[AudioVisual]
Settings read from [AudioVisual].
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| Key | Description | Value | When omitted |
|---|---|---|---|
AllyReveal | Whether an ally's objects reveal terrain for the local player. | boolean | yes |
AmbientChangeRate | Minutes between one step of the ambient light fade and the next. | floating point | .2 |
AmbientChangeStep | How far the ambient light moves on each step of a fade, as a fraction of full ambient light. | floating point | .1 |
AtmosphereEntry | The animation drawn high above the map where a drop pod enters the scenario. | class | none |
BarrelDebris | The voxel wreckage thrown clear when an exploding overlay is set off. | typelist | (empty) |
BarrelExplode | The explosion animation played where an exploding overlay is set off. | class | none |
BarrelParticle | The particle system released by an exploding overlay, on one blast in four. | class | none |
BlowupSound | Sound a structure makes as damage carries it past a condition threshold. | sound | none |
BombParachuteNo effect | Parsed canopy animation that nothing ever falls under. | class | none |
BridgeExplosions | The explosions that accompany a bridge span coming down. | typelist | (empty) |
BuildingDrop | The sound played as a deploying construction vehicle becomes a structure. | sound | none |
BuildingSlam | The sound played as a structure the local player has placed settles onto the map. | sound | none |
ChuteSound | Sound of a parachute opening under a passenger dropped from an aircraft. | sound | none |
CloakSound | The sound played at an object's position as it starts to hide or to reappear. | sound | none |
ConditionRed | The fraction of maximum strength at or below which an object counts as critically damaged. | floating point | .5 |
ConditionYellow | The fraction of maximum strength at or below which an object counts as damaged. | floating point | .5 |
ConstructionNo effect | Parsed sound that the engine never plays. | sound | none |
CreditTicks | The two sounds the credit readout plays as it counts, the first while it rises and the second while it falls. | list of sounds | (empty) |
CrumbleSound | Sound a structure makes as its destruction sequence begins. | sound | none |
DeadBodies | The corpse animations left where an infantryman finishes a death sequence. | typelist | (empty) |
DeploySound | The sound a structure makes as its build-up begins, and the sound played when the player orders a selection to deploy. | sound | none |
Dig | The animation played where a subterranean vehicle breaks the surface. | class | none |
DigSound | Sound of a subterranean unit breaking the surface on its way down or up. | sound | none |
DropPod | The marks a drop pod leaves on the ground where it touches down. | typelist | (empty) |
DropPodPuffNo effect | Parsed animation reference that drop-pod logic never uses. | class | none |
DropZoneAnim | The flare that marks a reinforcement drop zone and lights the ground around itself. | class | none |
DropZoneRadius | How far around a drop zone flare the map is revealed, in cells. | distance (cells) | 4 |
EMPulseSparkles | The animation attached to an object an EM pulse stuns. | class | none |
EnemyHealthNo effect | Flag intended to hide an enemy object's condition bar. | boolean | yes |
ExtraAircraftLight | Extra brightness every aircraft is drawn with, as a fraction of full light. | floating point | 0 |
ExtraInfantryLight | Extra brightness every infantryman is drawn with, as a fraction of full light. | floating point | 0 |
ExtraUnitLight | Extra brightness every vehicle is drawn with, as a fraction of full light. | floating point | 0 |
FirestormActiveAnim | The animation a raised firestorm wall section carries while it is not part of a straight run. | class | none |
FirestormAirAnim | The animation a raised firestorm wall creates when what it catches is more than 100 leptons above the ground. | class | none |
FirestormGroundAnim | The animation a raised firestorm wall creates when what it catches is at or below 100 leptons above the ground. | class | none |
FirestormIdleAnim | The animation a raised firestorm wall section flickers over itself at random. | class | none |
FlamingInfantry | The burning figure left where fire kills an infantryman. | class | none |
FogRate | Game minutes between fog of war regrowth passes. | floating point | .05 |
GameClosed | Sound played in the network game list when a listed game stops accepting players. | sound | none |
GameForming | Sound played in the network game list when a joinable game appears. | sound | none |
GateDown | The sound played at a gate as its door starts opening. | sound | none |
GateUp | The sound played at a gate as its door starts closing. | sound | none |
GenericBeep | Sound acknowledging a volume slider move and a moderation action in the online lobby. | sound | none |
