was
hidden="1">
all now =
hidden="0">
!include("DebugConf.def")
// implemented:
Cheats()
DICheatItems()
UseDeveloperKeys()
DiUseDeveloperVersionOfMenuScene()
EasyAchievements()
NoLogos()
AutoGiveItems(s)
StartCash(i)
ForceGodMode(i)
// deprecated:
SaveGame("none")
SetLogLevel(15)
//CallCheatActionOnLevelStart(0)
//ConsoleCommand("NewAI.ShowElementBoxes(1")
//ConsoleCommand("NewAI.fDamageThreshold 123123")
//ConsoleCommand("NewAI.SetFlag(6")
//ConsoleCommand("NewAI.Freeze(")
// AutoStart("ACT1A")
// AutoStart("ParkingLot")
// AutoStart("TestMapChallenge")
// AutoStart("TestMapAI")
// AutoStart("TestMapBibbit")
// AutoStart("TestMapQuests")
// AutoStart("TestMapStreet4")
// AutoStart("TestMapTomek")
// AutoStart("TestMapTrees")
GeneratorLevel(0, 54)
{
GenParam(Gen_Damage, 99999.99999, 99999.99999, 99999.99999, 99999.99999, 99999.99999);
GenParam(Gen_Force, 99999.99999, 99999.99999, 99999.99999, 99999.99999, 99999.99999);
GenParam(Gen_Speed, 0.5, 0.5, 0.5, 0.5, 0.5);
GenParam(Gen_Durability, 999999999, 999999999, 999999999, 999999999, 999999999);
}
ClipReload(false); -> ClipReload(true);
AmmoCount(2147483647); - important! - anything with ammo
Visibility(false); -> Visibility(true);
ClipReload(false); --> ClipReload(true);
Reparable(false); --> Reparable(true);
SwingSpeed(0.6); - the shorter the number the faster the speed (dont go below 0.6)
DamageRange(999999999.0);
Condition(999999999);
StaminaUsage(0.0); - non stop swing
Damage(999999.0);
CriticalDamage(999999.0);
DamageRange(999999999.0);
Force(999999999.0);
PhysicsDamage(999999.0);
CriticalProb(1.0);
only the middle number u can change.
used 2 be -980 - normal grav
-4 lowers grav just mess with it between 0-10 make sure u keep the "-" before the number
SetGravity([0, -4, 0])
<buff id="MedKitWeak" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>
<buff id="MedKitNormal" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>
<buff id="MedKitStrong" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>
<buff id="FoodSmall" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>
<buff id="FoodNormal" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>
<buff id="FoodLarge" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>
<buff id="DamageStrong" duration="0">
<OnGain>
<AddHealth value="-80"/>
</OnGain>
</buff>
<level id="1">
<prop n="BSLayingCritChance" v="1.0"/>
<prop n="LookVertSpeed_Pad" v="120.0"/>
<prop n="LookHorzSpeed_Pad" v="260.0"/>
<prop n="LookVertAcc_Pad" v="2500.0"/>
<prop n="LookHorzAcc_Pad" v="2500.0"/>
<prop n="LookVertDec_Pad" v="50000.0"/>
<prop n="LookHorzDec_Pad" v="50000.0"/>
<prop n="LookAimVertSpeed_Pad" v="55.0"/>
<prop n="LookAimHorzSpeed_Pad" v="105.0"/>
<prop n="LookAimVertAcc_Pad" v="2500.0"/>
<prop n="LookAimHorzAcc_Pad" v="2500.0"/>
<prop n="LookAimVertDec_Pad" v="50000.0"/>
<prop n="LookAimHorzDec_Pad" v="50000.0"/>
<prop n="LookVertSpeed_Mouse" v="0.25"/>
<prop n="LookHorzSpeed_Mouse" v="0.25"/>
<prop n="LookVertAcc_Mouse" v="1000000.0"/>
