Ready or Not

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Shaitnna

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Shaitnna

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Make RON Great Again :)

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Drop the file to X:STEAM\steamapps\common\Ready or Not\ReadyOrNot\Content\Paks



Battlefield or Not Gameplay Mod V1.14

(1) New Weapons: URGI-LL BCM-LL G19-LL and MK18-LL
(2)New Long Tactical Weapon: TAC700 50 rounds or S590 ASSAULT BUCKSHOT
(3)URGI-LL BCM-LL G19 Non-lethal 、MK18 Non-lethal use BB ammo. 
(4)TASER7:  Starting Cartridges 10
(5)Enhanced pepprball damage
(6)TCR:  Add auto firemode, 41 rounds 
(7)Enhanced BEANBAGSHOTGUN,12ga 8 pellets. More spread when hip fire.

    now the non-lethal buckshot used in the beanbag shotgun has 8 pellets in one round, each of which will cause the target to stun, and the hip-fire has a larger AOE effect, which is convenient to shoot the target at a distance, and the ADS will reduce the spread. Added muzzle accessories. (spread is easier to hit the target, and it is also easier to hit the target head, causing the target to die)   Poor English.........
(9)Fixed a BUG where there were no bullet models in theshotgun
  (10) Add 9 banger
(11)Modified weapon holding posture
(12)Added slots for tactical vests
(13)Fixed the position of some submachine gun optical scopes (Some SMG)
(14)Fixed the size of suppressor on some weapons (HK416 BCMMK1 SR16 SMG)
(15)Fixed the location of some MWAL (MCX MCX-LVAW MP7 MP9 TCR )



AI MOD
[Global]
ASTimeBetweenTargetingCivilians = 10.0 ; Time Between targeting civilians in Active Shooter (After killing the first civilian)
ASTimeBeforeTargetingFirstCivilian = 3.0 ; Time Before targeting first civilian in Active Shooter
ASAnnounceKillVoiceLineInterval = 5.0 ; How often (in seconds) should the active shooter and their targeting civilian to play a announcing their kill
ASTimeDelayUntilKill = (X=10.0,Y=15.0) ; Random time delay is chosen between X and Y for the active shooter to wait until they kill their victim
BombTimer = 300 ; Time Until Bomb Threat Explodes
BTMaxBombs = 2 ; Max Bombs in Bomb Threat
BTMaxDistanceFromSelectedBombs = 2500.0 ; Max Distance that AI can spawn from each bomb that is selected in Bomb Threat
HRMaxDistanceFromSelectedSpawner = 4000.0 ; Max Distance that AI can spawn from the first selecte spawn point in Hostage Rescue
HRMaxRoamers = 5 ; Max Roamers (AI that can go anywhere) in Hostage Rescue Only
MaxWorldBuildingActivities = 3 ; The max amount of AI that can perform world building activities at once. 0 = Unlimited
SuspectHealth = 160.0
SwatHealth = 250.0
CivilianHealth = 100.0
UnalertedSightRange = 3000 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer)
SuspiciousSightRange = 5000 ; Suspicious Sight Range (Unalerted = Has heard noises but hasn't spotted a swat officer)
AlertedSightRange = 7000 ; Alerted Sight Range
SightDetectionAccuracy = 1.0 ; How accurate can the AI sight detect the players extremities (limbs). 1.0 = Fully accurate, can see hands/legs/feet more easily. 0.0 = Regular accuracy, can not see the players limbs, only the torso
DamageCap = 70.0
SuspectSightStimulusReactionTime = 0.3
SuspectSoundStimulusReactionTime = 0.1
SuspectDamageStimulusReactionTime = 0.025
SuspectAlertReactionTimeMultiplier = 0.5 ; A multiplier value from 0.0 to 1.0. A value of 0.5 means reaction time of any stimulus will be halved when in the alerted state (reacting 50% faster than the base stimulus reaction time)
SuspectSuspiciousReactionTimeMultiplier = 0.6
SuspectSightReactionTimeIncreasePerTwentyMeters = 0.1
CivilianSightStimulusReactionTime = 0.25
CivilianSoundStimulusReactionTime = 0.1
CivilianDamageStimulusReactionTime = 0.025
SwatSightStimulusReactionTime = 0.1
SwatSoundStimulusReactionTime = 0.2
SwatDamageStimulusReactionTime = 0.0
SwatSightReactionTimeIncreasePerTwentyMeters = 0.1
CivilianAlertReactionTimeMultiplier = 0.67 ; A multiplier value from 0.0 to 1.0. A value of 0.5 means reaction time of any stimulus will be halved when in the alerted state (reacting 50% faster than the base stimulus reaction time)
ChanceToSurrenderWithItem = 0.1
ChanceToMisfireGunWhenStartled = 0.1
MaxCivilians = 10
MinCivilians = 5
MaxSuspects = 15
MinSuspects = 10
MaxRoamers = 3
MaxMeleeSuspects = 1 ; Max amount of melee suspects that will spawn in the level
MaxExplosiveVestCivilians = 3
MinExplosiveVestCivilians = 1
MaxExplosiveVestSuspects = 1
MinExplosiveVestSuspects = 0
SuspectDefaultFireRate = 0.09 ; Default Fire Rate if we don't find it in the weapon look up
SuspectRifleFireRate = 0.09
SuspectRifleFireRateDeviation = (X=0.05,Y=0.15)
SuspectSMGFireRate = 0.08
SuspectSMGFireRateDeviation = (X=0.0,Y=0.1)
SuspectLMGFireRate = 0.11
SuspectLMGFireRateDeviation = (X=0.05,Y=0.1)
SuspectPistolFireRate = 0.2
SuspectPistolFireRateDeviation = (X=0.0,Y=0.5)
SuspectShotgunFireRate = 1.0
SuspectShotgunFireRateDeviation = (X=0.0,Y=0.5)
SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
SuspectExplosiveVestAccuracy = 5.0 ; Suspect explosive vest accuracy modifier, higher values are more inaccurate when using explosive vests
SuspectAccuracyLostPerTenMetersToTarget = 0.75 ; Value of 1.0 will lose 1 degree of accuracy every 10m (which is a lot).. don't tune this higher than ~0.1.
