COMMAND | Description |
Global.OnNew | New in active plugin |
Global.OnLoad | Load in active plugin |
Global.OnSave | Save in active plugin |
Global.OnSaveAll | Save in all plugins |
Global.OnImport | Import in active plugin |
Global.OnUndo | Undo |
Global.OnCut | Cut |
Global.OnCopy | Copy |
Global.OnPaste | Paste |
Global.TogglePauseRenderer | Toggles pause |
Global.RenderNextFrame | Renders next frame (when in pause) |
Global.ToggleFocus | Toggles input focus between Editor- and EngineFocus |
Global.SubMode1 | Activates submode 1 in plugin |
Global.SubMode2 | Activates submode 2 in plugin |
Global.SubMode3 | Activates submode 3 in plugin |
Global.SubMode4 | Activates submode 4 in plugin |
Global.SubMode5 | Activates submode 5 in plugin |
Global.SubMode6 | Activates submode 6 in plugin |
Global.SubMode7 | Activates submode 7 in plugin |
Global.SubMode8 | Activates submode 8 in plugin |
Global.SubMode9 | Activates submode 9 in plugin |
View.OnToggleResource | Toggles visiblity for Resource window |
View.OnToggleTweaker | Toggles visiblity for Tweaker |
View.OnToggleOutput | Toggles visiblity for Output window |
View.OnToggleTimeLine | Toggles visiblity for Timeline window |
View.OnToggleEditor | Toggles visiblity for Editor window |
View.OnToggleToolbar | Toggles visiblity for main toolbar |
Addin.SelectTerrainEditor | Activate TerrainEditor |
Addin.SelectLevelEditor | Activate LevelEditor |
Addin.SelectObjectEditor | Activate ObjectEditor |
Addin.SelectAnimationEditor | Activate AnimationEditor |
Tools.ShowAddinManager | Shows add-in manager |
Tools.ShowShortcutManager | Shows shortcut manager |
Tools.ShowControlMapManager | Shows controlmap manager |
Tools.ListAllShortcuts | Lists all shortcuts in output window |
Tools.ShowOptions | Shows the options dialog |
Tools.FlushUndoManager | Shows the content of the UndoManager [debug] |
Layer.OnNewLayer | Creates a new layer |
Layer.OnAddToLayer | Add selected object(s) to active layer |
Layer.OnRemoveFromLayer | Remove selected object(s) to default layer |
Layer.OnSelectAllInLayer | Selects object(s) in layer |
Layer.OnDelete | Delets active layer and moves object(s) to default layer |
Layer.OnLockLayer | Locks/Unlocks the layer |
Camera.OnNormalMode | Normal freecamera mode |
Camera.OnTopDownMode | Top-down camera |
Camera.OnSnapToTerrain | Normal freecamera that snaps to terrain |
Camera.OnSoldierMode | Moves camera to a soldier |
RenderMenu.GridMode | Terrain is drawn as grid |
RenderMenu.TextureMode | Terrain is drawn with texture |
RenderMenu.GridWithTextureMode | Terrain is drawn with texture and grid |
RenderMenu.DetailTextureMode | Terrain is draw with detail texture |
Movement.ResetSpeed | Camera speed is reset to 100 % |
Movement.IncreaseSpeed | Camera speed is increased |
Movement.DecreaseSpeed | Camera speed is decreased |
Movement.ResetPosition | Position is reset to 0,0,0 (should be default position of layer) |
Movement.SetPosition | Set camera position to user defined values |
ResourceTree.OnLoadResource | Show load resource dialog |
OutputWindow.ClearWindow | Clears the output window |
AnimationEditor.OnAnimationMode | Enter normal animation mode |
AnimationEditor.OnTestMode | Enter test mode with terrain |
AnimationEditor.On1p | Enter first person mode |
AnimationEditor.On3p | Enter third person mode |
AnimationEditor.OnToggleCameraMode | Toggles between 1p and 3p |
AnimationEditor.OnSelectViewMode1 | Activate first view mode in list |
AnimationEditor.OnSelectViewMode2 | Activate second view mode in list |
AnimationEditor.OnSelectViewMode3 | Activate third view mode in list |
AnimationEditor.OnSelectViewMode4 | Activate fourth view mode in list |
AnimationEditor.OnSelectViewMode5 | Activate fifth view mode in list |
AnimationEditor.OnSelectViewMode6 | Activate sixth view mode in list |
AnimationEditor.ZoomToSoldier | Zooms to soldier |
AnimationEditor.RemoveWeapon | Drop active weapon |
AnimationEditor.Refresh | Recreate soldier using avaible settings |
Backup.OnBackup | Performs a backup of level |
ConsoleUI.SetConsoleUIFocus | Gives the console focus |
ConsoleUI.ExecuteCommand | Executes the console command |
ConsoleUI.ClearAll | Clears the console |
Import.ImportAll | Imports all object meshes |
LevelEditor.ToggleSelect | Activates selection mode |
LevelEditor.ToggleMove | Activates move mode |
LevelEditor.ToggleRotate | Activates rotate mode |
LevelEditor.ToggleScale | Activates scale mode |
LevelEditor.TogglePaint | Activates paint brush mode |
LevelEditor.ToggleSpline | Activates spline mode |
LevelEditor.DefineLevelBrush | Creates a new brush from selected object(s) |
LevelEditor.LastOffsetCopy | Copies the 2 selected objects to clipboard for a offset copy |
ObjectEditor.ToggleFocusMode | Activate focus (normal) mode |
ObjectEditor.TogglePhysicsMode | Turns physics on |
ObjectEditor.ToggleFreeCamera | Activates free camera mode |
ObjectEditor.ToggleInputFocus | Gives input focus to active object |
ObjectEditor.ToggleEnterVehicle | Enter active object |
Perforce.Sync | Sync to head revision |
Perforce.Submit | Submits the BF2Content changelist |
Perforce.OpenForEdit | Opens active level for edit |
Perforce.AddFiles | Check active level if any files need to be added to perforce |
TerrainEditor.ResetMarker | Resets the marker to position in front of camera |
TerrainEditor.ConnectRoad | Creates road on active spline |
TerrainEditor.DisconnectRoad | Removes the active road |
TerrainEditor.CreateRoadTemplate | Create a new road template |
TerrainEditor.RefreshRoads | Refreshes all roads |
TerrainEditor.SetModify | Activate modify terrain mode |
TerrainEditor.SetLevel | Activate level terrain mode |
TerrainEditor.SetSmooth | Activate smooth terrain mode |
TerrainEditor.SetPlatform | Activate platform terrain mode |
TerrainEditor.SetRandom | Activate random terrain mode |
TerrainEditor.SetRoad | Activate road creation mode |
TerrainEditor.SetTexture | Activate detail texture paint mode |
