Geometry tab | ||
Geom 0 | 1st person geometry | |
Geom 1 | 3rd person geometry | |
Geom 2 | Wreck | |
Tweaker bar tabs | ||
Flags | ||
Save in separate file | The root object in the hierarchy should have this checked. | |
CreateNotInGrid | Keep unchecked. | Unknown function. |
CreateInvisible | Keep unchecked. | Unknown function. |
CreateVisibleInEditor | Keep unchecked. | Unknown function. |
IsNotSavable | Keep unchecked. | Unknown function. |
TemplateHasBeenUsed | Check this one. | Unknown function. |
PreCacheObject | Keep unchecked. | Unknown function. |
CreatedInEditor | Should be checked if object or part does not have a visible mesh. | Example: Rotational bundle created in editor. |
IsDestructable | Check only if object is destroyable static object. | Does not have anything to do with vehicles. |
CastsDynamicShadow | Check for vehicles. | |
HasRelativeOffset | Check for cockpit parts if you want to reposition them. | Makes parts created in maya open for repositioning, which is otherwise not allowed. Use carefully. |
Default | ||
CullradiusScale | Is normally set to 1. | Unknown function. |
Creator | Last person to save the tweaks file. | |
NetworkableInfo | For moving parts that need to be synced over network. "Basic info" for roatational bundles. "Spring info" for wheels. | Put "None" for firearms (Including barrels on vehicles). And "None" for Player Control Objects. |
Geometry | The name of the object or part. | |
GeometryPart | The ID number of the object part. | |
CollisionPart | The ID number of the object part. | |
AiTemplate | What Ai to use for this object. | |
HandleCollisionSpeed | Set to 1. | Unknown function. |
Anchor | Normally 0/0/0 | Unknown function. |
RelativePositionOffset | If a part has the HasRelativeOffset flag checked, this its is offset coordinates. | x, y, z values. |
MapMaterials | Normally left blank. | Unknown function. |
Physics | ||
HasMobilePhysics | Check for objects and parts that can move. | Whitout it, the object will be stationary. Do not check for handheld weapons. |
HasCollisionPhysics | Check for all objects that has a collision mesh. | Whithout it the object will not collide in the game and fall through the ground. |
CollisionGroups | Leave blank. | Unknown function. |
PhysicsType | "None" if no collision. "Point" if projectile. |
Unknown what rotational point is. |
PhysicsFrequency | Should be 0. | Unknown function. |
Drag | How much the drag from the body of a vehicle affects its speed. Without it, a vehicle will have an infinite top speed. | Leave blank for all except air vehicles. This does not matter for ground vehicles. |
DragOffset | If you like to offset the drag from the center of the object for some reason. | |
DragModifier | If you want different drag for the x, y or z axis of the object. Normally just 1/1/1. | A helicopter normally has 1/0/1. To facilitate sideways movement. |
Mass | The objects wheight in kilograms. | Matters only for calculating collision with other objects that have mass. |
CenterOfMassOffset | If you want to offset the center of mass for some reason. X, Y, Z. | |
InertiaModifier | Normally 1/1/1 | Unknown function. |
GravityModifier | A multiplier deciding the "fall" characteristics of the object. | High number equals higher fall speed. Useful for projectiles. |
IsSleeping | Leave unchecked. | Unknown function. |
AnimatedUvTranslation | ||
AnimatedUvTranslationSize | ||
AnimatedUvTranslationMax | ||
AnimatedUvTranslationIndex | ||
AnimatedUvTranslationReverse | ||
AnimatedUvRotation | ||
AnimatedUvRotationIndex | ||
AnimatedUvRotationScale | ||
AnimatedUvRotationRadius | ||
AnimatedUvRotationReverse | ||
RotateAsAnimatedUv | ||
RotateAsAnimatedUvObject | ||
RotateAsAnimatedUvReverse | ||
Grip | Set only for wheels. - Roll grip for wheels that are not powered. |
Dont mind the other ones. |
Engines only below this: | ||
EngineType | What kind of vehicle the engine is for. Car, tank, plane ship or helicopter. | |
Torque | The power of the engine. The value is in relation to the differential. Dont enter higher values than 5000. | |