SuspectAccuracyLostPerMeterSecond = 0.5 ; how much speed the AI will lose per meter second of movement speed (avg speed when shooing is around ~2.3 M/S)
SuspectCoverEvaluationCooldown = 5.0 ; How long between cover evaluations in Seconds
SuspectTrackLastKnownPositionTime = 90.0 ; How long too watch and monitor the targets last known position after losing sight of them
SuspectTimeWithWeaponUpBeforeFiring = 0.5 ; How long we must have our weapon up before firing
SuspectRequiredTimeSpentOnTarget = 0.1 ; How long we must be targetting an enemy (after sight stimulus) before we can shoot (ie if we change targets we must target them for 0.5 seconds again before we can shoot even if we're already aiming at them)
SuspectKnifeFakeForwardChance = 0.3; Chance to fake when player gets closing and is facing us (with knife)
SuspectStartingStress = 0.0 ; raise this to have a more tense game from the beginning, lower it to only have the suspects react harsher with gunshots etc
StressUntilWeaponRaise = 0.35 ; when current stress levels reach this value and above, AI will become "alerted" with their weapon raised
SuspectMinMorale = 0.5 ; A value from 0.0 to 1.0
SuspectMaxMorale = 0.9 ; A value from 0.0 to 1.0
CivilianMinMorale = 0.3 ; A value from 0.0 to 1.0
CivilianMaxMorale = 0.75 ; A value from 0.0 to 1.0
SuspectMoraleMediumReload = 0.5 ; If morale goes below this use the medium reload speed
SuspectMoraleLowReload = 0.3 ; If morale goes below this use te slow reload speed
SuspectStartleAtSightOfEnemyChance = 0.5
FireWeaponMorale.Gain = 0.005 ; Amount of morale gained per shot of firing a weapon
FireWeaponMorale.Damage = 0.001
FireWeaponMorale.DamageInnerRadius = 800.0
FireWeaponMorale.DamageOuterRadius = 2000.0
FireWeaponMorale.DamageFalloffCurve = Linear ; Options = Linear, EaseIn/Out/InOut, ExpoIn/Out/InOut, CircularIn/Out/InOut
MaximumDoorBreachesImpactingMorale = 3
RepeatBreachDamageFactor = 0.25
KickDoorMorale.Damage = 0.05
KickDoorMorale.SuccessMultiplier = 2.0
KickDoorMorale.DamageInnerRadius = 300.0
KickDoorMorale.DamageOuterRadius = 700.0
KickDoorMorale.DamageFalloffCurve = Linear
AIKilledMorale.Damage = 0.2
AIKilledMorale.DamageInnerRadius = 1000.0
AIKilledMorale.DamageOuterRadius = 2000.0
AIKilledMorale.DamageFalloffCurve = Linear
GrenadeDetonateMorale.Damage = 0.25
GrenadeDetonateMorale.DamageInnerRadius = 400.0
GrenadeDetonateMorale.DamageOuterRadius = 1100.0
GrenadeDetonateMorale.DamageFalloffCurve = Linear
C2DetonateMorale.Damage = 0.5
C2DetonateMorale.DamageInnerRadius = 500.0
C2DetonateMorale.DamageOuterRadius = 1000.0
C2DetonateMorale.DamageFalloffCurve = CircularOut
BreachingShotgunMorale.Damage = 0.3
BreachingShotgunMorale.DamageInnerRadius = 400.0
BreachingShotgunMorale.DamageOuterRadius = 1000.0
BreachingShotgunMorale.DamageFalloffCurve = CircularOut
BatteringRamMorale.Damage = 0.2
BatteringRamMorale.DamageInnerRadius = 500.0
BatteringRamMorale.DamageOuterRadius = 1250.0
BatteringRamMorale.DamageFalloffCurve = CircularOut
SuspectNonCompliantMorale.Gain = 0.1
CivilianNonCompliantMorale.Gain = 0.025
SuspectFriendlySpottedMorale.Gain = 0.05
BeanbagShotgunMorale.Damage = 0.15
PepperballMorale.Damage = 0.07
PeppersprayMorale.Damage = 0.075 ; Amount of morale lost per second of spraying
TaserMorale.Damage = 0.75
BashMorale.Damage = 0.5
SuppressionMorale.Damage = 0.035
