XML parameters
Contents
XML Parameters List
Here you can find all the parameters ("param.") Found in XML files for Crysis / Warhead / Wars, in particular for weapons and transport. Crysis uses XML to store information about them, for example, recoil and spread and, speed and other technical parameters, for the speed of flight and the damage from ammunition. If something is written "secretly" these are parameters that are not currently used in any XML files, but are still present in the source code of the game.
Be careful to change files similar to XML
<bool> If the parameter is written in ' italic' it is a hidden parameter.
<bool> If the description has "?" Behind it, it means that whoever wrote it there is not sure about the correctness of the description
It is highly recommended to use the search function of your browser to find the setting you are looking for (Ctrl + F in Firefox, Google Chrome, etc., use IE? Switch to Firefox or Chrome!).
Legend
<bool> = 1/0 (true / false)
<int> = 1, 100, 500, 100500, and so on. Number.
<string> = Words and letters, for example, "fybullet"
<path> = The path to the specified file, for example, "objects / weapons / asian / fy71 / fy_71_fp.chr"
Items (weapons, equipment)
Options
giveable <bool> - Indicates whether the item can be purchased, picked up or "given" to the player.
selectable <bool> - Specifies whether to select an item in the player's inventory.
select_override <bool> - Indicates if the time until the weapon can be used will be overridden.
droppable <bool> - Indicates whether the item can be dropped .
auto_droppable <bool> - Indicates whether the item can be automatically discarded when ammunition runs out.
arms <bool> - Indicates whether hands will be displayed for this item.
two_hand <bool> - Indicates whether the player needs two hands to pick up the item.
If necessary, the item can not be used when AI is captured or when the player holds a small object.
has_first_select <bool> - Play the animation, the first time you select a weapon (as in LAW, and its extension pipe).
prone_not_usable <bool> - Indicates whether the player can crawl by holding the object.
pose <string> - Defines the pose of the player's model, which will be when the object is held.
mass <int> - The weight of the object, in kg, and how much it will slow the player.
melee_attack_firemode <string> - The name of the fire mode that will be used for melee attacks.
attach_to_back <bool> - Visually attach an object to the player's back in the form of a third party, when the object is not used.
raiseable <bool> - Determines whether the weapon rises up (when playing the corresponding animation), when the player comes to the wall.
raise_distance <int> - Determines how close the player should go to the wall, the weapon is lifted up.
display_name <string> - Specifies the display name. For all objects, this name must be defined in the file Game \ Localized \ Languages \ game_text_messages.xml .
Ammunition
name <string> - Specifies the name of the ammunition to be used and given to the weapon.
For example, "fybullet" will give cartridges as for FY71.
extra <int> - The amount of ammunition that is given, in the account do not go cartridges that are already in the store
amount <int> - How much ammunition will intervene in the store
minammo <int> - Ammunition amount, which means "red status" of cartridges in the store
accessoryAmmo <int> - The amount of ammunition that is given when the weapon is picked up (except by default)
Shooting
ammo_type <string> - the weapon will fire this type of ammunition
hit_type <string> - The type of the hit type. This is used to determine the damage done to vehicles in XML vehicles.
rate <int> - The number of rounds per minute
damage <int> - Damage from weapons by default
damage_drop_per_meter <int> - Sum of loss reduction per meter of ammunition
damage_drop_min_distance <int> - Minimum distance the projectile has to travel before The minimum distance that ammunition must pass before starting to reduce the damage
reload_time <int> - how long it takes after you hit the reload button and when you can shoot again This does not affect the animation of recharging weapons.
bullet_chamber <bool> - Indicates whether the weapon will have a shot in the cartridge after rebooting (extra combat is available).
clip_size <int> - The maximum amount of ammunition that can be carried with you
max_clips <int> - The maximum number of both that can be accessed for the weapon (?) Set "0" to prevent recharging and buy new cartridges (?)
helper_tp <string> - (?) [cest73] helper (dummy) name for third person (other clinets in multiplayer)
nearmiss_signal <string> - Indicates that "near" sound will be played if a gunshot just misses the target (?) [cest73] on other clients near miss sound is played (bulltes whisling near by)
autozoom <bool> - Indicates whether the player's goal will gradually approach when firing a weapon for a longer time.
ooatracer_treshold <int> - This is the number of rounds left in the tramming cartridges (the Red Tracer) shows, during the shooting.
aim_helper <bool> - Indicates whether an aim helper, showing where the player needs to aim, should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.
distance <int> -?
autoaim <bool> - Indicates whether the target will automatically be captured for this weapon. (maybe used for homing missiles?)