TerrainEditor.UndoModifyTerrain | Undos the latest terrain modification |
ObjectTemplate.Geom0 | 1st person geometry |
ObjectTemplate.Geom1 | 3rd person geometry |
ObjectTemplate.Geom2 | Wreck |
ObjectTemplate.SaveInSeparateFile | The root object in the hierarchy should have this checked. |
ObjectTemplate.CreateNotInGrid | Keep unchecked. |
ObjectTemplate.CreateInvisible | Keep unchecked. |
ObjectTemplate.CreateVisibleInEditor | Keep unchecked. |
ObjectTemplate.IsNotSavable | Keep unchecked. |
ObjectTemplate.TemplateHasBeenUsed | Check this one. |
ObjectTemplate.PreCacheObject | Keep unchecked. |
ObjectTemplate.CreatedInEditor | Should be checked if object or part does not have a visible mesh. |
ObjectTemplate.IsDestructable | Check only if object is destroyable static object. |
ObjectTemplate.CastsDynamicShadow | Check for vehicles. |
ObjectTemplate.HasRelativeOffset | Check for cockpit parts if you want to reposition them. |
ObjectTemplate.CullradiusScale | Is normally set to 1. |
ObjectTemplate.Creator | Last person to save the tweaks file. |
ObjectTemplate.NetworkableInfo | For moving parts that need to be synced over network. "Basic info" for rotational bundles. "Spring info" for wheels. |
ObjectTemplate.Geometry | The name of the object or part. |
ObjectTemplate.GeometryPart | The ID number of the object part. |
ObjectTemplate.CollisionPart | The ID number of the object part. |
ObjectTemplate.AiTemplate | What Ai to use for this object. |
ObjectTemplate.HandleCollisionSpeed | Set to 1. |
ObjectTemplate.Anchor | Normally 0/0/0 |
ObjectTemplate.RelativePositionOffset | If a part has the HasRelativeOffset flag checked, this its is offset coordinates. |
ObjectTemplate.MapMaterials | Normally left blank. |
ObjectTemplate.HasMobilePhysics | Check for objects and parts that can move. |
ObjectTemplate.HasCollisionPhysics | Check for all objects that has a collision mesh. |
ObjectTemplate.CollisionGroups | Leave blank. |
ObjectTemplate.PhysicsType | "None" if no collision. "Point" if projectile. |
ObjectTemplate.PhysicsFrequency | Should be 0. |
ObjectTemplate.Drag | How much the drag from the body of a vehicle affects its speed. Without it, a vehicle will have an infinite top speed. |
ObjectTemplate.DragOffset | If you like to offset the drag from the center of the object for some reason. |
ObjectTemplate.DragModifier | If you want different drag for the x, y or z axis of the object. Normally just 1/1/1. |
ObjectTemplate.Mass | The objects wheight in kilograms. |
ObjectTemplate.CenterOfMassOffset | If you want to offset the center of mass for some reason. X, Y, Z. |
ObjectTemplate.InertiaModifier | Normally 1/1/1 |
ObjectTemplate.GravityModifier | A multiplier deciding the "fall" characteristics of the object. |
ObjectTemplate.IsSleeping | Leave unchecked. |
ObjectTemplate.AnimatedUvTranslation | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvTranslationSize | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvTranslationMax | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvTranslationIndex | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvTranslationReverse | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvRotation | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvRotationIndex | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvRotationScale | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvRotationRadius | [PLACEHOLDER] |
ObjectTemplate.AnimatedUvRotationReverse | [PLACEHOLDER] |
ObjectTemplate.RotateAsAnimatedUv | [PLACEHOLDER] |
ObjectTemplate.RotateAsAnimatedUvObject | [PLACEHOLDER] |
ObjectTemplate.RotateAsAnimatedUvReverse | [PLACEHOLDER] |
ObjectTemplate.Grip | Set only for wheels. - Roll grip for wheels that are not powered. |
ObjectTemplate.EngineType | What kind of vehicle the engine is for. Car, tank, plane ship or helicopter. |
ObjectTemplate.Torque | The power of the engine. The value is in relation to the differential. Dont enter higher values than 5000. |
ObjectTemplate.Differential | The length of the "gearbox". The value is in relation to the torque. A long gearbox will result in higher top speed. |
ObjectTemplate.NumberOfGears | Number of gears in the gearbox. |
ObjectTemplate.GearUp | Time it takes to shift one gear up. |
ObjectTemplate.GearDown | Time it takes to shift one gear down. |
ObjectTemplate.GearChangeTime | [PLACEHOLDER] |
ObjectTemplate.NoPropellerEffectAtSpeed | [PLACEHOLDER] |
ObjectTemplate.HeatIncrement | [PLACEHOLDER] |
ObjectTemplate.CoolingFactor | [PLACEHOLDER] |
ObjectTemplate.InverseHeatBar | [PLACEHOLDER] |
ObjectTemplate.PropRotAxis | For engines with a visible rotor, this is the axis it will rotate around. |
ObjectTemplate.Accumulate | [PLACEHOLDER] |
ObjectTemplate.PureRotational | [PLACEHOLDER] |
ObjectTemplate.HorizontalSpeedMagnifier | Multiplier for the vehicles horizontal speed. |
ObjectTemplate.DefaultAngleOfAttack | For helicopter main engines. Set to value that enables the vehicle to hover. |
ObjectTemplate.MaxAngleOfAttack | For helicopter main engine. What angle of the rotor gives that results in max forward speed. |
ObjectTemplate.AttackSpeed | For helicopter main engine. How fast the tilting of the rotor occurs when given input. |
ObjectTemplate.HorizonDampAngle | For helicopter main engine. The maximum angle at which the vehicle strives to reach upright position. |
ObjectTemplate.HorizontalDampAngleFactor | For helicopter main engine. How strong the damping effect is. |
ObjectTemplate.ConstantRpm | [PLACEHOLDER] |
ObjectTemplate.SpinWhenNoEngineInAir | [PLACEHOLDER] |
ObjectTemplate.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. |
ObjectTemplate.DecreaseAngleToZero | For helicopter main engine. Helps remaining still on the ground. |
ObjectTemplate.DecreaseAngleToZeroVerticalVel | For helicopter main engine. Helps remaining still on the ground. |
ObjectTemplate.DecreaseAngleToZeroSpeed | For helicopter main engine. Helps remaining still on the ground. |
