Wardogs — Item and Player Actions
Extracted from every BHActionDefinition and WDActionDefinition asset in the exports (155 assets: 134 BHActionDefinition and 21 WDActionDefinition), plus the item-side bindings in ID_* item assets. Cooked data only (UE 5.7, ++Wardogs+Live-CL-516586). The tables are generated by _tools/action_tables.py; do not edit them by hand.
Labels. Data = read from an exported asset. Derived = a reading of the names and the data together, not confirmed in native code. Native = traced in the game binary. Not traced = neither the data nor the code read says. This page has no Native claims; every behavior note is Data or Derived unless it says otherwise.
An action is something the character does: fire, reload, sprint, heal, throw, emote. An action definition asset describes one action: its tag, which blueprint runs it, and which other actions it blocks, interrupts or buffers. Items choose which action tag each input starts. How the pieces connect:
- An item (
ID_Bandage) lists input behaviors: input tagInput.NamedActions.Appliable.PrimaryUsestarts action tagAction.Appliable.Bandage.PrimaryUse(Data, section 7). - The action tag finds its
DA_Action_*definition (sections 4 and 5). The definition names the class that runs the action and the rule list for conflicts with other actions. - Item-specific numbers (heal amount, how the use time is decided, units consumed) are on the item, not on the action (section 6).
- Some actions also apply GameplayEffects while they run (section 8).
The earlier overview is GameMechanics §4. This page is a separate page, not a section of GameMechanics, because the tables are generated, are about 150 rows, and join three asset families (actions, items, effects) that GameMechanics §4 only lists by folder.
1. Counts
| Family | BHActionDefinition | WDActionDefinition | Total | |—|—:|—:|—:| | Medical and revive | 13 | 1 | 14 | | Throwables, explosives and placeables | 8 | 1 | 9 | | Tools and utilities | 9 | 3 | 12 | | Buildables and build tool | 6 | 1 | 7 | | Weapons, melee and bow | 27 | 2 | 29 | | Vehicle actions | 6 | 2 | 8 | | Movement and stance | 15 | 10 | 25 | | Emotes | 27 | 0 | 27 | | UI, vendors and pings | 17 | 0 | 17 | | World interaction and AI | 6 | 1 | 7 | | All | 134 | 21 | 155 |
The counts include 39 definitions in game-feature plugins (Plugins/GameFeatures/Items/* and AI/*) and 116 under Content/GameMechanics/Actions/. The family split is by action tag and folder: a Derived grouping, not a field in the data.
2. What the fields mean
| Field | Meaning | Label |
|---|---|---|
ActionTag | The action’s identity (Action.Weapon.Reload). Items, input behaviors and the response rules all refer to actions by this tag. | Data |
ActionContext | Context flags (Holdable, Weapon, Interaction, TwoHanded, OneHanded, Movement, UI, Emote, FollowProjectile). They describe the action and are also the categories that BlockCategories and InterruptCategories rules name. | Data for values; category use is Derived |
ActionClass | The blueprint (or the native WDGameplayAction) that runs the action. Shown by class name only. The medical, throw, place and build B_Action_* blueprints were exported in round 17 (durations are the montage lengths in section 6.1); cancel logic inside them is not traced. | Data (class name); logic not traced |
ActivationContextType | A struct type carrying what the action needs when it starts (WDAppliableItemActionContext for item use, WDEmoteActivationContext for emotes, BHTraversingActivationContextData for vault and mantle). | Data |
ActionResponseData | The conflict rules, a map from a response type to lists (section 3). | Data |
ActionEffects (WDActionDefinition only) | GameplayEffects tied to the action by a key name (section 8). | Data |
bInstantAction | The action has no duration. Set on 6 assets (door use, jump, stop-sprint, stop-tac-sprint, toggle hands, throw swap). | Data; exact use not traced |
bRebufferAction | Set on DA_Action_Chamber only. | Data; meaning not traced (the name suggests it can be buffered again) |
bConsumeAxisInputOnCompletion | Set on DA_Action_Vehicle_Weapon_ActiveReload only. The name suggests the axis input is consumed when the action completes. | Data / Derived |
_aaabhcpaaifhekodaalnj, _aaacbmicphngedjgincpn | Two obfuscated booleans on the base class (SDK offsets 0xB9 and 0xBB). The first is true on DA_Action_UI_ChangeQuickSlot; the second is never true. | Data; meaning not traced |
Fields that do not exist on the action. The definition has no duration, cooldown, montage, item-consumption, granted-tag or input-binding field. Where those concepts exist in the data they are on other assets:
| Concept | Where it is | Label |
|---|---|---|
| Use time of a consumable | WDItemExtensionData_Appliable.AppliableActionData[tag].InteractionTimeMethod (AnimationLength, AnimationNotifier, UntilItemEmptyOrTargetFull), section 6 | Data |
| Animation | An animation tag (Animation.Asset.Appliable.PrimaryUse), never a montage path | Data |
| Items consumed per use | AmountConsumedOnUse (section 6) | Data |
| Required states of user and target | RequiredOwnerStates and RequiredTargetStates (section 6); BlockingStates and RequiredStates in the action’s own rules (section 3) | Data |
| Input binding | WDItemExtensionData_Input.InputBehaviors on the item (section 7). Weapon and movement actions are not bound this way; their binding is not traced. | Data |
| Duration, tags granted while active | The GameplayEffect (ActionEffects, section 8) | Data |
| Cooldown | No cooldown field exists on any action or appliable asset in the exports | Data (absence) |
3. Response rules (ActionResponseData)
Each entry has a response type and up to six lists. The type decides how the lists are read. The plain meanings below are Derived from the names and the entries; how the action system evaluates them is not traced.
| Response type | Plain meaning |
|---|---|
Interrupt | Starting this action cancels the listed actions if they are running (bandage use cancels sprint). |
Block | While this action runs, the listed actions cannot start (reload blocks inspect and a second reload). |
BlockingStates | This action cannot start while the character has one of the listed states (reload is refused when Vitality.Critical or Vitality.Dead). |
InterruptCategories | Like Interrupt, but by context flag (an emote cancels other emotes). |
BlockCategories | Like Block, but by context flag. |
Buffer | If the listed action is requested while this one runs, remember the request for BufferTime seconds. FullBuffer and PartialBuffer are the two buffer types; the difference is not traced. |
InterruptBuffered, InterruptAndBuffer, InterruptOnComplete | Combinations of interrupt and buffer, or an interrupt tied to completion. |
RequiredStates | The character must have the listed state to start the action. |
None | Present but empty. |
Tags in the tables drop the Action. prefix (Player.Sprint is Action.Player.Sprint). Tags under BlockingStates and RequiredStates drop State.Player.; category tags drop Action.Context.. Block and Interrupt lists can also name states such as State.Player.Movement.Custom.Ladder; those appear in full.
The census of properties, response types and context structs:
| Property | In BH (of 134) | In WD (of 21) | |—|—:|—:| | ActionTag | 134 | 21 | | ActionClass | 130 | 19 | | ActionResponseData | 116 | 17 | | ActionContext | 113 | 11 | | ActivationContextType | 97 | 17 | | ActionEffects | 0 | 12 | | bInstantAction | 4 | 2 | | _aaabhcpaaifhekodaalnj | 1 | 0 | | _aaacbmicphngedjgincpn | 1 | 0 | | bConsumeAxisInputOnCompletion | 1 | 0 | | bRebufferAction | 1 | 0 |
| Response type | Entries |
|---|---|
Interrupt | 100 |
Block | 88 |
BlockingStates | 55 |
InterruptCategories | 49 |
Buffer | 22 |
BlockCategories | 15 |
InterruptBuffered | 8 |
InterruptOnComplete | 5 |
InterruptAndBuffer | 3 |
None | 2 |
RequiredStates | 2 |
| Activation context struct | Actions | |—|—:| | WDGenericItemActionContext | 49 | | (none) | 41 | | WDEmoteActivationContext | 27 | | WDAppliableItemActionContext | 12 | | WDVehicleWeaponActionContext | 5 | | BHStanceTransitionContextData | 4 | | WDVendorActionContext | 4 | | BHTraversingActivationContextData | 3 | | BHStopSprintActionActivationContext | 2 | | WDFollowProjectileActionContext | 1 | | WDGameplayAction_InteractionContext | 1 | | WDRadialWheelActionContext | 1 | | WDActionChangeQuickSlotContext | 1 | | WDVehicleStabilizingActionContext | 1 | | WDSmartObjectActionContext | 1 | | WDForceOpenDoorActionContext | 1 | | WDForceUnlockVehicleActionContext | 1 |
4. Definitions and rules by item family
Each family has two tables. The first gives the definition (what the asset is and which items bind it). The second gives the conflict rules. Rows with identical contents are merged and list their assets together. “Bound by items” lists the ID_* item assets whose input behaviors start the action (first five); — means no item binds it (movement, UI and generic weapon actions are started by the character, not by an item) and release only means an item only completes it.
4.1 Medical and revive
The bandage, IFAK, MedKit, StimPen, Enox, resuscitator and defibrillator actions, plus Player.Revive. Items bind these through WDItemInputBehavior_ActivateAppliableAction. Per-item use data (time method, consumption, owner and target states) is in section 6.
Medical and revive: 14 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
DA_Action_Bandage_PrimaryUse | Appliable.Bandage.PrimaryUse | BH | Holdable, Interaction, TwoHanded | B_Action_Bandage_Use | WDAppliableItemActionContext | — | — | ID_Bandage, ID_SuperBandage |
DA_Action_Bandage_SecondaryUse | Appliable.Bandage.SecondaryUse | BH | Holdable, TwoHanded | B_Action_Bandage_Use | WDAppliableItemActionContext | — | — | ID_Bandage, ID_SuperBandage |
DA_Action_Enox_SecondaryUse | Appliable.Enox.SecondaryUse | BH | Holdable, TwoHanded | B_Action_Enox_Use | WDAppliableItemActionContext | — | — | ID_Enox_Standard |
DA_Action_MedKit_SecondaryUse | Appliable.MedKit.SecondaryUse | BH | Holdable, Interaction, TwoHanded | B_Action_MedKit_SecondaryUse | WDAppliableItemActionContext | — | — | ID_MedKit_Standard |
DA_Action_Appliable_PrimaryUse | Appliable.PrimaryUse | BH | Holdable, TwoHanded | B_Action_Appliable_Base | WDAppliableItemActionContext | — | — | — |
DA_Action_Resuscitator | Appliable.Resuscitator.PrimaryUse | BH | Holdable, Interaction, TwoHanded | B_Action_Resuscitator | WDAppliableItemActionContext | — | — | ID_Resuscitator, ID_Resuscitator_Standard |
DA_Action_Appliable_SecondaryUse | Appliable.SecondaryUse | BH | Interaction, Holdable, TwoHanded | B_Action_Appliable_Base | WDAppliableItemActionContext | — | — | — |
DA_Action_StimPen_PrimaryUse | Appliable.StimPen.PrimaryUse | BH | Holdable, Interaction, TwoHanded | B_Action_StimPen | WDAppliableItemActionContext | — | — | ID_StimPen |
DA_Action_StimPen_SecondaryUse | Appliable.StimPen.SecondaryUse | BH | Holdable, TwoHanded | B_Action_StimPen | WDAppliableItemActionContext | — | — | ID_StimPen |
DA_Action_Defibrillator | Defibrillator.PrimaryUse | WD | Holdable, TwoHanded, Interaction | B_Action_Defibrillator | WDGenericItemActionContext | — | GE_Defib | ID_Defibrillator_Standard |
DA_Action_Defibrillator_Reload | Defibrillator.Reload | BH | Holdable, Weapon, TwoHanded | B_Action_Reload | WDGenericItemActionContext | — | — | ID_Defibrillator_Standard |
DA_Action_MedKit_PrimaryUse | MedKit.PrimaryUse | BH | Holdable, Interaction, TwoHanded | B_Action_MedKit_MultiUse | WDAppliableItemActionContext | — | — | ID_MedKit_Standard |
DA_Action_RequestRevive | Player.RequestRevive | BH | — | B_Action_RequestRevive | — | — | — | — |
DA_Action_Revive | Player.Revive | BH | Interaction, TwoHanded | B_Action_Revive | WDGameplayAction_InteractionContext | — | — | — |
Medical and revive: response rules
| Action asset | Response rules (Key: tags) | |—|—| | DA_Action_Bandage_PrimaryUse | Block: Appliable.Bandage.SecondaryUse
Interrupt: Player.TacSprint, Player.Sprint | | DA_Action_Bandage_SecondaryUse | Block: Appliable.Bandage.PrimaryUse
Interrupt: Player.TacSprint, Player.Sprint | | 3 assets: DA_Action_Enox_SecondaryUse, DA_Action_Resuscitator, DA_Action_RequestRevive | — (no ActionResponseData) | | DA_Action_MedKit_SecondaryUse | Block: MedKit.PrimaryUse | | DA_Action_Appliable_PrimaryUse | Block: Appliable.SecondaryUse
Interrupt: Player.TacSprint, Player.Sprint | | DA_Action_Appliable_SecondaryUse | Block: Appliable.PrimaryUse
Interrupt: Player.TacSprint, Player.Sprint | | DA_Action_StimPen_PrimaryUse | Block: Appliable.StimPen.SecondaryUse | | DA_Action_StimPen_SecondaryUse | Block: Appliable.StimPen.PrimaryUse | | DA_Action_Defibrillator | BlockingStates: Vitality.Critical
Interrupt: Player.TacSprint, Player.Sprint | | DA_Action_Defibrillator_Reload | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect, Defibrillator.PrimaryUse
Block: Item.Inspect, Player.Focus, Weapon.CycleSights, Defibrillator.Reload
Buffer: Defibrillator.PrimaryUse (FullBuffer, 2 s) | | DA_Action_MedKit_PrimaryUse | Block: Appliable.MedKit.SecondaryUse | | DA_Action_Revive | BlockCategories: Weapon, Interaction, Holdable
InterruptCategories: Weapon, Holdable |
4.2 Throwables, explosives and placeables
Grenade throws (Throw.Primary, Throw.Back, Throw.Secondary, Throw.Swap), C4 and IED actions, mine and claymore placement, PlaceItem. Throw values (velocity, fuse, damage) are on Items §6 and in the damage pipeline.
