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:

  1. An item (ID_Bandage) lists input behaviors: input tag Input.NamedActions.Appliable.PrimaryUse starts action tag Action.Appliable.Bandage.PrimaryUse (Data, section 7).
  2. 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.
  3. Item-specific numbers (heal amount, how the use time is decided, units consumed) are on the item, not on the action (section 6).
  4. 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): blocks Bandage.SecondaryUse while running and interrupts Player.Sprint and Player.TacSprint. It has no BlockingStates, 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 when Vitality.Critical or Vitality.Dead; interrupts fire, inspect, focus and both sprints; blocks inspect, sight cycling, a second reload, the vendors, bipod fold and door use; buffers Weapon.Fire for 0.6 s and Player.Focus for 2 s; interrupts the Emote category. Data for each list; the ordering effects are Derived.
  • Jump (DA_Action_Jump, a WDActionDefinition): an instant action that applies GE_Player_Jump and 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) means bApplyAsDelta is 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. bContainerAppliable marks 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_UseAppliable halves 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_ADS has the same 0.5 movement multiplier for aiming down sights.
  • GE_Defib only grants State.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_DoorBreach lasts 0.8 s and ramps movement speed along CT_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 other B_Action_* blueprints (weapons, movement, UI) were not exported.
  • How the action system evaluates the response types (order, what FullBuffer versus PartialBuffer change, what InterruptOnComplete waits for) is not traced. The plain meanings in section 3 are Derived.
  • The two obfuscated booleans and bRebufferAction have 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 AnimationLength use times are in animation assets that are not decoded here.