BF2 Console Commands

From BF2 Technical Information Wiki
Revision as of 21:21, 26 April 2018 by Pireax (talk | contribs) (Pireax moved page BF2 Commands to BF2 Console Commands)
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AnimationBundle

animationBundle.abruptPlayback bool -> bool
Unknow
animationBundle.addAnimation string -> void
Unknow
animationBundle.addEvent string -> void
Unknow
animationBundle.fadeInTime float -> float
Used in AnimationSystem1p and 3p .inc files
"Fade in: Animation Start. Allows a smooth transition between animations. The lower it is, the quicker it is. A high value makes the transition slower and longer. Fade in 0.01. Example: Idle/Walking to Sprinting"
animationBundle.fadeOutTime float -> float
Used in AnimationSystem1p and 3p .inc files
"Fade out: Animation End. Same as above, Fadeout 0.1. Fadeout 0.4 would make it take 0.4 seconds to finish an animation
example: From Sprinting to Walk/Idle"
animationBundle.getAnimationLength string -> float
Unknow
animationBundle.getAnimationStartTime string -> float
Unknow
animationBundle.getEventStartTime string -> float
Unknow
animationBundle.isLooping bool -> bool
Unknow
animationBundle.jumpToLastAnimationAtStop bool -> bool
Unknow
animationBundle.length float -> float
Unknow
animationBundle.listAnimations -> string
Unknow
animationBundle.listEvents -> string
Unknow
animationBundle.playBackward bool -> bool
Unknow
animationBundle.playForever bool -> bool
Unknow
animationBundle.removeAnimation string -> void
Unknow
animationBundle.removeEvent string -> void
Unknow
animationBundle.setAnimationLength string float -> void
Unknow
animationBundle.setAnimationStartTime string float -> void
Unknow
animationBundle.setEventStartTime string float -> void
Unknow
animationBundle.useSpeedAsTime bool -> bool
Unknow

AnimationManager

animationManager.fadeInTime float -> float
Unknow
animationManager.ignoreMotherOrientation int -> int
Unknow
animationManager.length float -> float
"AnimationSystem1p, AnimationSystem3p.inc"
"The length of the animation. Must match up with ObjectTemplate.ammo.reloadTime to sync. If it's a lower value, animation will be sped up. If it's a higher value, animation will be slowed down."
animationManager.looping bool -> bool
"AnimationSystem1p, AnimationSystem3p.inc"
animationManager.noiceAmplitude float -> float
Unknow
animationManager.noiceFreq int -> int
Unknow
animationManager.originalLength -> float
Unknow

AnimationSystem

animationSystem.activestring -> string
Unknow
animationSystem.activeAnimation string -> string
Unknow
animationSystem.activeBundle string -> string
Unknow
animationSystem.activeTrigger string -> string
Unknow
animationSystem.activeValueHolder string -> string
Unknow
animationSystem.cameraSpring.amplitude Vec3 -> Vec3
Unknow
animationSystem.cameraSpring.fire Vec3 -> Vec3
Unknow
animationSystem.cameraSpring.hit Vec3 -> Vec3
Unknow
animationSystem.cameraSpring.look Vec2 -> Vec2
Unknow
animationSystem.cameraSpring.move Vec3 -> Vec3
Unknow
animationSystem.cameraSpring.stiffness Vec3 -> Vec3
Unknow
animationSystem.cameraSpring.use bool -> bool
Unknow
animationSystem.cameraSpring.zoomDamping Vec3 -> Vec3
Unknow
animationSystem.create string -> void
Unknow
animationSystem.createAnimation string -> anim.BoneAnimation*
Unknow
animationSystem.createBundle string -> anim.Bundle*
Unknow
animationSystem.createTrigger string string -> anim.Trigger*
Unknow
animationSystem.createValueHolder string -> void
Unknow
animationSystem.deleteActiveBundle -> void
Unknow
animationSystem.deleteActiveTrigger -> void
Unknow
animationSystem.hide -> void
Unknow
animationSystem.list -> string
Unknow
animationSystem.listAnimations -> string
Unknow
animationSystem.listBundles -> string
Unknow
animationSystem.listTriggers -> string
Unknow
AnimationSystem.listTriggerTypes -> string
Unknow
animationSystem.listValueHolders -> string
Unknow
animationSystem.playbackModifier float -> float
Unknow
animationSystem.reloadScript -> void
Unknow
animationSystem.save string -> void
Unknow
animationSystem.saveActive -> void
Unknow
animationSystem.saveValueHolders -> void
Unknow

animationTrigger

animationTrigger.addBundle std
:string -> void
Unknow
animationTrigger.addChild std
:string -> void
Unknow
animationTrigger.clearValueHolder -> void
Unknow
animationTrigger.fadeInTime float -> float
Unknow
animationTrigger.getTypeName -> std
:string
Unknow
animationTrigger.idleTime Vec2 -> Vec2
Unknow
animationTrigger.listBundles -> std
:string
Unknow
animationTrigger.message int -> int
Unknow
animationTrigger.removeBundle std
:string -> void
Unknow
animationTrigger.removeChild std
:string -> void
Unknow
animationTrigger.triggerOnAcceleration bool -> bool
Unknow
animationTrigger.useDirection bool -> bool
Unknow
animationTrigger.valueHolder std
:string -> std::string
Unknow

animationValueHolder

animationValueHolder.getFilename -> std
:string
Unknow
animationValueHolder.max float -> float
Unknow
animationValueHolder.min float -> float
Unknow
animationValueHolder.normal float -> float
Unknow
animationValueHolder.passOnMessage unsigned int -> unsigned int
Unknow
animationValueHolder.stopOnMessage unsigned int -> unsigned int
Unknow
animationValueHolder.values float float float -> void
Unknow

audioSettings

audioSettings.alwaysAllowSystemOpenAL bool -> bool
Unknow
audioSettings.effectsVolume float -> float
Unknow
audioSettings.enableEAX bool -> bool
Unknow
audioSettings.englishOnlyVoices bool -> bool
Unknow
audioSettings.forceNumberOfVoices int -> int
Unknow
audioSettings.helpVoiceVolume float -> float
Unknow
audioSettings.musicVolume float -> float
Unknow
audioSettings.provider std
:string -> std::string
Unknow
audioSettings.soundQuality std
:string -> std::string
Unknow
audioSettings.voipBoostEnabled bool -> bool
Unknow
audioSettings.voipCaptureThreshold float -> float
Unknow
audioSettings.voipCaptureVolume float -> float
Unknow
audioSettings.voipEnabled bool -> bool
Unknow
audioSettings.voipPlaybackVolume float -> float
Unknow
audioSettings.voipUsePushToTalk bool -> bool
Unknow
bf2Engine.playMovie std
:string int -> void
Unknow
chat.sayAll std
:string -> void
Menu (Hud Elements Chat.con)
All Chat. Used in HudElementsChat.con
chat.sayTeam std
:string -> void
Menu (Hud Elements Chat.con)
Team Chat. Used in HudElementsChat.con
CollisionCheck.checkStaticCollisionMeshes int -> void
Unknow

collisionManager

collisionManager.buildDebugCollisionMeshes -> void
Unknow
collisionManager.create std
:string -> void
Unknow
collisionManager.createTemplate std
:string -> void
Used in .con files for collision meshes
Creates a Collision Mesh template from the collision mesh name so it can be used in other files without creating a duplicate mesh
collisionManager.drawBoundingBoxes bool -> void
Unknow
collisionManager.drawForces bool -> void
Unknow
collisionManager.drawIntersectFaces bool -> void
Unknow
collisionManager.drawMeshes bool -> void
Unknow
collisionManager.drawNormals bool -> void
Unknow
collisionManager.drawOnlyRoot float -> void
Unknow
collisionManager.drawPivots bool -> void
Unknow
collisionManager.drawPrimitives bool -> void
Unknow
collisionManager.drawSoldierMesh bool -> void
Unknow
collisionManager.drawTestedFaces bool -> void
Unknow
collisionManager.getNameOfObjectInFocus -> void
Unknow
collisionManager.identityRotateObjectInFocus -> void
Unknow
collisionManager.rotateObjectInFocusAroundAxis uint float -> void
Unknow
collisionManager.rotateObjectInFocusAroundVector Vec3 float -> void
Unknow
collisionManager.setActiveLod int -> void
Unknow
collisionManager.setDrawDistance float -> void
Unknow
collisionManager.setGeometry bool -> void
Unknow
collisionManager.setSleepinessOfObjectInFocus int -> void
.con presumably
Effect unknown. Causes a game crash during loading when using collisionManager.setSleepinessOfObjectInFocus 0 in a .con of a GenericFirearm
collisionManager.updateFlagsOfObjectInFocus U32 U32 -> void
Unknow
collisionManager.useDeferredLoading bool -> bool
Unknow

combatArea

combatArea.active std
:string -> void
Unknow
combatArea.addAreaPoint Vec2 -> void
Unknow
combatArea.create std
:string -> void
Unknow
combatArea.deleteActiveCombatArea -> void
Unknow
combatArea.getActiveCombatAreaName -> std
:string
Unknow
combatArea.inverted bool -> bool
Unknow
combatArea.layer int -> int
Unknow
combatAreaManager.addVehicleDamage world
:VehicleCategory float -> void
Unknow
combatAreaManager.addVehicleTimer world
:VehicleCategory float -> void
Unknow
combatAreaManager.damage float -> float
Unknow
combatAreaManager.timeAllowedOutside float -> float
Unknow
combatAreaManager.use bool -> void
Unknow
combatArea.max Vec2 -> Vec2
Unknow
combatArea.min Vec2 -> Vec2
Unknow
combatArea.team int -> int
Unknow
combatArea.usedByPathFinding bool -> bool
Unknow
combatArea.vehicles int -> int
Controls what kind of vehicle is effected by the combat zone. This can be used for crating an extra large, separate combat zone around the base combat zone only for jets, to give them a much larger area to fly in and when you hop into a jet, you can still see the base combat zone, but the area between the base and the jet combat zone will be 1/2 transparent. When hand coding this the values are:
VehicleType "0" = Land
VehicleType "1" = Sea
VehicleType "2" = Planes
VehicleType "3" = Choppers
VehicleType "4" = All
VehicleType "5" = Planes & Choppers

commander

commander.accept bool -> void
Unknow
commander.artillery -> void
Unknow
commander.commanderApply -> void
Unknow
commander.commanderMutiny -> void
Unknow
commander.commanderResign -> void
Unknow
commander.satellite -> bool
Unknow
commander.sendOrder int bool -> void
Unknow
commander.supplies -> bool
Unknow
commander.toggleArtilleryState -> void
Unknow
commander.toggleSupplyState -> void
Unknow
commander.toggleUAVState -> void
Unknow
commander.toggleVehicleDropState -> void
Unknow
commander.uav -> bool
Unknow
commander.vehicleDrop -> bool
Unknow
commander.zoomCommander -> bool
Unknow

commanderInterface

commanderInterface.selectOrder std
:string -> bool
Unknow
commanderInterface.setStringMap std
:string std::string std::string -> void
Unknow

commanderMenu

commanderMenu.deselect -> void
Unknow
commanderMenu.doubleClick -> void
Unknow
commanderMenu.rightClick -> void
Unknow
commanderMenu.sendRadioMessage std
:string TargetChannel -> void
Unknow
commanderMenu.singleClick -> void
Unknow
commanderMenu.vehicleDropReloadTime float -> float
Unknow

Console

Console.allowMultipleFileLoad bool -> bool
Unknow
Console.bindKeyToConsoleScript int std
:string -> bool
Unknow
Console.echo bool -> bool
Unknow
Console.echoErrors bool -> bool
Unknow
Console.getActiveMethods std
:string -> std::string
Unknow
Console.getArgumentTypes std
:string std::string -> std::string
Unknow
Console.getCategory std
:string std::string -> std::string
Unknow
Console.getDelta std
:string std::string -> std::string
Unknow
Console.getEnumName std
:string std::string int -> std::string
Unknow
Console.getRange std
:string std::string -> std::string
Unknow
Console.getReturnType std
:string std::string -> std::string
Unknow
Console.getTypeDescription std
:string std::string -> std::string
Unknow
Console.hasBundledType std
:string std::string -> std::string
Unknow
Console.hasRange std
:string std::string -> std::string
Unknow
Console.isDynamic std
:string std::string -> std::string
Unknow
Console.isSetGet std
:string std::string -> std::string
Unknow
Console.listConstants std
:string -> std::string
Unknow
Console.listVariables std
:string -> std::string
Unknow
Console.maxCommandHistorySize int -> int
Unknow
Console.maxHistorySize int -> int
Unknow
Console.maxLineSize int -> int
Unknow
Console.run std
:string std::string std::string -> std::string
Unknow
Console.useRelativePaths bool -> bool
Unknow
Console.workingPath std
:string -> std::string
Unknow

controlMap

controlMap.addAxisToAxisMapping int InputDeviceFlags InputDeviceAxes -> void
Unknow
controlMap.addAxisToTriggerMapping int int InputDeviceFlags -> void
Unknow
controlMap.addButtonAndKeyToAxisMapping int InputDeviceFlags InputDeviceButtons -> void
Unknow
controlMap.addButtonsToAxisMapping int InputDeviceFlags InputDeviceButtons -> void
Unknow
controlMap.addButtonToTriggerMapping int InputDeviceFlags InputDeviceButtons -> void
Unknow
controlMap.addKeyAndButtonToAxisMapping int InputDeviceFlags InputDeviceKeys -> void
Unknow
controlMap.addKeysToAxisMapping int InputDeviceFlags InputDeviceKeys -> void
Unknow
controlMap.AddKeyToTriggerMapping int InputDeviceFlags InputDeviceKeys -> void
Unknow
controlMap.create std
:string -> void
Unknow
controlMap.deleteControlMap std
:string -> void
Unknow
controlMap.dump -> void
Unknow
controlMap.InvertMouse bool -> bool
Unknow
controlMap.keyboardSensitivity float -> float
Unknow
controlMap.mouseSensitivity float -> float
Unknow
controlMap.setActive std
:string -> void
Unknow
controlMap.setAxisScale io
:InputDeviceAxes float -> void
Unknow
controlMap.setButtonFallTime float -> void
Unknow
controlMap.setButtonRiseTime float -> void
Unknow
controlMap.setDoubleTapTime float -> void
Unknow
controlMap.setPitchFactor float -> void
Unknow
controlMap.setYawFactor float -> void
Unknow