Throwables, explosives and placeables: 9 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
DA_Action_IED_Trigger | IED.Trigger | BH | Holdable, TwoHanded | B_Action_IED_Trigger | WDGenericItemActionContext | — | — | ID_IED_Trigger |
DA_Action_PlaceItem | Placeable.PrimaryUse | WD | Holdable, TwoHanded, Interaction | B_Action_PlaceItem | WDGenericItemActionContext | — | — | ID_AT_Mine, ID_Claymore |
DA_Action_IED_Place | Placeable.PrimaryUse.IED | BH | Holdable, Weapon, TwoHanded | B_Action_IED_Place | WDGenericItemActionContext | — | — | ID_IED_Trigger |
3 assets: DA_Action_Throw_Back, DA_Action_Throw_Primary, DA_Action_Throw_Secondary | Throw.Back, Throw.Primary, Throw.Secondary | BH | Holdable, Weapon, TwoHanded | B_Action_ThrowExplosive | WDGenericItemActionContext | — | — | — |
DA_Action_C4_Throw | Throw.Primary.C4 | BH | Holdable, Weapon, TwoHanded | B_Action_C4_Throw | WDGenericItemActionContext | — | — | ID_C4_Trigger |
DA_Action_Throw_Swap | Throw.Swap | BH | Holdable, Weapon | B_Action_SwapThrow | WDGenericItemActionContext | bInstantAction | — | ID_HotPotato_Alpha, ID_HotPotato_Bravo, ID_HotPotato_Charlie, ID_M67Grenade, ID_M67Grenade_Gold +9 |
DA_Action_Trigger_Primary | Trigger.Primary | BH | Holdable, Weapon, TwoHanded | B_Action_Trigger | WDGenericItemActionContext | — | — | ID_C4_Trigger |
Throwables, explosives and placeables: response rules
| Action asset | Response rules (Key: tags) | |—|—| | DA_Action_IED_Trigger | Block: Throw.Primary, Item.Inspect, Player.Sprint, Player.TacSprint
Interrupt: Player.Sprint, Player.TacSprint | | 2 assets: DA_Action_PlaceItem, DA_Action_IED_Place | — (no ActionResponseData) | | DA_Action_Throw_Back | Interrupt: Player.Sprint, Player.TacSprint, Equipment.Change, Item.Inspect
Block: Player.Sprint, Player.TacSprint, Equipment.Change, Item.Inspect, Throw.Primary, Throw.Secondary
BlockingStates: Vitality.Critical | | 2 assets: DA_Action_Throw_Primary, DA_Action_C4_Throw | Interrupt: Player.Sprint, Player.TacSprint, Equipment.Change, Item.Inspect
Block: Player.Sprint, Player.TacSprint, Equipment.Change, Item.Inspect, Throw.Secondary, Trigger.Primary
BlockingStates: Vitality.Critical | | DA_Action_Throw_Secondary | Interrupt: Player.Sprint, Player.TacSprint, Equipment.Change, Item.Inspect
Block: Player.Sprint, Player.TacSprint, Equipment.Change, Item.Inspect, Throw.Primary
BlockingStates: Vitality.Critical | | DA_Action_Throw_Swap | BlockingStates: Vitality.Critical | | DA_Action_Trigger_Primary | Interrupt: Player.Sprint, Player.TacSprint, Equipment.Change, Item.Inspect
Block: Player.Sprint, Player.TacSprint, Equipment.Change, Item.Inspect |
4.3 Tools and utilities
Crowbar, keycard, fuel can, vehicle repair tool, binoculars and range finder. ForceOpenDoor and ForceUnlockVehicle are the crowbar’s actions.
Tools and utilities: 12 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
DA_Action_FuelCan_ReFill | Appliable.FuelCan.Fill | BH | Holdable, TwoHanded, Interaction | B_Action_FuelCan_ReFill | WDAppliableItemActionContext | — | — | ID_FuelCan_20L, ID_FuelCan_40L |
DA_Action_FuelCan_Refuel | Appliable.FuelCan.Refuel | BH | Holdable, TwoHanded, Interaction | B_Action_FuelCan_Refuel | WDAppliableItemActionContext | — | — | ID_FuelCan_20L, ID_FuelCan_40L |
DA_Action_Binoculars_ADS | Binoculars.ADS | WD | Holdable, Weapon, TwoHanded | B_Action_Binoculars_ADS | WDGenericItemActionContext | — | GE_UseAppliable | ID_Binoculars_Standard |
DA_Action_Crowbar | Crowbar.PrimaryUse | BH | Holdable, TwoHanded, Weapon | B_Action_Crowbar | WDGenericItemActionContext | — | — | ID_Crowbar |
DA_Action_ForceOpenDoor | Item.ForceOpenDoor | BH | Interaction, TwoHanded | B_Action_ForceOpenDoor | WDForceOpenDoorActionContext | — | — | — |
DA_Action_ForceUnlockVehicle | Item.ForceUnlockVehicle | BH | Interaction, TwoHanded | B_Action_ForceUnlockVehicle | WDForceUnlockVehicleActionContext | — | — | — |
DA_Action_KeyCard | Keycard.Use | BH | Holdable, OneHanded | B_Action_Use_KeyCard | WDGenericItemActionContext | — | — | ID_KeyCard_Alpha_1, ID_KeyCard_Alpha_2, ID_KeyCard_Bravo_1, ID_KeyCard_Bravo_2, ID_KeyCard_Charlie_1 +1 |
DA_Action_RangeFinder_ADS | RangeFinder.ADS | WD | Holdable, Weapon, TwoHanded | B_Action_RangeFinder_ADS | WDGenericItemActionContext | — | GE_UseAppliable | ID_Monocular, ID_RangeFinder_Expensive, ID_RangeFinder_Standard |
DA_Action_RangeFinder_Reload | RangeFinder.Reload | WD | Holdable, Weapon, TwoHanded | B_Action_Reload | WDGenericItemActionContext | — | GE_UseAppliable | ID_RangeFinder_Expensive |
DA_Action_VehicleRepairTool_Continuous | VehicleRepairTool.ContinuousUse | BH | Holdable, Interaction, TwoHanded | B_Action_VehicleRepairTool_Continuous | WDGenericItemActionContext | — | — | ID_HeavyDrill_RepairTool, ID_LightDrill_RepairTool |
DA_Action_VehicleRepairTool | VehicleRepairTool.PrimaryUse | BH | Holdable, Interaction, TwoHanded | B_Action_VehicleRepairTool | WDGenericItemActionContext | — | — | ID_Wrench_RepairTool |
DA_Action_VehicleRepairTool_Reload | VehicleRepairTool.Reload | BH | Holdable, Weapon, TwoHanded | B_Action_VehicleRepairTool_Reload | WDGenericItemActionContext | — | — | ID_HeavyDrill_RepairTool, ID_LightDrill_RepairTool |
Tools and utilities: response rules
| Action asset | Response rules (Key: tags) | |—|—| | 2 assets: DA_Action_FuelCan_ReFill, DA_Action_FuelCan_Refuel | — (no ActionResponseData) | | 2 assets: DA_Action_Binoculars_ADS, DA_Action_RangeFinder_ADS | InterruptOnComplete: Player.Focus
Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect
Block: Item.Inspect | | DA_Action_Crowbar | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Item.Inspect
Block: Crowbar.PrimaryUse | | 2 assets: DA_Action_ForceOpenDoor, DA_Action_ForceUnlockVehicle | BlockCategories: Weapon, Interaction, Holdable
InterruptCategories: Movement
Interrupt: Player.TacSprint, Player.Sprint, Player.Prone, Player.MoveDirectional, Player.SlowWalk
Block: Player.Prone | | DA_Action_KeyCard | BlockingStates: Vitality.Critical, Vitality.Dead
Block: (empty) | | DA_Action_RangeFinder_Reload | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect, RangeFinder.ADS
Block: Item.Inspect, Player.Focus, Weapon.CycleSights, RangeFinder.Reload, RangeFinder.ADS | | DA_Action_VehicleRepairTool_Continuous | Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect
Block: Item.Inspect
BlockingStates: Vitality.Critical
InterruptBuffered: Player.Sprint, Player.TacSprint | | DA_Action_VehicleRepairTool | BlockingStates: Vitality.Critical | | DA_Action_VehicleRepairTool_Reload | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect, VehicleRepairTool.ContinuousUse, VehicleRepairTool.PrimaryUse
Block: Item.Inspect, Player.Focus, Weapon.CycleSights, Weapon.Reload
Buffer: VehicleRepairTool.ContinuousUse (PartialBuffer, 2 s) |
4.4 Buildables and build tool
Forward operating base placement and the hammer-based build tool.
Buildables and build tool: 7 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
DA_Action_Buildable_Construct | BuildBuildable.Construct | BH | Holdable, Weapon, TwoHanded | B_Action_Buildable_Construct | WDGenericItemActionContext | — | — | — |
DA_Action_BuildTool_Dismantle | BuildTool.Dismantle | BH | Holdable, Weapon, TwoHanded | B_Action_BuildTool_Dismantle | WDGenericItemActionContext | — | — | — |
DA_Action_BuildTool_PlaceSchematic | BuildTool.PlaceSchematic | BH | Holdable, Weapon, TwoHanded | B_Action_BuildTool_PlaceSchematic | WDGenericItemActionContext | — | — | — |
DA_Action_BuildTool_Rotate | BuildTool.Rotate | BH | Holdable, Weapon, TwoHanded | B_Action_BuildTool_Rotate | WDGenericItemActionContext | — | — | ID_ForwardOperatingBase, ID_LargeHammer, ID_MediumHammer, ID_SmallHammer |
DA_Action_BuildTool_SecondaryUse | BuildTool.SecondaryUse | BH | Holdable, Weapon, TwoHanded | B_Action_BuildTool_TogglePlacement | WDGenericItemActionContext | — | — | ID_LargeHammer, ID_MediumHammer, ID_SmallHammer |
DA_Action_BuildTool_ToggleSnapping | BuildTool.ToggleSnapping | BH | Holdable, Weapon, TwoHanded | B_Action_BuildTool_ToggleSnapping | WDGenericItemActionContext | — | — | ID_LargeHammer, ID_MediumHammer, ID_SmallHammer |
DA_Action_Buildable_Place | FOBPlacement.PrimaryUse | WD | Holdable, TwoHanded | B_Action_Buildable_Place | WDGenericItemActionContext | — | — | ID_ForwardOperatingBase |
Buildables and build tool: response rules
| Action asset | Response rules (Key: tags) | |—|—| | DA_Action_Buildable_Construct | BlockingStates: Vitality.Critical, Vitality.Dead
Block: BuildTool.Rotate, BuildTool.ToggleSnapping, BuildTool.PlaceSchematic, BuildBuildable.Construct, BuildTool.Dismantle
Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect, BuildTool.Dismantle | | 2 assets: DA_Action_BuildTool_Dismantle, DA_Action_BuildTool_PlaceSchematic | BlockingStates: Vitality.Critical, Vitality.Dead, Vehicle.Role.ActivePassenger
Block: BuildTool.SecondaryUse, BuildTool.Rotate, BuildTool.ToggleSnapping, BuildTool.PlaceSchematic | | 2 assets: DA_Action_BuildTool_Rotate, DA_Action_BuildTool_ToggleSnapping | BlockingStates: Vitality.Critical, Vitality.Dead
Block: BuildTool.SecondaryUse, BuildTool.Rotate, BuildTool.ToggleSnapping, BuildTool.PlaceSchematic | | DA_Action_BuildTool_SecondaryUse | BlockingStates: Vitality.Critical, Vitality.Dead, Vehicle.Role.ActivePassenger
Block: BuildTool.SecondaryUse, BuildTool.Rotate, BuildTool.ToggleSnapping, BuildTool.PlaceSchematic
Interrupt: BuildBuildable.Construct | | DA_Action_Buildable_Place | BlockingStates: Vitality.Critical, Vitality.Dead, Action.Player.TacSprint, Action.Player.Sprint, Vehicle.Role.ActivePassenger
Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect |
4.5 Weapons, melee and bow
The generic weapon actions shared by firearms (fire, reload, ADS, chamber, zeroing, bipod, lean, focus, inspect, equip), melee, and the bow. Weapon numbers (recoil, rate of fire) are in Weapon Attributes and Infantry Weapon Stats.
