ActiveItemDataTable = {
--///////////////////////////////////////////////////////////////////////////
--// MEDKIT
--///////////////////////////////////////////////////////////////////////////
medkit_resuscitate_heal_percent = "50.0", -- percentage of health a character will have after being resuscitated
medkit_resuscitate_cooldown_time = "10.0", -- time the medkit will be disabled after resuscitating someone
medkit_heal_percent = "100.0", -- how much health will be restored with the medkit per hit
medkit_heal_duration = "5.0", -- time that the heal percent will be applied over
medkit_heal_charge_time = "9.0", -- time it takes for a charge to be restored
medkit_heal_range = "3.0", -- how far in front of the player the origin of the collision sphere lies
medkit_heal_radius = "3.0", -- radius of the healing collision sphere
--///////////////////////////////////////////////////////////////////////////
--// ACTIVE ITEM DATA LIST
--///////////////////////////////////////////////////////////////////////////
ActiveItemDataList = {
--///////////////////////////////////////////////////////////////////////////
--// LASER (continued)
--///////////////////////////////////////////////////////////////////////////
ActiveItemData0 = {
ActiveItemData = {
activeitem_type = "kActiveItemLaser",
faction = "FactionTypeAll",
id = "laser",
model_name = "art/game/weapons/s4_weapons/ammo/s4_laser_designator/s4_laser_designator.dae",
audio_item_stowed = "",
audio_fire = "art/audio/s4/zpr/sound/equip/repairing.zpr", -- sfx played when the item is used
audio_reload = "", -- not actually reloading, this is the confirmation sound
character_attachment_type = "kCharAttachTypeDefault",
animation_type = "",
animation_stowe_type = "",
animation_retrieve_type = "",
item_name = "WEAPON_Designator",
desc = "WEAPON_DES_Designator",
menu_selection_slot = "kSelectionMenuSlotEquipment",
max_uses = "0", -- not used by laser
active_time = "0.0", -- not used by laser
cooldown_time = "0.534159", -- unknown if used by laser
deployable_range = "0.0", -- repairkit is not a deployable
denied_audio = "",
activate_effect = "", -- effect played when in use. Unused for laser in favor of a pre-built laser effect
activate_attach_node = "firepoint", -- this is where activate_effect is played on the model
activate_effect_offset_pos = "0 0 0",
activate_effect_offset_rot = "0 0 0",
}
},
} -- ActiveItemDataList
} -- ActiveItemDataTable
CoopGameProperties = {
MessageType = "kUIPlayerNotification",
MessagePriority = 0,
MessageDisplayTimeSec = 5.0,
JoinedGameMsg = "NETWORK_JOINED_PLAYERS_GAME", -- "You have joined {1}'s game."
PlayerEnteredGameMsg = "NETWORK_PLAYER_ENTERED_GAME", -- "{1} has joined the game."
PlayerLeftGameMsg = "NETWORK_PLAYER_LEFT_GAME", -- "{1} has left the game."