ObjectTemplate.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. |
ObjectTemplate.NoEffectAtPerpSpeed | Normally 10000 |
ObjectTemplate.RemoteEngineInput | [PLACEHOLDER] |
ObjectTemplate.Strength | Hardness of the spring. Set this value so that the hub of the wheel lines up with the axle. |
ObjectTemplate.Damping | Damping strength of the spring. Adjust until it looks good. |
ObjectTemplate.RotateUV | |
ObjectTemplate.FixAxisSpring | Fix the axis to up-down movement only. |
ObjectTemplate.Material | Leave blank |
ObjectTemplate.IsPortalPassing | Leave blank |
ObjectTemplate.IsPortalPosition | Leave blank |
ObjectTemplate.ProjectileTemplate | Create a new projectile or browse to use an existing one. |
ObjectTemplate.Velocity | Muzzle velocity in meters per second. |
ObjectTemplate.WeaponType | Set to 0. |
ObjectTemplate.ItemIndex | Set this number to correspond to the number key with which the weapon should be selected. |
ObjectTemplate.ItemType | Set to 0. |
ObjectTemplate.HeatAddWhenFire | How much heat to add per shot fired. (Cumulative. When meter reaches 1 weapon overheats.) |
ObjectTemplate.CoolDownPerSec | How much heat to deduct per sec when weapon is not fired. |
ObjectTemplate.OverHeatPenalty | Penalty value added to overheatvalue if weapon ever reaches 1. |
ObjectTemplate.HideFirstPerson | Leave blank. |
ObjectTemplate.DelayToUse | A dealy in seconds before the weapon can be fired after it's been selected. |
ObjectTemplate.IsSelectable | Uncheck if you dont want the weapon to be selectable with the number keys. |
ObjectTemplate.MinRotation | X, Y, Z axis negative rotation constraint. This should always be a negative value. No value results in 360 degree rotation. |
ObjectTemplate.MaxRotation | X, Y, Z axis positive rotation constraint. This should always be a negative value. No value results in 360 degree rotation. |
ObjectTemplate.PivotPosition | For cameras. Offsets the rotational point in X, Y, Z. In meters. |
ObjectTemplate.MaxSpeed | Max rotational speed, in units. There will be no rotation without this. |
ObjectTemplate.Acceleration | Acceleration time to maximum speed, in units. There will be no rotation without this. |
ObjectTemplate.DeAcceleration | Negative acceleration option. If you want different decceleration speed than acceleration speed. |
ObjectTemplate.ContinousRotationSpeed | |
ObjectTemplate.InputToYaw | What control will influence the yaw axis. |
ObjectTemplate.InputToPitch | What control will influence the pitch axis. |
ObjectTemplate.InputToRoll | What control will influence the pitch axis. |
ObjectTemplate.AutomaticReset | Check if the rotation should return to 0 after input stops. (Airplane flaps use this.) |
ObjectTemplate.UseDeAcceleration | Check if deacceleration is to be used. |
ObjectTemplate.RememberExcessInput | [PLACEHOLDER] |
ObjectTemplate.LesserYasAtSpeed | [PLACEHOLDER] |
ObjectTemplate.AutomaticYawStabilization | Check to stabilize rotation in relation to parent rotational bundle. |
ObjectTemplate.AutomaticPitchStabilization | Check to stabilize rotation in relation to parent rotational bundle. |
ObjectTemplate.StartAutoRotateOnEnter | Check if you want constant rotation. |
ObjectTemplate.DebugAutoRotate | Check to test rotate the part in the editor. |
ObjectTemplate.HasOnTimeEffect | [PLACEHOLDER] |
ObjectTemplate.TimeToLive | Y is the time in seconds this projectile will exist. Also used as time for grenades. |
ObjectTemplate.Invisible | Normally unchecked |
ObjectTemplate.MinDamage | Multiplier to set the minimum damage the projectile can cause due to distance degration. |
ObjectTemplate.Damage | The damage caused to impacted target in points. |
ObjectTemplate.DistToStartLoseDamage | Distance in meters to start deducting from the damage caused. |
ObjectTemplate.DistToMinDamage | Distance in meters till the minimum damage level is reached. |
ObjectTemplate.DamageOwner | Projectile wont hurt the firer or firer vehicle. |
ObjectTemplate.TimeToRemoveTK | Normally unchecked |
ObjectTemplate.AddToProjectileList | Normally unchecked |
ObjectTemplate.TracerTemplate | Name of tracer effect to use. |
ObjectTemplate.TracerInterval | Set one for tracer on every shot, 2 for every other and so on. |
ObjectTemplate.TracerScaler | How long the tracer effect will be as default. |
ObjectTemplate.MaxTracerScaler | How long the tracer effect can be depending on projectile speed. |
ObjectTemplate.TracerSizeModifier | How fat the tracer will be. |
ObjectTemplate.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. |
ObjectTemplate.ArmingDelay | Time in seconds till projectile can detonate after being fired. |
ObjectTemplate.StartDelay | Time in seconds until the engine of the projectile is ignited after firing. |
ObjectTemplate.Acceleration | [PLACEHOLDER] |
ObjectTemplate.MaxSpeed | [PLACEHOLDER] |
ObjectTemplate.UseProjectileCamera | Check if you want a camera to travel with the projectile. |
ObjectTemplate.HasCollisionEffect | Will play effect when colliding with object. For grenades. |
ObjectTemplate.DieAfterColl | Projectile will dissapear after coolision. |
ObjectTemplate.DieAtObjectHit | [PLACEHOLDER] |
ObjectTemplate.DetonateOnWaterCollision | Dont know if this works. |
ObjectTemplate.Bouncing | Projectile has bouncing properties. (Handgrenades.) |
ObjectTemplate.ExplosionMaterial | The damage material this explosion sends out. |
ObjectTemplate.ExplosionRadius | The radius in meters the explosion damage travels. |
ObjectTemplate.ExplosionYMod | Multplier for the Y-axis on the damage radius. |
ObjectTemplate.ExplosionForce | Physics force applied to objects in explosions damage radius. Fades linearly from explosion center. |
ObjectTemplate.ExplosionDamage | Damage in points at the explosion ground zero. |
ObjectTemplate.DetonateDistanceToTarget | Projectile will detonate when a target enters this radius. |
ObjectTemplate.MinDetonationSpeed | Minimum speed for a detonation to occur. |