DecalManager

decalManager.decalGeomClipAngle float -> float
Unknow
decalManager.decalNormalOffset float -> float
Unknow
decalManager.drawStats bool -> bool
Unknow
decalManager.fadeDistance float -> float
Set the View Distance of the Decals to start to fade. Works in level .con files
decalManager.fadeOutAtPercentageOfTimeToLive float -> float
Unknow
decalManager.generateTexture -> bool
Unknow
decalManager.startFadePercentageOfFadeDistancel float -> float
Unknow
decalManager.timeToLive float -> float
"Time in seconds of how long will a vehicle, effect or projectile will last. For vehicles, if it has been exited for a time, it will blow up. Uses CRD Arguments. More info: http://bfmods.com/mdt/scripting/ObjectTemplate/Properties/TimeToLive.html"
demo.recordDemo std
:string -> void
"Starts the Battlerecorder Recording. Needs to specify a name. File is saved in mods/(mod)/Demos. In My Documents/Project Reality/Profile/001 (i.e 002, 003, default) create a demos folder and place both files there."

demo

demo.restartDemo -> void
Unknow
demo.shutdownDemo -> void
Unknow
demo.stopRecording -> void
Console ~ Command
Stops the Battlerecorder Recording. File is saved in mods/(mod)/Demos. In My Documents/Battlefield 2/Profile/001 etc create a demos folder and place both files there.
demo.toggleCameraDemo -> void
Unknow
demo.toggleDemoPauseOrPlay -> void
Unknow
demo.togglePlayerDemo bool -> void
Unknow

Editor

Editor.createNewLayer std
:string -> void
Unknow
Editor.deleteAllLayers -> void
Unknow
Editor.deleteAllObjects -> std
:string
Unknow
Editor.deleteObject world
:IObject_ptrproxy -> void
Unknow
Editor.deleteTemplate world
:IObjectTemplate_ptrproxy -> void
Unknow
Editor.getActiveLayer -> std
:string
Unknow
Editor.getActiveLayerId -> int
Unknow
Editor.getActiveObject -> world
:IObject_ptrproxy
Unknow
Editor.getActiveObjectTemplate -> world
:IObjectTemplate_ptrproxy
Unknow
Editor.hideLayer std
:string -> void
Unknow
Editor.listAllVehicles -> std
:string
Unknow
Editor.listLayers -> std
:string
Unknow
Editor.listMeshes -> std
:string
Unknow
Editor.listObjects -> std
:string
Unknow
Editor.listObjectsOfTemplate world
:IObjectTemplate_ptrproxy -> std::string
Unknow
Editor.listTemplates std
:string -> std::string
Unknow
Editor.listTextures -> std
:string
Unknow
Editor.loadAllObjects std
:string -> bool
Unknow
Editor.loadAllTemplatesAndObjects -> bool
Unknow
Editor.printObjectCreationScript world
:IObject_ptrproxy -> std::string
Unknow
Editor.printTemplateCreationScript world
:IObjectTemplate_ptrproxy -> std::string
Unknow
Editor.quickReloadActiveTemplate -> void
Unknow
Editor.quickReloadTemplate world
:IObjectTemplate_ptrproxy -> void
Unknow
Editor.removeLayer std
:string -> void
Unknow
Editor.renameLayer std
:string std::string -> void
Unknow
Editor.saveAllEffects -> void
Unknow
Editor.saveAllObjects std
:string -> bool
Unknow
Editor.saveAllSpawners -> bool
Unknow
Editor.saveAllTemplates -> bool
Unknow
Editor.saveAllTemplatesAndObjects -> bool
Unknow
Editor.saveAllUsedTemplates std
:string -> bool
Unknow
Editor.saveFolderToArchive std
:string bool bool -> int
Unknow
Editor.saveSpawners bool bool bool -> void
Unknow
Editor.saveTemplateToFile std
:string std::string -> bool
Unknow
Editor.saveTemplateTreeStructure std
:string std::string -> int
Unknow
Editor.saveVehicles bool -> bool
Unknow
Editor.setActiveLayer std
:string -> void
Unknow
Editor.setActiveLayerId int -> void
Unknow
Editor.setActiveObject world
:IObject_ptrproxy -> world::IObject_ptrproxy
Unknow
Editor.setActiveObjectTemplate world
:IObjectTemplate_ptrproxy -> world::IObjectTemplate_ptrproxy
Unknow
Editor.ShowEntryPoints bool -> bool
Unknow
Editor.showLayer std
:string -> void
Unknow
Editor.start world
:IObject_ptrproxy -> void
Unknow
Editor.stop world
:IObject_ptrproxy -> void
Unknow
Editor.updateAllTemplates -> void
Unknow
Editor.updateTemplate world
:IObjectTemplate_ptrproxy -> void
Unknow

effectTweak

effectTweak.setAgeScaleFactorForAllEffects float -> void
Unknow
effectTweak.setAlphaIntensityForAllEffects float -> void
Unknow
effectTweak.setEmitScaleFactorForAllEffects float -> void
Unknow
effectTweak.setEmitSpeedScaleFactorForAllEffects float -> void
Unknow
effectTweak.setSoundIntensity float -> void
Unknow
effectTweak.setStartAgeForAllEffects float -> void
Unknow
envmapManager.generateEnvMaps -> void
Unknow
envmapManager.loadEMIFile std
:string -> void
Unknow
envmapManager.perPixelEnvironmentMappingEnabled bool -> bool
Unknow
envmapManager.save -> void
Unknow
fileManager.addPath std
:string -> void
Unknow
fileManager.copyFile std
:string std::string -> bool
Unknow
fileManager.deleteFile std
:string -> bool
Unknow
fileManager.fileExists std
:string -> bool
Unknow
fileManager.mountArchive std
:string std::string bool -> void
Unknow
fileManager.moveFile std
:string std::string -> bool
Unknow
game.allowToggleFullscreen bool -> bool
Unknow
game.lockFps int -> int
Unknow

gameLogic

gameLogic.AddInvalidDropVehicleObject std
:string bool -> void
Unknow
gameLogic.becomeSquadLeader bool -> bool
Unknow
gameLogic.createObject std
:string -> void
Unknow
gameLogic.damageForBeingOutSideWorld float -> float
Unknow
gameLogic.defaultLevel std
:string -> std::string
Unknow
gameLogic.defaultTimeToNextAIWave float -> float
Unknow
gameLogic.enableVoHelp bool -> bool

: :"Enables the Voice Over Tips feature from vBF2. Uses prhelp.utxt in localization for strings/anything with HUD_HELP definitions : HudElementsHelp.con in Menu for the size : color : fade in time : create more messages and VoiceMessages_Help.con for voiceovers"

gameLogic.extraUAVVehicleFlightHeight float -> float
Unknow
gameLogic.feslEnvironment int -> int
Unknow
gameLogic.getBeforeSpawnCameraDirection -> Vec3
Unknow
gameLogic.getBeforeSpawnCameraPosition -> Vec3
Unknow
gameLogic.getDefaultNumberOfTickets U32 -> U32
Unknow
gameLogic.getDefaultNumberOfTicketsEx U32 U32 -> U32
Unknow
gameLogic.getNumberOfTickets U32 -> U32
Unknow
gameLogic.getTeamDropVehicle int -> std
:string
Unknow
gameLogic.getTeamLanguage int -> std
:string
Unknow
gameLogic.getTeamName int -> std
:string
Unknow
gameLogic.getTicketLossAtEndPerMin -> float
Unknow
gameLogic.getTicketLossPerMin U32 -> float
Unknow
gameLogic.hitIndicationThreshold float -> float
Unknow
gameLogic.maximumLevelViewDistance float -> float
Unknow
gameLogic.messages.addHelpMessage std
:string std::string -> int
Unknow
gameLogic.messages.addMessage std
:string -> int
Unknow
gameLogic.messages.addRadioFilter std
:string std::string -> int
Unknow
gameLogic.messages.addRadioVoice std
:string std::string std::string -> int
Unknow
gameLogic.messages.playHelpMessage std
:string -> int
Unknow
gameLogic.messages.playRadioMessage int std
:string std::string -> int
Unknow
gameLogic.messages.setVolumes float float -> void
Unknow
gameLogic.noVehiclesOmit std
:string -> void
Unknow
gameLogic.outputPlayerStats bool -> bool
Unknow
gameLogic.printCameraCoordToConsole -> void
Unknow
gameLogic.refreshTriggerables -> void
Unknow
gameLogic.remoteCommand int int int -> bool
Unknow
gameLogic.reset -> void
Unknow
gameLogic.roundNr int -> int
Unknow
gameLogic.setAirMouseInverted bool -> void
Unknow
gameLogic.setAirMouseSensitivity float -> float
Unknow
gameLogic.setBeforeSpawnCamera Vec3 Vec3 -> void
Unknow
gameLogic.setDefaultNumberOfTickets U32 U32 -> void
Unknow
gameLogic.setDefaultNumberOfTicketsEx U32 U32 U32 -> void
Unknow
gameLogic.setDropVehicleDeviationRadius int int -> void
Unknow
gameLogic.setKit int KitType std
:string -> void
Unknow
gameLogic.setNumberOfTickets U32 U32 -> void
Unknow
gameLogic.setNumDropVehiclesForTeam int int -> void
Unknow
gameLogic.setTeamDropVehicle int std
:string -> void
Unknow
gameLogic.setTeamFlag int std
:string -> void
Unknow
gameLogic.setTeamLanguage int std
:string -> void
Unknow
gameLogic.setTeamName int std
:string -> void
Unknow
gameLogic.setTicketLossAtEndPerMin float -> void
Unknow
gameLogic.setTicketLossPerMin U32 float -> void
Unknow
gameLogic.spawnAtCameraPosition bool -> bool
Unknow
gameLogic.spawnObjectSpeed float -> float
Unknow
gameLogic.spawnPlayers bool -> bool
Unknow
gameLogic.supplyDropHeight float -> float
Unknow
gameLogic.supplyDropNumSecsToLive float -> float
Unknow
gameLogic.teleport -> void
Unknow
gameLogic.teleportCameraTo Vec3 -> void
Unknow
gameLogic.teleportTo Vec3 -> void
Unknow
gameLogic.timeAllowedOutSideWorld float -> float
Unknow
gameLogic.timeToNextAIWave float -> float
Unknow
gameLogic.togglePause -> void

:Console ~ Command :Pauses the game. Pressing 'P' in COOP and Local does the same thing.

gameLogic.vehicleDropHeight float -> float
Unknow
Game.radioMessage TargetChannel std
:string -> void
Unknow
game.sayAll std
:string -> void
Unknow
game.sayTeam int std
:string -> void
Unknow

gameServerSettings

gameServerSettings.setAdminScript std
:string -> void
Unknow
gameServerSettings.setAllowNATNegotation bool -> void
Unknow
gameServerSettings.setAutoBalanceTeam bool -> void
Unknow
gameServerSettings.setAutoRecord bool -> void
Unknow
gameServerSettings.setAutoRecordRounds int -> void
Unknow
gameServerSettings.setCommunityLogoURL std
:string -> void
Unknow
gameServerSettings.setCoopBotCount int -> void
Unknow
gameServerSettings.setCoopBotDifficulty float -> void
Unknow
gameServerSettings.setCoopBotRatio float -> void
Unknow
gameServerSettings.setDemoDownloadURL std
:string -> void
Unknow
gameServerSettings.setDemoHook std
:string -> void
Unknow
gameServerSettings.setDemoIndexURL std
:string -> void
Unknow
gameServerSettings.setEndDelay int -> void
Unknow
gameServerSettings.setFriendlyFireWithMines bool -> void
Unknow
gameServerSettings.setGameMode std
:string -> void
Unknow
gameServerSettings.setGameSpyPort int -> void
Unknow
gameServerSettings.setInterfaceIP std
:string -> void
Unknow
gameServerSettings.setInternet bool -> void
Unknow
gameServerSettings.setManDownTime float -> void
Unknow
gameServerSettings.setMaxPlayers int -> void
Unknow
gameServerSettings.setMinPlayersForVoting int -> void
Unknow
gameServerSettings.setNoVehicles float -> void
Unknow
gameServerSettings.setPassword std
:string -> void
Unknow
gameServerSettings.setPunishTeamKills bool -> void
Unknow
gameServerSettings.setRoundsPerMap int -> void
Unknow
gameServerSettings.setScoreLimit int -> void
Unknow
gameServerSettings.setServerName std
:string -> void
Unknow
gameServerSettings.setSoldierFF int -> void
Unknow
gameServerSettings.setSoldierSplashFF int -> void
Unknow
gameServerSettings.setSpawnTime float -> void
Unknow
gameServerSettings.setSponsorLogoURL std
:string -> void
Unknow
gameServerSettings.setSponsorText std
:string -> void
Unknow
gameServerSettings.setStartDelay int -> void
Unknow
gameServerSettings.setSvPunkBuster bool -> void
Unknow
gameServerSettings.setTeamRatio float -> void
Unknow
gameServerSettings.setTeamVoteOnly bool -> void
Unknow
gameServerSettings.setTicketRatio int -> void
Unknow
gameServerSettings.setTimeBeforeRestartMap float -> void
Unknow
gameServerSettings.setTimeLimit int -> void
Unknow
gameServerSettings.setVehicleFF int -> void
Unknow
gameServerSettings.setVehicleSplashFF int -> void
Unknow
gameServerSettings.setVoipBFClientPort int -> void
Unknow
gameServerSettings.setVoipBFServerPort int -> void
Unknow
gameServerSettings.setVoipEnabled bool -> void
Unknow
gameServerSettings.setVoipQuality int -> void
Unknow
gameServerSettings.setVoipServerPort int -> void
Unknow
gameServerSettings.setVoipServerRemote bool -> void
Unknow
gameServerSettings.setVoipServerRemoteIP std
:string -> void
Unknow
gameServerSettings.setVoipSharedPassword std
:string -> void
Unknow
gameServerSettings.setVoteTime int -> void
Unknow
game.simulationRate int -> int

:HudElementsDemoRecComm.con :"In Battlerecorder : it sets the speed for the decrease speed and increase speed buttons. Can be increased : though some users report no difference as it is dependent on the Demo FPS (Default is 30 : settings must be recorded higher : something like 60) and Game FPS"

game.toggleFullscreen -> void

:~ Console :"Toggles Full-Screen and Windowed mode : though it will give you the nasty side-effect of seethrough terrain that would need the client to disconnect and reconnect to fix."