<prop n="LookHorzAcc_Mouse" v="1000000.0"/>
<prop n="LookVertDec_Mouse" v="1000000.0"/>
<prop n="LookHorzDec_Mouse" v="1000000.0"/>
<prop n="LookAimVertSpeed_Mouse" v="0.125"/>
<prop n="LookAimHorzSpeed_Mouse" v="0.125"/>
<prop n="LookAimVertAcc_Mouse" v="5000000.0"/>
<prop n="LookAimHorzAcc_Mouse" v="5000000.0"/>
<prop n="LookAimVertDec_Mouse" v="5000000.0"/>
<prop n="LookAimHorzDec_Mouse" v="5000000.0"/>
<prop n="RamingLevel" v="1"/>
<prop n="BluntWeaponsSkill" v="10"/>
<prop n="SharpWeaponsSkill" v="10"/>
<prop n="FireWeaponsSkill" v="10"/>
<prop n="DefensiveMoveLevel" v="0"/>
<prop n="PenaltyOnDeath" v="1"/>
<prop n="SlowMoOnPlayerDeath" v="0"/>
<prop n="TISMode" v="1"/>
<prop n="DamageBulletVisModif" v="0.7"/>
<prop n="BlastKillExperienceBonus" v= "1.0"/>
<prop n="KnockDownInPlaceFromLowHealth" v= "1.0"/>
<prop n="StrafeJumping" v= "1.0"/>
<prop n="DmgResAfterDeathDur" v= "5.0"/>
<prop n="CanUseWeaponsInKnockDown" v= "-1.0"/>
<prop n="UseGPSNavigation" v="1"/>
<prop n="ReskillCost" v="500.0"/>
<prop n="BulletPenetrationChance" v="0."/>
<prop n="KnockDownLayingTime" v="0.1f"/>
<prop n="HeadAccuracyTollerance" v="1.0"/>
<prop n="SprintLookFromLS" v="-1.0"/>
<prop n="MoveWhenCarryMaxSpeedFactor" v="0.7"/>
<prop n="MoveWhenCarryMinSpeedFactor" v="0.2"/>
<prop n="ThrowMaxDist" v="999999999.0"/>
<prop n="BSFuryKnockDownResistance" v="0.0"/>
<prop n="BSChargeUsage" v="0.0"/>
<prop n="BSChargeForce" v="-0.25"/>
<prop n="BSChargeDamage" v="-0.25"/>
<prop n="BSChargeStaminaCost" v="1.0"/>
<prop n="BSFastStandupMul" v="1.0"/>
<prop n="BSJumpAttakDamageMul" v="1.0"/>
<prop n="FistsWpnDurabilityLoss" v="1.0"/>
<prop n="BSHealOnHitChance" v="0.0"/>
<prop n="BSJohnSpecialAttackUsage" v="0.0"/>
<prop n="BSJohnSpecialAttackStaminaDec" v="1.0"/>
<prop n="FinisherMult" v="4.0"/>
<prop n="FinisherStaminaUsageMult" v="0.0"/>
<prop n="FuryUsage" v="0.0"/>
<prop n="FuryPointsAfterKill" v="0.05"/>
<prop n="CameraDefaultFOV" v="72.5"/>
<prop n="BulletHitMissEffects" v="1.0"/>
<prop n="HideWeaponsDuringSprint" v="1.0"/>
<prop n="SelfHealing" v="1.0"/>
<prop n="HealthRegenerationStartTime" v="0.0"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
<prop n="HealthRegenerationSpeedInStand" v="999.0"/>
<prop n="HealthRegenerationSpeedInWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounch" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounchWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInSprint" v="999.0"/>
<prop n="HealthRegenerationSpeedInKnockDown" v="999.0"/>
<prop n="MaxHealth" v="999"/>
<prop n="BaseMaxHealth" v="999"/>
<prop n="BaseCriticalHealth" v="30"/>
<prop n="HealthStateFeedbackStartEffectLevel" v="50.0"/>
<prop n="HealthStateFeedbackFullEffectLevel" v="25.0"/>
<prop n="FistsAnalogFight" v="1"/>
<prop n="FistsDamageMul" v="99"/>
<prop n="FistsForceMul" v="0"/>
<prop n="FistsAttackSpeedMul" v="0"/>
<prop n="FistsCriticalChance" v="0"/>
<prop n="FistsCriticalDmgMul" v="0"/>
<prop n="FistsCritSevereLimbProb" v="0.2"/>
<prop n="FistsKillExperienceBonus" v="0"/>