ObjectTemplate.EndEffectTemplate | Normally checked |
ObjectTemplate.UseMMOnEndEffect | Normally checked |
ObjectTemplate.InvisibleAtEndEffect | Remove projectile geometry after detonation. Normally checked. |
ObjectTemplate.StopAtEndEffect | Normally checked. |
ObjectTemplate.NeverPenetrate | Check if projectile should not penetrate, but always detonate on impact. |
ObjectTemplate.RoundPerMinute | How fast the weapon can be fired. Value must be a factor of 1800. |
ObjectTemplate.FireStartDelay | Time in seconds from when you pull a trigger to when the projectile is actually fired. |
ObjectTemplate.FireLaunchDelay | Time in seconds from when you pull a trigger to when the projectile is actually fired. |
ObjectTemplate.ProjectileStartPosition | X, Y, Z of the origin of the projectile from the center of the firearm. |
ObjectTemplate.FireInput | What key will be used to fire the weapon. PIFire for primary fire. PIAltFire for secondary fire. |
ObjectTemplate.HideWeaponAfterFiringDelay | In seconds. If you want the 1st person weapon to dissapear after firing. |
ObjectTemplate.DropWeaponAfterFiringDelay | In seconds. If you want a weapon model to be thrown to the ground after firing. |
ObjectTemplate.ShowWeaponAfterReloadDelay | In seconds. How long after the initiation of the reload animation you want the weapon to reappear in the players hands. |
ObjectTemplate.DropWeaponAfterReloadDelay | In seconds. If you want a weapon model to be thrown to the ground after reloading is initiated. |
ObjectTemplate.HideWeaponAfterReloadDelay | In seconds. If you want the weapon model to be hidden after reloading is initiated. |
ObjectTemplate.FireCameraInDof | Use for hand fire arms. Fire the projectile from the center of the crosshair as opposed to the center of the weapon model. |
ObjectTemplate.BatchSize | Set to one. |
ObjectTemplate.UseDummyProjectiles | Check this one to get a visible projectile dummy. Like a bomb hanging under a plane. |
ObjectTemplate.AutoReload | Check if weapon should autoreload itself after the magazine is spent. |
ObjectTemplate.AmmoType | Normally 1 |
ObjectTemplate.MagSize | Number of shots in one magazine. |
ObjectTemplate.NrOfMags | Number of magazines in soldier or vehicle inventory when fully loaded. |
ObjectTemplate.ReloadAmount | Normally 0. |
ObjectTemplate.ReloadTime | In seconds. How long after loading sequence is initiated before the weapon can be fired again. Should be synced with reload animation. |
ObjectTemplate.FirstShotExtraTime | For weapons that are loaded shot-by-shot. Used for adding time to first shot reload animation which is normally longer. |
ObjectTemplate.ChangeMagAt | Normally 0. |
ObjectTemplate.MagLinkWeapon | If two weapon systems on the same vehicle should draw ammo from the same magazine. Type the "linked" weapon name here. |
ObjectTemplate.MinimumTimeUntilReload | [PLACEHOLDER] |
ObjectTemplate.TurnDevAddPitch | Deviation added to projectiles fired while moving the weapon up and down. |
ObjectTemplate.TurnDevAddYaw | Deviation added to projectiles fired while moving the weapon right and left. |
ObjectTemplate.TurnDevSub | Deviation subtracted per second from the turn deviation when not turning. |
ObjectTemplate.TurnDevMax | Maximum deviation that can be caused by turning. |
ObjectTemplate.SpeedDevAddForward | Deviation added to projectiles fired while moving forwards or backwards. |
ObjectTemplate.SpeedDevAddStrafe | Deviation added to projectiles fired while strafing sideways. |
ObjectTemplate.SpeedDevSub | Deviation subtracted per second from the speed deviation when not moving. |
ObjectTemplate.SpeedDevMax | Maximum deviation that can be caused by moving. |
ObjectTemplate.MiscDevAddJump | Deviation added to projectiles fired while jumping. |
ObjectTemplate.MiscDevSub | Deviation subtracted per second from the misc deviation when not jumping. |
ObjectTemplate.MiscDevMax | Maximum deviation that can be caused by jumping. |
ObjectTemplate.DevModStand | Multiplier for all deviation values while standing up and shooting. |
ObjectTemplate.DevModCrouch | Multiplier for all deviation values while standing up and shooting. |
ObjectTemplate.DevModLie | Multiplier for all deviation values while standing up and shooting. |
ObjectTemplate.DevModZoom | Multiplier for all deviation values while standing up and shooting. |
ObjectTemplate.FireDevAdd | Deviation added to weapon after a projectile is fired. (That causes the next shot to deviate more.) |
ObjectTemplate.FireDevSub | Deviation subtracted from weapon as long as it is not fired. |
ObjectTemplate.FireDevMax | Maximum deviation that can be caused by firing.. |
ObjectTemplate.MinDev | Minimum deviation for the weapon. Deviation can never become less than this. |
ObjectTemplate.SubProjectileDev | For projectiles that fires clusters of shots. This is the deviation of the projectiles within the cluster. |
ObjectTemplate.MinDev | Minimum deviation for the weapon. Deviation can never become less than this. |
ObjectTemplate.FireDevMax | Maximum deviation that can be caused by firing.. |
ObjectTemplate.FireDevAdd | Deviation added to weapon after a projectile is fired. (That causes the next shot to deviate more.) |
ObjectTemplate.FireDevSub | Deviation subtracted from weapon as long as it is not fired. |
ObjectTemplate.ZoomDelay | How long in seconds it takes to zoom in. |
ObjectTemplate.ZoomInput | Key that triggers zoom. Normally PIAltFire. |
ObjectTemplate.ZoomLod | What lod to use when zoomed in. A weapon with a special zoom geometry should use lod 1. Otherwise, set to 0. |
ObjectTemplate.ChangeFovInstant | Check if you do not want a smooth transition to the zoomed fied of view, but a straight cut instead. |
ObjectTemplate.HasRecoilForce | Check if weapon is supposed to have a recoil kick. |
ObjectTemplate.ZoomModifier | Set to 1 if recoil should be turned off when zoomed in. |