} -- end: CoopGameProperties
-- ScriptVariableNames
--
-- Instant_Action_Mission
-- Mission_Difficulty
-- Instant_Action_Enemy_Density
-------
InstantActionOptions = {
InstantActionVariables = {
----------------------------------------------------------------
-- Instant_Action_Mission Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "1",
DisplayName = "OBJECTIVES_COOP_Takedown", --GENERAL_Neutralize_VIP
DisplayDescription = "OBJECTIVES_COOP_Takedown_Desc", --GENERAL_Locate_and_Neutralize_the_assigned_Officer
},
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "3",
DisplayName = "OBJECTIVES_COOP_Espionage", --GENERAL_Disarm_Bomb
DisplayDescription = "OBJECTIVES_COOP_Espionage_Desc", --GENERAL_Locate_and_disarm_the_planted_charges_before_they_detonate
},
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "2",
-- DisplayName = "GENERAL_Destroy_Object",
-- DisplayDescription = "GENERAL_Seek_out_a_high_value_target_and_destroy_it",
-- },
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "4",
-- DisplayName = "GENERAL_Defend_Area",
-- DisplayDescription = "GENERAL_DES_Defend_Area",
-- },
----------------------------------------------------------------
-- Instant_Action_Difficulty Variables
----------------------------------------------------------------
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "1",
DisplayName = "tag_difficulty_1_name", -- Easy
DisplayDescription = "GENERAL_For_new_recruits",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "2",
DisplayName = "tag_difficulty_2_name", -- Normal
DisplayDescription = "GENERAL_For_experienced_soldiers",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "3",
DisplayName = "tag_difficulty_3_name", -- Hard
DisplayDescription = "GENERAL_For_veteran_commanders",
},
-- {
-- InstantActionVariable = {
-- ScriptVariableName = "Mission_Difficulty",
-- ScriptVariableValue = "4",
-- DisplayName = "tag_difficulty_4_name", -- Elite
-- DisplayDescription = "GENERAL_For_the_best_of_the_best",
-- },
-- },
----------------------------------------------------------------
-- Instant_Action_Enemy_Density Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "1",
DisplayName = "GENERAL_Density_Low",
DisplayDescription = "GENERAL_DES_Density_Low",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "2",
DisplayName = "GENERAL_Density_Medium",
DisplayDescription = "GENERAL_DES_Density_Medium",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "3",
DisplayName = "GENERAL_Density_High",
DisplayDescription = "GENERAL_DES_Density_High",
},
}
}
MPGameProperties = {
InviteToPartyXMBSubject = "PARTY_INV_Subj"; -- Max length: 17
InviteToPartyXMBBody = "PARTY_INV_Body"; -- Max length: 511
NewRoundTransitionPreviousRoundFinishTimeMS = 7000,
NewRoundTransitionResetGameTimeMS = 9500,
NewRoundTransitionFadeInTimeMS = 12000,
GameEndNearTimeSecondsRemaining = 60,
MusicCuePreGame = "",
MusicCuePostGameVictory = "",
MusicCuePostGameDefeat = "",
KillStreakStart = 5,
RoundEndDelayTeamDied = 5000, -- If the round ends from everyone on a team dying (classic, no respawn game), delay before announcing the end round.
TapTalkPeriodSeconds = 10, -- time allowed to talk after tap
TapTalkCooldownSeconds = 5, -- 'cooldown' on talking after talk time is up
}
hooray for you guys
.
ActiveItemDataTable = {
--///////////////////////////////////////////////////////////////////////////
--// MEDKIT
--///////////////////////////////////////////////////////////////////////////
medkit_resuscitate_heal_percent = "50.0", -- percentage of health a character will have after being resuscitated
medkit_resuscitate_cooldown_time = "10.0", -- time the medkit will be disabled after resuscitating someone
medkit_heal_percent = "100.0", -- how much health will be restored with the medkit per hit
medkit_heal_duration = "5.0", -- time that the heal percent will be applied over
medkit_heal_charge_time = "9.0", -- time it takes for a charge to be restored
medkit_heal_range = "3.0", -- how far in front of the player the origin of the collision sphere lies
medkit_heal_radius = "3.0", -- radius of the healing collision sphere
--///////////////////////////////////////////////////////////////////////////
--// ACTIVE ITEM DATA LIST
--///////////////////////////////////////////////////////////////////////////
ActiveItemDataList = {
--///////////////////////////////////////////////////////////////////////////
--// LASER (continued)
--///////////////////////////////////////////////////////////////////////////
ActiveItemData0 = {
ActiveItemData = {
activeitem_type = "kActiveItemLaser",
faction = "FactionTypeAll",
id = "laser",
model_name = "art/game/weapons/s4_weapons/ammo/s4_laser_designator/s4_laser_designator.dae",
audio_item_stowed = "",
audio_fire = "art/audio/s4/zpr/sound/equip/repairing.zpr", -- sfx played when the item is used
audio_reload = "", -- not actually reloading, this is the confirmation sound
character_attachment_type = "kCharAttachTypeDefault",
animation_type = "",
animation_stowe_type = "",
animation_retrieve_type = "",
item_name = "WEAPON_Designator",
desc = "WEAPON_DES_Designator",
menu_selection_slot = "kSelectionMenuSlotEquipment",
max_uses = "0", -- not used by laser
active_time = "0.0", -- not used by laser
cooldown_time = "0.534159", -- unknown if used by laser
deployable_range = "0.0", -- repairkit is not a deployable
denied_audio = "",
activate_effect = "", -- effect played when in use. Unused for laser in favor of a pre-built laser effect
activate_attach_node = "firepoint", -- this is where activate_effect is played on the model
activate_effect_offset_pos = "0 0 0",
activate_effect_offset_rot = "0 0 0",
}
},
} -- ActiveItemDataList
} -- ActiveItemDataTable
CoopGameProperties = {
MessageType = "kUIPlayerNotification",
MessagePriority = 0,
MessageDisplayTimeSec = 5.0,
JoinedGameMsg = "NETWORK_JOINED_PLAYERS_GAME", -- "You have joined {1}'s game."
