorpseSpeedCoef = 0.6 // 100m in radius CorpseOfflineSquaredDistance = 100000000.0 // 50m in radius CorpseOfflineTimeConditionSquaredDistance = 25000000.0 // 30m in radius CorpseOfflineCountConditionSquaredDistance = 9000000.0 // Corpses count which not need to remove anyway CorpseConditionOnlineCount = 10 // Max live time, when near player OnlineCount, 10 minutes or 2h gametime CorpseOnlineTime = 1800.0 CorpseLootedOnlineTime = 300.0 CorpseSeenOnlineTime = 900.0 CorpseALifeOnlineTime = 1800.0 // Duration in seconds for which corpses remain always online after exiting the player's view CorpseOffscreenLifetime = 3.0 ArtifactStrafeMinDistance = 600.0 ItemCollisionEnableDelay = 1.0 ActorCrouchHeight = 115.0 PlayerPrototypeSID = Player DefaultItemGeneratorTemplate = MainNPCItemGenerator PlayerStartingCoords : struct.begin X = -13000.0 Y = 2000.0 Z = 24500.0 struct.end BleedingTimer = 0.05 BleedingTimerDrop = 10.0 BleedingChanceNonPenetrationMod = 1.0 BleedingPointsNonPenetrationMod = 1.0 BleedingChanceStackMaxSize = 99 CriticalDamageSoundCooldown = 5.0 CriticalShotDamageSound = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Getting_Damage/SFX_GettingDamage_Critical_Shot.SFX_GettingDamage_Critical_Shot' // Player jump consts : MS MaxFallingVelocity = -4000.0 MinFallingVelocity = -200.0 ClampedMaxFallingVelocity = 2000.0 ClampedMinFallingVelocity = 50.0 MaxFallHeight = 10000.0 // Legs IK Player const : MS IKTraceDistance = 50.0 // ThrowingItems const : MS ThrowSpeedMultiplierMin = 0.0 ThrowSpeedMultiplierMax = 0.0 DeltaShiftStartThrowPosition = 20.0 TorqueOfThrowingItem = 500.0 BoltLifetime = 20.0 MaxPostProcessCount = 6 // quest InfotopicRefreshHours = 24 // Const for UI MarkerShowingDistance = 30000.0 MarkerExploringDistance = 2000.0 MarkerRevealingDistance = 3000.0 bEnableDisassembleUI = false bEnableHideInformationUI = false // Decals AgentsDecalsPoolSize = 32 MeshesDecalsPoolSize = 128 CorpsesDecalsPoolSize = 32 FootStepsDecalsPoolSize = 32 // GameSettings bStartWithMenu = true // Dialog MaxDialogActionsCount = 3 CommentRange = 500. // Player attention angle (for comments around) in deg AttentionConeAngle = 30. UIFloatPrecision = 1 DurabilityRound = 0.5 LowDurabilityThreshold = 5 // Localisation bShouldSaveDefaultLanguage = false DefaultSaveLanguage = ELocalizationLanguage::English // WaterElement bEnableWaterElement = true // Camp constants RadiusSearchTargetToLook = 10000.f; RadiusSearchPlaceToSit = 200.f; TargetToLookViewingAngle = 30.f; PermissibleAngleOfRotation = 45.f; MaxAngleOfRotation = 90.f; WaitingTimeToRotationCamera = 0.5f; TimeComeBackRotation = 0.5f; CoefTimeForInterp = 10.f; // Hubs SignalStrength : struct.begin [0] = 750000 [1] = 500000 [2] = 250000 struct.end // Projectile consts ProjectileGaranteedVFXSpawnDistance = 200000.0 ProjectileMaxVFXSpawnDistance = 300000.0 ProjectileDecalLifeSpan = 100.0 ProjectileDecalLifeSpanOnCorpse = 16384. ProjectileDecalMaxSaveCountOnCorpse = 32 ProjectileDecalFadeOutTime = 1. ProjectileExplosionOffset = 8.0 // Impact VFX ImpactParticleVFXCritName = armor_penetration ImpactParticleVFXSizeName = size ImpactParticleVFXSpreadName = rate ImpactParticleVFXHeadshotName = headshot ImpactParticleVFXNpcSizeName = npc_size DefaultMouseSensitivityModifier = 0.03 // / MapManager LowerRightLocation : struct.begin X = 812000.f Y = 812000.f struct.end UpperLeftLocation : struct.begin X = 0.f Y = 0.f struct.end DefaultMapSize : struct.begin X = 1468.f Y = 1468.f struct.end MinHeightToShowMarkerHeightIndicatorAbove = 200.0 MinHeightToShowMarkerHeightIndicatorBelow = 200.0 // Damage variables CalmDamageFromPlayerCoef = 2.5 ArmorDeflectDamageCoefHuman = 1.5 ArmorDeflectDamageCoefMutant = 1.5 ArmorDeflectMinChance = 0.93 ArmorDeflectMaxChance = 0.93 ExplosionArmorDifferenceCoef = 0.8 PlayerMeleeArmorDifferenceCoef = 0.6 StrikeAnomalyArmorDifferenceCoef = 1.0 AccumulateNPCToPlayerDamageSeconds = 3.0 DeferredDeathMaxTime = 0.3 // / InitialValues PlayerStartingMoney = 0 // Mouth Component InhaleExhaleTime = 1.7f InhaleExhaleTimeMin = 0.4f InhaleExhaleTimeMax = 3.f // / Creator TraceCheckLengthOnSpawn = 600.0 MinDistanceToFloorOnSpawn = 20.0 bStartWithLoadedWeapon = true // Disassembly Weapon durability range DisassemblyWeaponDurabilityRangeMin = 0.f DisassemblyWeaponDurabilityRangeMax = 1.f ItemDurabilityStackDifference = 0.01 // / Emission EmissionNeutralityTimer = 120.f EmissionStartLocation : struct.begin X = 415747.f