AIStunDuration = 7.0 ; How long the AI is stunned for (in seconds)
BeanbagStunDuration = 3.0 ; How long the AI is stunned for by beanbags (In seconds)
StunHealth = 100 ; Stun Damage ; must do X *damage* until they are stunned
GrenadeStunDamage = 100
BeanbagShotgunStunDamage = 100
PepperballStunDamage = 35
RubberballStunDamage = 100
TaserStunDamage = 100
NineBangerAccuracyPenalty = 0.05 ; Accuracy penalty percentage applied per ninebanger bang, up to 4x
PepperSprayAccuracyPenalty = 11.0
PepperSprayAccuracyPenaltyRecovery = 3.0
AccuracyPenaltyRecovery = 0.02 ; Accuracy penalty percentage recovery per second
MinFlees = 1 ; Flee Settings
MaxFlees = 2
MaxTraps = 5 ; Max traps that should exist in a level, pre-placed and suspect-placed included
MaxTrapsPrePlaced = 2 ; Max amount of traps pre-placed before game start
MaxTrapsPlaceable = 3 ; Max amount of traps suspects can place in total
MaxTrapsSuspectCanPlace = 1 ; Max amount of traps a single suspect can place during gameplay
PrePlaceTrapsNearAISpawns = 0 ; Should pre-placed traps spawn closer to AI spawns, 0 or 1
PrePlaceTrapsNearAISpawnChance = 0.5 ; When spawning near AI, chance for given door to get a trap for randomness. 0.0-1.0
TrapType = Explosive, Flashbang, Alarm ; What trap types are allowed
MaxLockedDoorsPercentage = 0.25 ; Percentage of locked doors in the level (0.225 = 22.5%)
MaxOpenDoorsPercentage = 0.075 ; Percentage of open doors in the level (0.075 = 7.5%)
MaxKeycards = 2 ; Maximum number of keycards allowed to spawn
HesitationTimeArmed = 5.0
HesitationTimeUnarmed = 5.0
HesitationChanceArmed = 0.3
SuspectChanceToSpawnWithNoWeapon = 0.15 ; If suspect has no weapon then weapon will be drawn after fleeing and breaking LOS or by fake surrendering
TimeToFireAtDoorAfterKick = (X=1.0,Y=2.0) ; How long to target a door after we're aware of the door being kicked. X = Min, Y = Max
SuspectGlobalPushCooldown = (x=4.0,Y=8.0) ; How long to cooldown all push combat moves when initiated
SuspectGlobalFlankCooldown = (x=3.0,Y=10.0) ; How long to cooldown all flank combat moves when initiated
SuspectGlobalInvestigationCooldown = (x=5.0,Y=7.0) ; How long to cooldown all investigations when initiated
HostageTakeAccuracyNerf = 6.0
SwatAccuracy = 0.4
SWATRequiredTimeSpentOnTarget = 0.05
SwatAccuracyLostPerTenMetersToTarget = 0.25
SwatAccuracyLostPerMeterSecond = 0.1
SwatTimeWithWeaponUpBeforeFiring = 0.1 ; A value in seconds
SwatTrackLastKnownPositionTime = 5.0
SwatRifleFireRate = 0.1
SwatRifleFireRateDeviation = (X=-0.05,Y=0.1)
SwatSMGFireRate = 0.05
SwatSMGFireRateDeviation = (X=0.0,Y=0.1)
SwatPistolFireRate = 0.2
SwatPistolFireRateDeviation = (X=0.0,Y=1.0)
SwatShotgunFireRate = 0.5
SwatShotgunFireRateDeviation = (X=0.1,Y=0.5)
SwatLessLethalFireRate = 1.0
SwatLessLethalFireRateDeviation = (X=0.0,Y=0.5)
SwatRifleSemiFireRateMultiplierStart = 1.5;
SwatSMGSemiFireRateMultiplierStart = 1.5;
SwatLMGSemiFireRateMultiplierStart = 1.5;
SwatLessLethalSemiFireRateMultiplierStart = 1.5;
SwatDefaultSemiFireRateMultiplierStart = 1.5;
SwatRifleSemiFireRateMultiplierEnd = 5;
SwatSMGSemiFireRateMultiplierEnd = 5;
SwatLMGSemiFireRateMultiplierEnd = 5;
SwatLessLethalSemiFireRateMultiplierEnd = 5;
SwatDefaultSemiFireRateMultiplierEnd = 5;
SwatSemiAutoDistanceStart = 1000; Distance SWAT should start to transition to full auto.