Differential | The length of the "gearbox". The value is in relation to the torque. A long gearbox will result in higher top speed. | |
NumberOfGears | Number of gears in the gearbox. | |
GearUp | Time it takes to shift one gear up. | |
GearDown | Time it takes to shift one gear down. | |
GearChangeTime | Unknown function. | |
NoPropellerEffectAtSpeed | Unknown function. | |
HeatIncrement | Unknown function. | |
CoolingFactor | Unknown function. | |
InverseHeatBar | Unknown function. | |
PropRotAxis | For engines with a visible rotor, this is the axis it will rotate around. | |
Accumulate | Unknown function. | |
PureRotational | Unknown function. | |
HorizontalSpeedMagnifier | Multiplier for the vehicles horizontal speed. | |
DefaultAngleOfAttack | For helicopter main engines. Set to value that enables the vehicle to hover. | |
MaxAngleOfAttack | For helicopter main engine. What angle of the rotor gives that results in max forward speed. | |
AttackSpeed | For helicopter main engine. How fast the tilting of the rotor occurs when given input. | |
HorizonDampAngle | For helicopter main engine. The maximum angle at which the vehicle strives to reach upright position. | |
HorizontalDampAngleFactor | For helicopter main engine. How strong the damping effect is. | |
ConstantRpm | Unknown function. | |
SpinWhenNoEngineInAir | Unknown function. | |
DampHorizontalVelFactor | For helicopter main engine. At what speed in m/s the helicopter strives to reach zero speed on its own. This only kicks in while deccelerating. | |
DecreaseAngleToZero | For helicopter main engine. Helps remaining still on the ground. | |
DecreaseAngleToZeroVerticalVel | For helicopter main engine. Helps remaining still on the ground. | |
DecreaseAngleToZeroSpeed | For helicopter main engine. Helps remaining still on the ground. | |
AirFlowEffect | For helicopter tail engine. 0 is "off", 1 is "on". When on it will prohibit the tailengine from turning the aircraft at full speed forward. | |
NoEffectAtPerpSpeed | Normally 10000 | Unknown function. |
RemoteEngineInput | Unknown function. | |
Springs only below this: | ||
Strength | Hardness of the spring. Set this value so that the hub of the wheel lines up with the axle. | Set to 0 if this is a dummy wheel. |
Damping | Damping strength of the spring. Adjust until it looks good. | Set to 0 if this is a dummy wheel. |
RotateUV | Unknown function. | |
FixAxisSpring | Fix the axis to up-down movement only. | Does not work. |
Damage | ||
Material | Leave blank | Unknown function. |
AI | ||
IsPortalPassing | Leave blank | Unknown function. |
IsPortalPosition | Leave blank | Unknown function. |
FireArm | ||
ProjectileTemplate | Create a new projectile or browse to use an existing one. | |
Velocity | Muzzle velocity in meters per second. | |
WeaponType | Set to 0. | Unknown function. |
ItemIndex | Set this number to correspond to the number key with which the weapon should be selected. | Also set for vehicles when a position has more than 2 weapons. |
ItemType | Set to 0. | Unknown function. |
HeatAddWhenFire | How much heat to add per shot fired. (Cumulative. When meter reaches 1 weapon overheats.) | |
CoolDownPerSec | How much heat to deduct per sec when weapon is not fired. | |
OverHeatPenalty | Penalty value added to overheatvalue if weapon ever reaches 1. | |
HideFirstPerson | Leave blank. | Unknown function. |
DelayToUse | A dealy in seconds before the weapon can be fired after it's been selected. | Sync this value with the deploy animation. |
IsSelectable | Uncheck if you dont want the weapon to be selectable with the number keys. | Used only for gunners in aircraft and helicopters. They have their weapons as unselectable since the switching occurs automatically when you zoom the camera. |
Rotation | ||
MinRotation | X, Y, Z axis negative rotation constraint. This should always be a negative value. No value results in 360 degree rotation. | |
MaxRotation | X, Y, Z axis positive rotation constraint. This should always be a negative value. No value results in 360 degree rotation. | |
PivotPosition | For cameras. Offsets the rotational point in X, Y, Z. In meters. | |
