Wardogs — Parachutes Game Feature Reference
Extracted from cooked game data (Wardogs/Plugins/GameFeatures/Parachutes, 7 JSON files, all parsed). Build ++Wardogs+Live-CL-516586, UE 5.7.
What this is: two parachute items (Basic and Sport), each with a movement profile, a vendor listing, UI text, and an inventory definition. The plugin registers its vendor and UI rows through two data registry sources.
Season 02 update (2026-10-15)
- Basic and Sport
MinFallHeightBeforeAbleToParachute: 100 → 400. - Sport
PullUpDragAcceleration: 825 → 400. - Both profiles gained
VerticalDragCoefficient(1.75),OpenDuration(2.0) andMinHeightOpenParachuteFromGround(1000). - Vendor price: Basic 100 → 500, Sport 1,000 → 700.
Full before/after list: Season 2 Changes → Player & Movement.
1. Plugin Inventory
| Asset | Type | Role |
|---|---|---|
Content/DA_ParachuteMovement_Basic | WDParachuteData | Basic movement profile |
Content/DA_ParachuteMovement_Sport | WDParachuteData | Sport movement profile |
Content/ID_Parachute_Basic | BHInventoryItemDefinition (7 exports) | Basic inventory item |
Content/ID_Parachute_Sport | BHInventoryItemDefinition (7 exports) | Sport inventory item |
Content/DT_VendorData_Ext_Parachutes | DataTable (WDVendorData, 2 rows) | Vendor listings |
Content/DT_EntityData_UI_Ext_Parachutes | DataTable (BHEntityData_UI, 2 rows) | Name, description, icons |
Content/Parachutes | GameFeatureData + 2 GameFeatureAction_DataRegistrySource | Plugin root |
Item and movement IDs: Id.Item.Parachute.Basic, Id.Item.Parachute.Sport.
2. Movement Profiles (WDParachuteData)
Fields not listed for a profile are absent from its export (see section 8).
| Property | Basic | Sport | Notes |
|---|---|---|---|
ParachutingFloorTraceDistance | 1,000,000 | 1,000,000 | Downward trace length |
HorizontalDragCoefficient | 1.0 | 1.1 | |
HorizontalMaxSpeed | not exported | 2,200 | |
VerticalMaxSpeed | not exported | 3,000 | |
HorizontalAcceleration | 300 | 250 | |
GliderAcceleration | 0 | 1,000 | |
PullUpDragAcceleration | 0 | 400 | |
TurnAcceleration | 60 | 40 | |
PitchSpeed | 1.0 | 1.6 | |
RollSpeed | 1.0 | not exported | |
MinPitch / MaxPitch | -40 / 20 | -40 / 20 | |
MaxRoll | 30 | 30 | |
SwingForceMultiplier | 5.0 | 4.0 | |
MaxPullUpStamina | 0 | not exported | |
PullUpStaminaUsagePerSecond | 0 | 50 | |
PullUpStaminaRegenPerSecond | 0 | 30 | |
MinFallHeightBeforeAbleToParachute | 400 | 400 | Unit not stated (likely cm) |
VerticalDragCoefficient | 1.75 | 1.75 | |
OpenDuration | 2.0 | 2.0 | |
MinHeightOpenParachuteFromGround | 1000 | 1000 | |
VelocityDamageLookup | CRV_ParachutePunishment_Damage | same | Damage vs fall velocity |
VelocityDamageType | WDFallDamageType | same |
Reading the difference: the Basic chute has no pull-up stamina, no glide, no pull-up drag and no max speed caps. Sport adds all of them, with a stamina bar that drains at 50/s and regenerates at 30/s.