SwatSemiAutoDistanceEnd = 5000; Distance that SWAT should be shooting the slowest as, beyond this point it will not slow down more.
SwatSemiAutoDeviationMultiplier = 5;
CoverSearchExtent = 2000.0 ; The extent of the cover search area (how far to look for cover)
CoverSearchExclusionRadiusAroundInstigator = 1000.0 ; Exclude all cover points found within the instigator's range
CoverLandmarkSearchExtent = 1000.0 ; The extent of the cover search area (how far to look for cover landmarks)
BoneTargetZones = "spine_2, spine_1" ; Zone 2
BoneTargetZones = "head, spine_3" ; Zone 3
BoneRetargetingRate = 0.5 ; The amount of time in seconds until retargeting to another bone in the current zone
EngagementTimeUntilReachedLastBoneZone = 1.5 ; The amount of time in seconds it takes to reach the last bone target zone while engaging on an enemy
FlashlightPerceptionRange = 1500.0 ; Distance in centimeters. Max range to perceive flashlights. If flashlight goes beyond the specified range, forget the flashlight. Default 20m
FlashlightSeenReactionTime = 0.25 ; The amount of time in seconds until reacting to the percieved flashlight. Default 0.25 seconds = Average human reaction time
FlashlightForgetTime = 0.75 ; The amount of time in seconds to forget the flashlight after not seeing it. Default 0.5 seconds
GrenadePerceptionRange = 1500 ; Distance in centimeters. Default 15m
GrenadeSeenReactionTime = 60.0 ; The amount of time in seconds until reacting to seeing a thrown grenade. Default 0.25 seconds = Average human reaction time
GrenadeHeardReactionTime = 60.0 ; The amount of time in seconds until reacting to hearing a thrown grenade hit. Default 0.25 seconds = Average human reaction time
GrenadeDetonateReactionTime = 0.25 ; The amount of time in seconds until reacting to a grenade detonation. Default 0.25 seconds = Average human reaction time
GrenadeForgetTime = 1.0 ; The amount of time in seconds till we forget the grenade after not sensing it anymore. Default 0.5 seconds
GeneralExplosionReactionTime = 0.15 ; The amount of time in seconds until reacting to an explosion of any kind (excluding grenade detonations). Default 0.25 seconds = Average human reaction time
GunShotHearingRange = 2000.0 ; Distance in centimeters. Default 20m
GunShotReactionTime = 0.07
GunShotForgetTime = 30.0
SuicideChance = 0.1
PlayDeadChance = 0.15
CoverLandmarkExitChanceOnYell = 0.5
PerpetualCoverFireTime = 60.0
DoorKickHearingRange = 1000.0
ChanceToFakeSurrenderWhenOrderedToTurnAround = 0.25 ; a small chance to perform a fake surrender when told to turn around for an arrest
ChanceToPlayVoicelineWhenHeardSwat = 0.7
SuppressedGunshotStress = 0.05
GunshotStress = 0.1
DamageStress = 0.5
NoEquippedWeaponStress = 1.0 ; only applies when tracking a target, this value gets multiplied by the delta time
PlayerADSStress = 0.15 ; this value gets multiplied by the delta time
DoorKickStress = 0.1
FriendlyKilledStress = 0.25
StunStress = 0.1
UseSpawnGroups = false
[Lobby_V2]
MaxMorale = 1.0
CivilianMaxMorale = 0.25
CivilianMinMorale = 1.0
[ron_wb_combat_01a_BarricadedSuspects]
SuspectMinMorale = 0.7
SuspectStartingStress = 1.0
[RoN_Gas_BarricadedSuspects_Core]
SuspectHealth = 180.0
MaxCivilians = 7
MinCivilians = 5
MaxSuspects = 10
MinSuspects = 5
SuspectMinMorale = 0.4
MaxMorale = 0.8