MaxSpeed | Max rotational speed, in units. There will be no rotation without this. | |
Acceleration | Acceleration time to maximum speed, in units. There will be no rotation without this. | |
DeAcceleration | Negative acceleration option. If you want different decceleration speed than acceleration speed. | |
ContinousRotationSpeed | Unknown function. | |
InputToYaw | What control will influence the yaw axis. | |
InputToPitch | What control will influence the pitch axis. | |
InputToRoll | What control will influence the pitch axis. | Engines always use the roll axis. |
AutomaticReset | Check if the rotation should return to 0 after input stops. (Airplane flaps use this.) | |
UseDeAcceleration | Check if deacceleration is to be used. | |
RememberExcessInput | Unknown function. | |
LesserYasAtSpeed | Unknown function. | |
AutomaticYawStabilization | Check to stabilize rotation in relation to parent rotational bundle. | |
AutomaticPitchStabilization | Check to stabilize rotation in relation to parent rotational bundle. | Not working. |
StartAutoRotateOnEnter | Check if you want constant rotation. | |
DebugAutoRotate | Check to test rotate the part in the editor. | |
Projectile | On all projectiles | |
HasOnTimeEffect | Unknown function. | |
TimeToLive | Y is the time in seconds this projectile will exist. Also used as time for grenades. | |
Invisible | Normally unchecked | Unknown function. |
MinDamage | Multiplier to set the minimum damage the projectile can cause due to distance degration. | |
Damage | The damage caused to impacted target in points. | |
DistToStartLoseDamage | Distance in meters to start deducting from the damage caused. | |
DistToMinDamage | Distance in meters till the minimum damage level is reached. | |
DamageOwner | Projectile wont hurt the firer or firer vehicle. | |
TimeToRemoveTK | Normally unchecked | Unknown function. |
AddToProjectileList | Normally unchecked | Unknown function. |
TracerTemplate | Name of tracer effect to use. | |
TracerInterval | Set one for tracer on every shot, 2 for every other and so on. | |
TracerScaler | How long the tracer effect will be as default. | |
MaxTracerScaler | How long the tracer effect can be depending on projectile speed. | |
TracerSizeModifier | How fat the tracer will be. | |
TracerConvergenceDistance | At what distance the tracers (which start from the gunbarrel) and the projectile, which start from the camera, converges. Only relevan if FireInCameraDof is checked. | |
ArmingDelay | Time in seconds till projectile can detonate after being fired. | |
StartDelay | Time in seconds until the engine of the projectile is ignited after firing. | |
Acceleration | Unknown function. | |
MaxSpeed | Unknown function. | |
UseProjectileCamera | Check if you want a camera to travel with the projectile. | |
Collision | On all projectiles | |
HasCollisionEffect | Will play effect when colliding with object. For grenades. | |
DieAfterColl | Projectile will dissapear after coolision. | |
DieAtObjectHit | Unknown function. | |
DetonateOnWaterCollision | Dont know if this works. | |
Bouncing | Projectile has bouncing properties. (Handgrenades.) | |
Detonation | On all projectiles that can explode | |
ExplosionMaterial | The damage material this explosion sends out. | |
ExplosionRadius | The radius in meters the explosion damage travels. | |
ExplosionYMod | Multplier for the Y-axis on the damage radius. | |
ExplosionForce | Physics force applied to objects in explosions damage radius. Fades linearly from explosion center. | |
ExplosionDamage | Damage in points at the explosion ground zero. | |
DetonateDistanceToTarget | Projectile will detonate when a target enters this radius. | |
MinDetonationSpeed | Minimum speed for a detonation to occur. | |
EndEffectTemplate | Normally checked | Unknown function. |
UseMMOnEndEffect | Normally checked | Unknown function. |
InvisibleAtEndEffect | Remove projectile geometry after detonation. Normally checked. | |
StopAtEndEffect | Normally checked. | Unknown function. |
Penetrate | On all projectiles | |
NeverPenetrate | Check if projectile should not penetrate, but always detonate on impact. | |