game.unload -> bool
Unknow

generalSettings

generalSettings.addFavouriteServer std
:string int std::string -> void
Unknow
generalSettings.addServerHistory std
:string int std::string -> void
Unknow
generalSettings.setAllowPunkBuster bool -> void
Unknow
generalSettings.setAutoReady bool -> void
Unknow
generalSettings.setAutoReload bool -> void
Unknow
generalSettings.setBFTVSaveDirectory std
:string -> void
Unknow
generalSettings.setBotSkill float -> void
Unknow
generalSettings.setBuddytagColor int int int -> void
Unknow
generalSettings.setConfirmQuit bool -> void
Unknow
generalSettings.setConnectionType int -> void
Unknow
generalSettings.setCrosshairColor int int int -> void
Unknow
generalSettings.setHUDTransparency float -> void
Unknow
generalSettings.setItemSelectionReverseItems bool -> void
Unknow
generalSettings.setLCDDisplayModes bool -> void
Unknow
generalSettings.setMapIconAlphaTransparency float -> void
Unknow
generalSettings.setMaxBots int -> void
Unknow
generalSettings.setMaxBotsIncludeHumans bool -> void
Unknow
generalSettings.setMinimapRotate bool -> void
Unknow
generalSettings.setMinimapTransparency float -> void
Unknow
generalSettings.setNumRoundsPlayed int -> void
Unknow
generalSettings.setOutOfVoting bool -> void
Unknow
generalSettings.setPlayedVOHelp std
:string -> void
Unknow
generalSettings.setServerFilter std
:string -> void
Unknow
generalSettings.setSortKey std
:string -> void
Unknow
generalSettings.setSortOrder int -> void
Unknow
generalSettings.setSquadtagColor int int int -> void
Unknow
generalSettings.setToggleFilters int -> void
Unknow
generalSettings.setUseAdvancedServerBrowser bool -> void
Unknow
generalSettings.setUseBots bool -> void
Unknow
generalSettings.setViewIntroMovie bool -> void
Unknow

geometryTemplate

geometryTemplate.active IGeometryTemplate* -> IGeometryTemplate*
Unknow
geometryTemplate.color Vec3 -> Vec3
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geometryTemplate.compressVertexData bool -> bool
Unknow
GeometryTemplate.create std
:string std::string -> IGeometryTemplate*

:Used in .con files :Creates a Geometry Mesh template from the geometry mesh name so it can be used in other files without creating a duplicate mesh

geometryTemplate.depth float -> float
Unknow
geometryTemplate.doNotGenerateLightmaps bool -> bool
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geometryTemplate.dumpInstances -> void
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geometryTemplate.glowFadeOutDistEnd float -> float
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geometryTemplate.glowFadeOutDistStart float -> float
Unknow
geometryTemplate.glowing bool -> bool
Unknow
geometryTemplate.height float -> float
Unknow
geometryTemplate.ignoreLeafLighting bool -> bool
Unknow
geometryTemplate.innerRadius float -> float
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geometryTemplate.lenght float -> float
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geometryTemplate.length float -> float
Unknow
geometryTemplate.lightmapOverride bool -> bool
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geometryTemplate.maxSkip3pLods uint -> uint
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geometryTemplate.maxSkipWreckLods uint -> uint
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geometryTemplate.maxTextureRepeat int -> int
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geometryTemplate.meshDetailLevel int -> int
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geometryTemplate.name -> std
:string
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geometryTemplate.noLighting bool -> bool
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geometryTemplate.nrOfAnimatedUVMatrix int -> int
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geometryTemplate.outerRadius float -> float
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GeometryTemplate.printInfo bool -> std
:string
Unknow
geometryTemplate.radius1 float -> float
Unknow
geometryTemplate.radius2 float -> float
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geometryTemplate.rings uint -> uint
Unknow
geometryTemplate.setLightmapSizeAll int int int -> void
Unknow
geometryTemplate.setMaterialParallaxHeightScale int int int -> void
Unknow
geometryTemplate.setMaterialReflectionScale int int int -> void
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geometryTemplate.setSpecularStaticGloss int int int -> void
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geometryTemplate.setSubGeometryLodDistance int int float -> void
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geometryTemplate.shader std
:string -> std::string
Unknow
geometryTemplate.shadowDetailLevel int -> int
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geometryTemplate.sides uint -> uint
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geometryTemplate.slices uint -> uint
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geometryTemplate.stacks uint -> uint
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geometryTemplate.tesselation BaseVector2<uint> -> BaseVector2<uint>
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geometryTemplate.texture std
:string -> std::string
Unknow
geometryTemplate.useRadiusForShadowDepth bool -> bool
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geometryTemplate.useRadiusForShadowSpatial bool -> bool
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geometryTemplate.width float -> float
Unknow

globalSettings

globalSettings.setDefaultUser std
:string -> void
Unknow
globalSettings.setNamePrefix std
:string -> void
Unknow

hapticSettings

hapticSettings.addWeaponClassMap std
:string int -> void
Unknow
hapticSettings.load -> bool
Unknow
hapticSettings.setAimSensitivity float float float -> void
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hapticSettings.setAimSensitivityAIR float float float -> void
Unknow
hapticSettings.setAimSensitivityHELI float float float -> void
Unknow
hapticSettings.setAimSensitivityLAND float float float -> void
Unknow
hapticSettings.setAimSensitivityLength float float float -> void
Unknow
hapticSettings.setAimSensitivityLengthAIR float float float -> void
Unknow
hapticSettings.setAimSensitivityLengthHELI float float float -> void
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hapticSettings.setAimSensitivityLengthLAND float float float -> void
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hapticSettings.setAimSensitivityLengthSEA float float float -> void
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hapticSettings.setAimSensitivityLengthSOLDIER float float float -> void
Unknow
hapticSettings.setAimSensitivitySEA float float float -> void
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hapticSettings.setAimSensitivitySOLDIER float float float -> void
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hapticSettings.setControlBoxLength float float float -> void
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hapticSettings.setControlBoxLengthAIR float float float -> void
Unknow
hapticSettings.setControlBoxLengthHELI float float float -> void
Unknow
hapticSettings.setControlBoxLengthLAND float float float -> void
Unknow
hapticSettings.setControlBoxLengthSEA float float float -> void
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hapticSettings.setControlBoxLengthSOLDIER float float float -> void
Unknow
hapticSettings.setControlBoxStiffness float float float -> void
Unknow
hapticSettings.setControlBoxStiffnessAIR float float float -> void
Unknow
hapticSettings.setControlBoxStiffnessHELI float float float -> void
Unknow
hapticSettings.setControlBoxStiffnessLAND float float float -> void
Unknow
hapticSettings.setControlBoxStiffnessSEA float float float -> void
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hapticSettings.setControlBoxStiffnessSOLDIER float float float -> void
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hapticSettings.setDamageScale float -> void
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hapticSettings.setExplosionShakeScale float -> void
Unknow
hapticSettings.setForceCapX float -> void
Unknow
hapticSettings.setForceCapY float -> void
Unknow
hapticSettings.setForceCapZ float -> void
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hapticSettings.setGeneralShakeScale float -> void
Unknow
hapticSettings.setPhysicsAIRScale float float float -> void
Unknow
hapticSettings.setPhysicsAIRScaleXHigh float -> void
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hapticSettings.setPhysicsAIRScaleXLow float -> void
Unknow
hapticSettings.setPhysicsAIRScaleXMed float -> void
Unknow
hapticSettings.setPhysicsAIRScaleYHigh float -> void
Unknow
hapticSettings.setPhysicsAIRScaleYLow float -> void
Unknow
hapticSettings.setPhysicsAIRScaleYMed float -> void
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hapticSettings.setPhysicsAIRScaleZHigh float -> void
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hapticSettings.setPhysicsAIRScaleZLow float -> void
Unknow
hapticSettings.setPhysicsAIRScaleZMed float -> void
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hapticSettings.setPhysicsAIRSmoothTimeXHigh int -> void
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hapticSettings.setPhysicsAIRSmoothTimeXLow int -> void
Unknow
hapticSettings.setPhysicsAIRSmoothTimeXMed int -> void
Unknow
hapticSettings.setPhysicsAIRSmoothTimeYHigh int -> void
Unknow
hapticSettings.setPhysicsAIRSmoothTimeYLow int -> void
Unknow
hapticSettings.setPhysicsAIRSmoothTimeYMed int -> void
Unknow
hapticSettings.setPhysicsAIRSmoothTimeZHigh int -> void
Unknow
hapticSettings.setPhysicsAIRSmoothTimeZLow int -> void
Unknow
hapticSettings.setPhysicsAIRSmoothTimeZMed int -> void
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hapticSettings.setPhysicsAIRTransitionValueHigh float -> void
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hapticSettings.setPhysicsAIRTransitionValueMed float -> void
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hapticSettings.setPhysicsHELIScale float float float -> void
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hapticSettings.setPhysicsHELIScaleXHigh float -> void
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hapticSettings.setPhysicsHELIScaleXLow float -> void
Unknow
hapticSettings.setPhysicsHELIScaleXMed float -> void
Unknow
hapticSettings.setPhysicsHELIScaleYHigh float -> void
Unknow
hapticSettings.setPhysicsHELIScaleYLow float -> void
Unknow
hapticSettings.setPhysicsHELIScaleYMed float -> void
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hapticSettings.setPhysicsHELIScaleZHigh float -> void
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hapticSettings.setPhysicsHELIScaleZLow float -> void
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hapticSettings.setPhysicsHELIScaleZMed float -> void
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hapticSettings.setPhysicsHELISmoothTimeXHigh int -> void
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hapticSettings.setPhysicsHELISmoothTimeXLow int -> void
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hapticSettings.setPhysicsHELISmoothTimeXMed int -> void
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hapticSettings.setPhysicsHELISmoothTimeYHigh int -> void
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hapticSettings.setPhysicsHELISmoothTimeYLow int -> void
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hapticSettings.setPhysicsHELISmoothTimeYMed int -> void
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hapticSettings.setPhysicsHELISmoothTimeZHigh int -> void
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hapticSettings.setPhysicsHELISmoothTimeZLow int -> void
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hapticSettings.setPhysicsHELISmoothTimeZMed int -> void
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hapticSettings.setPhysicsHELITransitionValueHigh float -> void
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hapticSettings.setPhysicsHELITransitionValueMed float -> void
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hapticSettings.setPhysicsLANDScale float float float -> void
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hapticSettings.setPhysicsLANDScaleXHigh float -> void
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hapticSettings.setPhysicsLANDScaleXLow float -> void
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hapticSettings.setPhysicsLANDScaleXMed float -> void
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hapticSettings.setPhysicsLANDScaleYHigh float -> void
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hapticSettings.setPhysicsLANDScaleYLow float -> void
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hapticSettings.setPhysicsLANDScaleYMed float -> void
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hapticSettings.setPhysicsLANDScaleZHigh float -> void
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hapticSettings.setPhysicsLANDScaleZLow float -> void
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hapticSettings.setPhysicsLANDScaleZMed float -> void
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hapticSettings.setPhysicsLANDSmoothTimeXHigh int -> void
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hapticSettings.setPhysicsLANDSmoothTimeXLow int -> void
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hapticSettings.setPhysicsLANDSmoothTimeXMed int -> void
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hapticSettings.setPhysicsLANDSmoothTimeYHigh int -> void
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hapticSettings.setPhysicsLANDSmoothTimeYLow int -> void
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hapticSettings.setPhysicsLANDSmoothTimeYMed int -> void
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hapticSettings.setPhysicsLANDSmoothTimeZHigh int -> void
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hapticSettings.setPhysicsLANDSmoothTimeZLow int -> void
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hapticSettings.setPhysicsLANDSmoothTimeZMed int -> void
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hapticSettings.setPhysicsLANDTransitionValueHigh float -> void
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hapticSettings.setPhysicsLANDTransitionValueMed float -> void
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hapticSettings.setPhysicsSEAScale float float float -> void
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hapticSettings.setPhysicsSEAScaleXHigh float -> void
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hapticSettings.setPhysicsSEAScaleXLow float -> void
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hapticSettings.setPhysicsSEAScaleXMed float -> void
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hapticSettings.setPhysicsSEAScaleYHigh float -> void
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hapticSettings.setPhysicsSEAScaleYLow float -> void
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hapticSettings.setPhysicsSEAScaleYMed float -> void
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hapticSettings.setPhysicsSEAScaleZHigh float -> void
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hapticSettings.setPhysicsSEAScaleZLow float -> void
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hapticSettings.setPhysicsSEAScaleZMed float -> void
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hapticSettings.setPhysicsSEASmoothTimeXHigh int -> void
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hapticSettings.setPhysicsSEASmoothTimeXLow int -> void
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hapticSettings.setPhysicsSEASmoothTimeXMed int -> void
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hapticSettings.setPhysicsSEASmoothTimeYHigh int -> void
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hapticSettings.setPhysicsSEASmoothTimeYLow int -> void
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hapticSettings.setPhysicsSEASmoothTimeYMed int -> void
Unknow
hapticSettings.setPhysicsSEASmoothTimeZHigh int -> void
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hapticSettings.setPhysicsSEASmoothTimeZLow int -> void
Unknow
hapticSettings.setPhysicsSEASmoothTimeZMed int -> void
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hapticSettings.setPhysicsSEATransitionValueHigh float -> void
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hapticSettings.setPhysicsSEATransitionValueMed float -> void
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hapticSettings.setPhysicsSOLDIERScale float float float -> void
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hapticSettings.setPhysicsSOLDIERScaleXHigh float -> void
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hapticSettings.setPhysicsSOLDIERScaleXLow float -> void
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hapticSettings.setPhysicsSOLDIERScaleXMed float -> void
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hapticSettings.setPhysicsSOLDIERScaleYHigh float -> void
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hapticSettings.setPhysicsSOLDIERScaleYLow float -> void
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hapticSettings.setPhysicsSOLDIERScaleYMed float -> void
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hapticSettings.setPhysicsSOLDIERScaleZHigh float -> void
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hapticSettings.setPhysicsSOLDIERScaleZLow float -> void
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hapticSettings.setPhysicsSOLDIERScaleZMed float -> void
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hapticSettings.setPhysicsSOLDIERSmoothTimeXHigh int -> void
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hapticSettings.setPhysicsSOLDIERSmoothTimeXLow int -> void
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hapticSettings.setPhysicsSOLDIERSmoothTimeXMed int -> void
Unknow
hapticSettings.setPhysicsSOLDIERSmoothTimeYHigh int -> void
Unknow
hapticSettings.setPhysicsSOLDIERSmoothTimeYLow int -> void
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hapticSettings.setPhysicsSOLDIERSmoothTimeYMed int -> void
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hapticSettings.setPhysicsSOLDIERSmoothTimeZHigh int -> void
Unknow
hapticSettings.setPhysicsSOLDIERSmoothTimeZLow int -> void
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hapticSettings.setPhysicsSOLDIERSmoothTimeZMed int -> void
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hapticSettings.setPhysicsSOLDIERTransitionValueHigh float -> void
Unknow
hapticSettings.setPhysicsSOLDIERTransitionValueMed float -> void
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hapticSettings.setRecoilPitchScaleCARBINE float -> void
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hapticSettings.setRecoilPitchScaleDEFIB float -> void
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hapticSettings.setRecoilPitchScaleDROP float -> void
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hapticSettings.setRecoilPitchScaleKNIFE float -> void
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hapticSettings.setRecoilPitchScaleLAUNCHER float -> void
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hapticSettings.setRecoilPitchScaleLMG float -> void
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hapticSettings.setRecoilPitchScalePISTOL float -> void
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hapticSettings.setRecoilPitchScaleRIFLE float -> void
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hapticSettings.setRecoilPitchScaleRIFLELAUNCHER float -> void
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hapticSettings.setRecoilPitchScaleSHOTGUN float -> void
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hapticSettings.setRecoilPitchScaleSMG float -> void
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hapticSettings.setRecoilPitchScaleSNIPER float -> void
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hapticSettings.setRecoilPitchScaleTHROWN float -> void
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hapticSettings.setRecoilPitchScaleV_AIRGUN float -> void
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hapticSettings.setRecoilPitchScaleV_ARMORCANNON float -> void
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hapticSettings.setRecoilPitchScaleV_COAXIALGUN float -> void
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hapticSettings.setRecoilPitchScaleV_HELIGUN float -> void
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hapticSettings.setRecoilPitchScaleV_HMG float -> void
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hapticSettings.setRecoilPitchScaleV_LMG float -> void
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hapticSettings.setRecoilPitchScaleV_MISSILE float -> void
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hapticSettings.setRecoilPunchScaleCARBINE float -> void
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hapticSettings.setRecoilPunchScaleDEFIB float -> void
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hapticSettings.setRecoilPunchScaleDROP float -> void
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hapticSettings.setRecoilPunchScaleKNIFE float -> void
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hapticSettings.setRecoilPunchScaleLAUNCHER float -> void
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hapticSettings.setRecoilPunchScaleLMG float -> void
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hapticSettings.setRecoilPunchScalePISTOL float -> void
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hapticSettings.setRecoilPunchScaleRIFLE float -> void
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hapticSettings.setRecoilPunchScaleRIFLELAUNCHER float -> void
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hapticSettings.setRecoilPunchScaleSHOTGUN float -> void
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hapticSettings.setRecoilPunchScaleSMG float -> void
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hapticSettings.setRecoilPunchScaleSNIPER float -> void
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hapticSettings.setRecoilPunchScaleTHROWN float -> void
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hapticSettings.setRecoilPunchScaleV_AIRGUN float -> void
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hapticSettings.setRecoilPunchScaleV_ARMORCANNON float -> void
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hapticSettings.setRecoilPunchScaleV_COAXIALGUN float -> void
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hapticSettings.setRecoilPunchScaleV_HELIGUN float -> void
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hapticSettings.setRecoilPunchScaleV_HMG float -> void
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hapticSettings.setRecoilPunchScaleV_LMG float -> void
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hapticSettings.setRecoilPunchScaleV_MISSILE float -> void
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hapticSettings.setRecoilPunchTimeCARBINE float -> void
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hapticSettings.setRecoilPunchTimeDEFIB float -> void
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hapticSettings.setRecoilPunchTimeDROP float -> void
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hapticSettings.setRecoilPunchTimeKNIFE float -> void
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hapticSettings.setRecoilPunchTimeLAUNCHER float -> void
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hapticSettings.setRecoilPunchTimeLMG float -> void
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hapticSettings.setRecoilPunchTimePISTOL float -> void
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hapticSettings.setRecoilPunchTimeRIFLE float -> void
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hapticSettings.setRecoilPunchTimeRIFLELAUNCHER float -> void
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hapticSettings.setRecoilPunchTimeSHOTGUN float -> void
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hapticSettings.setRecoilPunchTimeSMG float -> void
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hapticSettings.setRecoilPunchTimeSNIPER float -> void
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hapticSettings.setRecoilPunchTimeTHROWN float -> void
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hapticSettings.setRecoilPunchTimeV_AIRGUN float -> void
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hapticSettings.setRecoilPunchTimeV_ARMORCANNON float -> void
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hapticSettings.setRecoilPunchTimeV_COAXIALGUN float -> void
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hapticSettings.setRecoilPunchTimeV_HELIGUN float -> void
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hapticSettings.setRecoilPunchTimeV_HMG float -> void
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hapticSettings.setRecoilPunchTimeV_LMG float -> void
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hapticSettings.setRecoilPunchTimeV_MISSILE float -> void
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hapticSettings.setRecoilYawScaleCARBINE float -> void
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hapticSettings.setRecoilYawScaleDEFIB float -> void
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hapticSettings.setRecoilYawScaleDROP float -> void
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hapticSettings.setRecoilYawScaleKNIFE float -> void
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hapticSettings.setRecoilYawScaleLAUNCHER float -> void
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hapticSettings.setRecoilYawScaleLMG float -> void
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hapticSettings.setRecoilYawScalePISTOL float -> void
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hapticSettings.setRecoilYawScaleRIFLE float -> void
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hapticSettings.setRecoilYawScaleRIFLELAUNCHER float -> void
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hapticSettings.setRecoilYawScaleSHOTGUN float -> void
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hapticSettings.setRecoilYawScaleSMG float -> void
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hapticSettings.setRecoilYawScaleSNIPER float -> void
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hapticSettings.setRecoilYawScaleTHROWN float -> void
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hapticSettings.setRecoilYawScaleV_AIRGUN float -> void
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hapticSettings.setRecoilYawScaleV_ARMORCANNON float -> void
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hapticSettings.setRecoilYawScaleV_COAXIALGUN float -> void
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hapticSettings.setRecoilYawScaleV_HELIGUN float -> void
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hapticSettings.setRecoilYawScaleV_HMG float -> void
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hapticSettings.setRecoilYawScaleV_LMG float -> void
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hapticSettings.setRecoilYawScaleV_MISSILE float -> void
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hapticSettings.setSpeedShakeScale float -> void
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hapticSettings.setTurnSensitivity float float float -> void
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hapticSettings.setTurnSensitivityAIR float float float -> void
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hapticSettings.setTurnSensitivityHELI float float float -> void
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hapticSettings.setTurnSensitivityLAND float float float -> void
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hapticSettings.setTurnSensitivitySEA float float float -> void
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hapticSettings.setTurnSensitivitySOLDIER float float float -> void
Unknow