HesitationChanceArmed = 0.20
SuspectStartingStress = 0.0
ChanceToMisfireGunWhenStartled = 0.05
StressUntilWeaponRaise = 0.6
FriendlyKilledStress = 0.6
[RoN_Streamer_BarricadedSuspects_Core]
MaxCivilians = 5
MinCivilians = 3
MaxSuspects = 15
MinSuspects = 7
MaxCivilians_Group1 = 5
MinCivilians_Group1 = 3
MaxSuspects_Group2 = 3
MinSuspects_Group2 = 0
MaxSuspects_Group3 = 4
MinSuspects_Group3 = 1
MaxSuspects_Group4 = 2
MinSuspects_Group4 = 0
MaxSuspects_Group5 = 4
MinSuspects_Group5 = 2
SuspectMinMorale = 0.6
AIKilledMorale.Damage = -0.5
GrenadeDetonateMorale.Damage = -0.5
SuspectChanceToSpawnWithNoWeapon = 0.0
MaxTraps = 0
MaxTrapsPrePlaced = 0
MaxTrapsPlaceable = 0
MaxTrapsSuspectCanPlace = 0
MaxOpenDoorsPercentage = 0.5 ; Percentage of open doors in the level (0.075 = 7.5%)
StressUntilWeaponRaise = 1.2
FriendlyKilledStress = 0.6
[RoN_Meth_BarricadedSuspects_Core]
UnalertedSightRange = 3000
SuspiciousSightRange = 4000
AlertedSightRange = 5000
MaxCivilians = 7
MinCivilians = 5
MaxSuspects=20
MinSuspects=15
UseSpawnGroups = true
MaxCivilians_Group0 = 3
MinCivilians_Group0 = 1
MaxCivilians_Group1 = 3
MinCivilians_Group1 = 1
MaxCivilians_Group2 = 3
MinCivilians_Group2 = 2
MaxSuspects_Group0 = 4
MinSuspects_Group0 = 1
MaxSuspects_Group1 = 4
MinSuspects_Group1 = 1
MaxSuspects_Group2 = 7
MinSuspects_Group2 = 4
MaxSuspects_Group3 = 3
MinSuspects_Group3 = 2
MaxSuspects_Group4 = 3
MinSuspects_Group4 = 1
MaxTraps = 0
MaxTrapsPrePlaced = 0
MaxTrapsPlaceable = 0
UnalertedSightRange = 1750
CoverSearchExtent = 850.0
BoneTargetZones = "upperarm_RI, upperarm_LE, thigh_LE, thigh_RI" ; Zone 1
BoneTargetZones = "spine_2, spine_1" ; Zone 2
BoneTargetZones = "head, spine_3" ; Zone 3
EngagementTimeUntilReachedLastBoneZone = 3.0
SuspectChanceToSpawnWithNoWeapon = 0.2
ChanceToMisfireGunWhenStartled = 0.01
StressUntilWeaponRaise = 1.75
FriendlyKilledStress = 0.35
[Ron_Agency_BarricadedSuspects_Core]
MaxCivilians = 10
MinCivilians = 5
MaxSuspects = 8
MinSuspects = 7
UseSpawnGroups = true
MaxSuspects_Group0 = 5
MinSuspects_Group0 = 1
MaxSuspects_Group1 = 2
MinSuspects_Group1 = 1
MaxSuspects_Group2 = 3
MinSuspects_Group2 = 1
MaxSuspects_Group3 = 2
MinSuspects_Group3 = 1
MaxCivilians_Group4 = 10
MinCivilians_Group4 = 1
MaxSuspects_Group5 = 10
MinSuspects_Group5 = 1
MaxCivilians_Group6 = 5
MinCivilians_Group6 = 1
StressUntilWeaponRaise = 1.5
FriendlyKilledStress = 0.75
SuspectAccuracy = 1.5
EngagementTimeUntilReachedLastBoneZone = 1.5
MaxTrapsPrePlaced = 0
CoverSearchExtent = 2000.0
CoverSearchExclusionRadiusAroundInstigator = 1250.0
[Ron_Agency2_BarricadedSuspects_Core]
MaxCivilians = 10
MinCivilians = 5
MaxSuspects = 4
MinSuspects = 4
UseSpawnGroups = true
MaxCivilians_Group0 = 10
MinCivilians_Group0 = 5
MaxSuspects_Group1 = 2
MinSuspects_Group1 = 2
MaxSuspects_Group2 = 2
MinSuspects_Group2 = 0
SuspectAlertReactionTimeMultiplier = 0.5
SuspectHealth = 160.0
SuspectAccuracy = 1.5
GrenadeDetonateMorale.Damage = -0.4
BeanbagShotgunMorale.Damage = -0.5
PepperballMorale.Damage = -0.1
MaxTrapsPrePlaced = 0
CoverSearchExtent = 2000.0
CoverSearchExclusionRadiusAroundInstigator = 1250.0
HesitationChanceArmed = 0.25
SuspectSightStimulusReactionTime = 0.2
[RoN_Ridgeline_BarricadedSuspects_Core]
UnalertedSightRange = 3000
SuspiciousSightRange = 4000
AlertedSightRange = 5000
