Class=DX2Gamesys.StandardPlayer Name=StandardPlayer__0 { AmmoPool=200.000000 GrenadeBotDominationTimeDelay=3.000000 GrenadeBotDominationVisionRadius=16.000000 GrenadeBotDominationTimeLength=20.000000 Keys=("CodeAlexApartment","M1_Code_ACorpTraining","M1_Code_ACorpLobby") Maps=("M1_AcorpLab_AptMap") m_lastMap=-1 DX2Option_Difficulty=eDifficulty_Normal DX2Option_HUDOpacity=50.000000 DX2Option_DynamicOverlay=True DX2Option_HUDColor=eColorScheme_1 DX2Option_MasterVolume=100.000000 DX2Option_SpeechVolume=100.000000 DX2Option_MusicVolume=100.000000 DX2Option_SoundFXVolume=100.000000 DX2Option_Subtitles=True DX2Option_Gamma=50.000000 DX2Option_Brightness=50.000000 DX2Option_Contrast=50.000000 DX2Option_Sensitivity=50.000000 DX2Option_Rumble=True DX2Option_InvertY=False DX2Option_LookSpring=False DX2Option_ControlScheme=eControlScheme_1 Goals=((GoalName="M01MeetBillie",FriendlyName="Meet Billie",GoalText="Meet Chicago classmate Billie Adams in Apartment 454.",GoalState=kGS_Success,bPrimary=True),(GoalName="M01MeetLeo",FriendlyName="Meet Leo",GoalText="Meet Leo Kowalski.",GoalState=kGS_Success,bPrimary=True),(GoalName="M01MeetKlara",FriendlyName="Meet Klara",GoalText="Meet Klara Sparks.",GoalState=kGS_Success,bPrimary=True),(GoalName="M01GetEquipment",FriendlyName="Get Equipment",GoalText="Get the equipment from your locker in the training area.",GoalState=kGS_Success,bPrimary=True),(GoalName="M01ExitLab",FriendlyName="Exit Tarsus",GoalText="Exit the Tarsus complex.",bPrimary=True),(GoalName="M01GoToBiomodChamber",GoalText="Go to the biomod lab, via the breach in your apartment.",GoalState=kGS_Success,bPrimary=True),(GoalName="M01InstallBiomods",FriendlyName="Install Biomods",GoalText="Use the biomod canisters to upgrade your systems.",bPrimary=True)) MinTimeBetweenNPCGreetings=50.000000 MaxTimeBetweenNPCGreetings=70.000000 MaxDistFromPlayerForNPCGreetings=50.000000 LightLevelMods=(VelocityModifierLookup=((LookupInput=75.000000),(LookupInput=200.000000,LookupOutput=0.500000)),CrouchLightModifier=0.500000,InterpolationRate=0.640000) LightLevelToVisibilityLookup=((),(LookupInput=0.100000,LookupOutput=0.250000),(LookupInput=0.200000,LookupOutput=0.350000),(LookupInput=0.300000,LookupOutput=0.450000),(LookupInput=0.400000,LookupOutput=0.550000),(LookupInput=0.500000,LookupOutput=0.650000),(LookupInput=0.600000,LookupOutput=0.750000),(LookupInput=0.700000,LookupOutput=0.990000)) BrightnessWeights=(RedWeight=0.450000,BlueWeight=0.200000,GreenWeight=0.350000) AmbientWeight=1.000000 LightLevelOffsetWeights=((SamplePoint_Weight=1.000000),(SamplePoint_LocalOffset=(X=16.000000),SamplePoint_Weight=0.750000),(SamplePoint_LocalOffset=(X=-16.000000),SamplePoint_Weight=0.750000),(SamplePoint_LocalOffset=(Z=24.000000),SamplePoint_Weight=0.750000),(SamplePoint_LocalOffset=(Z=-24.000000),SamplePoint_Weight=0.750000)) MovementAbilities=(MovementAbility_CanCrouch,MovementAbility_CanStrafe,MovementAbility_CanWalk,MovementAbility_CanJump,MovementAbility_CanPlant,MovementAbility_CanClimbLadders) CanPickup=True DisallowCinematicsWithinRadius=20.000000 LODDistanceOff=200.000000 LODDistanceMinimal=100.000000 LODDistanceBasic=40.000000 Rotation=(Pitch=63268,Yaw=27312) Mass=100.000000 