ObjectTemplate.AnimateOnZoom | Normally check this one. It says that there is an animation played when the weapon zooms in and out. |
ObjectTemplate.GuiIndex | Put a number here to call a crosshair to be used with this weapon in zoomed out mode. |
ObjectTemplate.AltGuiIndex | Put a number here to call a crosshair to be used with this weapon in zoomed in mode. |
ObjectTemplate.HudName | What name will be displayed in the HUD when using the weapon. |
ObjectTemplate.EnableMouse | Normally unchecked. |
ObjectTemplate.CrosshairIcon | Hud graphics information. |
ObjectTemplate.CrosshairIconSize | Normally set to 32 |
ObjectTemplate.AltCrosshairIcon | Hud graphics information. |
ObjectTemplate.ClipIcon | Hud graphics information. |
ObjectTemplate.AmmoIcon | Hud graphics information. |
ObjectTemplate.AmmoBarFrontIcon | Hud graphics information. |
ObjectTemplate.AmmoBarBackIcon | Hud graphics information. |
ObjectTemplate.WeaponIcon | Hud graphics information. |
ObjectTemplate.HasMag | Hud graphics information. |
ObjectTemplate.ShowAmmo | Hud graphics information. |
ObjectTemplate.ShowClips | Hud graphics information. |
ObjectTemplate.HasFireRate | Hud graphics information. |
ObjectTemplate.HasRangeFinder | Hud graphics information. |
ObjectTemplate.SwitchGuiOnCamera | Hud graphics information. |
ObjectTemplate.DeviationFactor | Multiplier of how much deviation will be shown in the hud compared to how much deviation there really is. |
ObjectTemplate.MaxVisualDeviation | Upper limit for how much deviation can be show in the hud for this weapon regardless of actual deviation.. |
ObjectTemplate.MinVisualDeviation | Lower limit for how much deviation can be show in the hud for this weapon regardless of actual deviation. |
ObjectTemplate.EnablePostProcessing | A number that calls on a certain rendering mode to be used for this weapon. |
ObjectTemplate.TargetObjectTemplate | What kind of targeting system to use. Wireguided, laserguided or heatseeking. |
ObjectTemplate.MaxDistance | |
ObjectTemplate.SetTargetAtMaxDistance | Check if you want no upper limit on guidance. |
ObjectTemplate.TargetSystem | [PLACEHOLDER] |
ObjectTemplate.UpdateInterval | In seconds. How often the game updates the target information. 0 would make it update every frame. |
ObjectTemplate.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. |
ObjectTemplate.SeatAnimationSystem | Path and name of animation system to be used in this position. |
ObjectTemplate.SeatParent | The parent PlayerControlObject of this position. (The name of the root object if this is the pilot.) |
ObjectTemplate.SeatPosition | X, Y, Z position of the seat of the player in relation to the player control object. |
ObjectTemplate.SeatRotation | X, Y, Z rotation of the seat of the player in relation to the player control object. |
ObjectTemplate.HasRestrictedExit | Normally unchecked. |
ObjectTemplate.AltSoldierExitPosition | Normally 0/0/0 |
ObjectTemplate.ExitSpeedMod | Normally 1. |
ObjectTemplate.DisableSpawnPointsOnEnter | Normally unchecked. |
ObjectTemplate.DontClearTeamOnExit | Normally unchecked. |
ObjectTemplate.DestroyOnExit | Normally unchecked. |
ObjectTemplate.DamageForBeingOutSideWorld | Normally 999999 |
ObjectTemplate.VehicleCameraShake | Normally blank |
ObjectTemplate.VehicleFov | Normally 0 |
ObjectTemplate.SoldierExitPosition | X, Y, Z position of soldier in relation to player control object on exiting vehicle. |
ObjectTemplate.SoldierExitRotation | X, Y, Z rotation of soldier in relation to player control object on exiting vehicle. |
ObjectTemplate.ToggleWeapon | Check only if there is is no weapon in zoomed out view. |
ObjectTemplate.CockpitLod | What lod to display when entered in this position. |
ObjectTemplate.CockpiSubGeom | Normally 0. |
ObjectTemplate.SoundFilter | What sound filtering to use for pre-recorded radio messages when in this vehicle. |
ObjectTemplate.RegWhenMinInput | Normally 1. |
ObjectTemplate.RegulateYaw | This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank. |
ObjectTemplate.RegulatePitch | This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank. |
ObjectTemplate.RegulateRoll | This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank. |
ObjectTemplate.RegulateYawInput | This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank. |
ObjectTemplate.RegulatePitchInput | This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank. |
ObjectTemplate.RegulateRollInput | This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank. |
ObjectTemplate.RegulateVerticalPos | This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank. |
ObjectTemplate.RegulateVerticalPosInput | This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank. |
ObjectTemplate.MaxVertRegAngle | Up to which angle from the upright position the vertical angle stabilizer is effective. |
ObjectTemplate.NoVertRegAngle | Angle at which the vertical stabilizer is longer doing anything. |
ObjectTemplate.ShakeFactor | Multiplier for the camera shake. |
ObjectTemplate.SprintRecoverTime | The time it takes in seconds from when you have sprinted to when you can sprint again. |
ObjectTemplate.SprintDissipationTime | The time it takes in seconds to deplete the sprintbar. |
ObjectTemplate.SprintLimit | How many percent of the sprintbar must be reloaded before you can sprint again. |
ObjectTemplate.SprintFactor | Mutliplies the engine output when sprinting by this factor. |
ObjectTemplate.SpecialToggleWeaponInput | They key you use to toggle weapons when the "weapon is selectable" switch is turned off. |
ObjectTemplate.GuiIndex | Normally 0. |
ObjectTemplate.HudName | What the vehicle will be called in the Hud. |
ObjectTemplate.VehicleIcon | Hud graphics information. |
ObjectTemplate.VehicleIconPos | Hud graphics information. |
ObjectTemplate.HasTurretIcon | Hud graphics information. |
ObjectTemplate.ShowCrossHair | If unchecked, there will be no crosshair. |
ObjectTemplate.IsCoDriver | Hud graphics information. |