Weapons, melee and bow: 29 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
DA_Action_Equip | Equipment.Change | BH | Holdable, TwoHanded | WDGameplayAction | — | — | — | — |
DA_Action_InspectWeapon | Item.Inspect | BH | Holdable, Weapon, TwoHanded | B_Action_Inspect | WDGenericItemActionContext | — | — | ID_AT_Mine, ID_Bandage, ID_Binoculars_Standard, ID_C4_Trigger, ID_Claymore +31 |
DA_Action_PrimaryUse | Item.PrimaryUse | BH | Holdable | WDGameplayAction | WDGenericItemActionContext | — | — | — |
DA_Action_Focus | Player.Focus | BH | Holdable, TwoHanded | B_Action_Focus | — | — | — | — |
DA_Action_Lean | Player.Lean | BH | — | WDGameplayAction | — | — | — | — |
2 assets: DA_Action_LeanLeft, DA_Action_LeanRight | Player.Lean.Left, Player.Lean.Right | BH | — | B_Action_Lean | — | — | — | — |
DA_Action_Melee_PrimaryUse | Player.Melee.PrimaryUse | BH | Holdable, TwoHanded, Weapon | B_Action_Melee | WDGenericItemActionContext | — | — | ID_Fists |
DA_Action_Melee_SecondaryUse | Player.Melee.SecondaryUse | BH | Holdable, Weapon, TwoHanded | B_Action_Melee | WDGenericItemActionContext | — | — | — |
DA_Action_ADS | Weapon.ADS | WD | Holdable, Weapon, TwoHanded | B_Action_Ads | WDGenericItemActionContext | — | GE_ADS | — |
DA_Action_MountBipod | Weapon.Bipod.Mount | BH | Holdable, Weapon | B_Action_MountBipod | WDGenericItemActionContext | unnamed _aaacbmicphngedjgincpn | — | — |
DA_Action_ToggleBipodFold | Weapon.Bipod.ToggleFold | BH | Holdable, Weapon | B_Action_ToggleBipodFold | WDGenericItemActionContext | — | — | — |
DA_Action_WeaponBlocked | Weapon.Blocked | WD | Weapon, Holdable | — | — | — | — | — |
DA_Action_CancelDraw | Weapon.Bow.Cancel | BH | Holdable, Weapon, OneHanded | B_Action_CancelDraw | WDGenericItemActionContext | — | — | — |
DA_Action_BowDraw | Weapon.Bow.Draw | BH | Holdable, OneHanded, Weapon.Fire | B_Action_BowDraw | WDGenericItemActionContext | — | — | — |
DA_Action_BowDryFire | Weapon.Bow.DryRire | BH | Holdable, Weapon, TwoHanded | B_Action_BowDryFire | WDGenericItemActionContext | — | — | — |
DA_Action_BowRelease | Weapon.Bow.Release | BH | Holdable, OneHanded | B_Action_BowRelease | WDGenericItemActionContext | — | — | — |
DA_Action_BowReload | Weapon.Bow.Reload | BH | Holdable, Weapon, TwoHanded | B_Action_BowReload | WDGenericItemActionContext | — | — | — |
DA_Action_Chamber | Weapon.ChamberRound | BH | Weapon, Holdable, TwoHanded | B_Action_ChamberWeapon | WDGenericItemActionContext | bRebufferAction | — | — |
DA_Action_CycleFireMode | Weapon.CycleFireMode | BH | Holdable, Weapon | B_Action_CycleFireMode | WDGenericItemActionContext | — | — | — |
DA_Action_CycleSights | Weapon.CycleSights | BH | Holdable, Weapon | B_Action_CycleSights | WDGenericItemActionContext | — | — | — |
DA_Action_DropWeapon | Weapon.DropWeapon | BH | Holdable, Weapon, TwoHanded | B_Action_DropWeapon | WDGenericItemActionContext | — | — | — |
DA_Action_Weapon_Fire | Weapon.Fire | BH | Holdable, Weapon, OneHanded | B_Action_WeaponFire | WDGenericItemActionContext | — | — | — |
DA_Action_BowFire | Weapon.Fire.Bow | BH | Holdable, OneHanded, Weapon.Fire | B_Action_BowFireTestNew | WDGenericItemActionContext | — | — | — |
DA_Action_MeleeBash | Weapon.MeleeBash | BH | Holdable, TwoHanded, Weapon | B_Action_MeleeBash | WDGenericItemActionContext | — | — | — |
DA_Action_Reload | Weapon.Reload | BH | Holdable, Weapon, TwoHanded | B_Action_Reload | WDGenericItemActionContext | — | — | — |
DA_Action_DecreaseZeroing | Weapon.Zeroing.Decrease | BH | Holdable, Weapon | B_Action_DecreaseZeroing | WDGenericItemActionContext | — | — | — |
DA_Action_IncreaseZeroing | Weapon.Zeroing.Increase | BH | Holdable, Weapon | B_Action_IncreaseZeroing | WDGenericItemActionContext | — | — | — |
DA_Action_ResetZeroing | Weapon.Zeroing.Reset | BH | Holdable, Weapon | WDGameplayAction | — | — | — | — |
Weapons, melee and bow: response rules
| Action asset | Response rules (Key: tags) | |—|—| | DA_Action_Equip | Buffer: Weapon.Reload (FullBuffer, -10 s)
Buffer: VehicleRepairTool.Reload (FullBuffer, -10 s)
Interrupt: Appliable.Bandage.PrimaryUse, Appliable.Bandage.SecondaryUse, Appliable.SecondaryUse, Appliable.PrimaryUse, Appliable.FuelCan.Refuel, Player.Idle, Weapon.ChamberRound
InterruptCategories: Emote | | DA_Action_InspectWeapon | BlockingStates: Movement.Aiming, Stance.Current.Prone
Block: Item.Inspect
InterruptCategories: Player.Emote
InterruptCategories: Emote
BlockCategories: Emote | | 4 assets: DA_Action_PrimaryUse, DA_Action_Focus, DA_Action_Lean, DA_Action_WeaponBlocked | — (no ActionResponseData) | | DA_Action_LeanLeft | Interrupt: Player.Lean.Right | | DA_Action_LeanRight | Interrupt: Player.Lean.Left | | DA_Action_Melee_PrimaryUse | Block: Player.Melee.PrimaryUse, Item.Inspect
BlockingStates: Vitality.Critical, Vitality.Dead, Movement.Custom.Dragging
Interrupt: Player.Focus, Item.Inspect
InterruptCategories: Emote | | DA_Action_Melee_SecondaryUse | Block: Player.Melee.SecondaryUse, Item.Inspect
BlockingStates: Vitality.Critical, Vitality.Dead, Movement.Custom.Dragging
Interrupt: Player.Focus, Item.Inspect
InterruptCategories: Emote | | DA_Action_ADS | InterruptOnComplete: Player.Focus
Block: Player.Sprint, Player.TacSprint, Item.Inspect, Player.ChangeToNextQuickSlot, Player.AccessRadialWheel
BlockingStates: Block.MenuOpen
InterruptBuffered: Player.Sprint, Player.TacSprint, Item.Inspect
Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect
BlockCategories: Emote | | DA_Action_MountBipod | Block: Item.Inspect, Player.Lean.Right, Player.Lean.Left
Interrupt: Player.Lean.Left, Player.Lean.Right | | DA_Action_ToggleBipodFold | Block: Weapon.Bipod.ToggleFold, Weapon.Reload
BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Weapon.Bipod.Mount, Item.Inspect | | 2 assets: DA_Action_CancelDraw, DA_Action_Weapon_Fire | Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect
Block: Item.Inspect
BlockingStates: Vitality.Critical
InterruptBuffered: Player.Sprint, Player.TacSprint | | DA_Action_BowDraw | Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect
Block: Item.Inspect
BlockingStates: Vitality.Critical
InterruptBuffered: Player.Sprint, Player.TacSprint
Buffer: Weapon.Bow.DryRire (FullBuffer, -10 s) | | DA_Action_BowDryFire | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Weapon.Fire, Player.Sprint, Player.TacSprint, Item.Inspect, Weapon.ChamberRound
Block: Item.Inspect, Player.Focus, Weapon.CycleSights, Weapon.Bow.DryRire
Buffer: Weapon.Fire (PartialBuffer, 2 s)
InterruptCategories: (empty) | | DA_Action_BowRelease | Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect, Weapon.Bow.Draw
Block: Item.Inspect
BlockingStates: Vitality.Critical
InterruptBuffered: Player.Sprint, Player.TacSprint
Buffer: Weapon.Bow.Draw (FullBuffer, -10 s) | | DA_Action_BowReload | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Weapon.Fire, Player.Sprint, Player.TacSprint, Item.Inspect, Weapon.ChamberRound
Block: Item.Inspect, Player.Focus, Weapon.CycleSights
Buffer: Weapon.Bow.Draw (FullBuffer, 2 s) | | DA_Action_Chamber | BlockingStates: Vitality.Critical, Vitality.Dead
Block: Item.PrimaryUse, Weapon.ChamberRound
Buffer: Weapon.Reload (FullBuffer, -10 s)
Interrupt: Player.Idle, Weapon.Fire | | DA_Action_CycleFireMode | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Item.PrimaryUse | | DA_Action_CycleSights | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: (empty)
Block: Item.PrimaryUse | | DA_Action_DropWeapon | Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect, Weapon.Fire, Weapon.ADS, Vehicle.Weapon.Reload, VehicleRepairTool.ContinuousUse
Block: Item.Inspect | | DA_Action_BowFire | Interrupt: Player.Sprint, Player.TacSprint, Item.Inspect
Block: Item.Inspect
BlockingStates: Vitality.Critical
InterruptBuffered: Player.Sprint, Player.TacSprint
Buffer: (empty) | | DA_Action_MeleeBash | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Weapon.Reload, Item.PrimaryUse, Weapon.ADS, Item.Inspect, Player.Sprint, Player.TacSprint, Weapon.ChamberRound, Weapon.Bow.Draw, VehicleRepairTool.Reload
Buffer: Weapon.Reload (PartialBuffer, 3 s)
Buffer: Weapon.ADS (FullBuffer, -10 s)
Buffer: Weapon.ChamberRound (PartialBuffer, 3 s)
Buffer: VehicleRepairTool.Reload (PartialBuffer, 3 s)
Block: Item.Inspect, Weapon.Fire, Weapon.Bow.Draw, VehicleRepairTool.ContinuousUse | | DA_Action_Reload | BlockingStates: Vitality.Critical, Vitality.Dead
Interrupt: Weapon.Fire, Item.Inspect, Player.Focus, Player.Sprint, Player.TacSprint
Block: Item.Inspect, Weapon.CycleSights, Weapon.Reload, Player.AccessEquipmentVendor, Player.AccessVehicleVendor, Weapon.Bipod.ToggleFold, Player.UseDoor
Buffer: Weapon.Fire (PartialBuffer, 0.6 s)
Buffer: Player.Focus (PartialBuffer, 2 s)
InterruptCategories: Emote | | 2 assets: DA_Action_DecreaseZeroing, DA_Action_IncreaseZeroing | BlockingStates: Vitality.Critical, Vitality.Dead | | DA_Action_ResetZeroing | BlockingStates: Vitality.Critical, Vitality.Dead, Movement.Sprint
Block: Weapon.Zeroing.Decrease, Weapon.Zeroing.Increase, Weapon.Zeroing.Reset, Item.Inspect
Interrupt: Item.Inspect |
4.6 Vehicle actions
Vehicle movement, horn, weapon fire, pre-fire, ADS, reload, active reload and stabiliser toggle. Vehicle numbers are in Vehicles.