heightmapcluster

heightmapcluster.addHeightmap std
:string int int -> void
Unknow
heightmapcluster.compileWaterMeshesIntoHeightmap -> void
Unknow
heightmapcluster.create std
:string -> void
Unknow
heightmapcluster.importSurroundingRawHeightMap std
:string -> bool
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heightmapcluster.intersectCameraRay -> void
Unknow
heightmapcluster.setClusterSize int -> void
Unknow
heightmapcluster.setHeightmapSize int -> void
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heightmapcluster.setSeaWaterLevel float -> void
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heightmapcluster.smoothEdges int float float -> void
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heightmapcluster.stitchEdges -> void
Unknow
heightmap.loadHeightData std
:string -> void
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heightmap.loadMaterialData std
:string -> void
Unknow
heightmap.setBitResolution int -> void
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heightmap.setMaterialScale int -> void
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heightmap.setModified bool -> void
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heightmap.setScale Vec3 -> void
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heightmap.setSize int int -> void
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hemiMapManager.hemiLerpBias float -> float
Unknow
hemiMapManager.makeHemiMap unsigned long std
:string Vec3 -> bool
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hemiMapManager.setBaseHemiMap std
:string Vec3 float -> bool
Unknow

hudBuilder

hudBuilder.addNodeAlphaShowEffect -> bool
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hudBuilder.addNodeBlendEffect int int -> bool
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hudBuilder.addNodeMoveShowEffect float int -> bool
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hudBuilder.addNodeVariableMoveShowEffect std
:string std::string -> bool
Unknow
hudBuilder.addObjectMarkerNodeLockTextNode std
:string -> bool
Unknow
hudBuilder.addTransformListNode std
:string -> bool
Unknow
hudBuilder.createBarNode std
:string std::string int -> bool
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hudBuilder.createButtonNode std
:string std::string int -> bool
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hudBuilder.createCompassNode std
:string std::string int -> bool
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hudBuilder.createEditNode std
:string std::string int -> bool
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hudBuilder.createHoverNode std
:string std::string int -> bool
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hudBuilder.createListNode std
:string std::string int -> bool
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hudBuilder.createMapNode std
:string std::string -> bool
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hudBuilder.createMiniMapNode std
:string std::string int -> bool
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hudBuilder.createObjectMarkerNode std
:string std::string int -> bool
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hudBuilder.createObjectSelectionNode std
:string std::string int -> bool
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hudBuilder.createOccupiedNode std
:string std::string int -> bool
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hudBuilder.createPictureNode std
:string std::string int -> bool
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hudBuilder.createSliderNode std
:string std::string float -> bool
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hudBuilder.createSplitNode std
:string std::string -> bool
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hudBuilder.createTextNode std
:string std::string int -> bool
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hudBuilder.createTileNode std
:string std::string int -> bool
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hudBuilder.createTransformListNode std
:string std::string int -> bool
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hudBuilder.createTransformNode std
:string std::string int -> int
Unknow
hudBuilder.deleteNode -> bool
Unknow
hudBuilder.newLayer -> bool
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hudBuilder.searchNodes std
:string std::string -> meme::Node*
Unknow
hudBuilder.setActiveObject std
:string std::string -> bool
Unknow
hudBuilder.setBarNodeBorder int int int -> bool
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hudBuilder.setBarNodeSnap int -> bool
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hudBuilder.setBarNodeSnapDir bool -> bool
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hudBuilder.setBarNodeTexture int std
:string -> bool
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hudBuilder.setBarNodeValueVariable std
:string -> bool
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hudBuilder.setBarNodeVariableTexture int std
:string -> bool
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hudBuilder.setButtonNodeAltConCmd std
:string int -> bool
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hudBuilder.setButtonNodeConCmd std
:string int -> bool
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hudBuilder.setButtonNodeDebug bool -> bool
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hudBuilder.setButtonNodeFunction std
:string int -> bool
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hudBuilder.setButtonNodeMouseArea int int int -> bool
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hudBuilder.setButtonNodeMouseOverColor float float float -> bool
Unknow
hudBuilder.setButtonNodeTexture int std
:string -> bool
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hudBuilder.setCommanderPos Vec2 -> bool
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hudBuilder.setCommanderSize Vec2 -> bool
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hudBuilder.setCompassNodeBorder int int int -> bool
Unknow
hudBuilder.setCompassNodeOffset int -> bool
Unknow
hudBuilder.setCompassNodeSnapOffset int int int -> bool
Unknow
hudBuilder.setCompassNodeSnapTexture bool std
:string -> bool
Unknow
hudBuilder.setCompassNodeTexture int std
:string -> bool
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hudBuilder.setCompassNodeTextureSize int int -> bool
Unknow
hudBuilder.setCompassNodeValueVariable std
:string -> bool
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hudBuilder.setCompassNodeVariableTexture int std
:string -> bool
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hudBuilder.setCPFont std
:string -> void
Unknow
hudBuilder.setCPFontColor float float float -> void
Unknow
hudBuilder.setEditNodeColor float float float -> bool
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hudBuilder.setEditNodeData int -> bool
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hudBuilder.setEditNodeFont std
:string bool -> bool
Unknow
hudBuilder.setEditNodeMaxLength int -> bool
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hudBuilder.setEditNodeString int -> bool
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hudBuilder.setHoverInMiddlePos int int -> bool
Unknow
hudBuilder.setHoverMaxValue float -> bool
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hudBuilder.setHoverWidthLength float float -> bool
Unknow
hudBuilder.setListNodeBackgroundColor float float float -> bool
Unknow
hudBuilder.setListNodeBorder int int int -> bool
Unknow
hudBuilder.setListNodeBorderColor float float float -> bool
Unknow
hudBuilder.setListNodeConCmd int std
:string -> bool
Unknow
hudBuilder.setListNodeData int -> bool
Unknow
hudBuilder.setListNodeFont std
:string int -> bool
Unknow
hudBuilder.setListNodeOutline bool -> bool
Unknow
hudBuilder.setListNodeRowSpacing int -> bool
Unknow
hudBuilder.setListNodeScrollbar int int -> bool
Unknow
hudBuilder.setListNodeScrollbarBackgroundColor float float float -> bool
Unknow
hudBuilder.setListNodeScrollbarColor float float float -> bool
Unknow
hudBuilder.setListNodeSelectColor float float float -> bool
Unknow
hudBuilder.setMaxiPos Vec2 -> bool
Unknow
hudBuilder.setMaxiSize Vec2 -> bool
Unknow
hudBuilder.setMiniPos Vec2 -> bool
Unknow
hudBuilder.setMiniSize Vec2 -> bool
Unknow
hudBuilder.setModifyer float -> void
Unknow
hudBuilder.setNodeAlphaVariable std
:string -> bool
Unknow
hudBuilder.setNodeColor float float float -> bool
Unknow
hudBuilder.setNodeInTime float -> bool
Unknow
hudBuilder.setNodeLogicShowVariable std
:string std::string int -> bool
Unknow
hudBuilder.setNodeOffset int int -> bool
Unknow
hudBuilder.setNodeOutTime float -> bool
Unknow
hudBuilder.setNodePos int int -> bool
Unknow
hudBuilder.setNodePosVariable int std
:string -> bool
Unknow
hudBuilder.setNodeRGBVariables std
:string std::string std::string -> bool
Unknow
hudBuilder.setNodeShowVariable std
:string -> bool
Unknow
hudBuilder.setNodeSize int int -> bool
Unknow
hudBuilder.setObjectMarkerNodeLockOnType int -> bool
Unknow
hudBuilder.setObjectMarkerNodeLockText bool std
:string -> bool
Unknow
hudBuilder.setObjectMarkerNodeLockTextOffset int int -> bool
Unknow
hudBuilder.setObjectMarkerNodeObjects int -> bool
Unknow
hudBuilder.setObjectMarkerNodeTexture int std
:string -> bool
Unknow
hudBuilder.setObjectMarkerNodeTextureSize int int int -> bool
Unknow
hudBuilder.setObjectMarkerNodeWeapon int -> bool
Unknow
hudBuilder.setObjectSelectionNodePointerSize int int -> bool
Unknow
hudBuilder.setOccupiedNodeData int -> bool
Unknow
hudBuilder.setOccupiedNodePosVariable int std
:string -> bool
Unknow
hudBuilder.setPictureNodeAlphaMask std
:string -> bool
Unknow
hudBuilder.setPictureNodeBorder int int int -> bool
Unknow
hudBuilder.setPictureNodeBorderColor float float float -> bool
Unknow
hudBuilder.setPictureNodeCenterPoint int int -> bool
Unknow
hudBuilder.setPictureNodeRotateVariable std
:string -> bool
Unknow
hudBuilder.setPictureNodeRotation int -> bool
Unknow
hudBuilder.setPictureNodeTexture std
:string -> bool
Unknow
hudBuilder.setPictureNodeVariableTexture std
:string -> bool
Unknow
hudBuilder.setSliderNodeChild std
:string -> bool
Unknow
hudBuilder.setSliderNodeData std
:string -> bool
Unknow
hudBuilder.setTextNodeOutLine std
:string -> bool
Unknow
hudBuilder.setTextNodeOutLineOffset float float -> bool
Unknow
hudBuilder.setTextNodeString std
:string -> bool
Unknow
hudBuilder.setTextNodeStringVariable std
:string -> bool
Unknow
hudBuilder.setTextNodeStyle std
:string int -> bool
Unknow
hudBuilder.setTileNodeOptions int int int -> bool
Unknow
hudBuilder.setTranformListNodeOffset int int -> bool
Unknow
hudBuilder.setTranformListNodePosVariable int std
:string -> bool
Unknow
hudBuilder.setZoomIcons bool -> bool
Unknow
hudItems.setBool std
:string bool -> void
Unknow
hudItems.setFloat std
:string float -> void
Unknow
hudItems.setString std
:string std::string -> void
Unknow
hudManager.addFavouriteServer bool -> void
Unknow
hudManager.addTextureAtlas std
:string -> void
Unknow
hudManager.enableSayAllChatBox bool -> void
Unknow
hudManager.enableSaySquadChatBox bool -> void
Unknow
hudManager.enableSayTeamChatBox bool -> void
Unknow
hudManager.refresh -> bool
Unknow
hudManager.setCommMousePos int int -> bool
Unknow
hudManager.setCommMouseSensitivity int -> bool
Unknow
hudManager.setCommPos int int -> bool
Unknow
hudManager.setCommSize int int -> bool
Unknow
hudManager.setDisplayControlpoints bool -> void
Unknow
hudManager.setDisplayTickets bool -> void
Unknow
hudManager.setDone bool -> void
Unknow
hudManager.setMapStatic bool -> void
Unknow
hudManager.setMaximumNrOfCPs int -> void
Unknow
hudManager.setMouseTextureArtillery std
:string -> bool
Unknow
hudManager.setMouseTextureCancel std
:string -> bool
Unknow
hudManager.setMouseTextureEmpty std
:string -> bool
Unknow
hudManager.setMouseTextureFull std
:string -> bool
Unknow
hudManager.setMouseTextureSupply std
:string -> bool
Unknow
hudManager.setMouseTextureUAV std
:string -> bool
Unknow
hudManager.setPaint bool -> void
Unknow
hudManager.setPointerMouseSensitivity int -> bool
Unknow
hudManager.setPointerSize int int -> bool
Unknow
hudManager.setSpottedAngle float -> void
Unknow
hudManager.setSpottedMenuPos int int -> bool
Unknow
hudManager.setSpottedMenuSize int int -> bool
Unknow
hudManager.setSpottedMousePos int int -> bool
Unknow
hudManager.setTargetTop float -> void
Unknow
hudManager.setUpdate bool -> void
Unknow
ingameHelp.showIngameHelp std
:string float -> void
Unknow
InputDevices.setAxisScale InputDeviceFlags InputDeviceAxes float -> bool
Unknow
InputDevices.setInvertAxis InputDeviceFlags InputDeviceAxes bool -> bool
Unknow
itemSelection.setReverseItems bool -> void
Unknow
levelsList.setVoteMapShow int -> void
Unknow
levelsList.singleClick int -> void
Unknow
lightManager.ambientColor Vec3 -> Vec3
Unknow