StepHeight=24.000000 Physics=PHYS_Havok InitialHavokState=Havok_Walking MassPounds=0.000000 ControlledObjectImpulse=(MinImpulse=10.000000,MaxImpulse=100.000000) bRotateToDesired=True bCanTeleport=True RenderType=(DrawType=DT_Mesh,Style=STY_Normal) Texture=Texture'Engine.S_Pawn' DrawScale=1.000000 ScaleGlow=1.000000 SpriteProjForward=32.000000 LODBias=1.000000 bHighDetail=False Fatness=128 CollisionRadius=17.000000 CollisionHeight=48.000000 CollisionFlags=(bCollideActors=True,bCollideWorld=True,bBlockActors=True,bBlockPlayers=True,bProjTarget=True) bBlockCamera=False Tag=StandardPlayer InitialState=None FriendlyName=Alex D TriggerScripts=("TS_1523","TS_1526") CharacterType=player ObjWeight=Weight_Heavy MaterialOverride=6 HealthState=HealthState_Alive MainHealth=(Current=100.000000,Max=100.000000) Sex=Sex_Female bIsFlammable=True bIsOnFire=False bIsConsideredForProx=True Texture_a=Texture'Engine.Fleshlight_a' Texture_a_v=Texture'Engine.Fleshlight_a_v' Texture_d_s=Texture'Engine.Fleshlight_d_s' Texture_d_ns=Texture'Engine.Fleshlight_d_ns' Texture_o_ns=Texture'Engine.Fleshlight_o_ns' Texture_o_s=Texture'Engine.Fleshlight_o_s' Texture_o_v=Texture'Engine.Fleshlight_o_v' Texture_s_ns=Texture'Engine.Fleshlight_s_ns' Texture_s_s=Texture'Engine.Fleshlight_s_s' Augmentation_CurrentItemIndex=3 IsFrobbable=True FrobDistance=96.000000 BioEnergyCurrent=66.598206 BioEnergyMax=100.000000 IdIconType=IdIconType_Human Strength=75.000000 Keys=("CodeAlexApartment","M1_Code_ACorpTraining") AutoAimType=(AutoAimType_AllowDirect) NumberOfCans=6 NumberofBlackMarketCans=3 } Class=DX2Gamesys.D_420 Name=D_420__2 { UserArmAnimPrefix=POV_medkit SoundEffects=((Schema="MedkitEquip"),(Schema="MedkitUnequip",Type=HandAnimation_Down),(Schema="MedkitUse",Type=HandAnimation_Use)) CanInstantUse=True Rotation=(Yaw=-16603) Mass=100.000000 Physics=PHYS_Havok MassPounds=10.000000 Friction=1.000000 RenderType=(DrawType=DT_StaticMesh,Style=STY_Normal) Texture=Texture'Engine.S_Actor' RenderFlags=(bShadowCast=True) DrawScale=1.000000 ScaleGlow=1.000000 SpriteProjForward=32.000000 LODBias=1.000000 bHighDetail=False Fatness=128 ObjectMesh=(Name="sm_medkit",Skin="Default") CollisionRadius=22.000000 CollisionHeight=22.000000 CollisionFlags=() bBlockCamera=True Tag=D_420 InitialState=None FriendlyName=Medkit bHidden=True DeathResponse=DeathResponse_Destroy MaxInventoryStack=5 FrobBias=3.000000 CastShadows=ShadowCasting_False Texture_a=Texture'Engine.Fleshlight_a' Texture_a_v=Texture'Engine.Fleshlight_a_v' Texture_d_s=Texture'Engine.Fleshlight_d_s' Texture_d_ns=Texture'Engine.Fleshlight_d_ns' Texture_o_ns=Texture'Engine.Fleshlight_o_ns' Texture_o_s=Texture'Engine.Fleshlight_o_s' Texture_o_v=Texture'Engine.Fleshlight_o_v' Texture_s_ns=Texture'Engine.Fleshlight_s_ns' Texture_s_s=Texture'Engine.Fleshlight_s_s' TraveledInventorySlot=0 IsFrobbable=True InventoryIconName=INV_medkit InventoryType=InventoryType_Medkit ItemDescription=Restores health and decreases the duration of the effect of biotoxins. IsMedkit=True HealingCount=50.000000 HealingRate=32000.000000 } Class=DX2Gamesys.P_70 Name=P_70__0 { MeleeAttack=(Range=10.000000,AmmoCost=((Amount=2.000000)),ContactStimulus=((TotalTime=0.000000,Amount=(Amount=15.000000,Stimulus=StimulusType_Stun),BodyLocation=BodyLocation_None))) SwingInfo=(VerticleFactor=0.200000,HorizontalFactor=0.200000) AmbientEffects=("stunbase") AimedEmitters=("StunTip") RefireRate=1.000000 UserArmAnimPrefix=POV_StunProd SoundEffects=((Delay=0.000000,Schema="ProdEquip",Type=HandAnimation_Select,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="ProdUnequip",Type=HandAnimation_Down,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="ProdAttack",Type=HandAnimation_Attack,Loops=True,NonLocalized=False)) HeadShotMultiplier=0.000000 Rotation=(Pitch=942,Yaw=10242,Roll=-16360) Mass=100.000000 Physics=PHYS_Havok InitialHavokState=Havok_HavokControlled MassPounds=5.000000 RenderType=(DrawType=DT_StaticMesh,Style=STY_Normal) Texture=Texture'Engine.S_Actor' RenderFlags=(bUnlit=False,bNoSmooth=False,bParticles=False,bRandomFrame=False,bMeshEnviroMap=False,bShadowCast=False,bStaticLighting=False) DrawScale=1.000000 ScaleGlow=1.000000 SpriteProjForward=32.000000 LODBias=1.000000 bHighDetail=False Fatness=128 ObjectMesh=(Name="sm_stunprod",Skin="Default") CollisionRadius=22.000000 CollisionHeight=22.000000 CollisionFlags=() bBlockCamera=True Tag=P_70 InitialState=None FriendlyName=Stun Prod bHidden=True bOutOfWorld=False TriggerScripts=("TS_230") DeathResponse=DeathResponse_Destroy MaxInventoryStack=1 bRepeatUseOnHold=True FrobBias=3.000000 CastShadows=ShadowCasting_False Texture_a=Texture'Engine.Fleshlight_a' Texture_a_v=Texture'Engine.Fleshlight_a_v' Texture_d_s=Texture'Engine.Fleshlight_d_s' Texture_d_ns=Texture'Engine.Fleshlight_d_ns' Texture_o_ns=Texture'Engine.Fleshlight_o_ns' Texture_o_s=Texture'Engine.Fleshlight_o_s' Texture_o_v=Texture'Engine.Fleshlight_o_v' Texture_s_ns=Texture'Engine.Fleshlight_s_ns' Texture_s_s=Texture'Engine.Fleshlight_s_s' TraveledInventorySlot=1 IsFrobbable=True InventoryIconName=INV_stun_prod InventoryType=InventoryType_MeleeWeapon ItemDescription=Delivers a short-ranged electrical stun attack to a single organic target. } Class=DX2Gamesys.P_32 Name=P_32__0 { ValidBarrelMods=() ValidBodyMods=() GunAutoAim=(MaxLockTime=0.600000,MinLockTime=0.200000,SizeXFraction=0.300000,SizeYFraction=0.400000,CursorType=AutoAimCursor_Default) GunAltAutoAim=(MaxLockTime=0.600000,MinLockTime=0.200000,SizeXFraction=0.150000,SizeYFraction=0.200000,CursorType=AutoAimCursor_Default) RefireRate=0.200000 AltRefireRate=0.400000 AltFireNotAToggle=False UserArmAnimPrefix=POV_MakoPistol SoundEffects=((Delay=0.000000,Schema="PistolEquip",Type=HandAnimation_Select,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="PistolUnequip",Type=HandAnimation_Down,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="PlayerPistol",Type=AnimationTrigger_Fire,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="PlayerPistol",Type=AnimationTrigger_AltFire,Loops=True,NonLocalized=False)) AISoundEffects=((Delay=0.000000,Schema="PistolFire",Type=AnimationTrigger_Fire,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="PistolFire",Type=AnimationTrigger_AltFire,Loops=False,NonLocalized=False)) Rotation=(Pitch=-4846,Yaw=11261,Roll=11857) Mass=100.000000 Physics=PHYS_Havok InitialHavokState=Havok_HavokControlled MassPounds=3.000000 