Please Note: This list may refer to elements of gameplay that are not implemented in the current build. This list should not be taken as confirmation that those elements will ever be implemented.
- [li]Terms & Vocabulary by Resource[/li][list]
[li]Front End Menus[/li][list]
[li]Front End – the collective name for all the menus accessible when the user is not in a match.[/li][/ul]
[li]In-game HUD & GUI[/li][ul]
[li]IFF (Identify Friend or Foe) – The iconography that floats over a player’s head.[/li][li]Class Indicator – the icon that shows which class the player is currently playing as.[/li][li]Hit Indicator – the visual feedback for when a player’s shot has hit another player.[/li][li]Crosshair – the visual feedback of where shots will hit and how large the CoF is.[/li][li]Ammo Counter – how much ammo a player has.[/li][li]Prompt – any text or button icon advising a player of how they can proceed.[/li][li]Limbo Menu – menu where player can set team, class, weapon loadout, etc. during a match.[/li][li]Match Review Screen – the screen that displayed when a victory condition is met. This screen shows the player’s individual XP Tally bar and the team’s victory status for the match, among other items.[/li][/ul]
[li]Art General[/li][ul]
[li]Z-fighting – When two textures are applied to the same plane, resulting in flickering.[/li][li]Untextured face – When no texture at all is present on a face, allowing the player to see what is behind.[/li][li]Seam – When two edges don’t quite meet and the player can see through the gap.[/li][li]Misaligned texture – when textures on two different faces don’t match up neatly.[/li][li]Missing texture – a high-visibility texture used to indicate that a proper texture has not been assigned. In Unreal this is a blue checkerboard. Note that a placeholder texture may be different to the checkerboard texture.[/li][li]Wireframe - the frame of an object displaying only the vertices and edges[/li][li]Skin - a different ‘costume’ for the same character model.[/li][/ul]
[li]Effects[/li][ul]
[li]Muzzle flash – the flare at the end of the barrel when some weapons are fired.[/li][li]Muzzle smoke – the smoke that emits from the barrel when some weapons are fired.[/li][li]Bullet casing – the bullet casing models that fly out from the ejection port when fired.[/li][li]Ejection smoke – the smoke that emits from the ejection port when fired.[/li][li]Bullet/impact decal – the mark left in the surface when a bullet hits it.[/li][li]Impact emissive effect – the dust/sparks/debris that emit from a surface when a bullet hits it.[/li][li]Explosion decal – the scorch mark left on the surface where an explosion has taken place.[/li][/ul]
[li]Audio[/li][ul]
[li]VO (voiceover) – generic term for spoken audio.[/li][li]Commander VO – (voiceover) objective-driven, spoken audio heard by the entire team.[/li][li]Autochatter – spoken player character audio heard locally in the world.[/li][/ul]
[li]Animation[/li][ul]
[li]State – the core animation being performed (e.g. standing idle, crouched idle, sprint).[/li][li]Pose – a static state.[/li][li]IK (inverse kinematics) – Best to Google this one.[/li][li]Blend – the process of transitioning from one animation state to another smoothly.[/li][li]T-pose – when a character stands with feet together and arms outstretched to the sides. This usually indicates a missing animation.[/li][li]View-bob – the rocking motion of the camera during player movement.[/li][li]Weapon sway – the swaying motion of a weapon during player movement.[/li][li]Ragdoll - the physics-driven animation state the character model enters on death.[/li][/ul]
[li]Text[/li][ul]
[li]Unlocalized – when the path of the file the game is searching for is displayed instead of the actual text. E.g. ###game/info/carryable_item_target_use###, or when the text just reads ###UNLOCALIZED TEXT ###.[/li][li]Text string – A predefined segment of text to be displayed at a given moment.[/li][li]Text bleed – when text flows out of its containing graphic or overlaps other text.[/li][li]Text cutoff – when not all of the text is displayed because it has been cut short.[/li][/ul]
[li]Code[/li][ul]
[li]Soft lock (crash) – when the game enters a state that cannot be exited without rebooting the software.[/li][li]Hard lock (crash) – when the game enters a state that cannot be exited without rebooting the hardware.[/li][li]Crash dump – the recorded state of the working memory of a computer program at the time of a crash.[/li][li]C2D (Crash to Desktop) – during PC testing, if the game crashes to the Windows desktop[/li][/ul]
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[li]Gameplay Terms & Vocabulary[/li][ul]
[li]General[/li][list]
[li]Pushback - the effect of being pushed away from an enemy firing at you.[/li][li]Incap (incapacitate) – the act of incapacitating another player.[/li][li]Incapped (incapacitated) – the state a player is in after losing all of their core health.[/li][li]Kill – the process of killing another player.[/li][li]Dead – the state a player is in if they have been killed.[/li][li]Spectator – someone who watches the match but cannot interact with the game world.[/li][li]Hitbox - the simplified geometry broadly surrounding the character model which dictates where a bullet will register a hit and where it will pass by the player.[/li][/ul]
[li]Controls[/li][ul]
Keybind - the association between a button on the keyboard and an in-game action.