lightManager

lightManager.defaultEffectLightAffectionFactor float -> float
Unknow
lightManager.dynamicPointColor Vec3 -> Vec3
Unknow
lightManager.dynamicPointColorHigh Vec3 -> Vec3
Unknow
lightManager.dynamicPointColorLow Vec3 -> Vec3
Unknow
lightManager.dynamicPointScale float -> float
Unknow
lightManager.effectShadowColor Vec3 -> Vec3
Unknow
lightManager.effectSunColor Vec3 -> Vec3
Unknow
lightManager.enableStencilCullerReset bool -> bool
Unknow
lightManager.enableSun bool -> bool
Unknow
lightManager.groundHemi std
:string -> std::string
Unknow
lightManager.hemiLerpBias float -> float
Unknow
lightManager.init -> void
Unknow
lightManager.lightCullDistance float -> float

:Used in sky.con :Raises the default limit of the culling of lightsources from a distance. Example: lightManager.lightCullDistance 2000 which extends the rendering of the lightsource.

lightManager.lightMapAmbientAlphaCutoffRange Vec2 -> Vec2
Unknow
lightManager.maxLightsPerBundledMesh int -> int
Unknow
lightManager.maxLightsPerSkinnedMesh int -> int
Unknow
lightManager.maxLightsPerStaticMesh int -> int
Unknow
lightManager.maxLightsPerTerrainPatch int -> int
Unknow
lightManager.maxLodForMaterialBatching int -> int
Unknow
lightManager.singlePointColor Vec3 -> Vec3
Unknow
lightManager.singlePointColorHigh Vec3 -> Vec3
Unknow
lightManager.singlePointColorLow Vec3 -> Vec3
Unknow
lightManager.skinnedMeshShaderLodDistance float -> float
Unknow
lightManager.skyColor Vec3 -> Vec3
Unknow
lightManager.skyColorHigh Vec3 -> Vec3
Unknow
lightManager.skyColorLow Vec3 -> Vec3
Unknow
lightManager.staticLightBlendingTime double -> double
Unknow
lightManager.staticSkyColor Vec3 -> Vec3
Unknow
lightManager.staticSkyColorHigh Vec3 -> Vec3
Unknow
lightManager.staticSkyColorLow Vec3 -> Vec3
Unknow
lightManager.staticSpecularColor Vec3 -> Vec3
Unknow
lightManager.staticSunColor Vec3 -> Vec3
Unknow
lightManager.sunColor Vec3 -> Vec3
Unknow
lightManager.sunColorHigh Vec3 -> Vec3
Unknow
lightManager.sunColorLow Vec3 -> Vec3
Unknow
lightManager.sunDirection Vec3 -> Vec3
Unknow
lightManager.sunSpecColor Vec3 -> Vec3
Unknow
lightManager.sunSpecColorHigh Vec3 -> Vec3
Unknow
lightManager.sunSpecColorLow Vec3 -> Vec3
Unknow
lightManager.treeAmbientColor Vec3 -> Vec3
Unknow
lightManager.treeSkyColor Vec3 -> Vec3
Unknow
lightManager.treeSunColor Vec3 -> Vec3
Unknow

localPlayer

localPlayer.commanderSelectDelay float -> float
Unknow
localPlayer.firstCommanderSelectDelay float -> float
Unknow

localProfile

localProfile.addDemoBookmark std
:string std::string std::string -> void
Unknow
localProfile.save -> bool
Unknow
localProfile.setEmail std
:string -> std::string
Unknow
localProfile.setGamespyNick std
:string -> std::string
Unknow
localProfile.setName std
:string -> std::string
Unknow
localProfile.setNick std
:string -> std::string
Unknow
localProfile.setNumTimesLoggedIn int -> int
Unknow
localProfile.setPassword std
:string -> std::string
Unknow
localProfile.setTotalPlayedTime float -> void
Unknow

maplist

maplist.append std
:string std::string int -> bool
Unknow
maplist.clear -> bool
Unknow
maplist.configFile std
:string -> std::string
Unknow
maplist.currentMap -> int
Unknow
maplist.insert int std
:string std::string -> bool
Unknow
maplist.list -> std
:string
Unknow
maplist.load -> bool
Unknow
maplist.mapCount -> int
Unknow
maplist.remove int -> int
Unknow
maplist.save -> bool
Unknow

material

material.active unsigned int -> unsigned int
Unknow
material.damageLoss float -> float
Unknow
material.elasticity float -> float
Unknow
material.friction float -> float
Unknow
material.hasWaterPhysics bool -> bool
Unknow
material.isBarbwire bool -> bool
Unknow
material.isOneSided bool -> bool
Unknow
material.isSeeThrough bool -> bool
Unknow
materialManager.attMaterial unsigned int -> void
Unknow
materialManager.createCell unsigned int unsigned int -> void
Unknow
materialManager.damageMod float -> float
Unknow
materialManager.defMaterial unsigned int -> void
Unknow
materialManager.setDecalTemplate unsigned int IObjectTemplate_ptrproxy -> void
Unknow
materialManager.setEffectTemplate unsigned int IObjectTemplate_ptrproxy -> void
Unknow
materialManager.setSoundTemplate unsigned int IObjectTemplate_ptrproxy -> void
Unknow
material.maxDamageLoss float -> float
Unknow
material.minDamageLoss float -> float
Unknow
material.name std
:string -> std::string
Unknow
material.overrideNeverPenetrate bool -> bool
Unknow
material.penetrationDeviation float -> float
Unknow
material.projectileCollisionHardness float -> float
Unknow
material.resistance float -> float
Unknow
material.type int -> int
Unknow

menuTeamManager

menuTeamManager.addKit std
:string -> void
Unknow
menuTeamManager.addTeam std
:string std::string -> void
Unknow
menuTeamManager.addWeapon std
:string int int -> void
Unknow
menuTeamManager.setTeamId int -> void
Unknow

minimap

minimap.setCommanderOffset Vec2 -> void
Unknow
minimap.setCurrOrderList int -> void
Unknow
minimap.setDestinationBlend int -> void
Unknow
minimap.setFilterColor float float float -> void
Unknow
minimap.setFullScreenZoom int -> void
Unknow
minimap.setPaintAllKits -> void
Unknow
minimap.setPaintAllVehicles -> void
Unknow
minimap.setPaintKit int -> void
Unknow
minimap.setPaintVehicle int -> void
Unknow
minimap.setSourceBlend int -> void
Unknow
minimap.setZoom -> void
Unknow
minimap.toggleShowKits -> void
Unknow

nametags

nametags.createBar NametagItemIDs int int -> void
Unknow
nametags.createIcon NametagItemIDs -> void
Unknow
nametags.deathFadeOutTime float -> float
Unknow
nametags.deployableDistance double -> double
Unknow
nametags.enemyDotLimit float -> float
Unknow
nametags.enemyTagDelayTime double -> double
Unknow
nametags.enemyTagFadeInTime double -> double
Unknow
nametags.enemyTagFadeOutTime double -> double
Unknow
nametags.getCullDistance TagType -> Vec2
Unknow
nametags.manDownFadeOutTime float -> float
Unknow
nametags.maxCallDistance float -> float
Unknow
nametags.maxFriendlyDistance float -> float
Unknow
nametags.setCullDistance TagType Vec2 -> void
Unknow
nametags.setTexture int std
:string int -> void
Unknow
nametags.vehicleNametagOffset float -> float
Unknow
nametags.vehicleNametagOffsetFactor float -> float
Unknow

networkableInfo

networkableInfo.createNewInfo std
:string -> void

:Used in objects\common\Networkables.con :Creates a custom NetworkableInfo. Use with NetworkableInfo.setPredictionMode etc

networkableInfo.deleteInfo std
:string -> void
Unknow
networkableInfo.setBasePriority float -> void
Unknow
networkableInfo.setForceNetworkableId bool -> void
Unknow
networkableInfo.setIsUnique bool -> void
Unknow
networkableInfo.setPredictionMode PredictionMode -> void

: :NetworkableInfo.setPredictionMode

network.globalPredictionMode PredictionMode -> PredictionMode
Unknow

object

object.absolutePosition Vec3 -> Vec3
Unknow
object.absolutePositionSecondary Vec3 -> Vec3
Unknow
object.absoluteTransformation Mat4 -> Mat4
Unknow
Object.active world
:IObject_ptrproxy -> world::IObject_ptrproxy
Unknow
object.addAbsolutePoint -> void
Unknow
object.attenuationRange1 float -> float
Unknow
object.attenuationRange2 float -> float
Unknow
object.color Vec3 -> Vec3
Unknow
object.coneAngle1 float -> float
Unknow
object.coneAngle2 float -> float
Unknow
Object.create world
:IObjectTemplate_ptrproxy Vec3 Vec3 -> world::IObject_ptrproxy
Unknow
Object.delete world
:IObject_ptrproxy -> void
Unknow
Object.deleteAll -> std
:string
Unknow
object.direction Vec3 -> Vec3
Unknow
object.disableChildren bool -> bool
Unknow
objectDrawer.collectPlanesDistance float -> float
Unknow
objectDrawer.drawDebugPlanes bool -> bool
Unknow
objectDrawer.faceForwardThreshold float -> float
Unknow
objectDrawer.showCullStats bool -> bool
Unknow
objectDrawer.useExactTest bool -> bool
Unknow
objectDrawer.useOcclusion bool -> bool
Unknow
Object.forceStart world
:IObject_ptrproxy -> void
Unknow
Object.forceStop world
:IObject_ptrproxy -> void
Unknow
object.fov float -> float
Unknow
object.geometry.color Vec4 -> Vec4
Unknow
object.geometry.GenerateLightmapForThisInstance bool -> bool
Unknow
object.geometry.loadMesh std
:string -> void
Unknow
object.geometry.subGeometry int -> int
Unknow
object.geometry.subGeometryCount -> int
Unknow
object.geometry.technique std
:string -> std::string
Unknow
object.geometry.template -> IGeometryTemplate*
Unknow
object.getControlPointId -> int
Unknow
Object.getGroundPos Vec3 -> Vec3
Unknow
object.getLightSourceMask -> int
Unknow
object.getVisibleTeam -> int
Unknow
object.group int -> int
Unknow
object.hasCollision bool -> bool
Unknow
object.hasUpdate bool -> bool
Unknow
object.HDRIntensity float -> float
Unknow
Object.info world
:IObject_ptrproxy -> std::string
Unknow
object.initGrid Vec2 Vec2 int -> void
Unknow
object.isInGrid bool -> bool
Unknow
object.isOvergrowth bool -> bool
Unknow
object.isSaveable bool -> bool
Unknow
object.isVisible bool -> bool
Unknow
object.layer int -> int
Unknow
Object.list -> std
:string
Unknow
Object.listObjectsOfTemplate world
:IObjectTemplate_ptrproxy -> std::string
Unknow
Object.loadAll std
:string -> bool
Unknow
objectManager.drawStats int -> int
Unknow
object.name std
:string -> std::string
Unknow
object.notInAI bool -> bool
Unknow
Object.printScript world
:IObject_ptrproxy -> std::string
Unknow
object.rotation Vec3 -> Vec3
Unknow
object.rotationSecondary Vec3 -> Vec3
Unknow
Object.saveAll std
:string -> bool
Unknow
object.scale Vec3 -> Vec3
Unknow
object.setActive bool -> void
Unknow
object.setAsSkyLight -> void
Unknow
object.setControlPointId int -> void
Unknow
object.setIsDisabledRecursive bool -> void
Unknow
object.setIsInTweakModeRecursive bool -> void
Unknow
object.setIsSaveableRecursive bool -> void
Unknow
object.setIsVisibleRecursive bool -> void
Unknow
object.setLightSourceMask int -> void
Unknow
Object.setObjectToGround world
:IObject_ptrproxy -> Vec3
Unknow
object.setTeam int -> void
Unknow
object.setVisibleTeam int -> void
Unknow
object.spawnOffset Vec3 -> Vec3
Unknow
Object.start world
:IObject_ptrproxy -> void
Unknow
Object.stop world
:IObject_ptrproxy -> void
Unknow
object.team int -> int
Unknow
object.template -> const IObjectTemplate*
Unknow