ObjectTemplate.ShowInfo | Hud graphics information. |
ObjectTemplate.EnablePostProcessingOnGuiIndex | Hud graphics information. |
ObjectTemplate.SpottedMessage | Hud graphics information. |
ObjectTemplate.MiniMapIcon | Hud graphics information. |
ObjectTemplate.AltMiniMapIcon | Hud graphics information. |
ObjectTemplate.MiniMapIconSize | Hud graphics information. |
ObjectTemplate.MiniMapIconLeaderSize | Hud graphics information. |
ObjectTemplate.MaxClimbSpeed | Hud graphics information. |
ObjectTemplate.WarningType | Decides what warning system to use. |
ObjectTemplate.FirstWarningSound | Name of soundfile. |
ObjectTemplate.SeconWarningSound | Name of soundfile. |
ObjectTemplate.WarningIcon | Name of icon. |
ObjectTemplate.WreckHitPoints | No of hitpoints the wreck has. May not exceed MaxHitPoints. |
ObjectTemplate.HitPoints | Number of hitpoints the object has on spawn. May not exceed MaxHitPoints. |
ObjectTemplate.MaxHitPoints | Maximum number of hitpoints the object can have. |
ObjectTemplate.AttackDamage | Normally set to 1. |
ObjectTemplate.AngleMod | Normally set to 0. |
ObjectTemplate.SpeedMod | Normally set to 0.05 |
ObjectTemplate.DamageFromWater | Normally unchecked. |
ObjectTemplate.DefaultMaterial | Material type object uses to recieve explosion damage. 72 for "hard" objects, 71 for "soft". |
ObjectTemplate.ExplosionRadius | Radius in meters object will radiate damage when it explodes. |
ObjectTemplate.ExplosionDamage | Max damage inflicted from explosion. Lessens over distance from center of explosion to radius maximum. |
ObjectTemplate.ExplosionMaterial | What material the explosion radiates. Normally 70. |
ObjectTemplate.ExplosionForce | The force on movable objects the explosion applies. |
ObjectTemplate.ExplosionForceMax | |
ObjectTemplate.ExplosionForceMod | Normally 1 |
ObjectTemplate.WreckExplosionRadius | Radius in meters object will radiate damage when it explodes. |
ObjectTemplate.WreckExplosionDamage | Max damage inflicted from explosion. Lessens over distance from center of explosion to radius maximum. |
ObjectTemplate.WreckExplosionMaterial | What material the explosion radiates. Normally 70. |
ObjectTemplate.WreckExplosionForce | The force on movable objects the explosion applies. |
ObjectTemplate.WreckExplosionForceMax | [PLACEHOLDER] |
ObjectTemplate.WreckExplosionForceMod | Normally 1 |
ObjectTemplate.HpLostWhileCriticalDamage | [PLACEHOLDER] |
ObjectTemplate.HpLostWhileUpSideDown | [PLACEHOLDER] |
ObjectTemplate.HpLostWhileDamageFromWater | [PLACEHOLDER] |
ObjectTemplate.HpLostWhileDamageDeepWater | [PLACEHOLDER] |
ObjectTemplate.CanBeRepairedAndDestroyed | [PLACEHOLDER] |
ObjectTemplate.WaterDamageDelay | [PLACEHOLDER] |
ObjectTemplate.CriticalDamage | [PLACEHOLDER] |
ObjectTemplate.DeepWaterLevel | [PLACEHOLDER] |
ObjectTemplate.TimeToStayAsDestroyed | Time it takes to hit 0 wreck hp once object has become a wreck in seconds. Then the wreck too explodes. |
ObjectTemplate.TimeToStayAfterDestroyed | [PLACEHOLDER] |
ObjectTemplate.ResetArmorOnRemove | [PLACEHOLDER] |
ObjectTemplate.AlignLastEffectToHitDirection | [PLACEHOLDER] |
ObjectTemplate.WreckDelay | No of second before switch to wreck occurs after destroyed. |
ObjectTemplate.RecoilSize | How large the recoil is. |
ObjectTemplate.RecoilSpeed | How fast the barrel goes in. |
ObjectTemplate.RecoilSpeedGB | How fast the barrel comes back out. |
ObjectTemplate.RecoilForce | How much backwards force is applied to the vehicle. |
ObjectTemplate.ExitOnCollision | [PLACEHOLDER] |
ObjectTemplate.DisableOnExit | [PLACEHOLDER] |
ObjectTemplate.DontAllowOnExit | [PLACEHOLDER] |
ObjectTemplate.IsParachute | [PLACEHOLDER] |
ObjectTemplate.CockpitSubGeom | [PLACEHOLDER] |
ObjectTemplate.AllowDucking | [PLACEHOLDER] |
ObjectTemplate.DisableInputWhileDucking | [PLACEHOLDER] |
ObjectTemplate.ListenerObstruction | [PLACEHOLDER] |
ObjectTemplate.GroundContactVolume | [PLACEHOLDER] |
ObjectTemplate.DamageAndAmbientSoundLimit | [PLACEHOLDER] |
ObjectTemplate.CrewKitIndex | [PLACEHOLDER] |
ObjectTemplate.AutoUseAbility | [PLACEHOLDER] |
ObjectTemplate.MaintainCameraOnExit | [PLACEHOLDER] |
ObjectTemplate.NeverDrawAs1p | [PLACEHOLDER] |
ObjectTemplate.PortalPassingPosition | [PLACEHOLDER] |
ObjectTemplate.TreeCollisionDiameter | [PLACEHOLDER] |
ObjectTemplate.CenterOfCollisionOffset | [PLACEHOLDER] |
ObjectTemplate.FloaterMod | [PLACEHOLDER] |
ObjectTemplate.ModifiedByUser | [PLACEHOLDER] |
ObjectTemplate.DestroyableWindowsTemplate | [PLACEHOLDER] |
ObjectTemplate.follow.MaxYaw | [PLACEHOLDER] |
ObjectTemplate.follow.MaxYaw | [PLACEHOLDER] |
ObjectTemplate.follow.ChangeYaw | [PLACEHOLDER] |
ObjectTemplate.follow.ChangePitch | [PLACEHOLDER] |
ObjectTemplate.follow.MinDist | [PLACEHOLDER] |
ObjectTemplate.PcoId | [PLACEHOLDER] |
ObjectTemplate.PcoFlags | [PLACEHOLDER] |
ObjectTemplate.VehicleCategory | [PLACEHOLDER] |
ObjectTemplate.ArtPos | [PLACEHOLDER] |
ObjectTemplate.NameTagOffset | [PLACEHOLDER] |
ObjectTemplate.isNotSaveable | [PLACEHOLDER] |
ObjectTemplate.animatedUVTranslationSpeed | [PLACEHOLDER] |
ObjectTemplate.dontAllowExit | [PLACEHOLDER] |
ObjectTemplate.damagedAmbientSoundLimit | [PLACEHOLDER] |
ObjectTemplate.armor.wreckHitPoints | [PLACEHOLDER] |
ObjectTemplate.armor.hitPoints | [PLACEHOLDER] |
ObjectTemplate.armor.maxHitPoints | [PLACEHOLDER] |
ObjectTemplate.armor.attackDamage | [PLACEHOLDER] |
ObjectTemplate.armor.angleMod | [PLACEHOLDER] |
ObjectTemplate.armor.speedMod | [PLACEHOLDER] |
ObjectTemplate.armor.defaultMaterial | [PLACEHOLDER] |
ObjectTemplate.armor.explosionRadius | [PLACEHOLDER] |
ObjectTemplate.armor.explosionDamage | [PLACEHOLDER] |
ObjectTemplate.armor.explosionMaterial | [PLACEHOLDER] |
ObjectTemplate.armor.explosionForce | [PLACEHOLDER] |
ObjectTemplate.armor.explosionForceMax | [PLACEHOLDER] |
ObjectTemplate.armor.explosionForceMod | [PLACEHOLDER] |
ObjectTemplate.armor.wreckExplosionRadius | [PLACEHOLDER] |
ObjectTemplate.armor.wreckExplosionDamage | [PLACEHOLDER] |