autoaim_zoom <bool> - Indicates whether automatic grabbing is always available, or only when zoomed.
autoaim_locktime <int> - the time for auto-aiming to start
autoaim_distance <int> - maximum distance to transport for homing
autoaim_tolerance <int> - The number of targets can be transferred before the target is captured (in degrees).
autoaim_minvolume <int> - Min volume vehicles must be for the auto. (Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)
autoaim_maxvolume <int> - Max volume vehicles may be for the autoimage to be able to lock on.
autoaim_autofiringdir <bool> - indicates that the missiles will be fired at the target, regardless of which direction of the weapon (subject to the capture of the target).
autoaim_timeout <bool> - Indicates whether the lock on a vehicle will be out of a certain period of time.
ai_vs_player_damage <int> - Sets the damage the gun does when AI hits you (this is defaulted to normal damage)? Return
max_recoil <string> - maximum return of weapons in any direction
attack <string> - The amount of kickback per shot. (should be less than the maximum)
decay <string> - The speed at which your weapon returns to its normal position after the shot. The lower the parameter, the faster the return to its original position.
maxx <string> - Maximum return on the X-axis (return up)
maxy <string> - Maximum return on the Y axis (recoil sideways)
randomness <string> - Accidental recoil in any direction (?)
angular_impulse <string> -?
back_impulse <string> - Visual feedback from the weapon (?)
impulse <string> - Recoil force
Scatter
min <string> - Minimum spread in all directions.
max <string> - The maximum spread in all directions.
attack <string> - The strength of the scatter per shot. (Must be less than the maximum)
decay <string> - The speed at which the spread decreases. The lower the parameter the faster. Is active if yours is spread over minimum.
speed_m <string> - The recoil force was received while driving.
rotation_m <string> - The recoil force obtained when the mouse is moved.
crouchScale <string> - Recoil force when the player squats
proneScale <string> - Recoil force when the player bends (Q and E)
Tracing
geometryFP <path> - Path to the object file of the first person tracer.
geometry <path> - Path to the object file of the third person tracer.
effectFP <path> - Path to the particle effect for the first person tracer.
effect <path> - Path to the third person particle effect for the tracer.
speed <int> - Speed at which you see the tracer fly in third person. (should be equal to the bullet's speed)
speedFP <int> - Speed at which you see the tracer. (should be equal to the bullet's speed)
frequency <int> - How often a new tracer appears per bullet. If 1, every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.
helper_fp <string> -? [cest73] a dummy in the geomtry - it's name is referenced here
helper_tp <string> -?
Rapid
</code> min_speed <string> -?
max_speed <string> -?
acceleration <string> -? [cest73] rate of fire
deceleration <string> -?
Hand-to-hand attack
helper <string> - Object used for collision detection when performing melee attack? [cest73] a dummy in the doll geometry
offset <string> -?
damage <string> - Default damage done by a melee hit.
impulse <string> - How much the player will be pushed back when performing a melee attack.
delay <string> - Time between pressing the Melee button and the damage happens.
duration <string> - Duration of the animation? / Duration of time the helper can collide with objects during animation? </code>
Actions
<action> <string> - Refers to an action listed elsewhere (near the top for all Crysis items) in the document that triggers an animation, sound, or anything else?
For example <param name = "reload_chamber_empty" value = "reload_tac" /> refers to the "reload_chamber_empty" action, which triggers an animation. I'm unsure what the value refers to.
Zoom
suffix <string> - Animation suffix. Example: "suffix name" _ "animation name", without quotes.
suffix_FC <string> - Animation suffix for the simple zoom. Example: Defined suffix is "FCZoom".
FCZoom_zoomin »is the animation for zooming with simple ironsights.
support_FC_IronSight <string> - Sets whether this zoommode is compatible with «Simple Ironsights»
blur_amount <string> - dof_mask multiplier?
dof_mask <string> - Path to the blur mask used for the depth of field (DoF) effect.
zoom_in_time <string> - Amount of time it takes to zoom in.
zoom_out_time <string> - Amount of time it takes to zoom out.
reflex_aimDot <bool> - Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?
reflex_dotEffect <path> - Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)
hbob_ratio <string> - Amount of Weapon movement according to the Player
movement while zooming in this zoommode. Low amount = strong movement.
scope_mode <bool> - Indicates whether this is a scope or an ironsight zoommode.
scope_nearFov <string> - Field of view (FoV) when zoomed in. (the lower the more zoomed)
scope_offset <xyz> - Scope offset from the player view. (in x, y, z)
zoomSway
maxX <string> - Maximum sway on the X (up and down) axis when zoomed in.
maxY <string> - Maximum sway on the Y (sideways) axis when zoomed in.
stabilizeTime <string> - Time taken (not in seconds, try "50") for sway to stabilize.
minScale <string> - Minimum amount of sway at any given time. Will override maxX / maxY settings.
strengthScale <string> - Amount the zoom sway is scaled when the player is in strength mode.
strengthScaleTime <string> -?
crouchScale <string> - Amount the zoom sway is scaled when the player is crouching.
proneScale <string> - Amount the zoom sway is scaled when the player is proned.