PlayerEnteredGameMsg = "NETWORK_PLAYER_ENTERED_GAME", -- "{1} has joined the game."
PlayerLeftGameMsg = "NETWORK_PLAYER_LEFT_GAME", -- "{1} has left the game."
} -- end: CoopGameProperties
-- ScriptVariableNames
--
-- Instant_Action_Mission
-- Mission_Difficulty
-- Instant_Action_Enemy_Density
-------
InstantActionOptions = {
InstantActionVariables = {
----------------------------------------------------------------
-- Instant_Action_Mission Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "1",
DisplayName = "OBJECTIVES_COOP_Takedown", --GENERAL_Neutralize_VIP
DisplayDescription = "OBJECTIVES_COOP_Takedown_Desc", --GENERAL_Locate_and_Neutralize_the_assigned_Officer
},
{
ScriptVariableName = "Instant_Action_Mission",
ScriptVariableValue = "3",
DisplayName = "OBJECTIVES_COOP_Espionage", --GENERAL_Disarm_Bomb
DisplayDescription = "OBJECTIVES_COOP_Espionage_Desc", --GENERAL_Locate_and_disarm_the_planted_charges_before_they_detonate
},
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "2",
-- DisplayName = "GENERAL_Destroy_Object",
-- DisplayDescription = "GENERAL_Seek_out_a_high_value_target_and_destroy_it",
-- },
-- {
-- ScriptVariableName = "Instant_Action_Mission",
-- ScriptVariableValue = "4",
-- DisplayName = "GENERAL_Defend_Area",
-- DisplayDescription = "GENERAL_DES_Defend_Area",
-- },
----------------------------------------------------------------
-- Instant_Action_Difficulty Variables
----------------------------------------------------------------
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "1",
DisplayName = "tag_difficulty_1_name", -- Easy
DisplayDescription = "GENERAL_For_new_recruits",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "2",
DisplayName = "tag_difficulty_2_name", -- Normal
DisplayDescription = "GENERAL_For_experienced_soldiers",
},
{
ScriptVariableName = "Mission_Difficulty",
ScriptVariableValue = "3",
DisplayName = "tag_difficulty_3_name", -- Hard
DisplayDescription = "GENERAL_For_veteran_commanders",
},
-- {
-- InstantActionVariable = {
-- ScriptVariableName = "Mission_Difficulty",
-- ScriptVariableValue = "4",
-- DisplayName = "tag_difficulty_4_name", -- Elite
-- DisplayDescription = "GENERAL_For_the_best_of_the_best",
-- },
-- },
----------------------------------------------------------------
-- Instant_Action_Enemy_Density Variables
----------------------------------------------------------------
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "1",
DisplayName = "GENERAL_Density_Low",
DisplayDescription = "GENERAL_DES_Density_Low",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "2",
DisplayName = "GENERAL_Density_Medium",
DisplayDescription = "GENERAL_DES_Density_Medium",
},
{
ScriptVariableName = "Instant_Action_Enemy_Density",
ScriptVariableValue = "3",
DisplayName = "GENERAL_Density_High",
DisplayDescription = "GENERAL_DES_Density_High",
},
}
}
MPGameProperties = {
InviteToPartyXMBSubject = "PARTY_INV_Subj"; -- Max length: 17
InviteToPartyXMBBody = "PARTY_INV_Body"; -- Max length: 511
NewRoundTransitionPreviousRoundFinishTimeMS = 7000,
NewRoundTransitionResetGameTimeMS = 9500,
NewRoundTransitionFadeInTimeMS = 12000,
GameEndNearTimeSecondsRemaining = 60,
MusicCuePreGame = "",
MusicCuePostGameVictory = "",
MusicCuePostGameDefeat = "",
KillStreakStart = 5,
RoundEndDelayTeamDied = 5000, -- If the round ends from everyone on a team dying (classic, no respawn game), delay before announcing the end round.