<prop n="FppBloodSplats" v="0"/>
<prop n="LowHealthDamageMul" v="99"/>
<prop n="LowHealthForceMul" v="99"/>
<prop n="MeeleDamageMul" v="99"/>
<prop n="MeeleForceMul" v="99"/>
<prop n="MeeleAttackSpeedMul" v="99"/>
<prop n="BreakDoorEffectivens" v="10"/>
<prop n="FuryPointsRegain" v="1.0"/>
<prop n="BluntDamageMul" v="999.0"/>
<prop n="BluntForceMul" v="0"/>
<prop n="BluntWpnDurabilityLoss" v="0.0"/>
<prop n="BluntCriticalChance" v="0"/>
<prop n="BluntCriticalDmgMul" v="0"/>
<prop n="BluntCritSevereLimbProb" v="0.2"/>
<prop n="BluntAttackSpeedMul" v="0"/>
<prop n="BluntKillExperienceBonus" v="0"/>
<prop n="CutDamageMul" v="99"/>
<prop n="CutForceMul" v="0"/>
<prop n="CutWpnDurabilityLoss" v="0.0"/>
<prop n="CutCriticalChance" v="0"/>
<prop n="CutCriticalDmgMul" v="0"/>
<prop n="CutCritSevereLimbProb" v="0.2"/>
<prop n="CutAttackSpeedMul" v="0"/>
<prop n="CutKillExperienceBonus" v="0"/>
<prop n="RangedDamageMul" v="999.0"/>
<prop n="RangedForceMul" v="0"/>
<prop n="RangedAccuracy" v="0"/>
<prop n="RangedWpnDurabilityLoss" v="0.0"/>
<prop n="RangedCriticalChance" v="0"/>
<prop n="RangedCriticalDmgMul" v="0"/>
<prop n="RangedCritSevereLimbProb" v="0.2"/>
<prop n="RangedAttackSpeedMul" v="0"/>
<prop n="RangedKillExperienceBonus" v="0"/>
<prop n="BulletDamageMul" v="99"/>
<prop n="BulletForceMul" v="0"/>
<prop n="BulletAccuracyFactor" v="1.0"/>
<prop n="BulletWpnDurabilityLoss" v="0.0"/>
<prop n="BulletCriticalChance" v="0"/>
<prop n="BulletCriticalDmgMul" v="0"/>
<prop n="BulletAttackSpeedMul" v="0"/>
<prop n="BulletKillExperienceBonus" v="0"/>
<prop n="MedPackEffectivness" v="2"/>
<prop n="CoopMedPackEffectivenss" v="1"/>
<prop n="InjectorDurationBonus" v="10"/>
<prop n="QuickSlotsCount" v="9"/>
<prop n="InventorySize" v="3000"/>
<prop n="MaxInventorySize" v="-1"/>
<prop n="KillExperienceBonus" v="0"/>
<prop n="QuestExperienceBonus" v="0"/>
<prop n="MaxStamina" v="99"/>
<prop n="StompStaminaUsage" v="0.0"/>
<prop n="StaminaRegeneration" v="1.0"/>
<prop n="GentlePushAvailable" v="0.0"/>
<prop n="RamingDamageLev1" v="30.0"/>
<prop n="RamingPhysicalDamageLev1" v="0.0"/>
<prop n="RamingForceLev1" v="0.0"/>
<prop n="RamingStaminaUsageLev1" v="0.0"/>
<prop n="RamingAvailableLev1" v="0.0"/>
<prop n="RamingDamageLev2" v="0.0"/>
<prop n="RamingPhysicalDamageLev2" v="30.0"/>
<prop n="RamingForceLev2" v="30.0"/>
<prop n="RamingStaminaUsageLev2" v="0.0"/>
<prop n="RamingAvailableLev2" v="1.0"/>
<prop n="RamingDamageLev3" v="20.0"/>
<prop n="RamingPhysicalDamageLev3" v="40.0"/>
<prop n="RamingForceLev3" v="30.0"/>
<prop n="RamingStaminaUsageLev3" v="0.0"/>
<prop n="RamingAvailableLev3" v="1.0"/>
<prop n="RamingDamageLev4" v="30.0"/>
<prop n="RamingPhysicalDamageLev4" v="40.0"/>
<prop n="RamingForceLev4" v="30.0"/>
<prop n="RamingStaminaUsageLev4" v="0.0"/>
<prop n="RamingAvailableLev4" v="1.0"/>
<prop n="MeeleDRPercent" v="0.999"/>
<prop n="MeeleDRFixed" v="0"/>
<prop n="RangedDRPercent" v="0.999"/>
<prop n="RangedDRFixed" v="0"/>