Y = 198958.f struct.end // / Suppression DegenSuppressionDelayTimeSeconds = 2.f // / RadiationField ObjRadiationSphereMinRadius = 1.f ObjRadiationSphereMaxRadius = 500.f RadiationCurveIconAnim = CurveFloat'/Game/GameLite/Blueprints/Curves/Radiation/RadiationCurve_IconAnim.RadiationCurve_IconAnim' RadiationPostEffectSID = RadiationPostEffectProcessor RadiationPresetValues : struct.begin [0] : struct.begin Preset = ERadiationPreset::Light RadioactivityValue = 15.f RadiationPerSecondValue = 1.0f GeigerRadiationIntensity = 0.4f PostProcessRadiationIntensity = 0.5f struct.end [1] : struct.begin Preset = ERadiationPreset::Medium RadioactivityValue = 45.f RadiationPerSecondValue = 3.f GeigerRadiationIntensity = 0.6f PostProcessRadiationIntensity = 0.55f struct.end [2] : struct.begin Preset = ERadiationPreset::Strong RadioactivityValue = 75.f RadiationPerSecondValue = 6.f GeigerRadiationIntensity = 0.8f PostProcessRadiationIntensity = 0.75f struct.end [3] : struct.begin Preset = ERadiationPreset::Deadly RadioactivityValue = 99.f RadiationPerSecondValue = 33.f GeigerRadiationIntensity = 0.9f PostProcessRadiationIntensity = 0.9f EffectPrototypeSIDs : struct.begin [0] = RadBlockFieldDamage struct.end struct.end [4] : struct.begin Preset = ERadiationPreset::RadBlock RadioactivityValue = 100.f RadiationPerSecondValue = 50.f GeigerRadiationIntensity = 1.0f PostProcessRadiationIntensity = 1.0f EffectPrototypeSIDs : struct.begin [0] = RadBlockFieldDamage struct.end struct.end [5] : struct.begin Preset = ERadiationPreset::Custom RadioactivityValue = 1.f RadiationPerSecondValue = 1.f GeigerRadiationIntensity = 0.1f PostProcessRadiationIntensity = 0.1f struct.end [6] : struct.begin Preset = ERadiationPreset::Topaz RadioactivityValue = 15.f RadiationPerSecondValue = 1.f GeigerRadiationIntensity = 0.2f PostProcessRadiationIntensity = 0.45f struct.end struct.end RadiationInnerOffsetPresetValues : struct.begin [0] : struct.begin Preset = ERadiationInnerOffsetPreset::Full Value = 0.01f struct.end [1] : struct.begin Preset = ERadiationInnerOffsetPreset::Custom Value = 1.f struct.end struct.end WeightAzimuthArrayPsyPhantom : struct.begin [0] : struct.begin MinAngle = 0.f MaxAngle = 30.f Weight = 0.5f struct.end [1] : struct.begin MinAngle = 30.f MaxAngle = 150.f Weight = 1.0f struct.end [2] : struct.begin MinAngle = 150.f MaxAngle = 180.f Weight = 0.5f struct.end [3] : struct.begin MinAngle = 180.f MaxAngle = 210.f Weight = 0.25f struct.end [4] : struct.begin MinAngle = 210.f MaxAngle = 330.f Weight = 0.1f struct.end [5] : struct.begin MinAngle = 330.f MaxAngle = 360.f Weight = 0.25f struct.end struct.end PlacesOfInterest : struct.begin [0] : struct.begin SID = 01_Perimetr X = 407188.093750 Y = 751677.187500 Z = -3491 struct.end [1] : struct.begin SID = 01_EastPost X = 479495.656250 Y = 667803.875000 Z = -3135 struct.end [2] : struct.begin SID = 01_GiblayaChasha X = 416015.156250 Y = 695735.250000 Z = -3898 struct.end [3] : struct.begin SID = 01_GluhoyLug X = 442597.875000 Y = 640866.437500 Z = -2863 struct.end [4] : struct.begin SID = 01_Iva X = 388315.375000 Y = 702821.812500 Z = -3268 struct.end [5] : struct.begin SID = 01_Kamenolomnya X = 464774.437500 Y = 681345.375000 Z = -2512 struct.end [6] : struct.begin SID = 01_Korovniki X = 400470.593750 Y = 655224 Z = -3438 struct.end [7] : struct.begin SID = 01_KreshHolm X = 406327.9375 Y = 672558.3125 Z = -937 struct.end [8] : struct.begin SID = 01_LokotCamp X = 403077.84375 Y = 622644.625 Z = -3388 struct.end [9] : struct.begin SID = 01_MainRoad X = 410136.53125 Y = 722418.0625 Z = -3072 struct.end [10] : struct.begin SID = 01_Melnica X = 452885.25 Y = 652798.8125 Z = -1528 struct.end [11] : struct.begin SID = 01_MetalVoronka X = 445372.25 Y = 670776.9375 Z = -3024 struct.end [12] : struct.begin SID = 01_PostSever X = 419128.46875 Y = 626336.375 Z = -3231 struct.end [13] : struct.begin SID = 01_Rebra X = 428760.875 Y = 679076.625 Z = -2819 struct.end [14] : struct.begin SID = 01_SeverTonel X = 437884.53125 Y = 621476.875 Z = -3050 struct.end [15] : struct.begin SID = 01_Shpera X = 438025.09375 Y = 688840.3125 Z = -2615 struct.end [16] : struct.begin SID = 01_Start X = 393985.875 Y = 685595.8125 Z = -2505 struct.end [17] : struct.begin SID = 01_WoodenBridge X = 382879.875 Y = 690906.3125 Z = -3013 struct.end [18] : struct.begin SID = 01_YasnayaPolyana X = 416582.5625 Y = 665181.5625 Z = -2861 struct.end struct.end // Music