Vehicle actions: 8 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
DA_Action_Vehicle_StabilizingChange | Vehicle.ChangeStabilizingState | WD | — | WDAction_VehicleChangeStabilizeState | WDVehicleStabilizingActionContext | — | — | — |
DA_Action_Vehicle_Horn | Vehicle.Horn | BH | — | — | — | — | — | — |
DA_Action_VehicleMovement | Vehicle.Movement | BH | Movement | WDGameplayAction | — | — | — | — |
DA_Action_Vehicle_Weapon_ADS | Vehicle.Weapon.ADS | WD | — | B_Action_Vehicle_Weapon_Ads | WDVehicleWeaponActionContext | — | — | — |
DA_Action_Vehicle_Weapon_ActiveReload | Vehicle.Weapon.ActiveReload | BH | Holdable, Weapon, TwoHanded | B_Action_Vehicle_ActiveReload | WDVehicleWeaponActionContext | bConsumeAxisInputOnCompletion | — | — |
DA_Action_Vehicle_WeaponFire | Vehicle.Weapon.Fire | BH | Weapon, TwoHanded, Holdable | B_Action_Vehicle_WeaponFire | WDVehicleWeaponActionContext | — | — | — |
DA_Action_Vehicle_WeaponPreFire | Vehicle.Weapon.PreFire | BH | Weapon, TwoHanded, Holdable | B_Action_Vehicle_WeaponPreFire | WDVehicleWeaponActionContext | — | — | — |
DA_Action_Vehicle_Reload | Vehicle.Weapon.Reload | BH | Holdable, Weapon, TwoHanded | B_Action_Vehicle_Reload | WDVehicleWeaponActionContext | — | — | — |
Vehicle actions: response rules
| Action asset | Response rules (Key: tags) | |—|—| | DA_Action_Vehicle_StabilizingChange | Block: Vehicle.Weapon.Fire
RequiredStates: Vitality.Alive, Vehicle | | DA_Action_Vehicle_Horn | Block: (empty) | | DA_Action_VehicleMovement | Block: Weapon.Bipod.Mount | | DA_Action_Vehicle_Weapon_ADS | — (no ActionResponseData) | | 2 assets: DA_Action_Vehicle_Weapon_ActiveReload, DA_Action_Vehicle_Reload | Block: Vehicle.Weapon.Reload, Vehicle.Weapon.Fire, Vehicle.Weapon.ActiveReload | | DA_Action_Vehicle_WeaponFire | Block: Vehicle.Weapon.Reload, Vehicle.Weapon.Fire | | DA_Action_Vehicle_WeaponPreFire | Block: Vehicle.Weapon.PreFire
RequiredStates: Vitality.Alive |
4.7 Movement and stance
Sprint, stances, jump, vault, mantle, climb, swim and similar. Most ActionEffects are here (the stance and traversal effects).
Movement and stance: 25 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
DA_Action_Stance_Crouch | Player.Crouch | WD | — | B_Action_Stance_Crouch | BHStanceTransitionContextData | — | GE_Player_Stance_Crouch, GE_Player_Stance_Transition | — |
DA_Action_Dragging | Player.Dragging | BH | TwoHanded, Movement | B_Action_Dragging | — | — | — | — |
DA_Action_Fall | Player.Fall | BH | — | B_Action_Fall | — | — | — | — |
DA_Action_Jump | Player.Jump | WD | Movement | WDGameplayAction | — | bInstantAction | GE_Player_Jump | — |
DA_Action_Ladder | Player.Ladder | BH | — | B_Action_Ladder | — | — | — | — |
6 assets: DA_Action_LadderSlideDown, DA_Action_Parachuting, DA_Action_Skydiving, DA_Action_LadderSlowClimb, DA_Action_SlowWalk, DA_Action_Swimming_FastSwim | Player.Ladder.SlideDown, Player.Parachuting, Player.Skydiving, Player.SlowLadderClimb, Player.SlowWalk, Player.Swimming.FastSwim | BH | — | WDGameplayAction | — | — | — | — |
DA_Action_MovementDirectional | Player.MoveDirectional | BH | Movement | WDGameplayAction | — | — | — | — |
DA_Action_Stance_Prone | Player.Prone | WD | — | B_Action_Stance_Prone | BHStanceTransitionContextData | — | GE_Player_Stance_Prone, GE_Player_Stance_Transition | — |
DA_Action_Stance_Crawl | Player.Prone.Crawl | WD | Movement | B_Action_Crawl | — | — | — | — |
DA_Action_Sprint | Player.Sprint | BH | — | B_Action_Sprint | — | — | — | — |
DA_Action_StanceTransition | Player.StanceTransition | WD | — | — | BHStanceTransitionContextData | — | — | — |
DA_Action_Stance_Stand | Player.Stand | WD | — | WDGameplayAction | BHStanceTransitionContextData | — | — | — |
DA_Action_StopSprint | Player.StopSprint | WD | — | B_Action_StopSprint | BHStopSprintActionActivationContext | bInstantAction | GE_Player_StopSprint_WeightEffect | — |
DA_Action_StopTacSprint | Player.StopTacSprint | BH | — | B_Action_StopTacSprint | BHStopSprintActionActivationContext | bInstantAction | — | — |
DA_Action_Swimming | Player.Swimming | BH | — | B_Action_Swimming | — | — | — | — |
DA_Action_TacSprint | Player.TacSprint | BH | — | B_Action_TacSprint | — | — | — | — |
DA_Action_Climbing | Player.Traversing.Climbing | BH | — | B_Action_Climbing | BHTraversingActivationContextData | — | — | — |
DA_Action_Climbing_Cancel | Player.Traversing.ClimbingCancel | WD | — | B_Action_Climbing_Cancel | WDGenericItemActionContext | — | — | — |
DA_Action_Mantling | Player.Traversing.Mantling | WD | — | B_Action_Mantling | BHTraversingActivationContextData | — | GE_Player_Mantle | — |
DA_Action_Vaulting | Player.Traversing.Vaulting | WD | — | B_Action_Vaulting | BHTraversingActivationContextData | — | GE_Player_Vaulting | — |
Movement and stance: response rules
| Action asset | Response rules (Key: tags) | |—|—| | DA_Action_Stance_Crouch | Interrupt: Player.Sprint, Player.TacSprint, Player.Prone, Player.Stand
InterruptOnComplete: Player.Sprint, Player.TacSprint
Block: Player.Traversing.Vaulting, Player.Traversing.Mantling, Player.Traversing.Climbing | | DA_Action_Dragging | Block: Player.Melee.PrimaryUse, Weapon.Fire, Player.Sprint, Player.TacSprint, Player.Prone, Player.ChangeQuickSlot, Player.ChangeToNextQuickSlot, Player.ChangeToPreviousQuickSlot, Player.ToggleHands, Player.Jump, Player.UseDoor, Player.Stand, VehicleRepairTool.ContinuousUse
BlockingStates: Vitality.Critical
Interrupt: Player.Sprint, Player.TacSprint, MedKit.PrimaryUse, Appliable.MedKit.SecondaryUse
InterruptCategories: Weapon | | DA_Action_Fall | Block: State.Player.Movement.Custom.Ladder, State.Player.Movement.Custom.Dragging, Weapon.Bipod.Mount
Interrupt: Player.Crouch, Player.Prone, Player.Focus, Weapon.Bipod.Mount, VehicleRepairTool.Reload
Buffer: Player.Crouch (PartialBuffer, 2 s)
Buffer: Player.Prone (PartialBuffer, 2 s)
Buffer: Player.Sprint (PartialBuffer, 3 s)
Buffer: Player.TacSprint (PartialBuffer, 3 s)
Buffer: VehicleRepairTool.Reload (PartialBuffer, 2 s)
Buffer: Player.Lean.Left (PartialBuffer, 2 s)
Buffer: Player.Lean.Right (PartialBuffer, 2 s)
BlockingStates: Vitality.Critical, Vitality.Dead
InterruptAndBuffer: Player.Sprint, Player.TacSprint | | DA_Action_Jump | Block: State.Player.Movement.Custom.Ladder, State.Player.Movement.Custom.Dragging, Weapon.Bipod.Mount, Player.Emote.Surrender_Drop
Interrupt: Player.Crouch, Player.Prone, Player.Focus, Weapon.Reload, Weapon.Bipod.Mount, Weapon.ChamberRound, Player.Lean.Right, Player.Lean.Left
Buffer: Weapon.Reload (PartialBuffer, 2 s)
Buffer: Player.Crouch (PartialBuffer, 2 s)
Buffer: Player.Prone (PartialBuffer, 2 s)
Buffer: Player.Sprint (PartialBuffer, 3 s)
Buffer: Player.TacSprint (PartialBuffer, 3 s)
Buffer: Weapon.ChamberRound (FullBuffer, -10 s)
BlockingStates: Vitality.Critical, Vitality.Dead
InterruptCategories: Emote | | DA_Action_Ladder | Buffer: Weapon.Reload (PartialBuffer, 5 s)
Buffer: Weapon.ChamberRound (PartialBuffer, 5 s)
Buffer: VehicleRepairTool.Reload (PartialBuffer, 5 s)
Block: Player.Melee.PrimaryUse, Weapon.Fire, Player.Sprint, Player.TacSprint, Player.Prone, Player.Crouch, Player.ChangeQuickSlot, Player.ChangeToNextQuickSlot, Player.ChangeToPreviousQuickSlot, Player.ToggleHands, VehicleRepairTool.ContinuousUse, Player.Emote.Surrender_Drop
Interrupt: Player.Sprint, Player.TacSprint, Player.Jump, Player.Crouch, Player.Prone, Weapon.ADS, Player.Lean.Left, Player.Lean.Right
BlockingStates: Vitality.Critical
InterruptCategories: Weapon | | DA_Action_LadderSlideDown | Interrupt: Player.SlowLadderClimb | | 6 assets: DA_Action_MovementDirectional, DA_Action_LadderSlowClimb, DA_Action_SlowWalk, DA_Action_StopSprint, DA_Action_StopTacSprint, DA_Action_Swimming_FastSwim | — (no ActionResponseData) | | DA_Action_Parachuting | InterruptCategories: Holdable, Interaction, TwoHanded, Weapon
BlockCategories: Holdable, Interaction, Weapon, TwoHanded
BlockingStates: Vitality.Critical
Block: Player.ChangeToNextQuickSlot, Player.ChangeQuickSlot, Player.ChangeToPreviousQuickSlot, Player.ToggleHands | | DA_Action_Stance_Prone | Interrupt: Player.Sprint, Player.TacSprint, Player.Crouch, Player.Stand, Item.Inspect, Weapon.ADS, Player.Lean.Left, Player.Lean.Right
InterruptOnComplete: Player.Sprint, Player.TacSprint, Weapon.ADS
Block: Player.Ladder, Player.Traversing.Mantling, Player.Traversing.Vaulting, Player.Traversing.Climbing, Item.Inspect, Player.Emote.Surrender_Drop | | DA_Action_Stance_Crawl | Interrupt: Appliable.SecondaryUse, Appliable.PrimaryUse, Player.Lean.Left, Player.Lean.Right, Player.Focus, Weapon.Bow.Draw