<prop n="EnviromentalDRPercent" v="0.999"/>
<prop n="EnviromentalDRFixed" v="0"/>
<prop n="BreathAmount" v="99"/>
<prop n="BreathRegeneration" v="0.3"/>
<prop n="BreathUsage" v="0.0"/>
<prop n="MoveForwardMinSpeed" v="100"/>
<prop n="MoveForwardMaxSpeed" v="1000"/>
<prop n="MoveBackwardMinSpeed" v="100"/>
<prop n="MoveBackwardMaxSpeed" v="1000"/>
<prop n="MoveStrafeMinSpeed" v="70"/>
<prop n="MoveStrafeMaxSpeed" v="700"/>
<prop n="MoveSprintSpeed" v="4000"/>
<prop n="MoveSprintStaminaConsumption" v="0.0"/>
<prop n="MoveAcceleration" v="3000"/>
<prop n="MoveDeceleration" v="2000"/>
<prop n="CrouchForwardMinSpeed" v="40"/>
<prop n="CrouchForwardMaxSpeed" v="450"/>
<prop n="CrouchBackwardMinSpeed" v="40"/>
<prop n="CrouchBackwardMaxSpeed" v="450"/>
<prop n="CrouchStrafeMinSpeed" v="40"/>
<prop n="CrouchStrafeMaxSpeed" v="450"/>
<prop n="CrouchAcceleration" v="400"/>
<prop n="CrouchDeceleration" v="400"/>
<prop n="AimBackwardMaxSpeed" v="500"/>
<prop n="AimBackwardMinSpeed" v="35"/>
<prop n="AimForwardMaxSpeed" v="600"/>
<prop n="AimForwardMinSpeed" v="40"/>
<prop n="AimStrafeMaxSpeed" v="600"/>
<prop n="AimStrafeMinSpeed" v="40"/>
<prop n="AimAcceleration" v="1000"/>
<prop n="AimDeceleration" v="1000"/>
<prop n="AimCrouchBackwardMaxSpeed" v="350"/>
<prop n="AimCrouchBackwardMinSpeed" v="40"/>
<prop n="AimCrouchForwardMaxSpeed" v="350"/>
<prop n="AimCrouchForwardMinSpeed" v="40"/>
<prop n="AimCrouchStrafeMaxSpeed" v="350"/>
<prop n="AimCrouchStrafeMinSpeed" v="40"/>
<prop n="AimCrouchAcceleration" v="400"/>
<prop n="AimCrouchDeceleration" v="1000"/>
<prop n="SwimMinSpeed" v="0"/>
<prop n="SwimMaxSpeed" v="999"/>
<prop n="SwimSprintSpeed" v="9999"/>
<prop n="SwimAcceleration" v="100"/>
<prop n="SwimDeceleration" v="100"/>
<prop n="JumpStaminaCost" v="0.0"/>
<prop n="JumpMaxHeight" v="9999999.0"/>
<prop n="JumpMinHeight" v="9999999.0"/>
<prop n="ExpToNextLevel" v="100"/>
<prop n="AllowedSkillsCount" v="76"/>
<prop n="GrappleEscapeMul" v="20"/>
<prop n="EnemyGrabChance" v="0"/>
<prop n="MaxAmmoPistol" v="2147483647"/>
<prop n="AmmoType_Pistol" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoRifle" v="2147483647"/>
<prop n="AmmoType_Rifle" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoShotgun" v="2147483647"/>
<prop n="AmmoType_Shotgun" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoSniper" v="2147483647"/>
<prop n="AmmoType_Sniper" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="FirearmsPistolReloadTimeMul" v="0.0"/>
<prop n="FirearmsRevolverReloadTimeMul" v="0.0"/>
<prop n="FirearmsRifleReloadTimeMul" v="0.0"/>
<prop n="FirearmsShotgunReloadTimeMul" v="0.0"/>
<prop n="FirearmsNailGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsHarpoonGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsTaserGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsFlareGunReloadTimeMul" v="0.0"/>
<prop n="ButcherSkill" v="0"/>
<prop n="SmasherSkill" v="0"/>
<prop n="KnockOutTimeMul" v="1.0"/>
<prop n="FirearmsPistolCritChanceMul" v="1.0"/>