TapTalkPeriodSeconds = 10, -- time allowed to talk after tap
TapTalkCooldownSeconds = 5, -- 'cooldown' on talking after talk time is up
}
hooray for you guys
.
-- DK-S
{
id = "al_smg_stealth_base",
num_mods_for_this_base = "6",
faction = "FactionTypeAll",
rank_needed = "1",
mission_unlocked = "3",
mod_unlocked_sp = "1",
initial_fire_mode = "kAuto",
menu_selection_slot = "kSelectionMenuSlotWeapons",
reticule_type = "kWepRetTypeSMG",
armory_slot = "kArmorySlotPrimary",
category = "kWepCategorySubMachineGun",
fire_param_id = "kFireParamPrimary",
fire_origin = "0 0 0",
alternate_firepoint = "",
fire_impulse = "0",
tracer_color_r = "255",
tracer_color_g = "255",
tracer_color_b = "255",
tracer_color_a = "255",
muzzle_effect = "art/game/fx/effect_files/s4/weapons/muzzleflash_sm_silenced.effect",
muzzle_effect_silenced = "art/game/fx/effect_files/s4/weapons/muzzleflash_sm_silenced.effect",
muzzle_effect_scoped = "art/game/fx/effect_files/s4/weapons/muzzleflash_ads_silenced.effect",
muzzle_effect_scoped_silenced = "",
character_attachment_type = "kCharAttachTypePrimary",
stowed_offset = "0 0 0",
animation_type = "rifle",
camera_shake_animation = "shooting",
camera_shake_settings = "AssaultRifleShake",
animation_reload_type = "reload_pistol",
animation_stowe_type = "stowe_rifle",
animation_retrieve_type = "retrieve_rifle",
animation_right_hand_grip = "",
animation_recoil_weight = "0.3",
use_custom_fire_animation = "false",
rigidbody_proptable_name = "rigidbody_rifle.zpr",
rumble = "data/s4/common/scripts/rumble/rumble_submachine_gun_fire.zpr",
rumble_silenced = "data/s4/common/scripts/rumble/rumble_submachine_gun_fire_s.zpr",
audio_fire = "art/audio/s4/zpr/sound/weapon/k7_p.zpr",
audio_fire_silenced_player = "art/audio/s4/zpr/sound/weapon/k7_ps.zpr",
audio_fire_nonplayer = "art/audio/s4/zpr/sound/weapon/k7.zpr",
audio_fire_silenced = "art/audio/s4/zpr/sound/weapon/k7_s.zpr",
audio_reload = "art/audio/s4/zpr/sound/weapon/k7_r.zpr",
audio_item_retrieved = "art/audio/s4/zpr/sound/global_sounds/weapon_switch.zpr",
audio_item_stowed = "art/audio/s4/zpr/sound/global_sounds/weapon_switch.zpr",
audio_outofammo_tok = "art/audio/s4/zpr/sound/weapon/dry_fire.zpr",
audio_musicThreatVal = "1.0",
audio_pitchShifting_rangeMin = "0.0",
audio_pitchShifting_rangeMax = "100.0",
AIUsageRange = RangeNear,
sight_camera_offset_table = {
SightCameraOffset0 = { SightCameraOffset = { m_eTypeNameOnly = "CST_IRONSIGHT", m_vOffset = "0 0 0" } },
SightCameraOffset1 = { SightCameraOffset = { m_eTypeNameOnly = "CST_REDDOT", m_vOffset = "0 -0.011 -0.06" } },
SightCameraOffset2 = { SightCameraOffset = { m_eTypeNameOnly = "CST_ACOG", m_vOffset = "0 0 0" } },
SightCameraOffset3 = { SightCameraOffset = { m_eTypeNameOnly = "CST_LOWFIXED", m_vOffset = "0 0 0" } },
SightCameraOffset4 = { SightCameraOffset = { m_eTypeNameOnly = "CST_HIGHFIXED", m_vOffset = "0 0 0" } },
SightCameraOffset5 = { SightCameraOffset = { m_eTypeNameOnly = "CST_VARIABLE", m_vOffset = "0 0 0" } },
SightCameraOffset6 = { SightCameraOffset = { m_eTypeNameOnly = "CST_ROCKET", m_vOffset = "0 0 0" } },
SightCameraOffset7 = { SightCameraOffset = { m_eTypeNameOnly = "CST_COUNT", m_vOffset = "0 0 0" } }
},
infinite_ammo = "true",
scavengeable = "true",
scavengeable_mags_ai_min = "2",
scavengeable_mags_ai_max = "3",
max_angle = "0.0",
max_height = "0.0",
model_name = "",
--
-- Network error messages by state/result combination
-- kNetStateUnknown + result should exist for all results
--
NetworkResultTable = {
-- This text will be returned unless something more specific is found below.
DefaultResultText = "NETWORK_GEN_ERR",