ObjectTemplate.armor.wreckExplosionMaterial | [PLACEHOLDER] |
ObjectTemplate.armor.wreckExplosionForce | [PLACEHOLDER] |
ObjectTemplate.armor.wreckExplosionForceMax | [PLACEHOLDER] |
ObjectTemplate.armor.wreckExplosionForceMod | [PLACEHOLDER] |
ObjectTemplate.armor.hpLostWhileCriticalDamage | [PLACEHOLDER] |
ObjectTemplate.armor.hpLostWhileUpSideDown | [PLACEHOLDER] |
ObjectTemplate.armor.hpLostWhileInWater | [PLACEHOLDER] |
ObjectTemplate.armor.hpLostWhileInDeepWater | [PLACEHOLDER] |
ObjectTemplate.armor.waterDamageDelay | [PLACEHOLDER] |
ObjectTemplate.armor.deepWaterDamageDelay | [PLACEHOLDER] |
ObjectTemplate.armor.waterLevel | [PLACEHOLDER] |
ObjectTemplate.armor.deepWaterLevel | [PLACEHOLDER] |
ObjectTemplate.armor.canBeRepairedWhenWreck | [PLACEHOLDER] |
ObjectTemplate.armor.criticalDamage | [PLACEHOLDER] |
ObjectTemplate.armor.timeToStayAsWreck | [PLACEHOLDER] |
ObjectTemplate.armor.timeToStayAfterDestroyed | [PLACEHOLDER] |
ObjectTemplate.armor.alignLastEffectToHitDirection | [PLACEHOLDER] |
ObjectTemplate.armor.wreckDelay | [PLACEHOLDER] |
ObjectTemplate.armor.hideChildrenOnSpectacularDeath | [PLACEHOLDER] |
ObjectTemplate.armor.destroyOnSpectacularDeath | [PLACEHOLDER] |
ObjectTemplate.armor.canBeDestroyed | [PLACEHOLDER] |
ObjectTemplate.armor.showDamageAsDirt | [PLACEHOLDER] |
ObjectTemplate.armor.useMMOnDeath | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.guiIndex | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.hudName | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.vehicleIcon | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.AbilityIcon | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.vehicleIconPos | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.usePlayerIcon | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.useChildHud | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.standardHelpEnabled | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.hasTurretIcon | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.showCrossHair | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.isCoDriver | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.showInfo | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.enablePostProcessingOnGuiIndex | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.spottedMessage | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.miniMapIcon | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.miniMapIconSize | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.miniMapIconLeaderSize | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.maxClimbSpeed | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.vehicleType | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.typeIcon | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.useSelectionIcons | [PLACEHOLDER] |
ObjectTemplate.vehicleHud.useVehicleCommRose | [PLACEHOLDER] |
ObjectTemplate.warningHud.warningType | [PLACEHOLDER] |
ObjectTemplate.warningHud.firstWarningSound | [PLACEHOLDER] |
ObjectTemplate.warningHud.secondWarningSound | [PLACEHOLDER] |
ObjectTemplate.warningHud.warningIcon | [PLACEHOLDER] |
ObjectTemplate.helpHud.helpStringKey | [PLACEHOLDER] |
ObjectTemplate.helpHud.helpSoundKey | [PLACEHOLDER] |
ObjectTemplate.helpHud.altHelpStringKey | [PLACEHOLDER] |
ObjectTemplate.helpHud.altHelpSoundKey | [PLACEHOLDER] |
ObjectTemplate.helpHud.closeToHelpStringKeyNeutral | [PLACEHOLDER] |
ObjectTemplate.helpHud.closeToHelpSoundKeyNeutral | [PLACEHOLDER] |
ObjectTemplate.helpHud.closeToHelpStringKeyFriendly | [PLACEHOLDER] |
ObjectTemplate.helpHud.closeToHelpSoundKeyFriendly | [PLACEHOLDER] |
ObjectTemplate.helpHud.closeToHelpStringKeyEnemy | [PLACEHOLDER] |
ObjectTemplate.helpHud.closeToHelpSoundKeyEnemy | [PLACEHOLDER] |
ObjectTemplate.helpHud.closeToDistance | [PLACEHOLDER] |
ObjectTemplate.helpHud.lowArmorHelpStringKey | [PLACEHOLDER] |
ObjectTemplate.helpHud.lowArmorHelpSoundKey | [PLACEHOLDER] |
ObjectTemplate.helpHud.lowAmmoHelpStringKey | [PLACEHOLDER] |
ObjectTemplate.helpHud.lowAmmoHelpSoundKey | [PLACEHOLDER] |
ObjectTemplate.windType | |
ObjectTemplate.windIsDynamic | |
ObjectTemplate.windBlowTime | |
ObjectTemplate.widnBlowTime | |
ObjectTemplate.windDirection | |
ObjectTemplate.windFalloff | |
ObjectTemplate.windRadialFalloff | |
ObjectTemplate.windSpeed | |
ObjectTemplate.ik.positionLeft | |
ObjectTemplate.ik.rotationLeft | |
ObjectTemplate.ik.poleVectorLeft | |
ObjectTemplate.ik.positionRight | |
ObjectTemplate.ik.rotationRight | |
ObjectTemplate.ik.poleVectorRight | |
ObjectTemplate.fire.roundsPerMinute | |
ObjectTemplate.fire.fireStartDelay | |
ObjectTemplate.fire.fireLaunchDelay | |
ObjectTemplate.fire.fireInput | |
ObjectTemplate.fire.altFireInput | |
ObjectTemplate.fire.batchSize | |
ObjectTemplate.fire.burstSize | |
ObjectTemplate.fire.projectileStartPosition | |
ObjectTemplate.fire.fireInCameraDof | |
ObjectTemplate.fire.fireInCameraDofLocked | |
ObjectTemplate.fire.canDefuse | |
ObjectTemplate.fire.defuseTime | |
ObjectTemplate.fire.defuseDistance | |
ObjectTemplate.fire.hideWeaponAfterFiringDelay | |
ObjectTemplate.fire.dropWeaponAfterFiringDelay | |
ObjectTemplate.fire.showWeaponAfterReloadDelay | |
ObjectTemplate.fire.dropWeaponAfterReloadDelay | |
ObjectTemplate.fire.hideWeaponAfterReloadDelay | |
ObjectTemplate.fire.dropLod | |
ObjectTemplate.fire.hideLod | |
ObjectTemplate.fire.busyUntilButtonRelease | |
ObjectTemplate.fire.onlyFireWhenProne | |
ObjectTemplate.fire.useDummyProjectiles | |
ObjectTemplate.fire.radioMessageDelay | |
ObjectTemplate.fire.toggleWeaponTime | |
ObjectTemplate.fire.triggerChargesTime | |
ObjectTemplate.fire.detonatorObject | |
ObjectTemplate.fire.showWeaponAfterReloadDelay | |
ObjectTemplate.ammo.autoReload | |
ObjectTemplate.ammo.instantReloadOnEnable | |
ObjectTemplate.ammo.ammoType | |
ObjectTemplate.ammo.magSize | |
ObjectTemplate.ammo.nrOfMags | |
ObjectTemplate.ammo.reloadAmount | |