GenericClick | Sound acknowledging a repair or sell click on a structure, and a click on a dialog control. | sound | none |
Gravity | The downward pull applied each frame to ballistic shots, hover cushions and particles. | integer | 3 |
GuardSound | Sound acknowledging the guard command. | sound | none |
IceCrackSounds | The sounds a snow-theater ice tile picks from as it cracks. | list of sounds | (empty) |
IceGrowthRate | Minutes between passes of the ice sheet creeping out across open water. | floating point | 1 |
IceSolidifyFrameTime | Frames a cracked ice cell waits before it freezes back to solid. | integer | 500 |
IdleActionFrequency | Base interval, in minutes, between one infantryman's idle actions. | floating point | .083 |
IncomingMessage | Sound played whenever a line is added to the on-screen message list. | sound | none |
InfantryExplode | The explosion that stands in for an infantry death animation. | class | none |
IonBeam | The column of light drawn where an ion cannon strike lands. | class | none |
IonBlast | The ring of fire drawn where an ion cannon strike meets the ground. | class | none |
LargeFire | The greater of the two flames the engine lights for itself. | class | none |
LightningSound | Selects the sound played by each ion storm lightning bolt. | sound | none |
MessageDelay | Minutes an engine-raised message stays on screen. | floating point | .6 |
MetallicDebris | The animations three different paths throw up as wreckage — an ion storm strike, a collapsing bridge, and an object destroyed with no debris types of its own. | typelist | (empty) |
MoveFlash | The animation dropped on the cell a move order points at. | class | none |
MovieTimeNo effect | Length, in minutes, intended for a debug screen capture sequence. | floating point | .25 |
NamedCiviliansNo effect | Flag intended to name civilian objects outright. | boolean | no |
OnFire | The three flames a structure shows when a sparky warhead knocks it down a damage level. | typelist | (empty) |
OptionsChanged | Sound played when the main menu accepts a typed cheat string. | sound | none |
Parachute | The canopy drawn above a paradropped passenger on the way down. | class | none |
PlayerJoined | Sound played in a network lobby when another player enters the game being set up. | sound | none |
PlayerLeft | Sound played in a network lobby when a player drops out of the game being set up. | sound | none |
PoseDir | Facing an aircraft parks at when it has nothing else to line up with. | integer | 0 |
RadarOff | Sound played as the radar pane begins closing. | sound | <none> |
RadarOn | Sound played as the radar pane begins opening. | sound | <none> |
SavourDelay | Delay, in minutes, between a house's fate being decided and it being carried out. | floating point | .03 |
ScatterSound | Sound acknowledging the scatter command. | sound | none |
ScoldSound | The sound played when the interface refuses a request. | sound | none |
ScrollMultiplier | Factor applied to the distance each edge scroll step moves the tactical view. | floating point | 1 |
SellSound | Sound played as a structure, a unit or a wall section is sold back. | sound | none |
ShakeScreen | Divisor for a shake count that nothing acts on. | integer | 400 |
ShroudGrow | Whether the shroud creeps back over terrain that nothing is watching. | boolean | no |
ShroudRate | Game minutes between shroud regrowth passes. | floating point | 4 |
SmallFire | The lesser of the two flames the engine lights for itself. | class | none |
SmokeNo effect | Parsed animation that the engine never creates. | class | none |
SpeakDelay | Minutes an EVA announcement waits before it may be repeated. | floating point | 2 |
StopSound | Sound acknowledging the stop command. | sound | none |
SystemError | Sound played when the LAN game list refuses a join attempt. | sound | none |
TeslaCharge | Sound a structure makes as its electric weapon begins charging. | sound | none |
TeslaZapNo effect | Parsed sound that no turret ever discharges. | sound | none |
TimerWarningNo effect | Parsed mission-timer threshold, in minutes, that the engine never acts on. | floating point | 2 |
TreeFire | The two flames that burn on a terrain object once it catches. | typelist | (empty) |
UnloadingHarvester | The vehicle type a harvester is drawn as while it stands at a refinery unloading. | class | none |
VeinAttack | AnimType a vein cell attaches to itself to hurt what stands in it. | class | none |
VeinGrowthRateNo effect | Parsed rate that the engine never uses. | floating point | 1 |
Wake | The ripple laid on the water by something moving across it, falling into it or sinking through it. | class | none |
WaypointAnimationSpeed | Interval between frame changes in the marker drawn on a plotted waypoint. | integer | 12 |
WebbedInfantry | The artwork an infantryman is drawn with while a web holds him. | class | none |
No keys match the current filters.