RenderType=(DrawType=DT_StaticMesh,Style=STY_Normal) Texture=Texture'Engine.S_Actor' RenderFlags=(bUnlit=False,bNoSmooth=False,bParticles=False,bRandomFrame=False,bMeshEnviroMap=False,bShadowCast=False,bStaticLighting=False) DrawScale=1.000000 ScaleGlow=1.000000 SpriteProjForward=32.000000 LODBias=1.000000 bHighDetail=False Fatness=128 ObjectMesh=(Name="sm_makopistol",Skin="Default") CollisionRadius=22.000000 CollisionHeight=22.000000 CollisionFlags=(bCollideActors=False,bCollideWorld=False,bBlockActors=False,bBlockPlayers=False,bProjTarget=False) bBlockCamera=True Tag=P_32 InitialState=None FriendlyName=Pistol bHidden=True bOutOfWorld=False TriggerScripts=("TS_230") bAIAltFireDisabled=True WeaponCameraEffect=(bIsContinuous=False,ImpulseStrength=5.000000) DeathResponse=DeathResponse_Destroy MaxInventoryStack=1 bRepeatUseOnHold=True FrobBias=3.000000 CastShadows=ShadowCasting_False Texture_a=Texture'Engine.Fleshlight_a' Texture_a_v=Texture'Engine.Fleshlight_a_v' Texture_d_s=Texture'Engine.Fleshlight_d_s' Texture_d_ns=Texture'Engine.Fleshlight_d_ns' Texture_o_ns=Texture'Engine.Fleshlight_o_ns' Texture_o_s=Texture'Engine.Fleshlight_o_s' Texture_o_v=Texture'Engine.Fleshlight_o_v' Texture_s_ns=Texture'Engine.Fleshlight_s_ns' Texture_s_s=Texture'Engine.Fleshlight_s_s' TraveledInventorySlot=2 IsFrobbable=True InventoryIconName=INV_ballistic_pistol InventoryType=InventoryType_ProjectileWeapon ItemDescription=A modern incarnation of the 9 mm pistol, manufactured by Mako Ballistics. Standard with beam flashlight. WeaponStance=eWS_PISTOL } Class=DX2Gamesys.P_49 Name=P_49__0 { ValidBarrelMods=() ValidBodyMods=() GunAutoAim=(MaxLockTime=0.600000,MinLockTime=0.200000,SizeXFraction=0.150000,SizeYFraction=0.200000,CursorType=AutoAimCursor_Default) GunAltAutoAim=(MaxLockTime=0.600000,MinLockTime=0.200000,SizeXFraction=0.300000,SizeYFraction=0.400000,CursorType=AutoAimCursor_Default) RefireRate=1.000000 AltRefireRate=2.000000 AltFireNotAToggle=True UserArmAnimPrefix=POV_MakoShotgun SoundEffects=((Delay=0.000000,Schema="ShotgunEquip",Type=HandAnimation_Select,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="PlayerShotgun",Type=HandAnimation_Attack,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="ShotgunAltfire",Type=HandAnimation_AltAttack,Loops=False,NonLocalized=False),(Delay=0.000000,Schema="ShotgunUnequip",Type=HandAnimation_Down,Loops=False,NonLocalized=False)) AISoundEffects=((Delay=0.000000,Schema="ShotgunFire",Type=HandAnimation_Attack,Loops=False,NonLocalized=False)) Mass=100.000000 Physics=PHYS_Havok InitialHavokState=Havok_HavokControlled MassPounds=10.000000 RenderType=(DrawType=DT_StaticMesh,Style=STY_Normal,UselessPackingVariable[0]=0,UselessPackingVariable[1]=0) Texture=Texture'Engine.S_Actor' RenderFlags=(bUnlit=False,bNoSmooth=False,bParticles=False,bRandomFrame=False,bMeshEnviroMap=False,bShadowCast=False,bStaticLighting=False) DrawScale=1.000000 ScaleGlow=1.000000 SpriteProjForward=32.000000 LODBias=1.000000 bHighDetail=False Fatness=128 ObjectMesh=(Name="sm_makoshotgun",Skin="Default") CollisionRadius=22.000000 CollisionHeight=22.000000 CollisionFlags=() bBlockCamera=True Tag=P_49 InitialState=None FriendlyName=Shotgun bHidden=True