ObjectTemplate.ammo.reloadTime | |
ObjectTemplate.ammo.firstShotExtraTime | |
ObjectTemplate.ammo.changeMagAt | |
ObjectTemplate.ammo.magLinkWeapon | |
ObjectTemplate.ammo.minimumTimeUntilReload | |
ObjectTemplate.ammo.toggleWhenNoAmmo | |
ObjectTemplate.ammo.abilityDrain | |
ObjectTemplate.ammo.abilityCost | |
ObjectTemplate.ammo.abilityMaterial | |
ObjectTemplate.ammo.abilityRadius | |
ObjectTemplate.ammo.abilityStrength | |
ObjectTemplate.ammo.replenishingType | |
ObjectTemplate.ammo.onlyActiveWhileFiring | |
ObjectTemplate.zoom.zoomInput | |
ObjectTemplate.zoom.onlyZoomWhenProne | |
ObjectTemplate.recoil.hasRecoilForce | |
ObjectTemplate.recoil.goBackOnRecoil | |
ObjectTemplate.recoil.recoilForceUp | |
ObjectTemplate.recoil.recoilForceLeftRight | |
ObjectTemplate.recoil.recoilSize | |
ObjectTemplate.recoil.recoilSpeed | |
ObjectTemplate.deviation.minDev | |
ObjectTemplate.deviation.subProjectileDev | |
ObjectTemplate.deviation.turnDevAddPitch | |
ObjectTemplate.deviation.turnDevAddYaw | |
ObjectTemplate.deviation.turnDevSub | |
ObjectTemplate.deviation.turnDevMax | |
ObjectTemplate.deviation.speedDevAddForward | |
ObjectTemplate.deviation.speedDevAddStrafe | |
ObjectTemplate.deviation.speedDevSub | |
ObjectTemplate.deviation.speedDevMax | |
ObjectTemplate.deviation.miscDevAddJump | |
ObjectTemplate.deviation.miscDevSub | |
ObjectTemplate.deviation.miscDevMax | |
ObjectTemplate.deviation.devModStand | |
ObjectTemplate.deviation.devModCrouch | |
ObjectTemplate.deviation.devModLie | |
ObjectTemplate.deviation.devModZoom | |
ObjectTemplate.deviation.fireDevAdd | |
ObjectTemplate.deviation.fireDevSub | |
ObjectTemplate.deviation.fireDevMax | |
ObjectTemplate.deviation.radius | |
ObjectTemplate.animation.animateOnZoom | |
ObjectTemplate.animation.useShiftAnimation | |
ObjectTemplate.animation.shiftDelay | |
ObjectTemplate.target.maxDistance | |
ObjectTemplate.target.setTargetAtMaxDistance | |
ObjectTemplate.target.connectionEffect | |
ObjectTemplate.target.useCameraDirectionToTarget | |
ObjectTemplate.target.sendVehicleLockWarning | |
ObjectTemplate.target.lockDelay | |
ObjectTemplate.target.loseLockDelay | |
ObjectTemplate.target.lockAngle | |
ObjectTemplate.target.targetInput | |
ObjectTemplate.target.targetSystem | |
ObjectTemplate.target.maxDistance | |
ObjectTemplate.target.setTargetAtMaxDistance | |
ObjectTemplate.target.connectionEffect | |
ObjectTemplate.target.useCameraDirectionToTarget | |
ObjectTemplate.target.sendVehicleLockWarning | |
ObjectTemplate.target.targetObjectTemplate | |
ObjectTemplate.target.updateInterval | |
ObjectTemplate.collision.hasCollisionEffect | |
ObjectTemplate.collision.dieAfterColl | |
ObjectTemplate.collision.dieAtObjectHit | |
ObjectTemplate.collision.bouncing | |
ObjectTemplate.collision.resurrectDamage | |
ObjectTemplate.collision.restoreHP | |
ObjectTemplate.detonation.explosionMaterial | |
ObjectTemplate.detonation.explosionRadius | |
ObjectTemplate.detonation.explosionConeAngle | |
ObjectTemplate.detonation.explosionYMod | |
ObjectTemplate.detonation.explosionForce | |
ObjectTemplate.detonation.explosionDamage | |
ObjectTemplate.detonation.detectionRadius | |
ObjectTemplate.detonation.showMineIndicationIcon | |
ObjectTemplate.detonation.detonateDistanceToTarget | |
ObjectTemplate.detonation.minDetonationSpeed | |
ObjectTemplate.detonation.endEffectTemplate | |
ObjectTemplate.detonation.useMMOnEndEffect | |
ObjectTemplate.detonation.invisibleAtEndEffect | |
ObjectTemplate.detonation.stopAtEndEffect | |
ObjectTemplate.detonation.triggerRadius | |
ObjectTemplate.detonation.triggerType | |
ObjectTemplate.detonation.triggerVictimMinSpeed | |
ObjectTemplate.detonation.detonateOnWaterCollision | |
ObjectTemplate.detonation.effectRotation | |
ObjectTemplate.detonation.useCollisionNormal | |
ObjectTemplate.detonation.triggerAngle | |
ObjectTemplate.detonation.playMaterialEffectAtSurface | |
ObjectTemplate.detonation.maxDepthForExplosion | |
ObjectTemplate.penetrate.neverPenetrate | |
ObjectTemplate.seek.maxAngleLock | |
ObjectTemplate.seek.maxDistLock | |
ObjectTemplate.seek.trackingDelay | |
ObjectTemplate.seek.reLockTime | |
ObjectTemplate.seek.targetType | |
ObjectTemplate.seek.directionBonus | |
ObjectTemplate.weaponHud.guiIndex | |
ObjectTemplate.weaponHud.altGuiIndex | |
ObjectTemplate.weaponHud.hudName | |
ObjectTemplate.weaponHud.outOfAmmoFireMessage | |
ObjectTemplate.weaponHud.enableMouse | |
ObjectTemplate.weaponHud.crosshairIcon | |
ObjectTemplate.weaponHud.crosshairIconSize | |
ObjectTemplate.weaponHud.altCrosshairIcon | |
ObjectTemplate.weaponHud.clipIcon | |
ObjectTemplate.weaponHud.ammoIcon | |
ObjectTemplate.weaponHud.ammoBarFrontIcon | |
ObjectTemplate.weaponHud.ammoBarBackIcon | |
ObjectTemplate.weaponHud.weaponIcon | |
ObjectTemplate.weaponHud.altWeaponIcon | |
ObjectTemplate.weaponHud.selectIcon | |
ObjectTemplate.weaponHud.specialAbilityIcon | |
ObjectTemplate.weaponHud.hasMag | |
ObjectTemplate.weaponHud.showAmmo | |
ObjectTemplate.weaponHud.ShowClips | |
ObjectTemplate.weaponHud.hasFireRate | |
ObjectTemplate.weaponHud.hasRangeFinder | |
ObjectTemplate.weaponHud.switchGuiOnCamera | |
ObjectTemplate.weaponHud.showInfo | |
ObjectTemplate.weaponHud.deviationFactor | |
ObjectTemplate.weaponHud.maxVisualDeviation | |
ObjectTemplate.weaponHud.minVisualDeviation | |
ObjectTemplate.weaponHud.enablePostProcessingOnGuiIndex | |
ObjectTemplate.weaponHud.firstLockSound | |
ObjectTemplate.weaponHud.secondLockSound | |
ObjectTemplate.weaponHud.overheatSound | |
ObjectTemplate.abilityHud.hasHealingAbility | |
ObjectTemplate.abilityHud.hasRepairingAbility | |
ObjectTemplate.abilityHud.hasAmmoAbility | |
ObjectTemplate.abilityHud.healingSound | |
ObjectTemplate.abilityHud.repairingSound | |
ObjectTemplate.abilityHud.ammoSound |
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259
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Command Descriptions
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