objectTemplate

objectTemplate.3dMapIcon int -> int

:Used in GenericFirearms (Mine etc) .tweak :"The image number sequence referenced in \menu\nametag\Objects.dds. Use the vBF2 file and count the images. 9 is the mine icon. Using this system : you could have custom 3D Mine Icons as long as they are the same size as the original."

objectTemplate.ability.hasAmmoAbility bool -> bool
Unknow
objectTemplate.ability.hasHealingAbility bool -> bool
Unknow
objectTemplate.ability.hasRepairingAbility bool -> bool
Unknow
objectTemplate.ability.radarRadius int -> int
Unknow
objectTemplate.abilityHud.ammoSound std
:string -> std::string
Unknow
objectTemplate.abilityHud.healingSound std
:string -> std::string
Unknow
objectTemplate.abilityHud.repairingSound std
:string -> std::string
Unknow
objectTemplate.abilityInVehicleMaterial int -> int
Unknow
objectTemplate.abilityInVehicleRadius float -> float
Unknow
objectTemplate.abilityInVehicleStrength float -> float
Unknow
objectTemplate.abilityRestoreRate float -> float
Unknow
objectTemplate.acceleration Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.acceleration float -> float
Unknow
objectTemplate.accumulate bool -> bool
Unknow
ObjectTemplate.active world
:IObjectTemplate_ptrproxy -> world::IObjectTemplate_ptrproxy
Unknow
ObjectTemplate.activeSafe std
:string world::IObjectTemplate_ptrproxy -> void
Unknow
objectTemplate.addAmmoType int int float -> void
Unknow
objectTemplate.addChild bool -> bool
Unknow
objectTemplate.addEmitterSpeed bool -> bool
Unknow
objectTemplate.addKitVehicleMod std
:string int -> void
Unknow
objectTemplate.addLinePoint Vec2 -> void
Unknow
objectTemplate.addPcoPosId int -> void
Unknow
objectTemplate.addTargetObjectTypeToWatch int -> void
Unknow
objectTemplate.addTemplate std
:string -> void
Unknow
objectTemplate.addToCollisionGroup U32 -> void
Unknow
objectTemplate.addToProjectileList bool -> bool
Unknow
objectTemplate.addTriggerableTarget std
:string -> void
Unknow
objectTemplate.addVehicleType std
:string int float -> void
Unknow
objectTemplate.addVehicleType VehicleCategory -> void
Unknow
objectTemplate.addWorkOnMaterial int -> void
Unknow
objectTemplate.affectingType int -> int
Unknow
objectTemplate.affectLightmappedObjects bool -> bool
Unknow
objectTemplate.AgeScaleFactorFromAcceleration Vec2 -> Vec2
Unknow
objectTemplate.AgeScaleFactorFromAltitude Vec2 -> Vec2
Unknow
objectTemplate.AgeScaleFactorFromEngine Vec2 -> Vec2
Unknow
objectTemplate.AgeScaleFactorFromRotationalSpeed Vec2 -> Vec2
Unknow
objectTemplate.AgeScaleFactorFromSpeed Vec2 -> Vec2
Unknow
objectTemplate.AgeScaleFactorFromSpeedInDof Vec2 -> Vec2
Unknow
objectTemplate.AgeScaleFactorRange Vec2 -> Vec2
Unknow
objectTemplate.AgeScaleFactorUsed bool -> bool
Unknow
objectTemplate.airFlowAffect float -> float
Unknow
objectTemplate.airFriction float -> float
Unknow
objectTemplate.airResistance float -> float
Unknow
objectTemplate.airResistanceGraph Vec4 -> Vec4
Unknow
objectTemplate.aiTemplate std
:string -> std::string
Unknow
objectTemplate.alignEffectTransformation bool -> bool
Unknow
objectTemplate.alignRotationToSpeed bool -> bool
Unknow
objectTemplate.allowDucking bool -> bool
Unknow
objectTemplate.allowInsideDynamicLights bool -> bool
Unknow
objectTemplate.allowInsideStaticSun bool -> bool
Unknow
objectTemplate.alphaCull float -> float
Unknow
objectTemplate.alphaIntensityFromAcceleration Vec2 -> Vec2
Unknow
objectTemplate.alphaIntensityFromAltitude Vec2 -> Vec2
Unknow
objectTemplate.alphaIntensityFromEngine Vec2 -> Vec2
Unknow
objectTemplate.alphaIntensityFromRotationalSpeed Vec2 -> Vec2
Unknow
objectTemplate.alphaIntensityFromSpeed Vec2 -> Vec2
Unknow
objectTemplate.alphaIntensityFromSpeedInDof Vec2 -> Vec2
Unknow
objectTemplate.alphaIntensityRange Vec2 -> Vec2
Unknow
objectTemplate.alphaIntensityUsed bool -> bool
Unknow
objectTemplate.alphaOverTime OverTimeDistribution -> OverTimeDistribution
Unknow
objectTemplate.alternateTemplate0 std
:string -> std::string
Unknow
objectTemplate.alternateTemplate1 std
:string -> std::string
Unknow
objectTemplate.alternateTemplate2 std
:string -> std::string
Unknow
objectTemplate.alternateTemplate3 std
:string -> std::string
Unknow
objectTemplate.alternateTemplate4 std
:string -> std::string
Unknow
objectTemplate.altSoldierExitPosition Vec3 -> Vec3
Unknow
objectTemplate.ammo.abilityCost float -> float
Unknow
objectTemplate.ammo.abilityDrain float -> float
Unknow
objectTemplate.ammo.abilityMaterial int -> int
Unknow
objectTemplate.ammo.abilityRadius float -> float
Unknow
objectTemplate.ammo.abilityStrength float -> float
Unknow
objectTemplate.ammo.ammoType int -> int
Unknow
objectTemplate.ammo.autoReload bool -> bool
Unknow
objectTemplate.ammo.changeMagAt float -> float
Unknow
objectTemplate.ammo.firstShotExtraTime float -> float
Unknow
objectTemplate.ammo.instantReloadOnEnable bool -> bool
Unknow
objectTemplate.ammo.lastShotExtraTime float -> float
Unknow
objectTemplate.ammo.magLinkWeapon std
:string -> std::string
"Weapons, Vehicles .tweak"
Allows two weapons to share the same amount of bullets and magazines. Enter the weapon name to maglink. The weapon that's referenced must also have the same code. Weapons with fire selector code causes it to not work properly (citation needed)
objectTemplate.ammo.magSize int -> int
Weapons .tweak
"Number of bullets in a magazine. -1 for Infinity, maximum non-infinity allowed is 1023, any more will cause a crash. Bug: In the Battlerecorder, it doesn't pickup a gun that fires for 10 seconds on with 1000 bullets for some reason. Tested with the L4Bren on Auto."
objectTemplate.ammo.minimumTimeUntilReload float -> float
Unknow
objectTemplate.ammo.nrOfMags int -> int
Number of magazines allowed for a weapon.
objectTemplate.ammo.onlyActiveWhileFiring bool -> bool
Prevents the Medibag and Ammo Bag from being thrown when firing. Used in PR's Medikit and Repair Bag
objectTemplate.ammo.reloadAmount int -> int
Unknow
objectTemplate.ammo.reloadTime float -> float
Time in seconds of how long it takes to reload. Must be the same number as the reload animation time from AnimationSystem1p.inc to sync properly.
objectTemplate.ammo.reloadWithoutPlayer bool -> bool
"If enabled, weapon will autoreload regardless client settings for autoreload. 1(Enabled), 0(Disabled)"
objectTemplate.ammo.replenishingType ReplenishingType -> ReplenishingType
Unknow
objectTemplate.ammo.toggleWhenNoAmmo bool -> bool
Weapons .tweak
"When no ammo, switch to previous selected weapon."
objectTemplate.ammoStorageSize float -> float
Unknow
objectTemplate.anchor Vec3 -> Vec3
Unknow
objectTemplate.anchorOffset Vec3 -> Vec3
Unknow
objectTemplate.animatedUVRotation int -> int
Unknow
objectTemplate.animatedUVRotationIndex int -> int
Unknow
objectTemplate.animatedUVRotationRadius float -> float
Unknow
objectTemplate.animatedUVRotationReverse bool -> bool
Unknow
objectTemplate.animatedUVRotationScale Vec2 -> Vec2
Unknow
objectTemplate.animatedUVTranslation bool -> bool
Unknow
objectTemplate.animatedUVTranslationIndex int -> int
Unknow
objectTemplate.animatedUVTranslationMax Vec2 -> Vec2
Unknow
objectTemplate.animatedUVTranslationReverse bool -> bool
Unknow
objectTemplate.animatedUVTranslationSize Vec2 -> Vec2
Unknow
objectTemplate.animatedUVTranslationSpeed Vec2 -> Vec2
Unknow
objectTemplate.animation.animateOnZoom bool -> bool
Unknow
objectTemplate.animation.loopingFire float -> float
Unknow
objectTemplate.animation.shiftDelay float -> float
Unknow
objectTemplate.animation.useShiftAnimation bool -> bool
Unknow
objectTemplate.animationEnable bool -> bool
Unknow
objectTemplate.animationFrameCount int -> int
Unknow
objectTemplate.animationFrameCountX int -> int
Unknow
objectTemplate.animationFrameHeight int -> int
Unknow
objectTemplate.animationFrameWidth int -> int
Unknow
objectTemplate.animationPlayOnce bool -> bool
Unknow
objectTemplate.animationRandomizedStartFrame bool -> bool
Unknow
objectTemplate.animationSpeed float -> float
Unknow
objectTemplate.animationSystem1P std
:string -> void
Unknow
objectTemplate.animationSystem3P std
:string -> void
Unknow
objectTemplate.antenna.accelerationFactor float -> float
Unknow
objectTemplate.antenna.damping float -> float
Unknow
objectTemplate.antenna.maxSwayAngle Vec2 -> Vec2
Unknow
objectTemplate.antenna.skeleton std
:string -> std::string
Unknow
objectTemplate.antenna.speedFactor float -> float
Unknow
objectTemplate.antenna.stiffness float -> float
Unknow
objectTemplate.areaValueTeam1 U32 -> U32
Unknow
objectTemplate.areaValueTeam2 U32 -> U32
Unknow
objectTemplate.armingDelay float -> float
Weapons .tweak
Delay in seconds until the collision event is active. Used in the tripflares which has a 15 second delay before passing through it will trigger the collision. Also could just be the seconds before the grenade explodes though not sure
objectTemplate.armor.addArmorEffect int std
:string Vec3 -> void
Unknow
objectTemplate.armor.addArmorEffectSpectacular int std
:string Vec3 -> void
Unknow
objectTemplate.armor.addWreckArmorEffect int std
:string Vec3 -> void
Unknow
objectTemplate.armor.alignLastEffectToHitDirection bool -> bool
Unknow
objectTemplate.armor.angleMod float -> float
Unknow
objectTemplate.armor.attackDamage float -> float
Unknow
objectTemplate.armor.canBeDestroyed bool -> bool
Unknow
objectTemplate.armor.canBeRepairedWhenWreck bool -> bool
"Vehicles .tweak, Weapons .tweak"
"Used in the AA Ship Boats. Basically, when it's a wreck, it can be repaired back to life."
objectTemplate.armor.criticalDamage float -> float
Unknow
objectTemplate.armor.deepWaterDamageDelay float -> float
Unknow
objectTemplate.armor.deepWaterLevel float -> float
Unknow
objectTemplate.armor.defaultMaterial int -> int
Unknow
objectTemplate.armor.destroyOnSpectacularDeath bool -> bool
Unknow
objectTemplate.armor.explosionDamage float -> float
Unknow
objectTemplate.armor.explosionForce float -> float
Unknow
objectTemplate.armor.explosionForceMax float -> float
Unknow
objectTemplate.armor.explosionForceMod float -> float
Unknow
objectTemplate.armor.explosionMaterial int -> int
Unknow
objectTemplate.armor.explosionRadius float -> float
Unknow
objectTemplate.armor.hideChildrenOnSpectacularDeath bool -> bool
Unknow
objectTemplate.armor.hitPoints float -> float
Vehicles .tweak
The health of the vehicle. 0 = Dead.
objectTemplate.armor.hpLostWhileCriticalDamage float -> float
Unknow
objectTemplate.armor.hpLostWhileInDeepWater float -> float
Unknow
objectTemplate.armor.hpLostWhileInWater float -> float
Unknow
objectTemplate.armor.hpLostWhileUpSideDown float -> float
Unknow
objectTemplate.armor.maxHitPoints float -> float
Unknow
objectTemplate.armor.showDamageAsDirt float -> float
Unknow
objectTemplate.armor.speedMod float -> float
Unknow
objectTemplate.armor.timeToStayAfterDestroyed float -> float
Vehicles .tweak
"Interesting code. If set to PR's Jets and Helis, when they explode from wreck, the non-flaming wreck model stays though it shows in the minimap as an occupied vehicle."
objectTemplate.armor.timeToStayAsWreck float -> float
Unknow
objectTemplate.armor.useMMOnDeath bool -> bool
Use the Material Manager on Death. Not too sure about this one
objectTemplate.armor.waterDamageDelay float -> float
Unknow
objectTemplate.armor.waterLevel float -> float
Unknow
objectTemplate.armor.wreckDelay float -> float
Unknow
objectTemplate.armor.wreckExplosionDamage float -> float
Unknow
objectTemplate.armor.wreckExplosionForce float -> float
Unknow
objectTemplate.armor.wreckExplosionForceMax float -> float
Unknow
objectTemplate.armor.wreckExplosionForceMod float -> float
Unknow
objectTemplate.armor.wreckExplosionMaterial int -> int
Unknow
objectTemplate.armor.wreckExplosionRadius float -> float
Unknow
objectTemplate.armor.wreckHitPoints float -> float
Unknow
objectTemplate.artPos bool -> bool
Unknow
objectTemplate.attachClimberRadius float -> float
Unknow
objectTemplate.attachToEventObject bool -> bool
Unknow
objectTemplate.attackSpeed float -> float
Unknow
objectTemplate.attenuationRange1 float -> float
Used in .tweak Effect Files for Lightsource Templates
"How wide you want the lightsource effect to be, used with ObjectTemplate.isDynamic 1. Range1 = X, which is the horizontal range. Max is 100, more than that will trigger an error message"
objectTemplate.attenuationRange2 float -> float
Used in .tweak Effect Files for Lightsource Templates
"The height at which the lightsource will begin to drop. Range2 = Y, which is the vertical range. Max is 100 like above. To know the difference, set one to 50 and one to 100 and count the number of seconds the lightsource effect will last and compare."
objectTemplate.audio.newStyleAudio bool -> bool
Unknow
objectTemplate.audio.transformationRelativeRoot bool -> bool
Unknow
objectTemplate.audioReset -> void
Unknow
objectTemplate.automaticPitchStabilization bool -> bool
Unknow
objectTemplate.automaticReset bool -> bool
Unknow
objectTemplate.automaticYawStabilization bool -> bool
Unknow
objectTemplate.autoUseAbility int -> int
Unknow
objectTemplate.averageTimeBetweenTests float -> float
Unknow
objectTemplate.awakeTime float -> float
Unknow
objectTemplate.blendMode std
:string -> std::string
Unknow
objectTemplate.blockInputOnRotBundle std
:string -> std::string
Unknow
objectTemplate.blurryVisionHoldTime float -> float
Unknow
objectTemplate.blurryVisionTime float -> float
Unknow
objectTemplate.boneName std
:string -> std::string
Unknow
objectTemplate.bounceDamping float -> float
Unknow
objectTemplate.bounceLength float -> float
Unknow
objectTemplate.bounceSensitivity float -> float
Unknow
objectTemplate.bounceStrength float -> float
Unknow
objectTemplate.boundingRadiusModifierWhenOccupied float -> float
Unknow
objectTemplate.cameraId int -> int
Unknow
objectTemplate.cameraShakeMaxSpeed float -> float
Unknow
objectTemplate.cameraShakeSensitivity float -> float
Unknow
objectTemplate.cameraShakeStartSpeed float -> float
Unknow
objectTemplate.cameraSwayDofMax float -> float
Unknow
objectTemplate.cameraSwayDofMin float -> float
Unknow
objectTemplate.cameraSwayRightMax float -> float
Unknow
objectTemplate.cameraSwayRightMin float -> float
Unknow
objectTemplate.cameraSwayRodLength float -> float
Unknow
objectTemplate.cameraSwaySensitivity float -> float
Unknow
objectTemplate.cameraSwaySpringDamping float -> float
Unknow
objectTemplate.cameraSwaySpringStrength float -> float
Unknow
objectTemplate.canFireGuiIndex int -> int
Unknow
objectTemplate.cannotFireGuiIndex int -> int
Unknow
objectTemplate.cannotFireTimer float -> float
Unknow
objectTemplate.canPickup bool -> bool
Weapons
"Allows explosives to be picked up using the wrench/repair object, example: at_mine"
objectTemplate.canReverse bool -> bool
Unknow
objectTemplate.capMaxSpeed bool -> bool
Unknow
objectTemplate.castsDynamicShadow bool -> bool
"Vehicles, Weapons and Soldiers"
Enables the rendering of shadows.
objectTemplate.castsStaticShadow bool -> bool
Unknow
objectTemplate.centerOfCollisionOffset Vec3 -> Vec3
Unknow
objectTemplate.centerOfMassOffset Vec3 -> Vec3