Scope
scope <string> -?
dark_in_time <string> -?
dark_out_time <string> -?
spreadMod
While the zoom mode is being used, the values in <spread> are multiplied by the matching values here. Eg: "attack_mod" matches with "attack".
recoilMod
While the zoom mode is being used, the values in <recoil> are multiplied by the matching values here. Eg: "attack_mod" matches with "attack".
Ammunition (bullets, missiles, grenades)
Note: bullets also mean missiles
Flags
clientonly <bool> - Indicates whether the ammo type is only hosted on the client or on the server.
ServerOnly <bool> -?
serverspawn <bool> - Indicates whether the bullet will spawn server-side?
predictspawn <bool> - Indicates whether the game will predict where the bullet will go (Only valid if ServerSpawn is set to true)
Whistling
sound <path> - the path to the sound file of the bullet that flies next to the head
speed <string> - speed of sound reproduction
Ricochet
sound <path> is the path to the bullet sound file that ricochet from the object
speed <string> - speed of sound reproduction
Physics
type <string> - "particle", "rigid", or "static"
Particle / Rigid:
mass <string> - Bullet weight in kg
speed <string> - The speed at which the bullet will fly. (m / s)
material <string> is the material applied to the pool.
single_contact <bool> - Indicates whether the bullet / rocket will explode on first contact.
max_logged_collisions <int> - Maximum amount of collisions before the projectile disappears / explodes. single_contact must be set to 0.
traceable <int> -?
spin <vector> -?
spin_random <vector> -?
no_roll <int> -?
no_spin <int> -?
on_path_alignment <int> -?
Particle:
radius <string> - Radius of the projectile, for collision purposes.
air_resistance <string> - How much the bullet will be slowed down by air friction, when in the air. (m / s 2 )
water_resistance <string> How much the bullet will be slowed down by water friction, when underwater. (m / s 2 )
gravity <string> - the force of gravity applied to the pool in flight. (m / s 2 )
water_gravity <string> - the force of gravity applied to the pool under water. (m / s 2 )
thrust <string> - Speed at which the bullet leaves the barrel. (m / s)
lift <string> - Amount of upward acceleration the projectile received. (m / s 2 )
min_bounce_speed <string> - Minimum speed the projectile must be traveling for the it to bounce off objects and terrain. (must have single_contact to 0, in m / s)
pierceability <string> - Indicates what surface materials the bullet can penetrate. (Need more info here)
Explosion
pressure <string> - Force of the explosion. (Newtons?)
min_radius <string> - Minimum radius of damage from explosion. (meters)
max_radius <string> - Minimum radius of damage from explosion. (meters)
hole_size <string> - the size of the explosion funnel when the deformation is included http://www.crymod.com/thread.php?threadid=39041&hilight=terdef
terrain_hole_size <string> - the size of the blast hole in the terrain when the deformation is included http://www.crymod.com/thread.php?threadid=39041&hilight=terdef
decal <path> - the path to the explosion decay that appeared during the explosion
effect <path> - standard explosion effect (particle)
effect_scale <string> - Amount of explosion effect will be scaled. (multiplier)
type <string> - Hit type definition for the bullet.
min_phys_radius <float> - Minimum radius for things to be effected by the explosion force. (meters)
max_phys_radius <float> - Maximum radius for things to be effected by the explosion force. (meters)
radialblurdist <float> - Radius in which players vision is blurred by the explosion. (meters)
Options
lifetime <string> - Time the bullet will stay alive, before disappearing / exploding for grenades and rockets,
after being fired.
showtime <string> - Time the actual geometry of the bullet / rocket will stay visible after being fired. bulletType <string> -?
cruise <bool> - If set, the projectile will attempt to cruise at an altitude before striking the target.