[li]Melee[/li][ul]
[li]Light Knife – slashing with your knife (light damage).[/li][li]Heavy Knife – stabbing with your knife (heavy damage).[/li][li]Quick Knife – performing a heavy stab and immediately de-equipping the knife again.[/li][li]Execute – special instant kill move performed when meleeing an incapped player.[/li][/ul]
[li]Player Movement[/li][ul]
[li]Crouch[/li][li]Walk – a slower, quieter state of locomotion.[/li][li]Run – the default locomotion state when a player moves forward.[/li][li]Sprint – the fastest locomotion state, during which a player [/li]cannot fire.
[li]Strafe – moving left or right without turning to face the direction of motion.[/li][/ul]
[li]Abilities[/li][ul]
[li]Cooldown – the timer on an ability that prevents it from being executed twice in quick succession.[/li][li]Deployment Mode – the mode a player enters when a Turret ability is activated and the wireframe is visible.[/li][li]C4 - the explosive pack deployed at certain objectives to destroy them.[/li][li]Armed - the state of the C4 explosives if they have been placed on the ground or an object.[/li][li]Disarm - the state of the C4 explosives if they have been defused.[/li][li]Repair - the act of restoring an objective object to its functional state (Engineers only)[/li][li]Destroy - the act of breaking an objective object and rendering it non-functional (Engineers only)[/li][li]Hack - the act of interacting with a control panel to activate an objective object (non-class-specific)[/li][/ul]
[li]Weapons[/li][ul]
[li]Weapon Spread – the way the cone of fire increases to its maximum value when firing.[/li][li]Recoil – the amount of vertical/horizontal movement (or ‘kick’) applied to the crosshair when firing a weapon.[/li][li]Iron-Sight – Bringing your weapon up to head height. Note: bullets always fire from the player character’s eyes regardless of firing mode.[/li][li]From the Hip – Shooting your weapon in the default mode.[/li][li]Cook – then the user holds down a grenade throw.[/li][/ul]
[li]XP[/li][ul]
[li]XP Tally bar – The menu graphic that displays the total XP awarded for a match.[/li][/ul]
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[li]Map Terminology[/li][ul]
[li]General[/li][list]
[li]Spawn – where players enter the game world after they are killed.[/li][li]Spawn Protection - the temporary invulnerability granted to players who have just spawned.[/li][li]OoB (Out of Bounds) – term describing the area outside the playable area of the map.[/li][li]Player Collision – term describing what prevents you from walking inside objects. If you can walk inside an object it can be described as lacking player collision.[/li][li]Bullet Collision – term describing what prevents you from firing through objects. If you can fire through an object it can be described as lacking bullet collision.[/li][/ul]
[li]Objectives[/li][ul]
[li]EV – the escortable objective on London Bridge and Whitechapel.[/li][li]Disabled – the state of the EV when it has lost all its health.[/li][li]Primary Objective – any objective that must be completed to complete a level.[/li][li]Secondary Objective – other objective types unique to the map such as Capturable Spawns and Barricades (excludes MG Nests).[/li][li]MG Nest – fixed machinegun emplacements that can be repaired by Engineers if destroyed.[/li][li]Interaction Zone – the location of player interaction with an objective. Marked by a prompt.[/li][li]Intro/Outro – non-interactive camera that displays the objectives to the player at the beginning and end of a match.[/li][/ul]
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