Block: Appliable.AdrenalinePen, Weapon.Bow.Draw
InterruptAndBuffer: Weapon.ADS
Buffer: Weapon.ADS (FullBuffer, -10 s) | | DA_Action_Skydiving | BlockCategories: Holdable, Interaction, OneHanded, TwoHanded, Weapon
InterruptCategories: Holdable, Interaction, OneHanded, TwoHanded, Weapon | | DA_Action_Sprint | Interrupt: Player.Crouch, Player.Prone, Weapon.ADS, Item.Inspect, Weapon.Fire, Weapon.Reload, BuildBuildable.Construct, Appliable.PrimaryUse, Appliable.SecondaryUse, Appliable.AdrenalinePen.SecondaryUse, Appliable.AdrenalinePen.PrimaryUse, Appliable.Bandage.SecondaryUse, Appliable.Bandage.PrimaryUse, Appliable.Enox.SecondaryUse, Appliable.Enox.PrimaryUse, Appliable.FuelCan.Fill, Appliable.FuelCan.Refuel, Appliable.Injector.PrimaryUse, Appliable.MedKit.SecondaryUse, Appliable.Resuscitator.PrimaryUse, Appliable.StimPen.SecondaryUse, Appliable.StimPen.PrimaryUse, Defibrillator.PrimaryUse, Placeable.PrimaryUse, FOBPlacement.PrimaryUse, VehicleRepairTool.ContinuousUse, VehicleRepairTool.Reload, Player.Lean.Left, Player.Lean.Right, Player.SlowWalk, Player.Emote.Surrender_Drop
Block: Item.Inspect, Weapon.Bipod.Mount, Player.SlowWalk
Buffer: Weapon.ChamberRound (FullBuffer, -10 s)
Buffer: Player.Lean.Right (PartialBuffer, 0.5 s)
Buffer: Player.Lean.Left (PartialBuffer, 0.5 s)
InterruptCategories: Weapon.Fire, Emote
InterruptBuffered: Weapon.Fire
BlockingStates: Vehicle.Role.ActivePassenger, Vehicle.Role.Driver, Vehicle.Role.Gunner, Vehicle.Role.PassivePassenger, Weight.SuperHeavy
BlockCategories: Emote | | DA_Action_StanceTransition | BlockingStates: Vitality.Critical
Block: Player.Traversing.Climbing, Player.Traversing.Vaulting, Player.Traversing.Mantling | | DA_Action_Stance_Stand | BlockingStates: Vitality.Critical
Interrupt: Player.Crouch, Player.Prone | | DA_Action_Swimming | Buffer: Weapon.Reload (PartialBuffer, 5 s)
Buffer: Player.Sprint (PartialBuffer, 5 s)
Buffer: Weapon.ChamberRound (PartialBuffer, 5 s)
Buffer: VehicleRepairTool.Reload (PartialBuffer, 5 s)
Block: Player.Melee.PrimaryUse, Weapon.Fire, VehicleRepairTool.ContinuousUse
Interrupt: Weapon.Reload, Weapon.ChamberRound
BlockingStates: Vitality.Critical | | DA_Action_TacSprint | Interrupt: Weapon.Zeroing.Decrease, Weapon.Zeroing.Increase, Weapon.Zeroing.Reset, Item.Inspect, Player.Crouch, Player.Prone, Weapon.ADS, Weapon.Fire, Weapon.Reload, Appliable.PrimaryUse, Appliable.SecondaryUse, Appliable.Bandage.SecondaryUse, Appliable.Bandage.PrimaryUse, Appliable.AdrenalinePen.PrimaryUse, Appliable.AdrenalinePen.SecondaryUse, Appliable.Enox.PrimaryUse, Appliable.Enox.SecondaryUse, Appliable.FuelCan.Fill, Appliable.FuelCan.Refuel, Appliable.Injector.PrimaryUse, Appliable.MedKit.SecondaryUse, Appliable.Resuscitator.PrimaryUse, Appliable.StimPen.SecondaryUse, Appliable.StimPen.PrimaryUse, Weapon.ChamberRound, Defibrillator.PrimaryUse, VehicleRepairTool.ContinuousUse, VehicleRepairTool.Reload, Player.SlowWalk, Player.Emote.Surrender_Drop, Player.Lean.Left, Player.Lean.Right
Block: Weapon.Zeroing.Decrease, Weapon.Zeroing.Increase, Weapon.Zeroing.Reset, Item.Inspect, Weapon.Bipod.Mount, Weapon.Bipod.ToggleFold, Player.SlowWalk
BlockingStates: Weight.Heavy, Vehicle.Role.ActivePassenger, Vehicle.Role.PassivePassenger, Vehicle.Role.Driver, Vehicle.Role.Gunner, Weight.SuperHeavy
Buffer: Weapon.ChamberRound (FullBuffer, -10 s)
Buffer: Player.Lean.Left (PartialBuffer, 0.5 s)
Buffer: Player.Lean.Right (PartialBuffer, 0.5 s)
InterruptCategories: Weapon.Fire, Emote
BlockCategories: Emote | | DA_Action_Climbing | BlockingStates: Vitality.Critical
BlockCategories: Holdable, Interaction, OneHanded, TwoHanded, UI, Weapon
Block: Player.Crouch, Player.Prone, Weapon.Fire, VehicleRepairTool.ContinuousUse, Player.Lean.Right, Player.Lean.Left
InterruptCategories: Holdable, Interaction, OneHanded, TwoHanded, UI, Weapon
Interrupt: Player.Lean.Left, Player.Lean.Right | | DA_Action_Climbing_Cancel | Buffer: Weapon.ADS (FullBuffer, -10 s)
Buffer: Weapon.Fire (FullBuffer, -10 s) | | DA_Action_Mantling | BlockingStates: Vitality.Critical
BlockCategories: UI, TwoHanded, Interaction
Block: Player.Crouch, Player.Prone, Weapon.Bipod.Mount
Interrupt: Player.Crouch, Player.Prone
InterruptCategories: TwoHanded, Interaction, UI
Buffer: Weapon.ADS (FullBuffer, -10 s)
Buffer: Weapon.ChamberRound (FullBuffer, -10 s)
Buffer: Player.Lean.Left (FullBuffer, -10 s)
Buffer: Player.Lean.Right (FullBuffer, -10 s)
InterruptAndBuffer: Weapon.ADS, Player.Lean.Left, Player.Lean.Right | | DA_Action_Vaulting | BlockingStates: Vitality.Critical
BlockCategories: Interaction, UI, TwoHanded
Block: Player.Crouch, Player.Prone, Weapon.Bipod.Mount
InterruptCategories: Interaction, TwoHanded, UI
Buffer: Player.Sprint (PartialBuffer, 3 s)
Buffer: Player.TacSprint (PartialBuffer, 3 s)
Buffer: Weapon.ADS (FullBuffer, -10 s)
Buffer: Weapon.ChamberRound (FullBuffer, -10 s)
Buffer: Player.Lean.Left (FullBuffer, -10 s)
Buffer: Player.Lean.Right (FullBuffer, -10 s)
Interrupt: Player.Sprint, Player.TacSprint, Player.Prone, Player.Crouch, Player.Lean.Left, Player.Lean.Right |
4.8 Emotes
Twenty-seven emotes. They share one action class (B_Action_Emote); the per-emote play rate is in DT_EmoteData (GameMechanics §12c).
Emotes: 27 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
26 assets: DA_Action_Emote_Assault, DA_Action_Emote_Bowman, DA_Action_Emote_Chefs_Kiss, DA_Action_Emote_Come_Here, DA_Action_Emote_Face_Palm, DA_Action_Emote_Finger_Gun, DA_Action_Emote_Follow_Me, DA_Action_Emote_Halt, DA_Action_Emote_Middle_Finger, DA_Action_Emote_Move_Up, DA_Action_Emote_OK, DA_Action_Emote_Paper, DA_Action_Emote_Point, DA_Action_Emote_RockPaperScissors, DA_Action_Emote_Rock, DA_Action_Emote_Salute, DA_Action_Emote_Scissors, DA_Action_Emote_Shh, DA_Action_Emote_Sit_Down, DA_Action_Emote_Sitting, DA_Action_Emote_Slow_Down, DA_Action_Emote_Stop, DA_Action_Emote_Throat_Slit, DA_Action_Emote_ThumbsDown, DA_Action_Emote_ThumbsUp, DA_Action_Emote_Wave | Player.Emote.Assault, Player.Emote.Bowman, Player.Emote.Chefs_Kiss, Player.Emote.Come_Here, Player.Emote.Face_Palm, Player.Emote.Finger_Gun, Player.Emote.Follow_Me, Player.Emote.Halt, Player.Emote.Middle_Finger, Player.Emote.Move_Up, Player.Emote.OK, Player.Emote.Paper, Player.Emote.Point, Player.Emote.RPS, Player.Emote.Rock, Player.Emote.Salute, Player.Emote.Scissors, Player.Emote.Shh, Player.Emote.Sit_Down, Player.Emote.Sitting, Player.Emote.Slow_Down, Player.Emote.Stop, Player.Emote.Throat_Slit, Player.Emote.ThumbsDown, Player.Emote.ThumbsUp, Player.Emote.Wave | BH | Emote | B_Action_Emote | WDEmoteActivationContext | — | — | — |
DA_Action_Emote_Surrender_Drop | Player.Emote.Surrender_Drop | BH | Emote | B_Action_Emote_Surrender_Drop | WDEmoteActivationContext | — | — | — |
Emotes: response rules
| Action asset | Response rules (Key: tags) | |—|—| | 23 assets: DA_Action_Emote_Assault, DA_Action_Emote_Bowman, DA_Action_Emote_Chefs_Kiss, DA_Action_Emote_Come_Here, DA_Action_Emote_Face_Palm, DA_Action_Emote_Finger_Gun, DA_Action_Emote_Follow_Me, DA_Action_Emote_Halt, DA_Action_Emote_Middle_Finger, DA_Action_Emote_Move_Up, DA_Action_Emote_OK, DA_Action_Emote_Paper, DA_Action_Emote_Point, DA_Action_Emote_RockPaperScissors, DA_Action_Emote_Rock, DA_Action_Emote_Salute, DA_Action_Emote_Scissors, DA_Action_Emote_Shh, DA_Action_Emote_Sit_Down, DA_Action_Emote_Slow_Down, DA_Action_Emote_Stop, DA_Action_Emote_Throat_Slit, DA_Action_Emote_Wave | InterruptCategories: Player.Emote
InterruptCategories: Emote
Interrupt: Player.Lean.Left, Player.Lean.Right | | DA_Action_Emote_Sitting | InterruptCategories: Player.Emote.Sitting
InterruptCategories: Emote
BlockCategories: Movement, Interaction, TwoHanded, OneHanded, Holdable, Weapon.Fire
Interrupt: Player.Lean.Left, Player.Lean.Right | | DA_Action_Emote_Surrender_Drop | InterruptCategories: Player.Emote
InterruptCategories: Emote
BlockCategories: Interaction, TwoHanded, OneHanded, Holdable, Weapon.Fire
Block: Player.Jump, Player.Prone, Player.Ladder, Player.Traversing.Climbing, Player.Traversing.Mantling, Player.Traversing.Vaulting, Item.Inspect, Equipment.Change, Weapon.Reload
BlockingStates: Vitality.Critical
Interrupt: Player.Lean.Left, Player.Lean.Right | | 2 assets: DA_Action_Emote_ThumbsDown, DA_Action_Emote_ThumbsUp | InterruptCategories: Emote
Interrupt: Player.Lean.Left, Player.Lean.Right |
4.9 UI, vendors and pings
Opening the inventory, map, chat, wheels and vendors; quick-slot change; pings; toggle hands.
