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
}
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