cruise_altitude <string> - (Causes crash) Altitude the projectile will attempt to cruise at if "cruise" is enabled. (meters)
align_altitude <string> - (Causes crash) Altitude the projectile must reach it points tword the target, should be less than "cruise_altitude". (meters)
descend_distance <string> - (Causes crash) Distance to the target when cruise will end and the projectile will head directly to the target. Should be less than both "cruise_altitude" and "align_altitude". (meters)
controlled <bool> - Indicated whether the projectile will seek the target or not.
turn_speed <string> - Maximum centripetal acceleration the projectile can achieve. (m / s 2
max_target_distance <string> - Maximum distance for the homing target. (meters)
lazyness <string> - Seems more sensitive than the turn speed. Lower values are not as lazy (?).
hitPoints <int> - Ammo hitpoints
noBulletHits <bool> - Shooting the ammo does not remove hit points
quietRemoval <bool> - Will not cause the ammo to explode when they time out
sleepTime <float> -?
aitype <string> - What the AI will treat the projectile as. "Grenade" or "rpg".
Track
effect <path> - Path to the effect of the trail of the rocket.
scale <string> - Amount the trail effect will be scaled.
sound <string> - The sound the projectile makes. Like a missile's thruster or a bullet's whizz.
effect_fp <string> - What effect will look like from the perspective of the shooter?
prime <bool> -?
trailUnderWater
effect <path> - Path to the effect of the bullet trail when the bullet is underwater.
scale <string> - Amount the above is scaled.
Transport
Physics
waterDensity <float> - Specific water density. Set high to make vehicle float.
waterResistance <float> - Precise water resistance. Set high to make vehicle stop quicker when it hits the water.
waterDamping <float> - Simplified water damping. Set high to stop.
MovementParams
StdWheeled
vMaxSteerMax <float> - Speed where steering angle is reduced by full kvSteerMax.
steerSpeed <float> - Turn speed for wheels at vMax.
steerSpeedMin <float> - Initial turn for wheels.
v0SteerMax <float> - Max steering angle for wheels.
kvSteerMax <float> - Steering angle gets reduced by this amount.
pedalLimitMax <float> - Additional pedal limitation at maximum steer.
rpmInterpSpeed <float> - Speed for RPM interpolation.
rpmRelaxSpeed <float> - Speed for RPM relaxing to idle.
rpmGearShiftSpeed <float> - Speed for RPM relaxing during gearshift.
Tank
pedalSpeed <float> - Speed for pedal value increasing.
pedalThreshold <float> - Minimum pedal necessary before it is applied.
steerLimit <float> - Optional limit for steering.
latFricMin <float> - Something about lateral (side-to-side) friction.
latFricMinSteer <float> - Something about lateral (side-to-side) friction.
latFricMax <float> - Something about lateral (side-to-side) friction.
latSlipMin <float> - Something about lateral (side-to-side) slipping.
latFricMax <float> - Something about lateral (side-to-side) slipping.
steeringImpulseMin <float> - Steer helper impulse at 0 speed.
steeringImpulseMax <float> - Steer helper impulse at max speed.
steeringImpulseMin <float> - Steer damping impulse at 0 speed.
steeringImpulseMax <float> - Steer damping impulse at max speed.
Wheeled
axleFriction <int> - Torque caused by internal friction in axle and gearbox, during driving.
axleFrictionMax <int> - Torque caused by internal friction in axle and gearbox, during idle.
brakeTorque <int> - Torque used when pedal is applied in reverse direction.
brakeImpulse <float> - Impulse applied when pedal is applied in reverse direction.
clutchSpeed <float> - Speed for clutch releasing.
damping <float> - Overall damping in physics, 0 or very small usually.
engineIdleRPM <int> - RPM when engine is idle.
engineMaxRPM <int> - Maximum engine RPM.
engineMinRPM <int> - Minimum engine RPM before engine stalls.
enginePower <int> - Engine power in kW.
engineShiftDownRPM <int> - Highest RPM where engine can shift down.
engineShiftUpRPM <int> - Smallest RPM where engine can shift up.
engineStartRPM <int> - RPM after engine started.
stabilizer <float> - Multiplier for suspension force when opposite susps have different lengths.
maxBrakingFriction <float> - Maximum friction during handbrakes.
rearWheelBrakingFrictionMult <float> - Multiplier applied to rear wheel friction when handbraking (lower values allow greater sliding).
maxSteer <float> - Maximum steering angle in radians.
maxSpeed <float> - Approximated maximum speed.
maxTimeStep <float> - Max timestep that the entity is allowed to make.
minEnergy <float> - Minimum energy before the entity can be put to sleep.
slipThreshold <float> - Ratio at which wheels are considered slipping.
suspDampingMin <float> - Suspension damping at zero speed.
suspDampingMax <float> - Suspension damping at max speed.
suspDampingMaxSpeed <float> - Max speed for suspending increase.
gearDirSwitchRPM <int> - Maximum wheel RPM at which gear can be changed.
dynFriction <float> - Multiplier for dynamic friction.