UI, vendors and pings: 17 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
3 assets: DA_Action_UI_AccessChatbox, DA_Action_UI_ChangeToNextQuickSlot, DA_Action_UI_ChangeToPreviousQuickSlot | Player.AccessChatbox, Player.ChangeToNextQuickSlot, Player.ChangeToPreviousQuickSlot | BH | UI | — | — | — | — | — |
DA_Action_AccessEquipmentVendor | Player.AccessEquipmentVendor | BH | UI | B_Action_OpenScene_Vendor_Equipment | WDVendorActionContext | — | — | — |
DA_Action_AccessGarageVendor | Player.AccessGarageVendor | BH | UI | B_Action_OpenScene_Vendor_Garage | WDVendorActionContext | — | — | — |
DA_Action_AccessInventory | Player.AccessInventory | BH | UI | B_Action_AccessInventory | — | — | — | — |
DA_Action_AccessLooting | Player.AccessLooting | BH | UI | B_Action_AccessLooting | — | — | — | — |
DA_Action_UI_AccessPingWheel | Player.AccessPingWheel | BH | UI | B_Action_OpenScene_PingWheel | — | — | — | — |
DA_Action_UI_AccessRadialWheel | Player.AccessRadialWheel | BH | UI | B_Action_OpenScene_RadialWheel | WDRadialWheelActionContext | — | — | — |
DA_Action_AccessTacticalMap | Player.AccessTacticalMap | BH | UI | B_Action_OpenScene_TacticalMap | — | — | — | — |
DA_Action_AccessVehicleVendor | Player.AccessVehicleVendor | BH | UI | B_Action_OpenScene_Vendor_Vehicle | WDVendorActionContext | — | — | — |
DA_Action_AccessWagerVendor | Player.AccessWagerVendor | BH | UI | B_Action_OpenScene_Vendor_Wager | WDVendorActionContext | — | — | — |
DA_Action_UI_ChangeQuickSlot | Player.ChangeQuickSlot | BH | UI | B_Action_UI_ChangeQuickSlot | WDActionChangeQuickSlotContext | unnamed _aaabhcpaaifhekodaalnj | — | — |
3 assets: DA_Action_UI_Ping, DA_Action_UI_Remove_Ping, DA_Action_UI_Ping_TacticalMap | Player.Ping, Player.Ping.Remove, Player.Ping.TacticalMap | BH | — | WDGameplayAction | — | — | — | — |
DA_Action_UI_ToggleHands | Player.ToggleHands | BH | UI | B_Action_ToggleHands | — | bInstantAction | — | — |
UI, vendors and pings: response rules
| Action asset | Response rules (Key: tags) | |—|—| | DA_Action_UI_AccessChatbox | Block: Player.ChangeToNextQuickSlot, Player.ChangeToPreviousQuickSlot, Player.MoveDirectional, Vehicle.Movement, Player.Crouch, Player.Prone, Player.Stand, Player.Melee.SecondaryUse, Player.Melee.PrimaryUse
Interrupt: Player.MoveDirectional, Vehicle.Movement | | 3 assets: DA_Action_AccessEquipmentVendor, DA_Action_AccessVehicleVendor, DA_Action_AccessWagerVendor | Block: Player.Ping, Weapon.ADS, Weapon.Fire, VehicleRepairTool.PrimaryUse, Trigger.Primary, Throw.Primary, Player.Melee.PrimaryUse, Placeable.PrimaryUse, Place.Primary, Item.PrimaryUse, DrillTool.PrimaryUse, Defibrillator.PrimaryUse, Appliable.Injector.PrimaryUse, Appliable.PrimaryUse, Appliable.Bandage.PrimaryUse, Appliable.Bandage.SecondaryUse, Appliable.SecondaryUse, BuildTool.SecondaryUse, Item.SecondaryUse, Place.Secondary, Player.Melee.SecondaryUse, Throw.Secondary, VehicleRepairTool.SecondaryUse, Weapon.Reload, RangeFinder.ADS, BuildTool.PlaceSchematic, BuildBuildable.Construct, VehicleRepairTool.ContinuousUse, VehicleRepairTool.Reload, Player.AccessTacticalMap | | DA_Action_AccessGarageVendor | Block: Player.Ping, Weapon.ADS, Weapon.Fire, VehicleRepairTool.PrimaryUse, Trigger.Primary, Throw.Primary, Player.Melee.PrimaryUse, Placeable.PrimaryUse, Place.Primary, Item.PrimaryUse, DrillTool.PrimaryUse, Defibrillator.PrimaryUse, Appliable.Injector.PrimaryUse, Appliable.PrimaryUse, Appliable.Bandage.PrimaryUse, Appliable.Bandage.SecondaryUse, Appliable.SecondaryUse, BuildTool.SecondaryUse, Item.SecondaryUse, Place.Secondary, Player.Melee.SecondaryUse, Throw.Secondary, VehicleRepairTool.SecondaryUse, Weapon.Reload, RangeFinder.ADS, BuildTool.PlaceSchematic, BuildBuildable.Construct, Vehicle.Horn, VehicleRepairTool.ContinuousUse, VehicleRepairTool.Reload, Player.AccessTacticalMap
Interrupt: Vehicle.Horn | | 2 assets: DA_Action_AccessInventory, DA_Action_AccessLooting | Block: Weapon.ADS
Interrupt: Weapon.ADS, Player.Lean.Left, Player.Lean.Right
None: (empty) | | DA_Action_UI_AccessPingWheel | Block: Weapon.ADS, Player.Melee.SecondaryUse, Player.Melee.PrimaryUse, Weapon.Fire, Vehicle.Horn, VehicleRepairTool.ContinuousUse | | DA_Action_UI_AccessRadialWheel | Block: Weapon.ADS, Player.Melee.SecondaryUse, Player.Melee.PrimaryUse, Weapon.Fire, Vehicle.Horn, VehicleRepairTool.ContinuousUse
Interrupt: Weapon.ADS | | DA_Action_AccessTacticalMap | Block: Player.Ping, Weapon.ADS, Weapon.Fire, VehicleRepairTool.PrimaryUse, Trigger.Primary, Throw.Primary, Player.Melee.PrimaryUse, Placeable.PrimaryUse, Place.Primary, Item.PrimaryUse, DrillTool.PrimaryUse, Defibrillator.PrimaryUse, Appliable.Injector.PrimaryUse, Appliable.PrimaryUse, Appliable.Bandage.PrimaryUse, Appliable.Bandage.SecondaryUse, Appliable.SecondaryUse, BuildTool.SecondaryUse, Item.SecondaryUse, Place.Secondary, Player.Melee.SecondaryUse, Throw.Secondary, VehicleRepairTool.SecondaryUse, Weapon.Reload, RangeFinder.ADS, BuildTool.PlaceSchematic, BuildBuildable.Construct, Vehicle.Horn, VehicleRepairTool.ContinuousUse, VehicleRepairTool.Reload, Player.AccessGarageVendor, Vehicle.Weapon.ADS
Interrupt: Vehicle.Horn, Weapon.ADS, Vehicle.Weapon.ADS | | DA_Action_UI_ChangeQuickSlot | Interrupt: Player.Revive, Player.Lean.Left, Player.Lean.Right, Player.ChangeQuickSlot
InterruptCategories: Holdable, Emote, UI
Buffer: Player.Lean.Left (PartialBuffer, 1 s)
Buffer: Player.Lean.Right (PartialBuffer, 1 s)
BlockingStates: Vitality.Critical | | 2 assets: DA_Action_UI_ChangeToNextQuickSlot, DA_Action_UI_ChangeToPreviousQuickSlot | — (no ActionResponseData) | | DA_Action_UI_Ping | Block: (empty)
Interrupt: (empty) | | DA_Action_UI_Remove_Ping | Block: Player.Ping.TacticalMap
Interrupt: (empty) | | DA_Action_UI_Ping_TacticalMap | Interrupt: (empty) | | DA_Action_UI_ToggleHands | Interrupt: Player.Revive, Player.Lean.Left, Player.Lean.Right
Block: Player.Revive
InterruptCategories: Emote |
4.10 World interaction and AI
Doors, tracker, projectile follow, admin scene, smart-object computer use and the AI idle action.
World interaction and AI: 7 action definitions
| Action asset | Action tag | Type | Context flags | Action class | Context struct | Flags | Effects | Bound by items |
|---|---|---|---|---|---|---|---|---|
DA_Action_Player_DoorBreach | Player.Door.Breach | WD | Interaction | B_Action_Player_Door_Breach | — | — | GE_DoorBreach | — |
DA_Action_AIIdle | Player.Idle | BH | TwoHanded, Holdable | B_Action_AIIdle | — | — | — | — |
DA_Action_AccessAdminScene | Player.Scene.VehicleAdmin | BH | Interaction | B_Action_AccessAdminScene | — | — | — | — |
DA_Action_Tracker | Player.Tracker | BH | Interaction | WDGameplayAction | — | — | — | — |
DA_Action_Player_UseDoor | Player.UseDoor | BH | Interaction | WDGameplayAction | — | bInstantAction | — | — |
DA_Action_Projectile_Follow | Projectile.Follow | BH | Weapon.FollowProjectile | B_Action_FollowProjectile | WDFollowProjectileActionContext | — | — | — |
DA_Action_UseComputer | SmartObject.UseComputer | BH | Interaction, TwoHanded, Holdable | B_Action_UseComputer | WDSmartObjectActionContext | — | — | — |
World interaction and AI: response rules
| Action asset | Response rules (Key: tags) | |—|—| | DA_Action_Player_DoorBreach | BlockCategories: OneHanded, TwoHanded, Holdable, Weapon
InterruptCategories: OneHanded, TwoHanded, Holdable, Weapon | | 2 assets: DA_Action_AIIdle, DA_Action_UseComputer | — (no ActionResponseData) | | DA_Action_AccessAdminScene | Block: Player.Melee.SecondaryUse, Weapon.ADS | | DA_Action_Tracker | Block: Equipment.Change, Defibrillator.Reload, Weapon.Bow.Reload, Weapon.Reload.Tactical, Weapon.Reload.Segmented, Weapon.Reload.Empty, Weapon.Reload.Auto, Weapon.Reload.Discarding | | DA_Action_Player_UseDoor | Interrupt: Weapon.Reload, Weapon.ChamberRound, VehicleRepairTool.Reload | | DA_Action_Projectile_Follow | Block: Player.AccessRadialWheel, Player.Ping
Interrupt: Player.AccessRadialWheel |
5. Worked examples
- Bandage (
DA_Action_Bandage_PrimaryUse): blocksBandage.SecondaryUsewhile running and interruptsPlayer.SprintandPlayer.TacSprint. It has noBlockingStates, so the definition does not stop the use when downed; the owner-state check is on the item (Vitality.Alive, section 6). Data. - Reload (
DA_Action_Reload): refused whenVitality.CriticalorVitality.Dead; interrupts fire, inspect, focus and both sprints; blocks inspect, sight cycling, a second reload, the vendors, bipod fold and door use; buffersWeapon.Firefor 0.6 s andPlayer.Focusfor 2 s; interrupts theEmotecategory. Data for each list; the ordering effects are Derived. - Jump (
DA_Action_Jump, aWDActionDefinition): an instant action that appliesGE_Player_Jumpand buffers reload and stance requests for a short time. The effect is in section 8.
6. Appliable use data per item
WDItemExtensionData_Appliable (12 items) holds the item-side numbers for the use actions. One row per AppliableActionData entry (the key is the action tag).
| Item | Heal / attribute | Applied effects | Continuous | Container | Action entry | Owner states required | Time method | Animation tag | Consumed per use | Target states required | World interaction | |—|—|—|—|—|—|—|—|—|—|—|—| | ID_Bandage | Health +35 (delta) | GE_UseAppliable | yes | — | Appliable.Bandage.PrimaryUse | Vitality.Alive | AnimationLength | Appliable.PrimaryUse | 1 | Injured, Vitality.Alive | WDHealPlayerInteractionContext | | ID_Bandage | Health +35 (delta) | GE_UseAppliable | yes | — | Appliable.Bandage.SecondaryUse | Injured, Vitality.Alive | AnimationLength | Appliable.SecondaryUse | 1 | — | — | | ID_Defibrillator_Standard | Appliable.Amount +35 (delta flag not set) | — | — | yes | (none) | | | | | | | | ID_Enox_Standard | Health +40 (delta) | — | — | — | Appliable.Enox.SecondaryUse | Vitality.Alive, Injured | AnimationLength | Appliable.SecondaryUse | 1 | — | — | | ID_FuelCan_20L | Fuel +25 (delta) | — | — | yes | Appliable.FuelCan.Fill | — | UntilItemEmptyOrTargetFull | Appliable.SecondaryUse | 1 | — | WIC_InteractionContext_ItemRefuel_C | | ID_FuelCan_20L | Fuel +25 (delta) | — | — | yes | Appliable.FuelCan.Refuel | — | UntilItemEmptyOrTargetFull | Appliable.PrimaryUse | 1 | — | WDVehicleAddFuelInteractionContext | | ID_FuelCan_40L | Fuel +25 (delta) | — | — | yes | Appliable.FuelCan.Fill | — | UntilItemEmptyOrTargetFull | Appliable.SecondaryUse | 3 | — | WIC_InteractionContext_ItemRefuel_C | | ID_FuelCan_40L | Fuel +25 (delta) | — | — | yes | Appliable.FuelCan.Refuel | — | UntilItemEmptyOrTargetFull | Appliable.PrimaryUse | 3 | — | WDVehicleAddFuelInteractionContext | | ID_HeavyDrill_RepairTool | Health +5 (delta) | — | — | yes | VehicleRepairTool.PrimaryUse | Vitality.Alive | UntilItemEmptyOrTargetFull | Appliable.PrimaryUse | 1 | — | WDVehicleRepairInteractionContext | | ID_LightDrill_RepairTool | Health +5 (delta) | — | — | yes | VehicleRepairTool.PrimaryUse | — | UntilItemEmptyOrTargetFull | Appliable.PrimaryUse | 1 | — | WDVehicleRepairInteractionContext | | ID_Resuscitator | Appliable.Amount +10 (delta) | GE_UseAppliable | — | yes | Appliable.Resuscitator.PrimaryUse | Vitality.Alive | UntilItemEmptyOrTargetFull | Appliable.PrimaryUse | 1 | — | WIC_ResuscitatorInteractionContext_C | | ID_Resuscitator_Standard | Appliable.Amount +10 (delta) | GE_UseAppliable | — | yes | Appliable.Resuscitator.PrimaryUse | Vitality.Alive | UntilItemEmptyOrTargetFull | Appliable.PrimaryUse | 1 | — | WIC_ResuscitatorInteractionContext_C | | ID_StimPen | Health | GE_UseAppliable | — | — | Appliable.StimPen.PrimaryUse | Vitality.Alive | AnimationLength | Appliable.PrimaryUse | 1 | Vitality.Alive | WIC_StimPenInteractionContext_C | | ID_StimPen | Health | GE_UseAppliable | — | — | Appliable.StimPen.SecondaryUse | Vitality.Alive | AnimationLength | Appliable.SecondaryUse | 1 | — | WIC_StimPenInteractionContext_C | | ID_SuperBandage | Health +100 (delta) | GE_UseAppliable | — | — | Appliable.Bandage.PrimaryUse | Vitality.Alive | AnimationLength | Appliable.PrimaryUse | 1 | Vitality.Alive, Injured | WDHealPlayerInteractionContext | | ID_SuperBandage | Health +100 (delta) | GE_UseAppliable | — | — | Appliable.Bandage.SecondaryUse | Vitality.Alive, Injured | AnimationNotifier | Appliable.SecondaryUse | 1 | — | — | | ID_Wrench_RepairTool | Health +5 (delta) | — | — | yes | VehicleRepairTool.PrimaryUse | — | UntilItemEmptyOrTargetFull | Appliable.PrimaryUse | 1 | — | WDVehicleRepairInteractionContext |
How to read it:
- Heal / attribute. The attribute the item changes and the amount.
(delta)meansbApplyAsDeltais true (added to the current value). For the defibrillator the flag is not stored, so the mode is not confirmed. Heal amounts are also on Items §5. Heal rates, applied effects, use costs and the medic skills that change them are on Medical and Healing. Data. - Time method.
AnimationLength: the use lasts as long as the animation.AnimationNotifier: it completes at an animation notify (Heal).UntilItemEmptyOrTargetFull: the use continues until the item runs out or the target is full (fuel can, repair tool, resuscitator). The method name is Data; the seconds are the montage lengths in section 6.1 (Data (Blueprint CDO), round 17 evidence). - Consumed per use.
AmountConsumedOnUse(1 for almost all). Data. - World interaction. A context class names the interaction that targets another player or a vehicle (
WDHealPlayerInteractionContext,WDVehicleRepairInteractionContext). Data. - Container.
bContainerAppliablemarks items that hold a quantity (fuel, repair charge). Data.