Manager config GameMusicEvent = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Music/MUS_GameWorld.MUS_GameWorld' RegionAmbientState = AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Music/AmbientState/AmbientState-Region.AmbientState-Region' LocationAmbientState = AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Music/AmbientState/AmbientState-Location.AmbientState-Location' NoMusicAmbientState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Music/AmbientState/AmbientState-NoMusic.AmbientState-NoMusic' MusicVolumeSlider = /Script/AkAudio.AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/VolumeSliders/MusicVolumeSlider.MusicVolumeSlider' CombatStateAction = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Music/CombatState/CombatState-Start.CombatState-Start' CombatStateActionEnd = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Music/CombatState/CombatState-End.CombatState-End' // Cutscene AkStateValues DefaultState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Gameplay/ST_GameState/ST_GameState-Default.ST_GameState-Default' FastbackState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Gameplay/ST_GameState/ST_GameState-Fastback.ST_GameState-Fastback' PlayVideoState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Gameplay/ST_GameState/ST_GameState-PrerenderCutscene.ST_GameState-PrerenderCutscene' // Gameplay AkStateValues PlayerDeathState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Gameplay/ST_GameState/ST_GameState-PlayerDeath.ST_GameState-PlayerDeath' IdleState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Gameplay/ST_GameState/ST_GameState-LoadingScreen.ST_GameState-LoadingScreen' MainMenuState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Gameplay/ST_GameState/ST_GameState-MainMenu.ST_GameState-MainMenu' FirstTimeSettingsState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Gameplay/ST_GameState/ST_GameState-FirstTimeSettings.ST_GameState-FirstTimeSettings' // DynamicRange AkStateValues FullDynamicRangeState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Settings/ST_Dynamic_Range/ST_Dynamic_Range-Full.ST_Dynamic_Range-Full' MediumDynamicRangeState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Settings/ST_Dynamic_Range/ST_Dynamic_Range-Medium.ST_Dynamic_Range-Medium' NarrowDynamicRangeState = /Script/AkAudio.AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/Settings/ST_Dynamic_Range/ST_Dynamic_Range-Narrow.ST_Dynamic_Range-Narrow' // Combat Music MusicManagerCombatScoreThreshold = 20.f MusicManagerCombatEnemyAttackActionLifetimeSeconds = 15.f // Asset library MPC_FOV = MaterialParameterCollection'/Game/_Stalker_2/Materials/MPC/MPC_FOV.MPC_FOV' MPC_PPM = MaterialParameterCollection'/Game/_Stalker_2/Materials/MPC/MPC_PostProcess.MPC_PostProcess' MPC_Foliage = MaterialParameterCollection'/Game/_Stalker_2/Materials/MPC/MPC_Environment.MPC_Environment' MPC_Environment = MaterialParameterCollection'/Game/_Stalker_2/Materials/MPC/MPC_Environment.MPC_Environment' GaussGunHit = /Script/Niagara.NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/special/gaus/Niagara/NS_GausImpact.NS_GausImpact' GaussGunTrace = /Script/Niagara.NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/special/gaus/Niagara/NS_GausTrail.NS_GausTrail' GaussGunReload = /Script/Niagara.NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/special/gaus/Niagara/NS_GausReload.NS_GausReload' GeigerSFXStart = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Radiation/SFX_GeigerCounter_Play.SFX_GeigerCounter_Play' GeigerSFXStop = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Radiation/SFX_GeigerCounter_Stop.SFX_GeigerCounter_Stop' GeigerCurve = CurveFloat'/Game/GameLite/Blueprints/Curves/Radiation/RadiationCurve_PostProc.RadiationCurve_PostProc' RadioactivityParameter = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Radiation/RTPC_Radioactivity.RTPC_Radioactivity' PauseMenuOn_SFX = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/UI/PauseMenu/SFX_UI_PauseMenu_On.SFX_UI_PauseMenu_On' PauseMenuOff_SFX = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/UI/PauseMenu/SFX_UI_PauseMenu_Off.SFX_UI_PauseMenu_Off' MarkerSettingsAsset = DataAsset'/Game/GameLite/FPS_Game/UIRemaster/PDA/WorldMap/MarkerSettingsAsset.MarkerSettingsAsset' LootNPCDeadBodySound = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/UI/InteractTrigger/SFX_UI_InteractTrigger_SearchDeadBodyNpc.SFX_UI_InteractTrigger_SearchDeadBodyNpc' LootMutantDeadBodySound = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/UI/InteractTrigger/SFX_UI_InteractTrigger_SearchDeadBodyMutant.SFX_UI_InteractTrigger_SearchDeadBodyMutant' GameLoadingScreenStart = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/UI/LoadingScreen/SFX_GameLoadingScreen_Technical.SFX_GameLoadingScreen_Technical' GameLoadingScreenStop = /Script/AkAudio.AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/UI/LoadingScreen/SFX_GameLoadingScreen_Stop.SFX_GameLoadingScreen_Stop' WorldMapTexture = /Script/Engine.Texture2D'/Game/_Stalker_2/maps/WorldMap/T_GLOBAL_MAP_BASE.T_GLOBAL_MAP_BASE' WorldMapRegionTexture = SRLEAsset'/Game/LevelBitmaps/SRLE/T_Region_SRLE.T_Region_SRLE' LevelTreesCollection = Blueprint'/Game/GameLite/Blueprints/Environment/BP_LevelTreesCollection.BP_LevelTreesCollection_C' BoltBlueprint = Blueprint'/Game/GameLite/Blueprints/Bolts/BP_Bolt.BP_Bolt_C' BP_DeveloperSpectator = Blueprint'/Game/GameLite/Blueprints/Characters/Player/BP_DeveloperSpectator.BP_DeveloperSpectator_C' StaticItemContainer = Blueprint'/Game/GameLite/Blueprints/Interactable/ItemContainers/BP_StaticItemContainer.BP_StaticItemContainer_C' SkeletalItemContainer = Blueprint'/Game/GameLite/Blueprints/Interactable/ItemContainers/BP_SkeletalItemContainer.BP_SkeletalItemContainer_C' KnifeAnimationBlueprint = AnimBlueprint'/Game/_STALKER2/Animations/Weapons/knifes/knife/AnimBP_Knife_fp.AnimBP_Knife_fp_C' BoltAnimationBlueprint = AnimBlueprint'/Game/_STALKER2/Animations/Weapons/bolt/AnimBP_Bolt.AnimBP_Bolt_C' PDAAnimationBlueprint = AnimBlueprint'/Game/_STALKER2/Animations/Weapons/items/pda/AnimBP_PDA.AnimBP_PDA_C' LandPredictionAlphaCurve = CurveFloat'/Game/GameLite/Blueprints/Curves/LandPredictionAlphaCurve.LandPredictionAlphaCurve' LadderEnterCurve = CurveFloat'/Game/GameLite/Blueprints/Curves/LadderEnterCurve.LadderEnterCurve' DefaultLeverCurve = CurveFloat'/Game/GameLite/Blueprints/Curves/LeverCurve.LeverCurve' DefaultLeverCurveReverse = CurveFloat'/Game/GameLite/Blueprints/Curves/LeverCurveReverse.LeverCurveReverse' AimingWeaponFOVCurve = CurveFloat'/Game/GameLite/Blueprints/Curves/AimingWeaponFOVCurve.AimingWeaponFOVCurve' AimingWeaponDirtCurve = CurveFloat'/Game/GameLite/Blueprints/Curves/AimingWeaponDirtCurve.AimingWeaponDirtCurve' ToggleButtonCurve = CurveFloat'' KnifeSkeletal = SkeletalMesh'/Game/_STALKER2/SkeletalMeshes/weapons/knifes/knife/SK_knife.SK_knife' GuitarSkeletal = SkeletalMesh'/Game/_STALKER2/SkeletalMeshes/item/guitar/tp/SK_guitar_tp.SK_guitar_tp' WaterElementWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/WaterElement/W_WaterElement.W_WaterElement' MainMenuWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/MenuMainView/W_StartMenuMainView.W_StartMenuMainView' RightClickMenuWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Inventory/W_RightClickMenu.W_RightClickMenu' PDAClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/PDA/W_PDABookView.W_PDABookView' InventoryWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Inventory/W_Inventory.W_Inventory' InteractWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Interact/W_InteractView.W_InteractView' InteractDotsWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Interact/W_InteractViewDots.W_InteractViewDots' DebugHUDWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/HUD/W_DebugHUDView.W_DebugHUDView' ItemSelectorClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/ItemSelector/W_ItemSelectorView.W_ItemSelectorView' FastDialogClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Dialogue/FastDialog/W_FastDialogueView.W_FastDialogueView' ImportantDialogClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Dialogue/FastDialog/W_ImportantDialogueView.W_ImportantDialogueView' DialogWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Dialogue/W_DialogueView.W_DialogueView' SubtitleClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Dialogue/SubtitleView.SubtitleView' SkipHintClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Dialogue/W_SkipHintView.W_SkipHintView' FadeoutScreenWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Fade/W_FadeoutScreen.W_FadeoutScreen' GamePauseMenuClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/MenuMainView/W_PauseMenuMainView.W_PauseMenuMainView' SleepWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Sleep/W_SleepView.W_SleepView' TradeWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