MaxSuspects = 4
MinSuspects = 2
UseSpawnGroups = true
MaxSuspects_Group0 = 4
MinSuspects_Group0 = 0
MaxSuspects_Group1 = 3
MinSuspects_Group1 = 0
MaxSuspects_Group2 = 1
MinSuspects_Group2 = 1
SuspectHealth = 250.0
SuspectAccuracy = 1.0
BoneRetargetingRate = 0.2
EngagementTimeUntilReachedLastBoneZone = 0.8
SuspectStartingStress = 0.85
SuspectMoraleMediumReload = 0.2 ;If morale goes below this use the medium reload speed
SuspectMoraleLowReload = 0.1 ;If morale goes below this use te slow reload speed
SuspectMinMorale = 0.75 ; A value from 0.0 to 1.0
MaxMorale = 1.0 ; A value from 0.0 to 1.0
KickDoorMorale.Damage = 0.1
AIKilledMorale.Damage = 0.5
GrenadeDetonateMorale.Damage = -0.25
BeanbagShotgunMorale.Damage = -0.15
PepperballMorale.Damage = -0.05
PeppersprayMorale.Damage = -0.125 ; Amount of morale lost per second of spraying
TaserMorale.Damage = -1.0
BashMorale.Damage = -0.5
C2DetonateMorale.Damage = -0.3
FireWeaponMorale.Gain = 0.1 ; Amount of morale gained per shot of firing a weapon
StunHealth = 200 ; Stun Damage ; must do X *damage* until they are stunned
GrenadeStunDamage = 100
BeanbagShotgunStunDamage = 100
PepperballStunDamage = 25
TaserStunDamage = 100
MinFlees = 1 ; Flee Settings
MaxFlees = 4
MaxLockedDoorsPercentage = 0.15 ; Percentage of locked doors in the level (0.225 = 22.5%)
MaxOpenDoorsPercentage = 0.1 ; Percentage of open doors in the level (0.075 = 7.5%)
SuppressionMorale.Damage = 0.0
[RoN_Penthouse_BarricadedSuspects_Core]
UnalertedSightRange = 3000
SuspiciousSightRange = 4000
AlertedSightRange = 5000
MaxCivilians = 5
MinCivilians = 3
MaxSuspects = 15
MinSuspects = 10
MaxTraps = 4
MinTrapsPrePlaced = 2
MaxTrapsPrePlaced = 4
MaxTrapsPlaceable = 0
MaxTrapsSuspectCanPlace = 0
TrapType = Explosive
SuspectHealth = 200.0
CivilianHealth = 60.0
UseSpawnGroups = true
MaxSuspects_Group0 = 15
MinSuspects_Group0 = 1
MaxSuspects_Group1 = 7
MinSuspects_Group1 = 1
MaxCivilians_Group2 = 5
MinCivilians_Group2 = 3
SuspectAccuracy = 1.3
SuspectMinMorale = 0.8
[RoN_DataCenter_BarricadedSuspects_Core]
MaxCivilians = 10
MinCivilians = 5
MaxSuspects = 15
MinSuspects = 10
SuspectMinMorale = 0.6
AIKilledMorale.Damage = -0.5
GrenadeDetonateMorale.Damage = -0.5
SuspectChanceToSpawnWithNoWeapon = 0.0
SuspectAccuracy = 1.5
SuspectAccuracyLostPerTenMetersToTarget = 0.5
StressUntilWeaponRaise = 1.5
FriendlyKilledStress = 0.35
[Ron_Beachfront_BarricadedSuspects_Core]
MaxSuspects = 3
MinSuspects = 1
MaxExplosiveVestCivilians = 0
MinExplosiveVestCivilians = 0
MaxExplosiveVestSuspects = 0
MinExplosiveVestSuspects = 0
SuspectAlertReactionTimeMultiplier = 0.7
SuspectHealth = 160.0
GrenadeDetonateMorale.Damage = -0.4
BeanbagShotgunMorale.Damage = -0.5
PepperballMorale.Damage = -0.1
MaxTrapsPrePlaced = 0
SuspectChanceToSpawnWithNoWeapon = 0.0
MaxOpenDoorsPercentage = 0.5 ; Percentage of open doors in the level (0.075 = 7.5%)
[RoN_Importer_BarricadedSuspects_Core]
SuspectHealth = 160.0
MaxCivilians = 12
MinCivilians = 7
MaxSuspects = 20
MinSuspects = 15
UseSpawnGroups = true
MaxCivilians_Group1 = 7
MinCivilians_Group1 = 1
MaxCivilians_Group2 = 3
MinCivilians_Group2 = 1
MaxCivilians_Group3 = 3
MinCivilians_Group3 = 1
MaxCivilians_Group4 = 5
MinCivilians_Group4 = 3
MaxSuspects_Group5 = 11
MinSuspects_Group5 = 5
MaxSuspects_Group6 = 4
MinSuspects_Group6 = 1