6.1 Animation seconds for the main item actions
The base appliable action reads the length of the item’s animation for AnimationLength and the position of the named notify for AnimationNotifier (CalculateTotalInteractionTime in B_Action_Appliable_Base, Data (Blueprint bytecode)). The table gives the first-person montage length, the play rate and the notify and loop-section times (Data (Blueprint CDO); every montage plays at rate 1.0, an engine default). Throwables hold in a loop section while the button is down: the loop section is 10 s long on the frag and smoke grenades, 3.33 s on the Molotov and 2.67 s on the C4 charge, and the Throw notify sits at the loop end, so the montage length is the longest hold plus the recovery, not the time to throw; how the game leaves the loop on release is not traced. round 17 evidence.
| Group | Action | First-person montage | Length (s) | Play rate | Timed points (s) | |—|—|—|—:|—:|—| | Use (medical) | Bandage, self | AM_FP_Bandage_Self_Heal | 5.23 | 1 | - | | Use (medical) | Bandage, teammate | AM_FP_Bandage_Teammate_Heal | 4.83 | 1 | - | | Use (medical) | Individual First Aid Kit, self | AM_FP_IFAK_Self_Heal | 5.23 | 1 | Activate 4.63, Heal 4.73 | | Use (medical) | Individual First Aid Kit, teammate | AM_FP_IFAK_Teammate_Heal | 5.23 | 1 | Heal 5.18 | | Use (medical) | Medical Bag, other | AM_FP_Medkit_Use | 7.4 | 1 | section LoopStart 1.47, section LoopEnd 5.7 | | Use (medical) | Medical Bag, self | AM_FP_Medkit_Use_Self | 7.4 | 1 | section LoopStart 1.47, section LoopEnd 5.7 | | Use (medical) | Enox, self | AM_FP_Enox_Use | 2.17 | 1 | section LoopStart 0.67, section LoopEnd 1.83 | | Use (medical) | Stim Pen, self | AM_FP_StimPen_Use | 2 | 1 | - | | Use (medical) | Stim Pen, teammate | AM_FP_StimPen_Use_Teammate | 1.27 | 1 | - | | Use (medical) | Resuscitator | AM_Resuscitator_Use | 2.17 | 1 | - | | Use (medical) | Defibrillator | AM_FP_Defib_Use | 9.15 | 1 | section LoopStart 0.27, section LoopEnd 8.2 | | Use (medical) | Base revive (bare hands) | AM_FP_Revive | 20.5 | 1 | Complete 20 | | Throw | M67 frag, primary (overhand) | AM_FP_Grenade_Throw_Overhand | 11.92 | 1 | Prime 0.44, Ready 0.67, section LoopStart 0.83, section LoopEnd 10.83, Throw 10.86, Complete 11.53 | | Throw | M67 frag, secondary (underhand) | AM_FP_Grenade_Throw_Underhand | 11.92 | 1 | Prime 0.4, Ready 0.63, section LoopStart 0.83, section LoopEnd 10.83, Throw 10.91, Complete 11.92 | | Throw | M67 frag, throw back | AM_FP_Grenade_Throw_It_Back | 1.17 | 1 | Ready 0, Throw 0.42, Complete 1.17 | | Throw | Smoke, primary | AM_FP_SmokeGrenade_Throw_Overarm | 11.92 | 1 | Prime 0.31, Ready 0.65, section LoopStart 0.83, Throw 10.83, section LoopEnd 10.83, Complete 11.86 | | Throw | Smoke, secondary | AM_FP_SmokeGrenade_Throw_Underarm | 11.92 | 1 | Prime 0.44, Ready 0.63, section LoopStart 0.83, Throw 10.83, section LoopEnd 10.83, Complete 11.92 | | Throw | Molotov, primary | AM_FP_Molotov_Throw_Overarm | 5.33 | 1 | Prime 0.67, Ready 1.17, section LoopStart 1.3, section LoopEnd 4.63, Throw 4.84, Complete 5.27 | | Throw | Molotov, secondary | AM_FP_Molotov_Throw_Underarm | 5.33 | 1 | Prime 0.71, Ready 1.21, section LoopStart 1.3, section LoopEnd 4.63, Throw 4.87, Complete 5.3 | | Throw | C4 charge | AM_FP_C4_Throw | 4.43 | 1 | Prime 0.07, Ready 0.2, section LoopStart 0.2, section LoopEnd 2.87, Throw 2.87, Complete 3.51 | | Place | AT mine | AM_FP_AT_Mine_Place | 2 | 1 | Activate 1.17 | | Place | Claymore | AM_FP_Claymore_Deploy | 3 | 1 | Activate 2.75 | | Place | IED (place) | AM_FP_IED_Plant | 2.73 | 1 | Activate 1.74 | | Place | IED trigger (dial and ring) | AM_FP_IED_Dial_and_Ring | 9.07 | 1 | Ring 3.67, Discard 7.5 | | Place | C4 detonator | AM_FP_C4_Use | 1 | 1 | - |
7. Which items start which action
WDItemExtensionData_Input.InputBehaviors maps an input tag to a behavior. WDItemInputBehavior_ActivateAction (and the ...AppliableAction, ...BuildToolAction, ...VehicleRepairAction variants) names the action tag to start; WDItemInputBehavior_CompleteAction names the action to complete on release. Only action tags that have a definition are listed.
| Action tag | Activated by (items) | Input tags | Released by (items) | |—|—|—|—| | Appliable.Bandage.PrimaryUse | ID_Bandage, ID_SuperBandage | Appliable.PrimaryUse | ID_Bandage, ID_SuperBandage | | Appliable.Bandage.SecondaryUse | ID_Bandage, ID_SuperBandage | Appliable.SecondaryUse | ID_Bandage, ID_SuperBandage | | Appliable.Enox.SecondaryUse | ID_Enox_Standard | Appliable.SecondaryUse | ID_Enox_Standard | | Appliable.FuelCan.Fill | ID_FuelCan_20L, ID_FuelCan_40L | Appliable.SecondaryUse | ID_FuelCan_20L, ID_FuelCan_40L | | Appliable.FuelCan.Refuel | ID_FuelCan_20L, ID_FuelCan_40L | Appliable.PrimaryUse | ID_FuelCan_20L, ID_FuelCan_40L | | Appliable.MedKit.SecondaryUse | ID_MedKit_Standard | Appliable.SecondaryUse | ID_MedKit_Standard | | Appliable.Resuscitator.PrimaryUse | ID_Resuscitator, ID_Resuscitator_Standard | Appliable.PrimaryUse | ID_Resuscitator, ID_Resuscitator_Standard | | Appliable.StimPen.PrimaryUse | ID_StimPen | Appliable.PrimaryUse | ID_StimPen | | Appliable.StimPen.SecondaryUse | ID_StimPen | Appliable.SecondaryUse | ID_StimPen | | Binoculars.ADS | ID_Binoculars_Standard | HoldableItem.SecondaryUse | ID_Binoculars_Standard | | BuildTool.Rotate | ID_ForwardOperatingBase, ID_LargeHammer, ID_MediumHammer, ID_SmallHammer | HoldableItem.BuildTool.Rotate | — | | BuildTool.SecondaryUse | ID_LargeHammer, ID_MediumHammer, ID_SmallHammer | Player.SecondaryUse | — | | BuildTool.ToggleSnapping | ID_LargeHammer, ID_MediumHammer, ID_SmallHammer | HoldableItem.BuildTool.ToggleSnapping | — | | Crowbar.PrimaryUse | ID_Crowbar | Player.PrimaryUse | — | | Defibrillator.PrimaryUse | ID_Defibrillator_Standard | Appliable.PrimaryUse | — | | Defibrillator.Reload | ID_Defibrillator_Standard | HoldableItem.Weapon.Reload | — | | FOBPlacement.PrimaryUse | ID_ForwardOperatingBase | Player.PrimaryUse | ID_ForwardOperatingBase | | IED.Trigger | ID_IED_Trigger | Appliable.SecondaryUse | ID_IED_Trigger | | Item.Inspect | ID_AT_Mine, ID_Bandage, ID_Binoculars_Standard, ID_C4_Trigger, ID_Claymore, ID_Defibrillator_Standard +30 | HoldableItem.Inspect | — | | Keycard.Use | ID_KeyCard_Alpha_1, ID_KeyCard_Alpha_2, ID_KeyCard_Bravo_1, ID_KeyCard_Bravo_2, ID_KeyCard_Charlie_1, ID_KeyCard_Charlie_2 | HoldableItem.Keycard.PrimaryUse | — | | MedKit.PrimaryUse | ID_MedKit_Standard | Appliable.PrimaryUse | ID_MedKit_Standard | | Placeable.PrimaryUse | ID_AT_Mine, ID_Claymore | Player.PrimaryUse | ID_AT_Mine, ID_Claymore | | Placeable.PrimaryUse.IED | ID_IED_Trigger | Player.PrimaryUse | ID_IED_Trigger | | Player.Melee.PrimaryUse | ID_Fists | HoldableItem.Weapon.MeleeBash, Player.PrimaryUse | — | | RangeFinder.ADS | ID_Monocular, ID_RangeFinder_Expensive, ID_RangeFinder_Standard | HoldableItem.SecondaryUse | ID_Monocular, ID_RangeFinder_Expensive, ID_RangeFinder_Standard | | RangeFinder.Reload | ID_RangeFinder_Expensive | HoldableItem.Weapon.Reload | — | | Throw.Primary | ID_HotPotato_Alpha, ID_HotPotato_Bravo, ID_HotPotato_Charlie, ID_M67Grenade, ID_M67Grenade_Gold, ID_Molotov +8 | Player.PrimaryUse | — | | Throw.Primary.C4 | ID_C4_Trigger | HoldableItem.TriggerUse | — | | Throw.Swap | ID_HotPotato_Alpha, ID_HotPotato_Bravo, ID_HotPotato_Charlie, ID_M67Grenade, ID_M67Grenade_Gold, ID_Molotov +8 | Player.PrimaryAltUse | — | | Trigger.Primary | ID_C4_Trigger | Player.PrimaryUse | — | | VehicleRepairTool.ContinuousUse | ID_HeavyDrill_RepairTool, ID_LightDrill_RepairTool | Appliable.PrimaryUse | ID_HeavyDrill_RepairTool, ID_LightDrill_RepairTool | | VehicleRepairTool.PrimaryUse | ID_Wrench_RepairTool | Appliable.PrimaryUse | ID_Wrench_RepairTool | | VehicleRepairTool.Reload | ID_HeavyDrill_RepairTool, ID_LightDrill_RepairTool | HoldableItem.Weapon.Reload | — |
The Input.NamedActions.* tags are item-level input names; which physical key each uses is in the input mapping contexts (GameMechanics §5). Data.