AltWeaponLockoutTime=20.000000 bAIAltFireDisabled=True WeaponCameraEffect=(bIsContinuous=False,ImpulseStrength=25.000000) DeathResponse=DeathResponse_Destroy MaxInventoryStack=1 bRepeatUseOnHold=True FrobBias=3.000000 CastShadows=ShadowCasting_False Texture_a=Texture'Engine.Fleshlight_a' Texture_a_v=Texture'Engine.Fleshlight_a_v' Texture_d_s=Texture'Engine.Fleshlight_d_s' Texture_d_ns=Texture'Engine.Fleshlight_d_ns' Texture_o_ns=Texture'Engine.Fleshlight_o_ns' Texture_o_s=Texture'Engine.Fleshlight_o_s' Texture_o_v=Texture'Engine.Fleshlight_o_v' Texture_s_ns=Texture'Engine.Fleshlight_s_ns' Texture_s_s=Texture'Engine.Fleshlight_s_s' TraveledInventorySlot=3 IsFrobbable=True InventoryIconName=INV_shotgun InventoryType=InventoryType_ProjectileWeapon ItemDescription=Weapon fires an anti-personnel blast in a wide pattern, ideal for fighting tight groups of multiple opponents. Its alternate firing mode launches a smoke grenade. WeaponStance=eWS_RIFLE } Class=DX2Gamesys.D_2263 Name=D_2263__0 { bTraveledBiomod=True Rotation=(Yaw=-16384) Mass=100.000000 RenderType=(Style=STY_Normal) Texture=Texture'Engine.S_Actor' RenderFlags=() DrawScale=1.000000 ScaleGlow=1.000000 SpriteProjForward=32.000000 LODBias=1.000000 bHighDetail=False Fatness=128 CollisionRadius=22.000000 CollisionHeight=22.000000 CollisionFlags=() bBlockCamera=True Tag=D_2263 InitialState=None FriendlyName=Light Biomod bHidden=False DeathResponse=DeathResponse_Destroy Texture_a=Texture'Engine.Fleshlight_a' Texture_a_v=Texture'Engine.Fleshlight_a_v' Texture_d_s=Texture'Engine.Fleshlight_d_s' Texture_d_ns=Texture'Engine.Fleshlight_d_ns' Texture_o_ns=Texture'Engine.Fleshlight_o_ns' Texture_o_s=Texture'Engine.Fleshlight_o_s' Texture_o_v=Texture'Engine.Fleshlight_o_v' Texture_s_ns=Texture'Engine.Fleshlight_s_ns' Texture_s_s=Texture'Engine.Fleshlight_s_s' InventoryIconName=AUG_Light ItemDescription=A standard biomod that cannot be upgraded. When on, it emites a purple light from your eyes so you can see in dark areas. } Class=DX2Gamesys.D_2526 Name=D_2526__0 { bTraveledBiomod=True AugLevel=AugmentationLevel_3 Mass=100.000000 RenderType=(DrawType=DT_None,Style=STY_Normal,UselessPackingVariable[0]=0,UselessPackingVariable[1]=0) Texture=Texture'Engine.S_Actor' RenderFlags=(bUnlit=False,bNoSmooth=False,bParticles=False,bRandomFrame=False,bMeshEnviroMap=False,bShadowCast=False,bStaticLighting=False) DrawScale=1.000000 ScaleGlow=1.000000 SpriteProjForward=32.000000 LODBias=1.000000 bHighDetail=False Fatness=128 CollisionRadius=22.000000 CollisionHeight=22.000000 CollisionFlags=() bBlockCamera=True Tag=D_2526 InitialState=None FriendlyName=Thermal Masking Biomod bHidden=False DeathResponse=DeathResponse_Destroy Texture_a=Texture'Engine.Fleshlight_a' Texture_a_v=Texture'Engine.Fleshlight_a_v' Texture_d_s=Texture'Engine.Fleshlight_d_s' Texture_d_ns=Texture'Engine.Fleshlight_d_ns' Texture_o_ns=Texture'Engine.Fleshlight_o_ns' Texture_o_s=Texture'Engine.Fleshlight_o_s' Texture_o_v=Texture'Engine.Fleshlight_o_v' Texture_s_ns=Texture'Engine.Fleshlight_s_ns' Texture_s_s=Texture'Engine.Fleshlight_s_s' InventoryIconName=Aug_Thermal_Masking ItemDescription=Mechanical security and bots will not be able to see you. }