MaxSuspects_Group8 = 5
MinSuspects_Group8 = 1
MaxSuspects_Group9 = 3
MinSuspects_Group9 = 1
MaxSuspects_Group10 = 2
MinSuspects_Group10 = 1
StressUntilWeaponRaise = 1.5
FriendlyKilledStress = 0.5
[RoN_Valley_BarricadedSuspects_Core]
MaxCivilians = 10
MinCivilians = 5
MaxSuspects = 15
MinSuspects = 10
MaxCivilians_Group1 = 2
MinCivilians_Group1 = 1
MaxCivilians_Group2 = 3
MinCivilians_Group2 = 2
MaxCivilians_Group3 = 2
MinCivilians_Group3 = 1
MaxCivilians_Group4 = 1
MinCivilians_Group4 = 1
MaxCivilians_Group5 = 3
MinCivilians_Group5 = 2
MaxCivilians_Group6 = 5
MinCivilians_Group6 = 2
MaxCivilians_Group7 = 1
MinCivilians_Group7 = 1
MaxSuspects_Group8 = 7
MinSuspects_Group8 = 1
MaxSuspects_Group9 = 5
MinSuspects_Group9 = 1
MaxSuspects_Group10 = 6
MinSuspects_Group10 = 1
MaxSuspects_Group11 = 5
MinSuspects_Group11 = 1
MaxSuspects_Group12 = 4
MinSuspects_Group12 = 1
MaxSuspects_Group13 = 2
MinSuspects_Group13 = 1
SuspectAccuracy = 1.5
SuspectMinMorale = 0.5
MaxTraps = 0
SuspectAlertReactionTimeMultiplier = 0.5
EngagementTimeUntilReachedLastBoneZone = 1.5
BoneTargetZones = "upperarm_RI, upperarm_LE" ; Zone 1
BoneTargetZones = "spine_2, spine_1" ; Zone 2
BoneTargetZones = "head, spine_3" ; Zone 3
SuspectChanceToSpawnWithNoWeapon = 0.0
StressUntilWeaponRaise = 1.5
FriendlyKilledStress = 0.5
[RoN_Campus_BarricadedSuspects_Core]
BombTimer = 1200
MaxBombs = 3
MinBombs = 2
SuspectHealth = 200.0
MaxCivilians = 15
MinCivilians = 10
MaxSuspects = 15
MinSuspects = 10
MinExplosiveVestCivilians = 0
MaxExplosiveVestCivilians = 0
MinExplosiveVestSuspects = 1
MaxExplosiveVestSuspects = 1
UseSpawnGroups = true
MaxCivilians_Group0 = 20
MinCivilians_Group0 = 5
MaxSuspects_Group1 = 4
MinSuspects_Group1 = 1
MaxSuspects_Group2 = 3
MinSuspects_Group2 = 1
MaxSuspects_Group3 = 2
MinSuspects_Group3 = 1
SuspectStartingStress = 1
StressUntilWeaponRaise = 0.0
ASTimeBeforeTargetingFirstCivilian = 180
ASTimeBetweenTargetingCivilians = 30
ASAnnounceKillVoiceLineInterval = 5.0
ASTimeDelayUntilKill = (X=10.0,Y=20.0)
CoverSearchExtent = 3000
MaxFlees = 2
MaxOpenDoorsPercentage = 0.075
MaxLockedDoorsPercentage = 0.1
[RoN_Coyote_BarricadedSuspects_Core]
UnalertedSightRange = 2500
SuspiciousSightRange = 3500
AlertedSightRange = 5000
MaxCivilians = 7
MinCivilians = 5
MaxSuspects = 20
MinSuspects = 15
UseSpawnGroups = true
MaxCivilians_Group2 = 10
MinCivilians_Group2 = 3
MaxSuspects_Group0 = 15
MinSuspects_Group0 = 1
MaxSuspects_Group1 = 10
MinSuspects_Group1 = 2
MaxSuspects_Group3 = 5
MinSuspects_Group3 = 2
SuspectMinMorale = 0.6
AIKilledMorale.Damage = -0.5
GrenadeDetonateMorale.Damage = -0.5
SuspectChanceToSpawnWithNoWeapon = 0.0
EngagementTimeUntilReachedLastBoneZone = 2 ; The amount of time in seconds it takes to reach the last bone target zone while engaging on an enemy
StressUntilWeaponRaise = 1.0
FriendlyKilledStress = 0.4
[RoN_Sins_BarricadedSuspects_Core]
UnalertedSightRange = 3000
SuspiciousSightRange = 4000
AlertedSightRange = 5000
MaxCivilians = 10
MinCivilians = 5
MaxSuspects = 20
MinSuspects = 10
MaxCivilians_Group2 = 10
MinCivilians_Group2 = 5
MaxSuspects_Group0 = 15
MinSuspects_Group0 = 0
MinSuspects_Group1 = 3
MinSuspects_Group1 = 2
SuspectMinMorale = 0.85
MaxTraps = 3
MaxTrapsPlaceable = 3
TrapType = Flashbang ; What trap types are allowed
SuspectStartingStress = 0.2