Components | Right-click in a tweakerbar tab to components menu. | |
Fire Component | Single fire for weapons with only one barrel. Multi for weapons where projectiles start in more than one location. | |
RoundPerMinute | How fast the weapon can be fired. Value must be a factor of 1800. |
300, 360, 450, 600, 900, 1200, 1800 |
FireStartDelay | Time in seconds from when you pull a trigger to when the projectile is actually fired. | Used on the minigun. |
FireLaunchDelay | Time in seconds from when you pull a trigger to when the projectile is actually fired. | I think… |
ProjectileStartPosition | X, Y, Z of the origin of the projectile from the center of the firearm. | |
FireInput | What key will be used to fire the weapon. PIFire for primary fire. PIAltFire for secondary fire. | |
HideWeaponAfterFiringDelay | In seconds. If you want the 1st person weapon to dissapear after firing. | Useful for disposable missile tubes. |
DropWeaponAfterFiringDelay | In seconds. If you want a weapon model to be thrown to the ground after firing. | Useful for disposable missile tubes. In conjunction with HideWeaponAfterFiring. |
ShowWeaponAfterReloadDelay | In seconds. How long after the initiation of the reload animation you want the weapon to reappear in the players hands. | Useful for disposable missile tubes. In conjunction with HideWeaponAfterFiring. |
DropWeaponAfterReloadDelay | In seconds. If you want a weapon model to be thrown to the ground after reloading is initiated. | |
HideWeaponAfterReloadDelay | In seconds. If you want the weapon model to be hidden after reloading is initiated. | |
FireCameraInDof | Use for hand fire arms. Fire the projectile from the center of the crosshair as opposed to the center of the weapon model. | |
BatchSize | Set to one. | Unknown function. |
UseDummyProjectiles | Check this one to get a visible projectile dummy. Like a bomb hanging under a plane. | Multifire components only. When setting this you also need to attach a bundle to the firearm and make it into a barrel by right clicking it and selecting "make barrel". You can have several barrels on a multifirearm, and they should all be named the same. To have a visible dummy you need to give the barrel bundle the name name of the dummy geometry you wish to use. |
Ammo Component | For all weapons | |
AutoReload | Check if weapon should autoreload itself after the magazine is spent. | |
AmmoType | Normally 1 | Unknown function. |
MagSize | Number of shots in one magazine. | |
NrOfMags | Number of magazines in soldier or vehicle inventory when fully loaded. | |
ReloadAmount | Normally 0. | Unknown function. |
ReloadTime | In seconds. How long after loading sequence is initiated before the weapon can be fired again. Should be synced with reload animation. | |
FirstShotExtraTime | For weapons that are loaded shot-by-shot. Used for adding time to first shot reload animation which is normally longer. | Example: Shotguns use this system. The normal reload time is used for all shots except the first one for these weapons. |
ChangeMagAt | Normally 0. | Unknown function. |
MagLinkWeapon | If two weapon systems on the same vehicle should draw ammo from the same magazine. Type the "linked" weapon name here. | |
MinimumTimeUntilReload | Unknown function. | |
Soldier Deviation Component | For hand held weapons only | |
TurnDevAddPitch | Deviation added to projectiles fired while moving the weapon up and down. | Cumulative addition per shot fired. |
TurnDevAddYaw | Deviation added to projectiles fired while moving the weapon right and left. | Cumulative addition per shot fired. |
TurnDevSub | Deviation subtracted per second from the turn deviation when not turning. | |
TurnDevMax | Maximum deviation that can be caused by turning. | |
SpeedDevAddForward | Deviation added to projectiles fired while moving forwards or backwards. | Cumulative addition per shot fired. |
SpeedDevAddStrafe | Deviation added to projectiles fired while strafing sideways. | Cumulative addition per shot fired. |
SpeedDevSub | Deviation subtracted per second from the speed deviation when not moving. | |