Inventory/W_Trade.W_Trade' UpgradesWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Inventory/W_UpgradeView.W_UpgradeView' HUDWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/HUD/W_GameHUD.W_GameHUD' UpgradeWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Inventory/W_UpgradeItem.W_UpgradeItem' UpgradeTooltipWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/PDA/Upgrade/W_UpgradeItemTooltip.W_UpgradeItemTooltip' MarkerWorldMapWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/PDA/WorldMap/Markers/W_WorldMapMarker.W_WorldMapMarker' MarkerCompassWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/HUD/Compass/W_CompassMarker.W_CompassMarker' ThreatPointerWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/HUD/ThreatIndicator/W_ThreatPointer.W_ThreatPointer' WorldMapScene = Blueprint'/Game/GameLite/FPS_Game/UIRemaster/PDA/WorldMap/BP_WorldMapScene.BP_WorldMapScene' WorldMapRegionMarkerClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/PDA/WorldMap/Markers/W_RegionMarker.W_RegionMarker' WorldMapLocationMarkerClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/PDA/WorldMap/Markers/W_LocationMarker.W_LocationMarker' WorldMapHubMarkerClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/PDA/WorldMap/Markers/W_HubMarker.W_HubMarker' PlayVideoWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UI/Video/W_PlayVideo.W_PlayVideo' FinalCreditsWithVideoClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Credits/W_CreditsWithVideo.W_CreditsWithVideo' AutonomicTutorialWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Tutorials/AutonomicTutorial.AutonomicTutorial' ReferenceTutorialWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Tutorials/ReferenceTutorial.ReferenceTutorial' ReferenceTutorialLeftWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Tutorials/ReferenceTutorialLeft.ReferenceTutorialLeft' SplashTutorialWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Tutorials/SplashTutorial.SplashTutorial' NewDLCPopupWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Popup/W_DLC_Popup.W_DLC_Popup' MeshSoundPlacerDataTable = GSCDataTable'/Game/GameLite/GameData/DT_MeshSoundPlacer.DT_MeshSoundPlacer' BodyExplodeParticle = ParticleSystem'/Game/_Stalker_2/VFX/Impacts/BloodImpact/Niagara/NS_BloodImpact_Gore.NS_BloodImpact_Gore' DefaultLocalizationDatabaseAssetFilePath = LocalizationDatabase'/Game/_Stalker_2/Localization/LocalizationDB.LocalizationDB' DoorBlueprint = Blueprint'/Game/GameLite/Blueprints/Interactable/Doors/BP_DoorView.BP_DoorView' PopupViewClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Popup/W_PopupView.W_PopupView' PopupClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Popup/W_Popup.W_Popup' DemoPopupClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Popup/W_DemoPopup.W_DemoPopup' LoadingScreenWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UI/LoadingScreens/W_LoadingScreen.W_LoadingScreen' VideoLoadingScreenWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UI/LoadingScreens/W_VideoLoadingScreen.W_VideoLoadingScreen' DefaultTimedLoadingScreenWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UI/LoadingScreens/W_DefaultTimedLoadingScreen.W_DefaultTimedLoadingScreen' WhiteBridgeLoadingScreenWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UI/LoadingScreens/W_WhiteBridgeBetweenCutsceneLoadingScreen.W_WhiteBridgeBetweenCutsceneLoadingScreen' TeleportLoadingScreenWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UI/LoadingScreens/W_TeleportLoadingScreen.W_TeleportLoadingScreen' InspectArtifactWidgetClass = WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/Inspect/W_InspectArtifactView.W_InspectArtifactView' GuitarPlayWidgetClass = /Script/UMGEditor.WidgetBlueprint'/Game/GameLite/FPS_Game/UIRemaster/View/Guitar/W_GuitarChordSelectorView.W_GuitarChordSelectorView' DetectorMPC = MaterialParameterCollection'/Game/_Stalker_2/items/device/SM_dev_detector_veles/TetMPC.TetMPC' StaticParticlesDataTable = GSCDataTable'/Game/GameLite/GameData/DT_StaticParticles.DT_StaticParticles' DynamicParticlesDataTable = GSCDataTable'/Game/GameLite/GameData/DT_DynamicParticles.DT_DynamicParticles' EmissionCrowsFallFX = /Script/Niagara.NiagaraSystem'/Game/_Stalker_2/VFX/Environment/Crows/NS_ENV_Crows_Emission.NS_ENV_Crows_Emission' BoltCrosshairType = ECrosshairType::Point // Sound Manager config // Material Surface Switches DefaultSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Ground.SurfaceMaterial-Ground' DirtSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Dirt.SurfaceMaterial-Dirt' GrassSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Grass.SurfaceMaterial-Grass' BrickSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Brick.SurfaceMaterial-Brick' GlassSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Glass.SurfaceMaterial-Glass' SandSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Sand.SurfaceMaterial-Sand' RockSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Rock.SurfaceMaterial-Rock' AsphaltSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Asphalt.SurfaceMaterial-Asphalt' ClothSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Cloth.SurfaceMaterial-Cloth' LeatherSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Leather.SurfaceMaterial-Leather' RubberSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Rubber.SurfaceMaterial-Rubber' PaperSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Paper.SurfaceMaterial-Paper' PlasticSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Plastic.SurfaceMaterial-Plastic' FleshSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Flesh.SurfaceMaterial-Flesh' FleshClothSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-FleshCloth.SurfaceMaterial-FleshCloth' FleshMetalSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-FleshMetal.SurfaceMaterial-FleshMetal' FleshRubberSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-FleshRubber.SurfaceMaterial-FleshRubber' WoodThinSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-WoodThin.SurfaceMaterial-WoodThin' WoodSolidSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-WoodSolid.SurfaceMaterial-WoodSolid' MetalThinSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-MetalThin.SurfaceMaterial-MetalThin' MetalSolidSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-MetalSolid.SurfaceMaterial-MetalSolid' MetalGridSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-MetalGrid.SurfaceMaterial-MetalGrid' SlateSurfaceMaterial = /Script/AkAudio.AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Slate.SurfaceMaterial-Slate' WaterSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Water.SurfaceMaterial-Water' ChemicalSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Chemical.SurfaceMaterial-Chemical' BreadSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Bread.SurfaceMaterial-Bread' MeatSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Meat.SurfaceMaterial-Meat' VegetableSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Vegatables.SurfaceMaterial-Vegatables' TreeSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Tree.SurfaceMaterial-Tree' ForestGrassSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-ForestGrass.SurfaceMaterial-ForestGrass' PuddleSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Puddle.SurfaceMaterial-Puddle' GravelSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Gravel.SurfaceMaterial-Gravel' BrokenGlassSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-BrokenGlass.SurfaceMaterial-BrokenGlass' GroundSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Ground.SurfaceMaterial-Ground' AirPoltergeistSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Dirt.SurfaceMaterial-Dirt' TreeNoParticles = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Tree.SurfaceMaterial-Tree' GlassNoParticles = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Glass.SurfaceMaterial-Glass' BoneSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Ground.SurfaceMaterial-Ground' FleshCorpsesSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Flesh.SurfaceMaterial-Flesh' ClothCorpsesSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-FleshCloth.SurfaceMaterial-FleshCloth' LeavesSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Grass.SurfaceMaterial-Grass' ForestPineSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Grass.SurfaceMaterial-Grass' CeramicSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Rock.SurfaceMaterial-Rock' ArtifactSurfaceMaterial = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Materials/SurfaceMaterial/SurfaceMaterial-Rock.SurfaceMaterial-Rock' StaminaWeightCurve = /Script/Engine.CurveFloat'/Game/GameLite/Blueprints/Curves/StaminaWeightCurve.StaminaWeightCurve' // AkComponent offsets AnomalyAkComponentOffset = 30.f ObjRootAkComponentOffset = 10.f PhysicalMaterialFrictionCoefficients : struct.begin [0] : struct.begin PhysicalMaterialType = EPhysicalMaterialType::Default FrictionCoefficient = 1.0 struct.end [1] : struct.begin PhysicalMaterialType = EPhysicalMaterialType::Dirt FrictionCoefficient = 1.1 struct.end [2] : struct.begin PhysicalMaterialType = EPhysicalMaterialType::Sand FrictionCoefficient = 1.25 struct.end struct.end // Perspective parameters PerspectiveThirdPersonRTPC = AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/Human/ThirdPersonRTPC.ThirdPersonRTPC' ScopeMaterialInWorld = /Script/Engine.MaterialInstanceConstant'/Game/_Stalker_2/weapons/attachments/MI_PBR_WeaponGlass_04.MI_PBR_WeaponGlass_04' DropItemSFX = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Items/SFX_Item_Drop.SFX_Item_Drop' // Weather // Wind direction representation // =========================================--->X = 1.0, Y = 0.0 // | | // | | // | | // | MAP | // | | // | | // | | // | | // ========================================= // X, Y must be normalized values ( -1.0 <= X <= 1.0 ), ( -1.0 <= Y <= 1.0 ) WorldWindDirectionInitial : struct.begin X = 1.0 Y = 0.0 struct.end // Flashlight // Values from 0.0 to 1.0 FlashlightCombatUseChance : struct.begin Newbie = 1 Experienced = 0.75 Veteran = 0.5 Master = 0.25 struct.end FlashlightDialogIntensityPercent = 0.525 FlashlightDialogIntensityLerpTime = 1.5 // Faction relations FactionRelationUpdateDelay = 5.0 PersonalRelationUpdateDelay = 0.05 // Day Cycle DawnStartTime = 4.0 DayStartTime = 6.0 EveningStartTime = 20.0 NightStartTime = 0.0 // Aim Assist AimAssistBoneLocationOffset = -2.f AimAssistMinOverlapsThreshold = 10 AimAssistMaxOverlapsThreshold = 15 AimAssistSnappingBones : struct.begin [0] = jnt_l_leg_faustlamp_socket [1] = jnt_spine_03 [2] = jnt_spine_02 [3] = jnt_chest [4] = jnt_spine_1 struct.end // Aiming AimSocketName = AimSocket OpticCutoutSocketName = OpticCutoutSocket OpticCutoutLocationParamName = OpticScope_Center OpticCutoutRadiusParamName = OpticScope_Radius OpticCutoutThresholdParamName = OpticScope_Threshold AimAlphaParamName = OpticScope_Phase OpticCutoutEnabledParamName = OpticCutoutEnabled // Unfocusable UnfocusableTargetLooseTime = 0.75f UnfocusableWeaponTraceDistance = 5000.f UnfocusableKnifeTraceDistance = 500.f UnfocusableMinSweepRadius = 30.f UnfocusableFOVAngle = 2.f // Online Director OnlineDirectorModelsPerTick = 20 // Trigger Manager TriggersToUpdatePerTick = 100 // Topaz Scanner TopazDisplayMaterialIndex = 2 TopazDiodsMaterialIndex = 10 TopazDisplayEnableParamName = ON/OFF(Use 0 or 1) TopazDisplayPhaseParamName = PhaseSwitch(need to be 0,1,2) TopazDisplayCaribsParamName = Caribs TopazDisplayTimeParamName = Time in seconds TopazDisplaySievertsParamName = Value TopazDisplayHueParamName = Hue Shift Green-Red TopazDiodsEnableParamName = Diods OFF/ONN (Please use 0 or 1) TopazDiodsProgressParamName = Blue diods animatin (from 0 to 0.5) AudioRoomPresetBandwidth : struct.begin None = AkStateValue'' Custom = AkStateValue'' Close = AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/GSCAudioVolumes/ST_RoomBandwith/ST_RoomBandwith-Close.ST_RoomBandwith-Close' HalfOpen = AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/GSCAudioVolumes/ST_RoomBandwith/ST_RoomBandwith-HalfOpen.ST_RoomBandwith-HalfOpen' Open = AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/GSCAudioVolumes/ST_RoomBandwith/ST_RoomBandwith-Open.ST_RoomBandwith-Open' Isolated = AkStateValue'/Game/_STALKER2/Audio/WwiseAudio/States/GSCAudioVolumes/ST_RoomBandwith/ST_RoomBandwith-Isolated.ST_RoomBandwith-Isolated' struct.end // / Water Mechanics UnderwaterTestTraceDist = 1000.0 PathToWaterObstructionTestTraceDist = 10000.0 WaterWetnessDryingConstValue = 1. WaterWetnessDryingConstValueNotInWater = 0.1 WaterParticleDepthThreshold = 5.0 WaterParticleSizeMultiplier = 1.0 // / Wetness Mechanics WetnessDryingConstValue = 0.5f WetnessTraceHeight = 10000.f; // / Durability balance params ArmorDurabilityParamsCoef = 0.7f HelmetDurabilityParamsCoef = 0.7f // / Item Info ItemInfoAffectingEffects : struct.begin [0] : struct.begin EffectType = EEffectType::BaseDamage AffectingEffectTypes : struct.begin [0] : struct.begin EffectType = EEffectType::BaseDamage Multiplier = 1.f struct.end struct.end struct.end [1] : struct.begin EffectType = EEffectType::ArmorPiercing AffectingEffectTypes : struct.begin [0] : struct.begin EffectType = EEffectType::ArmorPiercing Multiplier = 1.f struct.end struct.end struct.end [2] : struct.begin EffectType = EEffectType::FireInterval AffectingEffectTypes : struct.begin [0] : struct.begin EffectType = EEffectType::FireInterval Multiplier = 1.f struct.end struct.end struct.end [3] : struct.begin EffectType = EEffectType::EffectiveFireDistance AffectingEffectTypes : struct.begin [0] : struct.begin EffectType = EEffectType::EffectiveFireDistance Multiplier = 1.f struct.end [1] : struct.begin EffectType = EEffectType::BulletSpeedSlowdown Multiplier = -1.f struct.end [2] : struct.begin EffectType = EEffectType::MinBulletDistanceDamage Multiplier = 1.f struct.end [3] : struct.begin EffectType = EEffectType::BulletDropLength Multiplier = 1.f struct.end struct.end struct.end [4] : struct.begin EffectType = EEffectType::Accuracy AffectingEffectTypes : struct.begin [0] : struct.begin EffectType = EEffectType::Accuracy Multiplier = 1.f struct.end [1] : struct.begin EffectType = EEffectType::Dispersion Multiplier = -1.f struct.end [2] : struct.begin EffectType = EEffectType::DispersionAimModifier Multiplier = -1.f struct.end [3] : struct.begin EffectType = EEffectType::DispersionMaxRadiusExtension Multiplier = -1.f struct.end [4] : struct.begin EffectType = EEffectType::Recoil Multiplier = -1.f struct.end [5] : struct.begin EffectType = EEffectType::IdleSwayXModifier Multiplier = -1.f struct.end [6] : struct.begin EffectType = EEffectType::IdleSwayYModifier Multiplier = -1.f struct.end [7] : struct.begin EffectType = EEffectType::RecoilRadiusNormalizationInterval Multiplier = 1.f struct.end [8] : struct.begin EffectType = EEffectType::HoldBreathDrain Multiplier = -1.f struct.end struct.end struct.end struct.end WeaponInfoMaxDamage = 100.f WeaponInfoMaxPiercing = 5.f WeaponInfoMaxFireInterval = 2.4f WeaponInfoMinFireInterval = 0.04f WeaponInfoMaxFireDistance = 8000.f WeaponInfoMaxAccuracy = 1.f // Artifact Spawning ArtifactOffsetFromAnomalyBorder : struct.begin X = 0.f Y = 0.f Z = 10.f struct.end ArtifactSpawnDistanceDelta = 1.f ArtifactSpawnAttemptsCount = 20 ArtifactSpawnHeightToNavmesh = 200.f ArtifactSpawnPityStructs : struct.begin [0] : struct.begin Rank = ERank::Newbie AttemptsCount = 1 RarityLuckIncrease : struct.begin [0] : struct.begin Rarity = EArtifactRarity::Common LuckIncrease = 5.f struct.end struct.end struct.end [1] : struct.begin Rank = ERank::Experienced AttemptsCount = 1 RarityLuckIncrease : struct.begin [0] : struct.begin Rarity = EArtifactRarity::Common LuckIncrease = 2.f struct.end [1] : struct.begin Rarity = EArtifactRarity::Uncommon LuckIncrease = 2.f struct.end [2] : struct.begin Rarity = EArtifactRarity::Rare LuckIncrease = 15.f struct.end struct.end struct.end [2] : struct.begin Rank = ERank::Veteran AttemptsCount = 1 RarityLuckIncrease : struct.begin [0] : struct.begin Rarity = EArtifactRarity::Common LuckIncrease = 5.f struct.end [1] : struct.begin Rarity = EArtifactRarity::Uncommon LuckIncrease = 2.f struct.end [2] : struct.begin Rarity = EArtifactRarity::Rare LuckIncrease = 10.f struct.end struct.end struct.end [3] : struct.begin Rank = ERank::Master AttemptsCount = 1 RarityLuckIncrease : struct.begin [0] : struct.begin Rarity = EArtifactRarity::Common LuckIncrease = 10.f struct.end [1] : struct.begin Rarity = EArtifactRarity::Uncommon LuckIncrease = 2.f struct.end [2] : struct.begin Rarity = EArtifactRarity::Rare LuckIncrease = 5.f struct.end struct.end struct.end struct.end // If this is false, ArtifactLuck will be reset on Artifact Spawn bResetArtifactLuckOnPickup = true // Teleport TeleportScreenHideDelay = 3.f // Bed PlayerBedSleepTime = 5.f PlayerAudioLogVolumeDecreaseTime = 4.f NiagaraProviderUpdateTimings : struct.begin [0] : struct.begin ProviderType = ENiagaraProviderType::WindProvider UpdateTime = 5.f struct.end [1] : struct.begin ProviderType = ENiagaraProviderType::TimeOfDayProvider UpdateTime = 10.f struct.end [2] : struct.begin ProviderType = ENiagaraProviderType::PlayerLocationProvider UpdateTime = 0.1f struct.end [3] : struct.begin ProviderType = ENiagaraProviderType::EyeAdaptationProvider UpdateTime = 0.1f struct.end [4] : struct.begin ProviderType = ENiagaraProviderType::TerrainOffsetProvider UpdateTime = 0.5f struct.end struct.end struct.end HardConfig : struct.begin VitalBaseTickTime = 0.25 VitalRegenHPTickTime = 0.0 VitalRegenFPTickTime = 0.5 VitalHungerTickTime = 3. VitalThirstTickTime = 1. VitalSleepTickTime = 5. VitalRadiationTickTime = 0.5 VitalBleedingTickTime = 0.5 struct.end