SuspectHealth = 200.0 ; Suspect Health
[RoN_Club_BarricadedSuspects_Core]
UnalertedSightRange = 2500
SuspiciousSightRange = 3500
AlertedSightRange = 5000
SuspectHealth = 160.0
MaxCivilians = 15
MinCivilians = 7
MaxSuspects = 20
MinSuspects = 10
MaxExplosiveVestCivilians = 3
MaxExplosiveVestSuspects= 2
UseSpawnGroups = true
MaxSuspects_Group0 = 13
MinSuspects_Group0 = 0
MaxSuspects_Group1 = 2
MinSuspects_Group1 = 1
MaxCivilians_Group2 = 15
MinCivilians_Group2 = 5
MaxCivilians_Group3 = 7
MinCivilians_Group3 = 1
MaxSuspects_Group4 = 7
MinSuspects_Group4 = 4
MaxSuspects_Group5 = 3
MinSuspects_Group5 = 1
MaxSuspects_Group6 = 2
MinSuspects_Group6 = 1
MaxRoamers = 3
SuspectAccuracy = 1.75
SuspectMinMorale = 0.8
MaxTraps = 0
MaxFlees = 1
SuspectChanceToSpawnWithNoWeapon = 0.0
SuspectStartingStress = 1.0
SuppressionMorale.Damage = 0.0
SuicideChance = 0.35
[RoN_Dealer_BarricadedSuspects_Core]
UnalertedSightRange = 3000
SuspiciousSightRange = 4000
AlertedSightRange = 5000
MaxCivilians = 15
MinCivilians = 7
MaxSuspects = 25
MinSuspects = 15
MaxRoamers = 4
SuspectMinMorale = 0.5
MaxTrapsSuspectCanPlace = 3
TrapType = Explosive
StressUntilWeaponRaise = 1.0
FriendlyKilledStress = 0.2
[RoN_Farm_BarricadedSuspects_Core]
MaxCivilians = 7
MinCivilians = 5
MaxSuspects = 20
MinSuspects = 15
UseSpawnGroups = true
MaxSuspects_Group0 = 6
MinSuspects_Group0 = 0
MaxSuspects_Group1 = 7
MinSuspects_Group1 = 0
MaxSuspects_Group2 = 4
MinSuspects_Group2 = 0
MaxSuspects_Group3 = 5
MinSuspects_Group3 = 0
MaxSuspects_Group4 = 4
MinSuspects_Group4 = 0
MaxSuspects_Group5 = 4
MinSuspects_Group5 = 0
MaxSuspects_Group6 = 4
MinSuspects_Group6 = 0
MaxCivilians_Group7 = 5
MinCivilians_Group7 = 0
MaxCivilians_Group8 = 3
MinCivilians_Group8 = 0
MaxCivilians_Group9 = 2
MinCivilians_Group9 = 1
SuspectSightStimulusReactionTime = 0.2
SuspectMinMorale = 0.6
AIKilledMorale.Damage = -0.5
GrenadeDetonateMorale.Damage = -0.5
SuspectChanceToSpawnWithNoWeapon = 0.0
SuspectShotgunFireRate = 0.4
StressUntilWeaponRaise = 1.5
FriendlyKilledStress = 0.35
[RoN_Hospital_BarricadedSuspects_Core]
MaxBombs = 3
MinBombs = 1
BombTimer = 1200
SuspectHealth = 160.0
MaxCivilians = 15
MinCivilians = 10
MaxSuspects = 25
MinSuspects = 15
UseSpawnGroups = true
MaxSuspects_Group1 = 10
MinSuspects_Group1 = 1
MaxSuspects_Group2 = 8
MinSuspects_Group2 = 1
MaxSuspects_Group3 = 9
MinSuspects_Group3 = 1
MaxSuspects_Group4 = 8
MinSuspects_Group4 = 1
MaxSuspects_Group5 = 8
MinSuspects_Group5 = 1
MaxCivilians_Group6 = 15
MinCivilians_Group6 = 1
MaxCivilians_Group7 = 15
MinCivilians_Group7 = 1
SuspectMinMorale = 0.8
SuspectStartingStress = 1.0
SuppressionMorale.Damage = 0.001
SuicideChance = 0.35
[RoN_Port_BarricadedSuspects_Core]
UnalertedSightRange = 2000
SuspiciousSightRange = 3500
AlertedSightRange = 5000
MaxCivilians = 15
MinCivilians = 10
MaxSuspects = 30
MinSuspects = 20
UseSpawnGroups = true
MaxCivilians_Group2 = 10
MinCivilians_Group2 = 1
MaxCivilians_Group3 = 5
MinCivilians_Group3 = 3
MaxSuspects_Group4 = 5
MinSuspects_Group4 = 1
MaxSuspects_Group0 = 30
MinSuspects_Group0 = 10
MaxSuspects_Group1 = 15
MinSuspects_Group1 = 5
MaxSuspects_Group5 = 3
MinSuspects_Group5 = 1
StressUntilWeaponRaise = 1.5
FriendlyKilledStress = 0.4
SuspectAccuracy = 1.5
SuspectAccuracyLostPerTenMetersToTarget = 0.25