SpeedDevMax | Maximum deviation that can be caused by moving. | |
MiscDevAddJump | Deviation added to projectiles fired while jumping. | Cumulative addition per shot fired. |
MiscDevSub | Deviation subtracted per second from the misc deviation when not jumping. | |
MiscDevMax | Maximum deviation that can be caused by jumping. | |
DevModStand | Multiplier for all deviation values while standing up and shooting. | |
DevModCrouch | Multiplier for all deviation values while standing up and shooting. | |
DevModLie | Multiplier for all deviation values while standing up and shooting. | |
DevModZoom | Multiplier for all deviation values while standing up and shooting. | |
FireDevAdd | Deviation added to weapon after a projectile is fired. (That causes the next shot to deviate more.) | Cumulative addition per shot fired. |
FireDevSub | Deviation subtracted from weapon as long as it is not fired. | |
FireDevMax | Maximum deviation that can be caused by firing.. | |
MinDev | Minimum deviation for the weapon. Deviation can never become less than this. | |
SubProjectileDev | For projectiles that fires clusters of shots. This is the deviation of the projectiles within the cluster. | Example: Shotguns |
Simple Deviation Component | For mounted weapons | |
MinDev | Minimum deviation for the weapon. Deviation can never become less than this. | |
FireDevMax | Maximum deviation that can be caused by firing.. | |
FireDevAdd | Deviation added to weapon after a projectile is fired. (That causes the next shot to deviate more.) | Cumulative addition per shot fired. |
FireDevSub | Deviation subtracted from weapon as long as it is not fired. | |
Default Zoom Component | For handheld weapons with zoom | |
ZoomDelay | How long in seconds it takes to zoom in. | |
ZoomInput | Key that triggers zoom. Normally PIAltFire. | |
ZoomLod | What lod to use when zoomed in. A weapon with a special zoom geometry should use lod 1. Otherwise, set to 0. | |
ChangeFovInstant | Check if you do not want a smooth transition to the zoomed fied of view, but a straight cut instead. | |
Soldier Based Recoil Component | For handheld weapons | |
HasRecoilForce | Check if weapon is supposed to have a recoil kick. | |
ZoomModifier | Set to 1 if recoil should be turned off when zoomed in. | |
Default Animation Component | For handheld weapons | |
AnimateOnZoom | Normally check this one. It says that there is an animation played when the weapon zooms in and out. | |
Weapon Hud Component | For all weapons | |
GuiIndex | Put a number here to call a crosshair to be used with this weapon in zoomed out mode. | |
AltGuiIndex | Put a number here to call a crosshair to be used with this weapon in zoomed in mode. | |
HudName | What name will be displayed in the HUD when using the weapon. | |
EnableMouse | Normally unchecked. | Unknown function. |
CrosshairIcon | Hud graphics information. | Unknown function. |
CrosshairIconSize | Normally set to 32 | Unknown function. |
AltCrosshairIcon | Hud graphics information. | Unknown function. |
ClipIcon | Hud graphics information. | Unknown function. |
AmmoIcon | Hud graphics information. | Unknown function. |
AmmoBarFrontIcon | Hud graphics information. | Unknown function. |
AmmoBarBackIcon | Hud graphics information. | Unknown function. |
WeaponIcon | Hud graphics information. | Unknown function. |
HasMag | Hud graphics information. | Unknown function. |
ShowAmmo | Hud graphics information. | Unknown function. |
ShowClips | Hud graphics information. | Unknown function. |
HasFireRate | Hud graphics information. | Unknown function. |
HasRangeFinder | Hud graphics information. | Unknown function. |
SwitchGuiOnCamera | Hud graphics information. | Unknown function. |
DeviationFactor | Multiplier of how much deviation will be shown in the hud compared to how much deviation there really is. | |
MaxVisualDeviation | Upper limit for how much deviation can be show in the hud for this weapon regardless of actual deviation.. | |
MinVisualDeviation | Lower limit for how much deviation can be show in the hud for this weapon regardless of actual deviation. | |