ResultsVec = {
--------------------------------------------------------------------------------------
-- Generic errors first, where state is either unknown, or does not matter. These are
-- the messages that will be shown if no specific state:result match is found.
--------------------------------------------------------------------------------------
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetError",
-- Text = "An error occurred during this operation.",
Text = "NETWORK_GEN_ERR",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetTimeout",
-- Text = "Operation timed out. Please check your internet connection, or try again later.",
Text = "NETWORK_GEN_TIMEOUT",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetCancel",
-- Text = "Operation was cancelled.",
Text = "NETWORK_GEN_CANCEL",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetMediusDisconnect",
-- Text = "The connection to the game universe was lost. Please check your internet connection or try again later.",
Text = "NETWORK_MEDIUS_DROP",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetGameDisconnect",
-- Text = "The connection to the game server was lost.",
Text = "NETWORK_DME_DROP",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNameTaken",
-- Text = "This name is already in use. Please choose a different name.",
Text = "NETWORK_NAME_TAKEN",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNameInvalid",
-- Text = "This name contains words which are not permitted. Please choose a different name.",
Text = "NETWORK_NAME_VULGR",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetCableDisconnect",
-- Text = "There is a problem with your Internet connection. Please ensure that any network cables are plugged in or that your wireless connection is functioning.",
Text = "NETWORK_LOST_LINK",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNPDisconnect",
-- Text = "The connection to PlayStation®Network was lost. You must be connected to access the online portions of this title. Please check your internet connection or try again later.",
Text = "NETWORK_LOST_PSN",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNPConnectFailed",
-- Text = "Could not connect to PlayStation®Network. You must be connected to access the online portions of this title. Please check your internet connection or try again later.",
Text = "NETWORK_PSN_FAIL",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNPNoAccount",
-- Text = "You must have a PlayStation®Network account to access online portions of the title. Sign up now by pressing the PS button and selecting 'Sign Up for PlayStation®Network'"
Text = "NETWORK_NO_PSN",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetProtocolError",
-- Text = "A protocol mismatch occurred.",
Text = "NETWORK_PROTO_MIS",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNotImplemented",
Text = "The requested operation is not implemented.",
-- Note: Not loki'd up - should not occur in gold/production, should only occur w/testserver
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetUpdateRequired",
-- Text = "An update is required. Please exit and restart the game.",
Text = "NETWORK_UPDATE_REQUIRED",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetLevelFailedToLoad", -- Note: Not a network error. Maybe the level wasn't built or downloaded. It's just piggy backing on the network error message system
Text = "GENERIC_LEVEL_FAILED_TO_LOAD_PLEASE_CHECK_THAT_IT_EXISTS",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNoAccessToContent",
-- Text = "You do not have access to this content."
