Wardogs: GameplayCues Data Reference
Extracted from cooked game data (Wardogs/Content/GameplayCues, 1 file). Values are raw asset values.
Scope: one VFX data asset for the vehicle countermeasure smoke screen. The folder name says gameplay cue, but the asset is a smoke-grenade VFX configuration instance.
1. File Map
| File | Asset type (class) | Parent (template) |
|---|---|---|
| Vehicles/Countermeasures/DA_SmokeScreen.json | PDA_SmokeGrenade_C (Blueprint data asset) | /Game/VFX/Shared/PDA_SmokeGrenade (shared smoke-grenade VFX) |
2. Smoke Screen Values (DA_SmokeScreen)
| Property | Value | Note |
|---|---|---|
| Diameter | 0.1 | Very small for a smoke cloud. Probably a scale factor, not a size in cm (unclear) |
| Total Duration | 6.0 | Seconds the smoke is visible in total |
| Fade In Time | 2.0 | Seconds to reach full density |
| Fade Out Time | 2.0 | Seconds to fade out at the end |
| Full-density hold (derived) | 2.0 | Total minus both fades, so 2.0 s at full density |
| SpriteMaxSize | 1,500 | Largest sprite size for the smoke particles (units not stated, likely Unreal units) |
The timing is a 2 s fade in, a 2 s hold and a 2 s fade out, for a 6 s total (2 + 2 + 2 = 6).
3. How Values Combine
The data asset feeds the shared smoke-grenade VFX. Its timing values set the visible life of one smoke cloud, and SpriteMaxSize sets the largest particle. The Diameter value sits alongside them. The shared VFX Blueprint is not in this dump, so the way Diameter is applied is unknown.
4. Still Not Pulled / Limitations
- The shared VFX Blueprint (
PDA_SmokeGrenade) is not in this dump. Its logic, the particle systems and the emitter settings are unknown. - Only one cue. The folder holds a single smoke-screen asset. Other cues (muzzle flash, hit markers, explosions) are not in this folder.
- Diameter units are unclear. A value of 0.1 is too small to be a cloud diameter in cm, so it is probably a scale factor.