To offset the center of mass using 0/0/0 - X/Y/Z. Setting it to X/0.5/Z will make a Logistics Truck survive a direct ram to a Van while setting to 0 makes the truck crash. Tested while holding shift.

objectTemplate.chance float -> float
AmbientObjects.con
"Chance that the triggerable effect may play when the player steps inside the radius. 1 means it will always play, while 0 means it will never play."
objectTemplate.changeLodAt float -> float
Unknow
objectTemplate.chaseAngle float -> float
Unknow
objectTemplate.chaseDistance float -> float
Unknow
objectTemplate.chaseOffset Vec3 -> Vec3
Unknow
objectTemplate.clearTemplateList -> void
Unknow
objectTemplate.clientHitDetection bool -> bool
Unknow
objectTemplate.climbableAngle float -> float
Unknow
objectTemplate.climbersAttachForce float -> float
Unknow
objectTemplate.climbingSpeed float -> float
Unknow
objectTemplate.clockwise bool -> bool
Unknow
objectTemplate.cockpitLod int -> int
Unknow
objectTemplate.cockpitLod U32 -> U32
Unknow
objectTemplate.cockpitSubGeom int -> int
Unknow
objectTemplate.cockpitSubGeom U32 -> U32
Unknow
objectTemplate.collision.bouncing bool -> bool
Unknow
objectTemplate.collision.hasCollisionEffect bool -> bool
Unknow
objectTemplate.collision.maxStickAngle float -> float
Unknow
objectTemplate.collision.replenishingStrength float -> float
Unknow
objectTemplate.collision.replenishingType ReplenishingType -> ReplenishingType
Unknow
objectTemplate.collision.restoreHP float -> float
Unknow
objectTemplate.collision.resurrectDamage float -> float
Unknow
objectTemplate.collision.stickToStaticObjects bool -> bool
Unknow
objectTemplate.collision.stickToTerrain bool -> bool
Unknow
objectTemplate.collision.stickToVehicles bool -> bool
Unknow
objectTemplate.collisionEffectName std
:string -> std::string
Unknow
objectTemplate.collisionEnable bool -> bool
Unknow
objectTemplate.collisionGroups U32 -> U32
Unknow
objectTemplate.collisionMesh std
:string -> void
Unknow
objectTemplate.collisionMesh std
:string -> std::string
Unknow
objectTemplate.collisionPart int -> int
Unknow
objectTemplate.collisionSpeedAlongNormal float -> float
Unknow
objectTemplate.collisionSpeedAlongPlane float -> float
Unknow
objectTemplate.collisionStartRadius float -> float
Unknow
objectTemplate.color Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknow
objectTemplate.color Vec3ColorFloat -> Vec3ColorFloat
Unknow
objectTemplate.color1 Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknow
objectTemplate.color2 Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknow
objectTemplate.colorBlendGraph Vec4 -> Vec4
Unknow
objectTemplate.coneAngle1 float -> float
Unknow
objectTemplate.coneAngle2 float -> float
Unknow
objectTemplate.coneDirection Vec3 -> Vec3
Unknow
objectTemplate.coneInnerAngle float -> float
Unknow
objectTemplate.coneOuterAngle float -> float
Unknow
objectTemplate.coneOuterVolume float -> float
Unknow
objectTemplate.constantForce float -> float
Unknow
objectTemplate.constantRpm bool -> bool
Unknow
objectTemplate.continousRotationSpeed Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.controlPointId int -> int
Unknow
objectTemplate.ControlPointId U32 -> U32
Unknow
objectTemplate.controlPointName std
:string -> std::string
Unknow
objectTemplate.controlsCategory dice
:hfe::world::VehicleCategory -> dice::hfe::world::VehicleCategory
Unknow
objectTemplate.coolDownPerSec float -> float
Unknow
objectTemplate.coolingFactor float -> float
Unknow
objectTemplate.copyLinksCount int -> int
Unknow
ObjectTemplate.create std
:string std::string -> IObjectTemplate*
Unknow
objectTemplate.createComponent std
:string -> void
Unknow
objectTemplate.createdInEditor bool -> bool
Unknow
objectTemplate.createInvisible bool -> bool

: :Creates the object as invisible. Collisions and Functions still work. Tested on the at_mine

objectTemplate.createNotInGrid bool -> bool
Unknow
objectTemplate.createVisibleInEditor bool -> bool
Unknow
objectTemplate.crewKitIndex int -> int

:kits.con (example: gb82_pilot.con) :"Defines what Geom to use for the kit. Looks up the Geom1 etc in the .skinnedmesh which is located in the Meshes folder. For example : arg82/Meshes/arg82_kits1.skinnedmeshes. Open with BfMeshViewer to know what each number looks like."

objectTemplate.crosshairFireTime float -> float
Unknow
objectTemplate.cullRadiusScale float -> float

:"Weapons : Vehicle : Statics etc" :

objectTemplate.CVMChase bool -> bool

:Vehicles .tweak files :Used to set at what distance the object is culled from display. Each number represents a distance of 25m. For example: ObjectTemplate.cullRadiusScale 6 = VD of 150m

objectTemplate.CVMExternTrace bool -> bool

:Vehicles .tweak files :

objectTemplate.CVMFlyBy bool -> bool

:Vehicles .tweak files :

objectTemplate.CVMFrontChase bool -> bool

:Vehicles .tweak files :

objectTemplate.CVMInside bool -> bool

:Vehicles .tweak files :

objectTemplate.CVMNose bool -> bool

:Vehicles .tweak files :

objectTemplate.CVMTrace bool -> bool

:Vehicles .tweak files :