EnablePostProcessing | A number that calls on a certain rendering mode to be used for this weapon. | Example: TV-guided missiles on Cobra helicopter. |
Target Component | For guided weapons | |
TargetObjectTemplate | What kind of targeting system to use. Wireguided, laserguided or heatseeking. | |
MaxDistance | ||
SetTargetAtMaxDistance | Check if you want no upper limit on guidance. | |
TargetSystem | ||
UpdateInterval | In seconds. How often the game updates the target information. 0 would make it update every frame. | Recommended value is 0.2, or every 5th frame, for performance reasons. |
ConnectionEffect | Name of bundle to turn on when a wire guidd missile is fired. And to turn of when contact with the missile is lost. | |
Player Control Object | Root object of all vehicles Root object of all passenger position |
|
SeatAnimationSystem | Path and name of animation system to usen in this position. | |
SeatParent | Tha parent PlayerControlObject of theis position. (The name of the root object if this is the pilot.) | |
SeatPosition | X, Y, Z position of the seat of the player in relation to the player control object. | |
SeatRotation | X, Y, Z rotation of the seat of the player in relation to the player control object. | |
HasRestrictedExit | Normally unchecked. | Unknown function. |
AltSoldierExitPosition | Normally 0/0/0 | Unknown function. |
ExitSpeedMod | Normally 1. | Unknown function. |
DisableSpawnPointsOnEnter | Normally unchecked. | Unknown function. |
DontClearTeamOnExit | Normally unchecked. | Unknown function. |
DestroyOnExit | Normally unchecked. | Unknown function. |
DamageForBeingOutSideWorld | Normally 999999 | Unknown function. |
VehicleCameraShake | Normally blank | Unknown function. |
VehicleFov | Normally 0 | Unknown function. |
SoldierExitPosition | X, Y, Z position of soldier in relation to player control object on exiting vehicle. | |
SoldierExitRotation | X, Y, Z rotation of soldier in relation to player control object on exiting vehicle. | |
ToggleWeapon | Check only if theres is no weapon in zoomed out view. | Example: F15 gunner. Weapon is only available when zoomed in. |
CockpitLod | What lod to display when entered in this position. | 0 if vehicle has a special 1st person cockpit. Otherwise 1. |
CockpiSubGeom | Normally 0. | |
SoundFilter | What soundfiltering to use for pre-recorded radio messages when in this vehicle. | Available: vehicle |
RegWhenMinInput | Normally 1. | Unknown function. |
RegulateYaw | Used for helicopters only. This value counters the vehicles yaw position and strives toward centering it. | |
RegulatePitch | Used for helicopters only. This value counters the vehicles pitch position and strives toward centering it. | |
RegulateRoll | Used for helicopters only. This value counters the vehicles roll position and strives toward centering it. | |
RegulateYawInput | Used for helicopters only. This value counters the vehicles yaw-input value and strives toward damping it. | |
RegulatePitchInput | Used for helicopters only. This value counters the vehicles pitch-input value and strives toward damping it. | |
RegulateRollInput | Used for helicopters only. This value counters the vehicles roll-input value and strives toward damping it. | |
RegulateVerticalPos | Used for helicopters only. This value counters the vehicles vertical speed and strives toward damping it. | |
RegulateVerticalPosInput | Used for helicopters only. This value counters the vehicles vertical speed input and strives toward damping it. | |
MaxVertRegAngle | Up to which angle from the upright position the vertical angle stabilizer is effective. | |
NoVertRegAngle | Angle at which the vertical stabilizer is longer doing anything. | |
ShakeFactor | Multiplier for the camera shake. | |
SprintRecoverTime | The time it takes in seconds from when you have sprinted to when you can spring again. | |
SprintDissipationTime | The time it takes in seconds to deplete the sprintbar. | |
SprintLimit | How many percent of the sprintbar must be reloaded before you can spring again. | |
SprintFactor | Mutliplies the engine output when sprinting by this factor. | |