3. Inventory Items
| Field | Basic (ID_Parachute_Basic) | Sport (ID_Parachute_Sport) |
|---|---|---|
ItemId | Id.Item.Parachute.Basic | Id.Item.Parachute.Sport |
DisplayName | “Parachute” | “Parachute” |
ItemContext | Inventory.Slot.Traversal, Item.Parachute, Item.Context.Equippable, Item.Archetype.Parachute | same |
| Weight | 2.5 | 9.0 |
| Inventory shape | 3 x 2 | 3 x 2 |
| Parachute data | DA_ParachuteMovement_Basic | DA_ParachuteMovement_Sport |
| Audio data asset | ID_Backpack_Audio | ID_Backpack_Audio |
Fragments (both items)
| Fragment | Settings |
|---|---|
BHInventoryFragment_UserInterface | (none) |
BHInventoryFragment_Weight | Weight as above |
BHInventoryFragment_Droppable | Dropped mesh: Basic Backpack_SM_Temp, Sport Backpack_SM; rotation (Pitch 0, Yaw 90, Roll 10); override relative location (-4, 0, -25); override box extent (15, 16, 22) |
WDInventoryFragment_Audio | ID_Backpack_Audio |
BHInventoryFragment_CustomShape | Dimensions 3 x 2 |
WDInventoryFragment_Parachute | ParachuteData -> the matching movement profile |
Both drop a backpack-style mesh (the Basic one is the _Temp variant). The movement profile is what distinguishes them in play.
4. Vendor Listings (DT_VendorData_Ext_Parachutes)
| Row | Price | Amount per purchase | Level to unlock | Lifetime buy limit | Vendor category | Shown in vendor |
|---|---|---|---|---|---|---|
Id.Item.Parachute.Basic | 500 | 1 | 0 | 0 (no limit) | Vendor.Category.Gear.Traversal (variation); Vendor.Category.Utility (row) | yes |
Id.Item.Parachute.Sport | 700 | 1 | 0 | 0 (no limit) | Vendor.Category.Gear.Traversal (variation); Vendor.Category.Utility (row) | yes |
Both rows have no unlock requirements (UnlockRequiredItems empty) and are not faction-specific. Both use purchase event Audio.Event.UI.InGame.Vendor.Purchase and vendor audio ID_Vest_Audio, which is not a parachute sound. That looks like a copy-over.
5. UI Text and Icons (DT_EntityData_UI_Ext_Parachutes)
| Row | Friendly name | Description | Icon |
|---|---|---|---|
Id.Item.Parachute.Basic | “Basic Parachute” | ”- Single Use / - Must be manually Deployed / - Cannot be Controlled” | T_UI_Icon_Parachute_Basic |
Id.Item.Parachute.Sport | “Sport Parachute” | ”- Single Use / - Must be manually Deployed / - Can be Controlled” | T_UI_Icon_Parachute_Sport |
Both rows use category None and XP tags None. Each carries subtitle, description and flavour tooltip layouts; the subtitle is “Traversal”.
Flavour text:
- Sport: “Reduces fall damage when deployed. Gives the player greater control for evading enemy fire and steering to a landing point.”
- Basic: “Reduced Fall damage when deployed”
6. Game Feature Registration (Parachutes)
| Action | Registry | Table |
|---|---|---|
GameFeatureAction_DataRegistrySource_0 | VendorData | DT_VendorData_Ext_Parachutes |
GameFeatureAction_DataRegistrySource_1 | EntityData_UI | DT_EntityData_UI_Ext_Parachutes |
Both are client and server sources with asset priority 0. No curve tables are added.
7. How Values Combine
- Fall damage: a fall only lets you open a parachute above 400 (the minimum fall height). Velocity damage is read from
CRV_ParachutePunishment_Damage, which lives outside this plugin, so the exact damage at a given speed is not in this dump. - Sport stamina: the pull-up action costs 50 stamina per second (
PullUpStaminaUsagePerSecond) and regenerates at 30 per second when not in use. The Basic profile’s stamina values are 0, so it cannot pull up. - Sport speed: horizontal speed caps at 2,200 and vertical at 3,000. Glide adds 1,000 acceleration; pull-up drag adds 400 when active.
8. Still Not Pulled / Limitations
CRV_ParachutePunishment_Damagecurve values are not in this plugin. Only the reference is here.- Absent movement fields. Several Basic fields (max speeds, roll speed) and Sport fields (max pull-up stamina) are not exported. The runtime default is not known from the dump.
- Unit for
MinFallHeightBeforeAbleToParachuteand the speed values is not stated in the export. - Plugin root scan rules. The
GameFeatureDataParachuteshasPrimaryAssetTypesToScanbut was not extracted here. - Audio assets.
ID_Backpack_Audio,ID_Vest_Audioand the purchase event are referenced by name only. - Other registries. Only the vendor and entity-UI registries are registered. Any other parachute-related table was not seen in this plugin.