<prop n="FirearmsRevolverCritChanceMul" v="1.0"/>
<prop n="FirearmsRifleCritChanceMul" v="1.0"/>
<prop n="FirearmsShotgunCritChanceMul" v="1.0"/>
<prop n="FirearmsNailGunCritChanceMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritChanceMul" v="1.0"/>
<prop n="FirearmsTaserGunCritChanceMul" v="1.0"/>
<prop n="FirearmsFlareGunCritChanceMul" v="1.0"/>
<prop n="FirearmsPistolCritDamageMul" v="1.0"/>
<prop n="FirearmsRevolverCritDamageMul" v="1.0"/>
<prop n="FirearmsRifleCritDamageMul" v="1.0"/>
<prop n="FirearmsShotgunCritDamageMul" v="1.0"/>
<prop n="FirearmsNailGunCritDamageMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritDamageMul" v="1.0"/>
<prop n="FirearmsTaserGunCritDamageMul" v="1.0"/>
<prop n="FirearmsFlareGunCritDamageMul" v="1.0"/>
<prop n="RangeMeleeMul" v="1.0"/>
<prop n="StomperSkillLevel" v="1.0"/>
<prop n="WeightCanCarry" v="9999.0"/>
<prop n="FirearmsPistolAccuracyFactor" v="1.0"/>
<prop n="FirearmsRevolverAccuracyFactor" v="1.0"/>
<prop n="FirearmsRifleAccuracyFactor" v="1.0"/>
<prop n="FirearmsShotgunAccuracyFactor" v="1.0"/>
<prop n="FirearmsNailGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsHarpoonGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsTaserGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsFlareGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsPistolRecoilFactor" v="0.0"/>
<prop n="FirearmsRevolverRecoilFactor" v="0.0"/>
<prop n="FirearmsRifleRecoilFactor" v="0.0"/>
<prop n="FirearmsShotgunRecoilFactor" v="0.0"/>
<prop n="FirearmsNailGunRecoilFactor" v="0.0"/>
<prop n="FirearmsHarpoonGunRecoilFactor" v="0.0"/>
<prop n="FirearmsTaserGunRecoilFactor" v="0.0"/>
<prop n="FirearmsFlareGunRecoilFactor" v="0.0"/>
<prop n="CoruptionBudget" v="0.0"/>
</level>
<level id="2">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="3">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="4">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="5">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="6">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="7">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="8">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="9">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="10">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="11">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="12">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="13">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="14">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="15">
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
</level>
<level id="56">
<prop n="ExpToNextLevel" v="622971"/>
<prop n="AllowedSkillsCount" v="999"/>
now hare is 70:
<level id="70">
<prop n="AllowedSkillsCount" v="999"/>
</level>
now just this from 70 - 100
<level id="71">
<prop n="ExpToNextLevel" v="862067"/>
</level>
<level id="72">
<prop n="ExpToNextLevel" v="872067"/> - change this by 1 at least
</level>
and so on
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