SpecialToggleWeaponInput | The key you want to use to toggle weapons when you have turned of "weapon is selectable". | |
Vehicle Hud Component | All vehicles | |
GuiIndex | Normally 0. | Unknown function. |
HudName | What the vehicle will be called in the Hud. | |
VehicleIcon | Hud graphics information. | Unknown function. |
VehicleIconPos | Hud graphics information. | Unknown function. |
HasTurretIcon | Hud graphics information. | Unknown function. |
ShowCrossHair | If unchecked, there will be no crosshair. | |
IsCoDriver | Hud graphics information. | Unknown function. |
ShowInfo | Hud graphics information. | Unknown function. |
EnablePostProcessingOnGuiIndex | Hud graphics information. | Unknown function. |
SpottedMessage | Hud graphics information. | Unknown function. |
MiniMapIcon | Hud graphics information. | Unknown function. |
AltMiniMapIcon | Hud graphics information. | Unknown function. |
MiniMapIconSize | Hud graphics information. | Unknown function. |
MiniMapIconLeaderSize | Hud graphics information. | Unknown function. |
MaxClimbSpeed | Hud graphics information. | Unknown function. |
Warning Hud Component | Will enable laser warning against guided-missile weapons. | |
WarningType | Decides what warning system to use. | |
FirstWarningSound | Name of soundfile. | |
SeconWarningSound | Name of soundfile. | |
WarningIcon | Name of icon. | |
Armor Component | All destroyable objects except players | |
WreckHitPoints | No of hitpoints the wreck has. May not exceed MaxHitPoints. | |
HitPoints | Number of hitpoints the object has on spawn. May not exceed MaxHitPoints. | |
MaxHitPoints | Maximum number of hitpoints the object can have. | |
AttackDamage | Normally set to 1. | Unknown function. |
AngleMod | Normally set to 0. | Unknown function. |
SpeedMod | Normally set to 0.05 | Unknown function. |
DamageFromWater | Normally unchecked. | Unknown function. |
DefaultMaterial | Material type object uses to recieve explosion damage. 72 for "hard" objects, 71 for "soft". | |
ExplosionRadius | Radius in meters object will radiate damage when it explodes. | |
ExplosionDamage | Max damage inflicted from explosion. Lessens over distance from center of explosion to radius maximum. | |
ExplosionMaterial | What material the explosion radiates. Normally 70. | |
ExplosionForce | The force on movable objects the explosion applies. | |
ExplosionForceMax | Unknown function. | |
ExplosionForceMod | Normally 1 | Unknown function. |
WreckExplosionRadius | Radius in meters object will radiate damage when it explodes. | |
WreckExplosionDamage | Max damage inflicted from explosion. Lessens over distance from center of explosion to radius maximum. | |
WreckExplosionMaterial | What material the explosion radiates. Normally 70. | |
WreckExplosionForce | The force on movable objects the explosion applies. | |
WreckExplosionForceMax | Unknown function. | |
WreckExplosionForceMod | Normally 1 | Unknown function. |
HpLostWhileCriticalDamage | Unknown function. | |
HpLostWhileUpSideDown | Unknown function. | |
HpLostWhileDamageFromWater | Unknown function. | |
HpLostWhileDamageDeepWater | Unknown function. | |
CanBeRepairedAndDestroyed | Unknown function. | |
WaterDamageDelay | Unknown function. | |
CriticalDamage | Unknown function. | |
DeepWaterLevel | Unknown function. | |
TimeToStayAsDestroyed | Time it takes to hit 0 wreck hp once object has become a wreck in seconds. Then the wreck too explodes. | |
TimeToStayAfterDestroyed | Unknown function. | |
ResetArmorOnRemove | Unknown function. | |
AlignLastEffectToHitDirection | Unknown function. | |
WreckDelay | No of second before switch to wreck occurs after destroyed. | |
Recoil Component | Mounted weapons with visible mesh that needs recoil. | |
RecoilSize | How large the recoil is. | |
RecoilSpeed | How fast the barrel goes in. | |
RecoilSpeedGB | How fast the barrel comes back out. | |
RecoilForce | How much backwards force is applied to the vehicle. |
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BF2 Editor Objects
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