Text = "NETWORK_NO_ACCESS_TO_CONTENT",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNoOnlineEntitlement",
-- Text = "You can't play online. Sad story bro."
Text = "NETWORK_NO_ONLINE_ENTITLEMENT",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateUnknown",
NetResultCode = "kNetNPTPPSFailed",
-- Text = "Update required"
Text = "launcher_tpps_fail",
},
},
--------------------------------------------------------------------------------------
-- State: kNetStateConnectTo[MAPS/MAS/Lobby]
-- Results: Timeout, Error
-- Notes: All other medius errors fall under the general MediusDisconnect result.
--------------------------------------------------------------------------------------
{
NetworkResult = {
NetStateCode = "kNetStateConnectToMAPS",
NetResultCode = "kNetTimeout",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToMAS",
NetResultCode = "kNetTimeout",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToMLS",
NetResultCode = "kNetTimeout",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToMAPS",
NetResultCode = "kNetError",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToMAS",
NetResultCode = "kNetError",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToMLS",
NetResultCode = "kNetError",
-- Text = "Could not connect to game universe. The game universe may be undergoing maintenance or there may be a problem with your internet connection.",
Text = "NETWORK_NO_MEDIUS",
},
},
--------------------------------------------------------------------------------------
-- State: kNetStateConnectToDME
-- Results: Timeout, Error
-- Notes: kNetGameDisconnect is handled generically, as its the same for all states
--------------------------------------------------------------------------------------
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetTimeout",
-- Text = "Unable to connect to game server.",
Text = "NETWORK_NO_DME",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetError",
-- Text = "Unable to connect to game server.",
Text = "NETWORK_NO_DME",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGUnknown",
-- Text = "Cannot join the game", -- Non-specific error
Text = "NETWORK_UNKNOWN_JOIN_GAME_ERROR",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGQueueDisabled",
-- Text = "The selected queue is not available for matchmaking.",
Text = "NETWORK_QUEUE_DISABLED",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGBadFaction",
-- Text = "Cannot join the game", -- Non-specific error - should never happen for S4
Text = "NETWORK_UNKNOWN_JOIN_GAME_ERROR",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGNotFound",
-- Text = "Specified game was not found",
Text = "NETWORK_GAME_NOT_FOUND",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGFull",
-- Text = "Specified game is full",
Text = "NETWORK_GAME_FULL",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGNotPartyLeader",
-- Text = "Only the party leader can perform the specified action",
Text = "NETWORK_NOT_PARTY_LEADER",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGPartyInAnotherGame",
-- Text = "Members of the party are already in another game. You cannot join the specified game.", -- E.g., members are in a game, and someone tries to join a queue or a different game.
Text = "NETWORK_PARTY_IN_ANOTHER_GAME",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGNATMismatch",
-- Text = "Cannot connect to game due to network errors. Re-examine your network settings.",
Text = "NETWORK_JOIN_GAME_NATMISMATCH",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGInClanParty",
-- Text = "Cannot queue for other games because you are in a clan party",
Text = "NETWORK_IN_CLAN_PARTY",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGClanMatchRestriction",
-- Text = "Cannot join the game because the game is a clan match",
Text = "NETWORK_CLAN_MATCH_RESTRICTION",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGGameClosed",
-- Text = "Cannot join the game because the game is closed",
Text = "NETWORK_GAME_CLOSED",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGBlacklisted",
-- Text = "Cannot join the game because you are blacklisted",
Text = "NETWORK_GAME_BLACKLISTED",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGMissingEntitlement",
-- Text = "You do not have access to this content."
Text = "NETWORK_NO_ACCESS_TO_CONTENT",
},
},
{
NetworkResult = {
NetStateCode = "kNetStateConnectToDME",
NetResultCode = "kNetJoinGPartyDisbanded",
-- Text = "Your party has been disbanded."
Text = "tag_party_disbanded_message",
},
},
},
} -- end: NetworkResultTable
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