Helicopter
engineWarmupDelay - Time taken for engine to power up and controls to respond.
enginePowerMax <float> - Aribtary (?) scaling for the engine power.
rotationDamping <float> - Angular damping - should be large to simulate gyroscoping damping.
altitudeMax <float> - Maximum height.
rotorDiskTiltScale <float> - How much the rotor disc tilts with control inputs.
pitchResponsiveness <float> - Scaling to convert control input to pitch torque.
rollResponsiveness <float> - Scaling to convert control input to roll torque.
yawResponsiveness <float> - Scaling to convert control input to yaw torque.
maxYawRate <float> - Max yaw rate in radians / second (high level controller).
maxFwdSpeed <float> - Max forward speed in m / s.
maxLeftSpeed <float> - Max sideways (strafe) speed in m / s.
maxSpeed <float> - Approximated maximum speed.
maxUpSpeed <float> - Max ascent / descent rate.
basicSpeedFraction <float> - Multiplier for normal movement - sprinting is 1.
yawDecreaseWithSpeed <float> - Reduce the turning ability as we get faster
tiltPerVelDifference <float> - Require a tilt angle (radians) of this per m / s desired movement.
maxTiltAngle <float> - Maximum angle the high-level controller will try to tilt.
maxRollAngle <float> - Maximum roll angle possible for the player.
extraRollForTurn <float> - Fraction of the turn used to generate roll.
rollForTurnForce <float> - Force at which extraRollForTurn is applied.
yawPerRoll <float> - Fraction of the rolling to add to the yaw.
pitchActionPerTilt <float> - Control input per pitch change in radians.
pitchInputConst <float> - Player control input per yaw error.
powerInputConst <float> - Control input per altitude error.
powerInputDamping <float> - Damping for altitude control.
relaxForce <float> - Force which force back the roll into it's relax angle.
yawInputConst <float> - Control input per yaw error.
yawInputDamping <float> - Damping for yaw control.
maxPitchAngleMov <float> - Limits for pitching.
Vertical take off
engineWarmupDelay <float> -
engineIgnitionTime <float> -
enginePowerMax <float> -
rotationDamping <float> - Angular damping - should be large to simulate the gyroscopic damping
angleLift <float> - Angles which is automatically applied when the player changes the altitude
altitudeMax <float> - Maximum height
rotorDiskTiltScale <float> - How much the rotor disc tilts with control inputs
pitchResponsiveness <float> - Pitch responsiveness of the hugh-level controller
rollResponsiveness <float> - Scaling to convert control
yawResponsiveness <float> - Yaw responsiveness of the hugh-level controller
maxYawRate <float> - Max yaw rate in radians / second
maxFwdSpeed <float> - Max forward speed in m / s
maxLeftSpeed <float> - Max sideways (strafe) speed in m / s
maxSpeed <float> - Approximated maximum speed
maxUpSpeed <float> - Max ascent / descent rate
basicSpeedFraction <float> - Multiplier for normal movement - sprinting is 1
yawDecreaseWithSpeed <float> - Reduce the turning abililty as we get faster
tiltPerVelDifference <float> - Require a tilt angle (radians) of this per m / s desired movement
maxTiltAngle <float> - Maximum angle the high-level controller will try to tilt
extraRollForTurn <float> - Fraction of the turning used to generate roll
rollForTurnForce <float> - force at which extraRollForTurn is applied
yawPerRoll <float> - Fraction of the rolling to add to the yaw
pitchActionPerTilt <float> - Control input per pitch change in radians
powerInputConst <float> - Control input per altitude error
powerInputDamping <float> - Damping for altitude control
pitchInputConst <float> - Player Control input per yaw error
yawInputConst <float> - Player Control input per yaw error
yawInputDamping <float> - Player Damping for yaw control
horizFwdForce <float> - forward force when using the horizontal mode
horizLeftForce <float> - left force when using the horizontal mode
boostForce <float> - normalized value used to add the boost force
strafeForce <float> - normalized value used to add the strafe force
relaxForce <float> - force which force back the roll into it's relax angle
maxRollAngle <float> - Maximum roll angle possible for the player
impulseHelper <float> -
wingsSpeed <float> - The speed used to rotate the VTOL's wings
WingComponentLeft <float> -
WingComponentRight <float> -
maxPitchAngleMov <float> - Limits for pitching