Other

Description Value
Number of district instance threat levels below the player's that they are allowed to join 1
Number of district instance threat levels above the player's that they are allowed to join 4
Amount of open-world cash that makes a criminal suspicious, and thus always witnessable. 2500
Minimum rating to create auctions 15
How many suicides a player can have within the period specified by AutoKick_SuicidesPeriod before being kicked. 5
Time in seconds. If a player suicides a number of times specified in AutoKick_SuicidesLimit within this period then they will be kicked. 300
How many teamkills a player can have (within the specified period), before getting kicked 5
Time in seconds. If a player kills as many teammates (as specified in AutoKick_TeamKillsLimit) within this period (seconds), it will be kicked. 300
Minimum time between auto resupplies from field supplier and ammo carrier 1
The amount of time in seconds after closing the district map when ceremony messages will be displayed again 2
Missions will end this many seconds after the warning message is shown 60
Time in seconds a player is required to be idle before being excluded from spawn calculations 20
If players send more than this number of messages in ChatFloodIgnoreTimeSeconds, any additional messages will not be sent until the condition is no longer met. Set to 0 to disable. 3
If players send more than ChatFloodIgnoreNumMessages in this number of seconds, any additional messages will not be sent until the condition is no longer met. Set to 0 to disable. 2
If players send more than this number of messages in ChatFloodKickTimeSeconds, they will be kicked from the server. Set to 0 to disable. 18
If players send more than ChatFloodKickNumMessages in this number of seconds, they will be kicked from the server. Set to 0 to disable. 20
If a players sends more messages than ChatFloodIgnoreNumMessages in ChatFloodIgnoreTimeSeconds they will be unable to chat in any form for this number of seconds (For WorldServer remember to integrate across) 60
The maximum number of daily activities a player may undertake each day. 5
The distance driven before a gameplay event is fired 50000
Multiplier for environment damage 1
Global multiplier applied to all explosion damage a player takes 1
Maximum permitted rotation in degrees of the eye bone to prevent the eye rotating too far 10
Time in seconds between ticking eyelashes for a pawn. This may hide eyelashes depending on draw options. 1
Multiplier for explosive damage caused by friendly others 1
Multiplier for weapon damage caused by friendly others 1
The player may only create this many group waypoints in an interval of time equal to GroupWaypointSpamTime seconds. 3
The interval of time in seconds within which a player may only create GroupWaypointSpamAmount group waypoints. 10
The amout of Reward Tokens player gets if item is soldback, as a percentage of item's APB$ value. 0
The marksmanship FOV for a weapon is divided by this value to scale the mouse sensitivity 50
Minimum amount of total witnessing cash a player needs to become witnessable by enforcers 100
If a player is in a mission and flagged as AFK (by existing means) then the Sleepy-Head demerit will trigger after this many seconds. 30
The percentage of the Mission Reward you receive for losing a mission (unopposed multiplier might apply too) 0.6
The percentage of the Mission Reward that you can receive as a performance bonus as a non-Premium player. 1
The percentage of the Mission Reward that you can receive as a performance bonus as a Premium player. 2.3
The percentage of your Score that is rewarded as cash (a performance bonus) for non-Premium players. Any fractions are rounded up. 0.2
The percentage of you Score that is rewarded as cash (a performance bonus) for Premium players. Any fractions are rounded up. 0.5
The percentage of your Score that is rewarded as standing (a performance bonus). Any fractions are rounded up. 0.2
The percentage of the Mission Reward you receive for unopposed mission (lose multiplier might apply too) 0.2
Time in seconds between ticking the mobile radar tower for a vehicle. 1
Time in seconds a vehicle must be coasting before the muffler modification takes effect. 0.3
Tick time in seconds when Objective Hold Points will be awarded to each side if the current mission stage makes use of them 2
Distance in metres from an objective player must be to trigger gameplay event 75
Time in seconds between checking if player is near a mission objective (set to -1 to disable) 10
When an enemy player is no longer in line of sight, we still treat them as visible for this long (in seconds) 2
Distance in cm from a player where enemy players will always be treated as visible 2000
Time in seconds between ticking the point of interest, the HUD marker shown to friendly players when a modifier is active. 1
The premium upgrade popup will be displayed to free users after N number of missions 2
Seconds it takes to allow the player to skip the current activity 360
Maximum distance IN METERS from the player that triggered some activity/gameplayevent, to be considered for that activitymessage/gameplayevent, if it uses relevance 75
Maximum time for remote detonation in seconds 10
How assist damage translates to score. Score = Damage*ScoreAssistDamageMultiplier 0.1
Maximum score that can be awarded with an assist 85
The number of score events required in order to count a player as 'participating in a mission'. 3
Minimum amount of score required for a player to be considered 'participating' 1
Multiplicative for giving score based in item/objective hold points (NOTE: Needs to be an integer >=1) 1
Self-inflicted explosive damage multiplier 1
Self-inflicted weapon damage multiplier 1
Default number of minutes a silence can be applied for 60
Maximum number of minutes a silecne can be applied for (90 days) 129600
Minimum number of minutes a silence can be applied for 5
Time in seconds before the character list is considered to be slow, likely because of a server merge. 20
When a projectile detonates which was fired from a weapon equipped with the SpotOnDetonate mod, targetable players within this distance (in cm) of the projectile will be spotted. 6000
When a projectile detonates which was fired from a weapon equipped with the SpotOnDetonate mod, players will be spotted for this duration (in seconds). 6
Duration in seconds of the spotter modification 15
To prevent a player from car surfing, this value is multiplied by the vehicles velocity and subtracted from the player's velocity. 0.8
The minimum size of task items that you cannot stand on top of 100
By how much collision damage should be multiplied 3
The lifespan of a destroyed task item pickup that has a destroyed damage state. Minimum: 1 second 10
The minimum amount of damage a collision needs to do before it's actually done 10
Minimum time in seconds between team kicks 120
Min time in secs between leadership requests (per team) 120
Time out in secs for the question UI when displayed on screen (client side) 20
Time out in secs for the referendum as a whole (server side) 30
The number of objectives that the player must personally complete on a mission. 3
The grenade cook time required for tutorial completion 2
The amount of score to trigger the event for 'Obtain more than X medals on a mission' 5
The amount of score to trigger the event for 'Win a mission with score greater than X' 1000
Alpha amount when UI is faded for inactivity 0.0
Time, in seconds, that it takes for the the UI back in after inactivity. 0.5
Time, in seconds, that it takes for the UI to fade out for inactivity. 3.5
The amount of time in seconds on the timer that shows when a player is too high and not in a safe height volume 10
Global multiplier applied to all weapon damage a vehicle takes 1
Multiplier applied to all threshold values in the VehicleDamageLevel and VehicleDamageVFX tables 1
Global multiplier applied to all collision damage a vehicle takes 1
The maximum accuracy modifier allowed while in marksmanship mode 1
The minimum accuracy modifier allowed while in marksmanship mode 0.0
The maximum accuracy modifier allowed for weapons 10
The minimum accuracy modifier allowed for weapons 0.0
Multiplicative modifier for the cone of accuracy of raycast weapons 1
Time between Resupply_Fail_PickedUpWeapon messages 30
Interval between weapon ping updates 0.5
If we fail to fire, amount of time before we do a single retry 0.1