ActiveActionEnergyFloor | number | Lowest Energy an active action (attack / throw) is allowed to leave the actor at. The gate is this value plus that action's cost, so an active action can never push Energy below it (the cost is still an absolute deduction; only the gate moves). Kept one point above the exhaustion band: Stat.Energy's range script turns on VeryStability_Stat at -80 or below (Tired emotion, weight 15) which outranks nearly every other emotion and floods the menu with Tired-only interactions, and also grants a Hope. The milder Stability_Stat from -40 (weight 1) loses to most emotions and is left alone. The band test is inclusive (value <= -80 is already inside), so -80 itself would not be safe. Natural decay can still carry a character below this on its own; this only keeps active actions from doing it. |
AttackComboWindowSeconds | number | Attack combo window. The next attack is treated as a combo continuation only when it happens within this many in-game seconds after the previous attack interaction finished AND uses the same profile. Otherwise the combo resets. |
AttackExhaustedFleeBagId | string | InteractionBag queued in place of the aggro counterattack bag when the attacker cannot pay the active attack energy cost. Denying the counterattack bag outright would also deny its flee branch and leave an aggroed character standing with no reaction, so an exhausted character runs away instead. NAME_None skips the counterattack entirely without a substitute. |
AttackHitReactionBackAnimIds | string[] | Hit reaction animations played on the victim when struck from behind. One entry is picked at random. The victim is NOT rotated toward the attacker on this path, so the back-facing pose is preserved. Falls back to the front list when empty. |
AttackHitReactionFaceAnimId | string | Facial animation played on the victim's Head component alongside the body hit reaction. Optional; None disables the facial layer. |
AttackHitReactionFrontAnimIds | string[] | Hit reaction animations played on the victim when struck from the front (HitReactionType == Animation). One entry is picked at random. Required — the Animation reaction path plays nothing while this is empty. Authored in DA_ActiveInteraction. |
AttackTargetCollisionProfile | string | Collision profile used to find attack targets and attack-blocking characters. |
DefaultBareHandProfileId | string | Default ActiveInteractionProfile used for Attack when no object is held (bare hand). |
DefaultKickAnimId | string | Default animation used for Kick. Kick uses a single shared anim; force differences can be expressed by notify params. |
DefaultObjectProfileId | string | Default ActiveInteractionProfile used for Attack/Throw when a held object exists, but its Object.GrabDtId -> Grab.ActiveProfileId chain returns no profile. |
KickTargetCollisionProfile | string | Collision profile used to find kickable game objects. Results are still filtered by Kickable tag. |
KickableOverlapCollisionProfile | string | Collision profile used while a runtime movable object is waiting for character overlap/push. |
PhysicsCollisionProfile | string | Collision profile used while an active interaction object is physics-driven. |
PhysicsLocationSyncDistance | number | Updates the B2 location when the object has moved this far (cm) since the last update, checked on each sleep poll. Rotation is not synced here; it is confirmed only by the sleep notification's rest transform. 0 disables the update. |
PhysicsMaxAwakeGameMinutes | number | Maximum game minutes B2 waits for active physics sleep before force-expiring the object. |
PhysicsRetryDelayGameMinutes | number | Retry interval, in game minutes, for active physics cross-thread requests and deferred restores. |
PhysicsSleepAngularSpeedThreshold | number | Angular speed threshold for fallback sleep detection. Unit: rad/s. |
PhysicsSleepLinearSpeedThreshold | number | Linear speed threshold for fallback sleep detection. Unit: cm/s. |
PhysicsSleepPollIntervalSeconds | number | Client polling interval for speed-based fallback sleep detection. |
PhysicsSleepStableThresholdSeconds | number | Seconds that speed must stay under sleep thresholds before fallback sleep notify. |
PreCheckCapsuleHalfHeight | number | Pre-check capsule sweep half height for target detection. |
PreCheckCapsuleRadius | number | Pre-check capsule sweep radius for target detection. |
PreCheckForwardOffset | number | Forward offset from character position for pre-check sweep. |
ThrowEnergyCostRatio | number | |
ThrowHitFloorNormalZ | number | Upward-ness (0..1) of an impact normal above which a horizontal contact counts as a landing candidate. Hit detection is disarmed only when the object is also at or below ThrowHitLandingSpeed at that moment, so a fast graze across a desk or chair seat keeps it armed while settling on any surface disarms it. |
ThrowHitLandingSpeed | number | Absolute linear speed at or below which a thrown object counts as having come to rest on a horizontal surface, disarming hit detection. Unit: cm/s. Kept separate from ThrowHitMinImpactSpeed so hit strength and landing detection can be tuned independently: raising it disarms sooner (a rolling object stops reacting earlier), lowering it keeps detection armed longer. |
ThrowHitMinImpactSpeed | number | Minimum impact speed for a thrown object to register a ThrowHit on a character. Unit: cm/s. Measured as NormalImpulse / Mass (velocity change along the contact normal) so it stays frame-rate independent. Below this, a slow object merely rolling/leaning into a character does not trigger an effect (prevents packet/effect spam). |