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- [/Script/ReadyOrNot.RosterManagerSettings]
- RosterSize=7
- NumRecruitableCharacters=3
- +AdditionalRosterSlots=3
- +AdditionalRosterSlots=5
- +AdditionalRosterSlots=7
- +AdditionalRosterSlots=9
- +AdditionalRosterSlots=11
- MaximumStartingStress=0.2 ; Maximum starting stress value for new characters
- MaximumStartingAccuracy=0.4 ; Maximum starting accuracy stat for new characters
- MaximumStartingReflexes=0.4 ; Maximum starting reflex stat for new characters
- +AvailableTraits=(Name="Breacher",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Breacher.RT_Breacher)
- +AvailableTraits=(Name="Kicker",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Kicker.RT_Kicker)
- +AvailableTraits=(Name="MoralOfficer",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_MoralOfficer.RT_MoralOfficer)
- +AvailableTraits=(Name="Paramedic",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Paramedic.RT_Paramedic)
- +AvailableTraits=(Name="Negotiator",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Negotiator.RT_Negotiator)
- +AvailableTraits=(Name="EOD",bEnabled=False,Trait=/Game/Blueprints/Commander/Traits/RT_EOD.RT_EOD)
- +AvailableTraits=(Name="Pacifier",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Pacifier.RT_Pacifier)
- +AvailableTraits=(Name="Veteran",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Veteran.RT_Veteran)
- +AvailableTraits=(Name="BorderPatrol",bEnabled=False,Trait=/Game/Blueprints/Commander/Traits/RT_BorderPatrol.RT_BorderPatrol)
- +AvailableTraits=(Name="SBAGS",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_SBAGS.RT_SBAGS)
- +AvailableTraits=(Name="Nutritionist",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Nutritionist.RT_Nutritionist)
- +AvailableTraits=(Name="Armorer",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Armorer.RT_Armorer)
- +AvailableTraits=(Name="Intimidator",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_Intimidator.RT_Intimidator)
- +AvailableTraits=(Name="RiotControl",bEnabled=True,Trait=/Game/Blueprints/Commander/Traits/RT_RiotControl.RT_RiotControl)
- MissionsUntilTraitUnlockable=2 ; How many missions a squad member must participate in before they can unlock their trait
- EventData=/Game/Blueprints/Commander/RED_Standard.RED_Standard
- DeathChance=0.5 ; Maximum chance for a roster character to die instead of being incapacitated
- MaxIncapacitationTime=3 ; Maximum time for a character to be incapacitated for
- MaxStressWhenIncapacitated=0.9 ; When a character is incapacitated cap their stress to this value for balance
- MaxOfficersFiredAtOnce=1
- StressGainForOfficerFired=0.15 ; Stress gain when firing an officer
- MaxStressForOfficerFired=0.9 ; Maximum stress an officer can reach after another officer is fired
- StressGainForOfficerKilled=0.2 ; Stress gain for squadmates whenever a fellow officer is killed in a mission
- StressGainForPlayerKilled=0.15 ; Stress gain for the team when the player character is killed in a mission
- StressGainForExfil=0.05 ; Stress gain for officer when exfiltrated from a mission
- StressGainForActiveShooterExfil=0.25 ; Stress gain for officer when exfiltrated from an active shooter mission
- StressGainForOfficerNotExfil=0.5 ; Stress gain for officer when left behind when exfiltrating a mission
- StressGainForFriendlyKilledByPlayer=0.05 ; Initial stress value whenever a player kills a friendly or otherwise surrendered character
- StressGainForFriendlyKilledByPlayerBase=3.0 ; Base for exponential growth of the stress gained for friendly kills
- MinBaseStressGainForKill=0.04 ; Minimum random base stress gain for all squadmates when a suspect is killed during a mission
- MaxBaseStressGainForKill=0.08 ; Maximum random base stress gain for all squadmates when a suspect is killed during a mission
- StressMultiplierForKillInstigator=1.3 ; Multiplier applied to the squadmate responsible for a kill
- StressMultiplierForCivilianKill=2.0 ; Multiplier applied whenever a civilian is killed
- StressLossForCivilianArrest=0.03 ; Stress loss for all squadmates when a civilian is arrested
- StressLossForSuspectArrest=0.08 ; Stress loss for all squadmates when a suspect is arrested
- PassiveStressLoss=0.125 ; Stress lost passively per successful mission by inactive SWAT members
- MaxCharactersInTherapy=3 ; The max number of characters that can be in therapy at a time, -1 is unlimited
- MinimumStressForTherapy=0.5 ; Minimum stress level before you are able to send a character to the therapist
- TherapistTimeScale=2.0 ; Scalar for number of missions away when using therapist (i.e. nearly 100% stress will have 4 missions away)
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