Action definitions that no item binds (movement, UI, emotes, generic weapon actions and others, started by the character or the weapon system):
Unbound action definitions
| Action asset | Action tag | |---|---| | `DA_Action_ADS` | `Weapon.ADS` | | `DA_Action_AIIdle` | `Player.Idle` | | `DA_Action_AccessAdminScene` | `Player.Scene.VehicleAdmin` | | `DA_Action_AccessEquipmentVendor` | `Player.AccessEquipmentVendor` | | `DA_Action_AccessGarageVendor` | `Player.AccessGarageVendor` | | `DA_Action_AccessInventory` | `Player.AccessInventory` | | `DA_Action_AccessLooting` | `Player.AccessLooting` | | `DA_Action_AccessTacticalMap` | `Player.AccessTacticalMap` | | `DA_Action_AccessVehicleVendor` | `Player.AccessVehicleVendor` | | `DA_Action_AccessWagerVendor` | `Player.AccessWagerVendor` | | `DA_Action_Appliable_PrimaryUse` | `Appliable.PrimaryUse` | | `DA_Action_Appliable_SecondaryUse` | `Appliable.SecondaryUse` | | `DA_Action_BowDraw` | `Weapon.Bow.Draw` | | `DA_Action_BowDryFire` | `Weapon.Bow.DryRire` | | `DA_Action_BowFire` | `Weapon.Fire.Bow` | | `DA_Action_BowRelease` | `Weapon.Bow.Release` | | `DA_Action_BowReload` | `Weapon.Bow.Reload` | | `DA_Action_BuildTool_Dismantle` | `BuildTool.Dismantle` | | `DA_Action_BuildTool_PlaceSchematic` | `BuildTool.PlaceSchematic` | | `DA_Action_Buildable_Construct` | `BuildBuildable.Construct` | | `DA_Action_CancelDraw` | `Weapon.Bow.Cancel` | | `DA_Action_Chamber` | `Weapon.ChamberRound` | | `DA_Action_Climbing` | `Player.Traversing.Climbing` | | `DA_Action_Climbing_Cancel` | `Player.Traversing.ClimbingCancel` | | `DA_Action_CycleFireMode` | `Weapon.CycleFireMode` | | `DA_Action_CycleSights` | `Weapon.CycleSights` | | `DA_Action_DecreaseZeroing` | `Weapon.Zeroing.Decrease` | | `DA_Action_Dragging` | `Player.Dragging` | | `DA_Action_DropWeapon` | `Weapon.DropWeapon` | | `DA_Action_Emote_Assault` | `Player.Emote.Assault` | | `DA_Action_Emote_Bowman` | `Player.Emote.Bowman` | | `DA_Action_Emote_Chefs_Kiss` | `Player.Emote.Chefs_Kiss` | | `DA_Action_Emote_Come_Here` | `Player.Emote.Come_Here` | | `DA_Action_Emote_Face_Palm` | `Player.Emote.Face_Palm` | | `DA_Action_Emote_Finger_Gun` | `Player.Emote.Finger_Gun` | | `DA_Action_Emote_Follow_Me` | `Player.Emote.Follow_Me` | | `DA_Action_Emote_Halt` | `Player.Emote.Halt` | | `DA_Action_Emote_Middle_Finger` | `Player.Emote.Middle_Finger` | | `DA_Action_Emote_Move_Up` | `Player.Emote.Move_Up` | | `DA_Action_Emote_OK` | `Player.Emote.OK` | | `DA_Action_Emote_Paper` | `Player.Emote.Paper` | | `DA_Action_Emote_Point` | `Player.Emote.Point` | | `DA_Action_Emote_Rock` | `Player.Emote.Rock` | | `DA_Action_Emote_RockPaperScissors` | `Player.Emote.RPS` | | `DA_Action_Emote_Salute` | `Player.Emote.Salute` | | `DA_Action_Emote_Scissors` | `Player.Emote.Scissors` | | `DA_Action_Emote_Shh` | `Player.Emote.Shh` | | `DA_Action_Emote_Sit_Down` | `Player.Emote.Sit_Down` | | `DA_Action_Emote_Sitting` | `Player.Emote.Sitting` | | `DA_Action_Emote_Slow_Down` | `Player.Emote.Slow_Down` | | `DA_Action_Emote_Stop` | `Player.Emote.Stop` | | `DA_Action_Emote_Surrender_Drop` | `Player.Emote.Surrender_Drop` | | `DA_Action_Emote_Throat_Slit` | `Player.Emote.Throat_Slit` | | `DA_Action_Emote_ThumbsDown` | `Player.Emote.ThumbsDown` | | `DA_Action_Emote_ThumbsUp` | `Player.Emote.ThumbsUp` | | `DA_Action_Emote_Wave` | `Player.Emote.Wave` | | `DA_Action_Equip` | `Equipment.Change` | | `DA_Action_Fall` | `Player.Fall` | | `DA_Action_Focus` | `Player.Focus` | | `DA_Action_ForceOpenDoor` | `Item.ForceOpenDoor` | | `DA_Action_ForceUnlockVehicle` | `Item.ForceUnlockVehicle` | | `DA_Action_IncreaseZeroing` | `Weapon.Zeroing.Increase` | | `DA_Action_Jump` | `Player.Jump` | | `DA_Action_Ladder` | `Player.Ladder` | | `DA_Action_LadderSlideDown` | `Player.Ladder.SlideDown` | | `DA_Action_LadderSlowClimb` | `Player.SlowLadderClimb` | | `DA_Action_Lean` | `Player.Lean` | | `DA_Action_LeanLeft` | `Player.Lean.Left` | | `DA_Action_LeanRight` | `Player.Lean.Right` | | `DA_Action_Mantling` | `Player.Traversing.Mantling` | | `DA_Action_MeleeBash` | `Weapon.MeleeBash` | | `DA_Action_Melee_SecondaryUse` | `Player.Melee.SecondaryUse` | | `DA_Action_MountBipod` | `Weapon.Bipod.Mount` | | `DA_Action_MovementDirectional` | `Player.MoveDirectional` | | `DA_Action_Parachuting` | `Player.Parachuting` | | `DA_Action_Player_DoorBreach` | `Player.Door.Breach` | | `DA_Action_Player_UseDoor` | `Player.UseDoor` | | `DA_Action_PrimaryUse` | `Item.PrimaryUse` | | `DA_Action_Projectile_Follow` | `Projectile.Follow` | | `DA_Action_Reload` | `Weapon.Reload` | | `DA_Action_RequestRevive` | `Player.RequestRevive` | | `DA_Action_ResetZeroing` | `Weapon.Zeroing.Reset` | | `DA_Action_Revive` | `Player.Revive` | | `DA_Action_Skydiving` | `Player.Skydiving` | | `DA_Action_SlowWalk` | `Player.SlowWalk` | | `DA_Action_Sprint` | `Player.Sprint` | | `DA_Action_StanceTransition` | `Player.StanceTransition` | | `DA_Action_Stance_Crawl` | `Player.Prone.Crawl` | | `DA_Action_Stance_Crouch` | `Player.Crouch` | | `DA_Action_Stance_Prone` | `Player.Prone` | | `DA_Action_Stance_Stand` | `Player.Stand` | | `DA_Action_StopSprint` | `Player.StopSprint` | | `DA_Action_StopTacSprint` | `Player.StopTacSprint` | | `DA_Action_Swimming` | `Player.Swimming` | | `DA_Action_Swimming_FastSwim` | `Player.Swimming.FastSwim` | | `DA_Action_TacSprint` | `Player.TacSprint` | | `DA_Action_Throw_Back` | `Throw.Back` | | `DA_Action_Throw_Secondary` | `Throw.Secondary` | | `DA_Action_ToggleBipodFold` | `Weapon.Bipod.ToggleFold` | | `DA_Action_Tracker` | `Player.Tracker` | | `DA_Action_UI_AccessChatbox` | `Player.AccessChatbox` | | `DA_Action_UI_AccessPingWheel` | `Player.AccessPingWheel` | | `DA_Action_UI_AccessRadialWheel` | `Player.AccessRadialWheel` | | `DA_Action_UI_ChangeQuickSlot` | `Player.ChangeQuickSlot` | | `DA_Action_UI_ChangeToNextQuickSlot` | `Player.ChangeToNextQuickSlot` | | `DA_Action_UI_ChangeToPreviousQuickSlot` | `Player.ChangeToPreviousQuickSlot` | | `DA_Action_UI_Ping` | `Player.Ping` | | `DA_Action_UI_Ping_TacticalMap` | `Player.Ping.TacticalMap` | | `DA_Action_UI_Remove_Ping` | `Player.Ping.Remove` | | `DA_Action_UI_ToggleHands` | `Player.ToggleHands` | | `DA_Action_UseComputer` | `SmartObject.UseComputer` | | `DA_Action_Vaulting` | `Player.Traversing.Vaulting` | | `DA_Action_VehicleMovement` | `Vehicle.Movement` | | `DA_Action_Vehicle_Horn` | `Vehicle.Horn` | | `DA_Action_Vehicle_Reload` | `Vehicle.Weapon.Reload` | | `DA_Action_Vehicle_StabilizingChange` | `Vehicle.ChangeStabilizingState` | | `DA_Action_Vehicle_WeaponFire` | `Vehicle.Weapon.Fire` | | `DA_Action_Vehicle_WeaponPreFire` | `Vehicle.Weapon.PreFire` | | `DA_Action_Vehicle_Weapon_ADS` | `Vehicle.Weapon.ADS` | | `DA_Action_Vehicle_Weapon_ActiveReload` | `Vehicle.Weapon.ActiveReload` | | `DA_Action_WeaponBlocked` | `Weapon.Blocked` | | `DA_Action_Weapon_Fire` | `Weapon.Fire` |8. GameplayEffects applied by actions
ActionEffects exist only on WDActionDefinition assets (12 of 21 carry them). The table resolves each effect against ge-values.json. How effects work is in the Gameplay Effects Pipeline; every GE_* is listed in Gameplay Effect Values. “native default” means the cooked effect does not store a duration, so the value is the native class default, which is not in the exports.
| Effect | Used by actions | Duration (s) | Modifiers | Granted tags | |—|—|—:|—|—| | GE_ADS | DA_Action_ADS | native default | Movement.MaxSpeedMultiplier ×c 0.5 | — | | GE_Defib | DA_Action_Defibrillator | native default | — | State.Player.Action.Appliable.Reviving.Friendly | | GE_DoorBreach | DA_Action_Player_DoorBreach | 0.8 | Movement.MaxSpeedMultiplier × 1 × CT_DoorMovement[Door Breach Ramp In and Out] @Duration
Character.AimSwayScaleMultiplier × Character.Weight (Current) via CT_WeaponSway[StopTacSprint_AimSwayScale]
Character.AimSwaySpeedMultiplier × Character.Weight (Current) via CT_WeaponSway[StopTacSprint_AimSwaySpeed] | — | | GE_Player_Jump | DA_Action_Jump | 2 | Character.AimSwayScaleMultiplier × Character.Weight (Current) via CT_WeaponSway[StanceTransition_AimSwayScale]
Character.AimSwaySpeedMultiplier × Character.Weight (Current) via CT_WeaponSway[StanceTransition_AimSwaySpeed] | — | | GE_Player_Mantle | DA_Action_Mantling | 10 | Character.AimSwayScaleMultiplier × Character.Weight (Current) via CT_WeaponSway[Mantle_AimSwayScale]
Character.AimSwaySpeedMultiplier × Character.Weight (Current) via CT_WeaponSway[Mantle_AimSwaySpeed] | — | | GE_Player_Stance_Crouch | DA_Action_Stance_Crouch | native default | — | State.Player.Stance.Current.Crouched | | GE_Player_Stance_Prone | DA_Action_Stance_Prone | native default | — | State.Player.Stance.Current.Prone | | GE_Player_Stance_Transition | DA_Action_Stance_Crouch, DA_Action_Stance_Prone | 5 | Character.AimSwayScaleMultiplier × Character.Weight (Current) via CT_WeaponSway[StanceTransition_AimSwayScale]
Character.AimSwaySpeedMultiplier × Character.Weight (Current) via CT_WeaponSway[StanceTransition_AimSwaySpeed] | — | | GE_Player_StopSprint_WeightEffect | DA_Action_StopSprint | 5 | Character.AimSwayScaleMultiplier × Character.Weight (Current) via CT_WeaponSway[StopSprintWeight_AimSwayScale]
Character.AimSwaySpeedMultiplier × Character.Weight (Current) via CT_WeaponSway[StopSprintWeight_AimSwaySpeed]
Character.WeaponSway.TranslationStabilizationMultiplier × Character.Weight (Current) via CT_WeaponSway[StopSprintWeight_TranslationStabilizationSway]
Character.WeaponSway.RotationStabilizationMultiplier × Character.Weight (Current) via CT_WeaponSway[StopSprintWeight_RotationStabilizationSway]
Character.WeaponSway.TranslationMultiplier × Character.Weight (Current) via CT_WeaponSway[StopSprintWeight_TranslationSway]
Character.WeaponSway.RotationMultiplier × Character.Weight (Current) via CT_WeaponSway[StopSprintWeight_RotationSway] | — | | GE_Player_Vaulting | DA_Action_Vaulting | 5 | Character.AimSwayScaleMultiplier × Character.Weight (Current) via CT_WeaponSway[Vaulting_AimSwayScale]
Character.AimSwaySpeedMultiplier × Character.Weight (Current) via CT_WeaponSway[Vaulting_AimSwaySpeed] | — | | GE_UseAppliable | DA_Action_Binoculars_ADS, DA_Action_RangeFinder_ADS, DA_Action_RangeFinder_Reload | native default | Movement.MaxSpeedMultiplier ×c 0.5 | — |
Plain reading of the main ones (Derived from the modifiers):
GE_UseAppliablehalves movement speed (compound multiplier 0.5) while it is active. Bandage, IFAK, resuscitator and StimPen list it as an applied effect on the item, so using a consumable slows the user. The binoculars and range finder actions reference the same effect.GE_ADShas the same 0.5 movement multiplier for aiming down sights.GE_Defibonly grantsState.Player.Action.Appliable.Reviving.Friendly.- The stance, jump, vault, mantle and stop-sprint effects scale weapon-sway multipliers by the character’s weight through a curve; the stance effects also grant the stance state tag.
GE_DoorBreachlasts 0.8 s and ramps movement speed alongCT_DoorMovement.
9. Open items
- The medical, throw, place and build
B_Action_*blueprints were exported in round 17; their durations are the montage lengths in section 6.1. Cancel logic inside the actions is not traced, and the otherB_Action_*blueprints (weapons, movement, UI) were not exported. - How the action system evaluates the response types (order, what
FullBufferversusPartialBufferchange, whatInterruptOnCompletewaits for) is not traced. The plain meanings in section 3 are Derived. - The two obfuscated booleans and
bRebufferActionhave no confirmed meaning. - Weapon, movement and UI actions have no data-side input binding in the exports; the character’s mapping from input to action tags is not traced.
- Animation lengths behind
AnimationLengthuse times are in animation assets that are not decoded here.