objectTemplate.cycles int -> int
Unknow
objectTemplate.damage float -> float
Unknow
objectTemplate.damagedAmbientSoundLimit float -> float
Unknow
objectTemplate.damageForBeingOutSideWorld float -> float
Unknow
objectTemplate.damageMandownSoldiers bool -> bool
Unknow
objectTemplate.damageOwner bool -> bool
Unknow
objectTemplate.damageSpeed float -> float
Unknow
objectTemplate.damageWhenLost float -> float
Unknow
objectTemplate.dampenSprintRotationalForceInAirMod float -> float
Unknow
objectTemplate.dampHorizontalVel float -> float
Unknow
objectTemplate.dampHorizontalVelFactor float -> float
Unknow
objectTemplate.damping float -> float
Unknow
objectTemplate.deAcceleration Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.debugAutoRotate bool -> bool
Unknow
objectTemplate.debugForceGearUp bool -> bool
Unknow
objectTemplate.decalTextureName std
:string -> std::string
Unknow
objectTemplate.decreaseAngleToZero bool -> bool
Unknow
objectTemplate.decreaseAngleToZeroSpeed float -> float
Unknow
objectTemplate.decreaseAngleToZeroVerticalVel float -> float
Unknow
objectTemplate.defaultAngleOfAttack float -> float
Unknow
objectTemplate.defaultWeaponIndex int -> int
Unknow
objectTemplate.degradeDropStrength float -> float
Unknow
objectTemplate.degradeThrowStrength float -> float
Unknow
objectTemplate.degradeThrowStrength2 float -> float
Unknow
objectTemplate.delay RandomDistribution -> RandomDistribution
Unknow
objectTemplate.delayBeforeCycle float -> float
Unknow
objectTemplate.delayBeforeEnd float -> float
Unknow
objectTemplate.delayBeforeStart float -> float
Unknow
objectTemplate.delayToUse float -> float
Unknow
ObjectTemplate.delete world
:IObjectTemplate_ptrproxy -> void
Unknow
objectTemplate.deleteComponent std
:string -> void
Unknow
objectTemplate.deployAnimationTime float -> float
Unknow
objectTemplate.destroyableWindowsTemplate std
:string -> std::string
Unknow
objectTemplate.destroyOnExit bool -> bool
Unknow
objectTemplate.destroyWhenEmptyStorage bool -> bool
Unknow
objectTemplate.detonateAfterProjectileStopped bool -> bool
Unknow
objectTemplate.detonateAfterProjectileStoppedMinSpeed float -> float
Unknow
objectTemplate.detonation.allowFriendlyFireDetonation bool -> bool
Unknow
objectTemplate.detonation.detectionRadius float -> float
Unknow
objectTemplate.detonation.detonateDistanceToTarget float -> float
Unknow
objectTemplate.detonation.detonateOnWaterCollision bool -> bool
Unknow
objectTemplate.detonation.effectRotation Vec3 -> Vec3
Unknow
objectTemplate.detonation.endEffectTemplate std
:string -> std::string
Unknow
objectTemplate.detonation.explosionConeAngle float -> float
Unknow
objectTemplate.detonation.explosionDamage float -> float
Unknow
objectTemplate.detonation.explosionForce float -> float
Unknow
objectTemplate.detonation.explosionInnerConeRadius float -> float
Unknow
objectTemplate.detonation.explosionLineOfSightMinimumDamage float -> float
Unknow
objectTemplate.detonation.explosionMaterial int -> int
Unknow
objectTemplate.detonation.explosionRadius float -> float
Unknow
objectTemplate.detonation.explosionSoldierLineOfSight float -> float
Unknow
objectTemplate.detonation.explosionSoldierLineOfSightHealRate float -> float
Unknow
objectTemplate.detonation.explosionSoldierLineOfSightTimer float -> float
Unknow
objectTemplate.detonation.explosionYMod float -> float
Unknow
objectTemplate.detonation.flashbangAdditiveGlowMaxAlpha float -> float
Unknow
objectTemplate.detonation.flashbangAdditiveGlowMaxHealTime float -> float
Unknow
objectTemplate.detonation.flashbangAdditiveGlowMaxHoldTime float -> float
Unknow
objectTemplate.detonation.flashbangAdditiveGlowMaxRampTime float -> float
Unknow
objectTemplate.detonation.flashbangAdditiveGlowMinAlpha float -> float
Unknow
objectTemplate.detonation.flashbangAdditiveGlowMinHealTime float -> float
Unknow
objectTemplate.detonation.flashbangAdditiveGlowMinHoldTime float -> float
Unknow
objectTemplate.detonation.flashbangBillboardMaxAlpha float -> float
Unknow
objectTemplate.detonation.flashbangBillboardMaxHealTime float -> float
Unknow
objectTemplate.detonation.flashbangBillboardMaxHoldTime float -> float
Unknow
objectTemplate.detonation.flashbangBillboardMaxRampTime float -> float
Unknow
objectTemplate.detonation.flashbangBillboardMinAlpha float -> float
Unknow
objectTemplate.detonation.flashbangBillboardMinHealTime float -> float
Unknow
objectTemplate.detonation.flashbangBillboardMinHoldTime float -> float
Unknow
objectTemplate.detonation.flashbangMotionBlurMaxAlpha float -> float
Unknow
objectTemplate.detonation.flashbangMotionBlurMaxHealTime float -> float
Unknow
objectTemplate.detonation.flashbangMotionBlurMaxHoldTime float -> float
Unknow
objectTemplate.detonation.flashbangMotionBlurMaxRampTime float -> float
Unknow
objectTemplate.detonation.flashbangMotionBlurMinAlpha float -> float
Unknow
objectTemplate.detonation.flashbangMotionBlurMinHealTime float -> float
Unknow
objectTemplate.detonation.flashbangMotionBlurMinHoldTime float -> float
Unknow
objectTemplate.detonation.flashbangRadiusWithNightVision float -> float
Unknow
objectTemplate.detonation.invisibleAtEndEffect bool -> bool
Unknow
objectTemplate.detonation.maxDepthForExplosion float -> float
Unknow
objectTemplate.detonation.minDetonationSpeed float -> float
Unknow
objectTemplate.detonation.playMaterialEffectAtSurface bool -> bool
Unknow
objectTemplate.detonation.radiusDetonateWithAirVehicles bool -> bool
Unknow
objectTemplate.detonation.replenishingStrength float -> float
Unknow
objectTemplate.detonation.replenishingType ReplenishingType -> ReplenishingType
Unknow
objectTemplate.detonation.showMineIndicationIcon bool -> bool
Unknow
objectTemplate.detonation.stopAtEndEffect bool -> bool
Unknow
objectTemplate.detonation.timeUntilCanDetonate float -> float
Unknow
objectTemplate.detonation.triggerAngle float -> float
Unknow
objectTemplate.detonation.triggerRadius float -> float
Unknow
objectTemplate.detonation.triggerTime float -> float
Unknow
objectTemplate.detonation.triggerType RadiusTriggerType -> RadiusTriggerType
Unknow
objectTemplate.detonation.triggerVictimMinSpeed float -> float
Unknow
objectTemplate.detonation.useCollisionNormal bool -> bool
Unknow
objectTemplate.detonation.useMMOnEndEffect bool -> bool
Unknow
objectTemplate.deviation.devModCrouch float -> float
Unknow
objectTemplate.deviation.devModLie float -> float
Unknow
objectTemplate.deviation.devModStand float -> float
Unknow
objectTemplate.deviation.devModZoom float -> float
Unknow
objectTemplate.deviation.fireDevAdd float -> float
Unknow
objectTemplate.deviation.fireDevMax float -> float
Unknow
objectTemplate.deviation.fireDevSub float -> float
Unknow
objectTemplate.deviation.minDev float -> float
Unknow
objectTemplate.deviation.miscDevAddJump float -> float
Unknow
objectTemplate.deviation.miscDevMax float -> float
Unknow
objectTemplate.deviation.miscDevSub float -> float
Unknow
objectTemplate.deviation.radius float -> float
Unknow
objectTemplate.deviation.setFireDev float float float -> void
Unknow
objectTemplate.deviation.setMiscDev float float float -> void
Unknow
objectTemplate.deviation.setSpeedDev float float float -> void
Unknow
objectTemplate.deviation.setTurnDev float float float -> void
Unknow
objectTemplate.deviation.speedDevAddForward float -> float
Unknow
objectTemplate.deviation.speedDevAddStrafe float -> float
Unknow
objectTemplate.deviation.speedDevMax float -> float
Unknow
objectTemplate.deviation.speedDevSub float -> float
Unknow
objectTemplate.deviation.subProjectileDev float -> float
Unknow
objectTemplate.deviation.turnDevAddPitch float -> float
Unknow
objectTemplate.deviation.turnDevAddYaw float -> float
Unknow
objectTemplate.deviation.turnDevMax float -> float
Unknow
objectTemplate.deviation.turnDevSub float -> float
Unknow
objectTemplate.differential float -> float
Unknow
objectTemplate.direction Vec3 -> Vec3
Unknow
objectTemplate.directionalScale float -> float
Unknow
objectTemplate.disableIfEnemyInsideRadius bool -> bool
Unknow
objectTemplate.disableInputWhileDucking bool -> bool
Unknow
objectTemplate.disableSpawnPointsOnEnter bool -> bool
Unknow
objectTemplate.disableWhenEmptyVehicle bool -> bool
Unknow
objectTemplate.disableWhenEmptyVehicleDelay float -> float
Unknow
objectTemplate.disableWhenLosingControl bool -> bool
Unknow
objectTemplate.disableWhenWreck bool -> bool
Unknow
objectTemplate.dismountAngle float -> float
Unknow
objectTemplate.dismountCheckOffset float -> float
Unknow
objectTemplate.distance float -> float
Unknow
objectTemplate.distanceCannotEnter float -> float
Unknow
objectTemplate.distToMinDamage float -> float
Unknow
objectTemplate.distToStartLoseDamage float -> float
Unknow
objectTemplate.dontAllowExit bool -> bool
Unknow
objectTemplate.dontClearTeamOnExit bool -> bool
Unknow
objectTemplate.drag float -> float

: :"How much the drag from the body of a vehicle affects its speed. Without it : a vehicle will have an infinite top speed."

objectTemplate.drag RandomDistribution -> RandomDistribution
Unknow
objectTemplate.dragModifier Vec3 -> Vec3
Unknow
objectTemplate.dragModifier float -> float
Unknow
objectTemplate.dragOffset Vec3 -> Vec3

: :To offset the drag using 0/0/0 - X/Y/Z

objectTemplate.dragOverTime OverTimeDistribution -> OverTimeDistribution
Unknow
objectTemplate.drawOrder std
:string -> std::string
Unknow
objectTemplate.dropHeadwear std
:string -> std::string
Unknow
objectTemplate.dropStrength float -> float
Unknow
objectTemplate.effectChangeWaterHeight float -> float
Unknow
objectTemplate.effectOnSpawn std
:string -> std::string
Unknow
objectTemplate.effectTemplateBaseName std
:string -> std::string
Unknow
objectTemplate.elasticity float -> float
Unknow
objectTemplate.emitDelay float -> float
Unknow
objectTemplate.emitDirection Vec3 -> Vec3
Unknow
objectTemplate.emitDirectionZFromSpeedDof bool -> bool
Unknow
objectTemplate.emitFrequency float -> float
Unknow
objectTemplate.emitFrequencyScaleFactorLowerBound float -> float
Unknow
objectTemplate.emitPrio std
:string -> std::string
Unknow
objectTemplate.emitRadius Vec3 -> Vec3
Unknow
objectTemplate.emitRangeX RandomDistribution -> RandomDistribution
Unknow
objectTemplate.emitRangeY RandomDistribution -> RandomDistribution
Unknow
objectTemplate.emitRangeZ RandomDistribution -> RandomDistribution
Unknow
objectTemplate.emitScaleFactorFromAcceleration Vec2 -> Vec2
Unknow
objectTemplate.emitScaleFactorFromAltitude Vec2 -> Vec2
Unknow
objectTemplate.emitScaleFactorFromEngine Vec2 -> Vec2
Unknow
objectTemplate.emitScaleFactorFromRotationalSpeed Vec2 -> Vec2
Unknow
objectTemplate.emitScaleFactorFromSpeed Vec2 -> Vec2
Unknow
objectTemplate.emitScaleFactorFromSpeedInDof Vec2 -> Vec2
Unknow
objectTemplate.emitScaleFactorRange Vec2 -> Vec2
Unknow
objectTemplate.emitScaleFactorUsed bool -> bool
Unknow
objectTemplate.emitSpeed float -> float
Unknow
objectTemplate.emitSpeedGraph Vec4 -> Vec4
Unknow
objectTemplate.emitSpeedScaleFromAcceleration Vec2 -> Vec2
Unknow
objectTemplate.emitSpeedScaleFromAltitude Vec2 -> Vec2
Unknow
objectTemplate.emitSpeedScaleFromEngine Vec2 -> Vec2
Unknow
objectTemplate.emitSpeedScaleFromRotationalSpeed Vec2 -> Vec2
Unknow
objectTemplate.emitSpeedScaleFromSpeed Vec2 -> Vec2
Unknow
objectTemplate.emitSpeedScaleFromSpeedInDof Vec2 -> Vec2
Unknow
objectTemplate.emitSpeedScaleRange Vec2 -> Vec2
Unknow
objectTemplate.emitSpeedScaleUsed bool -> bool
Unknow
objectTemplate.emitterSpeedScale float -> float
Unknow
objectTemplate.emitterType std
:string -> std::string
Unknow
objectTemplate.emitTime float -> float
Unknow
objectTemplate.enabled bool -> bool
Unknow
objectTemplate.enemyTicketLossWhenCaptured int -> int
Unknow
objectTemplate.engineInfluence float -> float
Unknow
objectTemplate.engineName std
:string -> std::string
Unknow
objectTemplate.engineType int -> int

: :"What kind of vehicle the engine is for. Car : tank : plane ship or helicopter."

objectTemplate.entryRadius float -> float
Unknow
objectTemplate.events int -> int
Unknow
objectTemplate.exitSpeedMod float -> float
Unknow
objectTemplate.fadeInFactor float -> float
Unknow
objectTemplate.fadeOutFactor float -> float
Unknow
objectTemplate.fire.addBarrelName std
:string -> void
Unknow
objectTemplate.fire.addFireRate int -> void

:"Weapons : Vehicles .tweak" :"Defines the fire mode selector. You can add three lines max of each one. 0 = Single : 1 = Burst : 2 = Auto"

objectTemplate.fire.addTimeEvent WeaponTrigger WeaponAction float -> void
Unknow
objectTemplate.fire.altFireInput io
:PlayerInputMap -> io::PlayerInputMap

: :Which PlayerInput map to use for the right-click function. Usually PIAlt

objectTemplate.fire.batchSize int -> int
Unknow
objectTemplate.fire.burstSize int -> int
Unknow
objectTemplate.fire.busyUntilButtonRelease bool -> bool
Unknow
objectTemplate.fire.detonatorObject std
:string -> std::string
Unknow
objectTemplate.fire.dropLod int -> int
Unknow
objectTemplate.fire.dropWeaponAfterFiringDelay float -> float
Unknow
objectTemplate.fire.dropWeaponAfterReloadDelay float -> float
Unknow
objectTemplate.fire.fireInCameraDof bool -> bool
Unknow
objectTemplate.fire.fireInCameraDofLocked bool -> bool
Unknow
objectTemplate.fire.fireInput io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.fire.fireLaunchDelay float -> float
Unknow
objectTemplate.fire.fireLaunchDelaySoft float -> float
Unknow
objectTemplate.fire.fireStartDelay RandomDistribution -> RandomDistribution
Unknow
objectTemplate.fire.hideLod int -> int
Unknow
objectTemplate.fire.hideWeaponAfterFiringDelay float -> float
Unknow
objectTemplate.fire.hideWeaponAfterReloadDelay float -> float
Unknow
objectTemplate.fire.ignoreFireButton io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.fire.isBarrel std
:string -> bool
Unknow
objectTemplate.fire.maxProjectilesInWorld int -> int

: :"The max amount of projectiles in the weapon that can be set before the engine cleans up each one. If the limit is 10 : deploying one any further will delete an existing projectile. Used for explosives : mines and maybe bullets."

objectTemplate.fire.onlyFireWhenProne bool -> bool

: :"Restricts the weapon to fire only when prone. Though when firing during prone : a player can then stand and run to deploy an explosive for example. FH2 uses these for the machine gunner kits"

objectTemplate.fire.projectileStartPosition Vec3 -> Vec3

: :Position in X/Y/Z from the crosshair or PCO from where the projectile will launch.

objectTemplate.fire.projectileStartRotation Vec3 -> Vec3
Unknow
objectTemplate.fire.pullbackTime float -> float
Unknow
objectTemplate.fire.radioMessageDelay float -> float
Unknow
objectTemplate.fire.randomRotationSpeed float -> float
Unknow
objectTemplate.fire.removeBarrelName std
:string -> void
Unknow
objectTemplate.fire.roundsPerMinute int -> int
"Used in GenericFirearms (Weapons, Projectiles)"
"The rate of fire, measured in Rounds Per Minute (RPM). Must be dividable by 1800. Check: http://researchmaniacs.com/Math/Divisible-By/What-is-1800-divisible-by.html"
objectTemplate.fire.showWeaponAfterReloadDelay float -> float
Unknow
objectTemplate.fire.timeToReachMaxStrengthSlow float -> float
Unknow
objectTemplate.fire.toggleWeaponTime float -> float
Unknow
objectTemplate.fire.triggerChargesTime float -> float
Unknow
objectTemplate.fire.useDummyProjectiles bool -> bool
Unknow
objectTemplate.fixAxisSpring bool -> bool
Unknow
objectTemplate.flagTemplateTeam0 std
:string -> std::string
Unknow
objectTemplate.flagTemplateTeam1 std
:string -> std::string
Unknow
objectTemplate.flagTemplateTeam2 std
:string -> std::string
Unknow
objectTemplate.flapLift float -> float
Unknow
objectTemplate.flicker float -> float
Unknow
objectTemplate.floaterMod float -> float
Unknow
objectTemplate.floatMaxLift float -> float
Unknow
objectTemplate.floatMinLift float -> float
Unknow
objectTemplate.follow.changePitch float -> float
Unknow
objectTemplate.follow.changeYaw float -> float
Unknow
objectTemplate.follow.maxPitch float -> float
Unknow
objectTemplate.follow.maxYaw float -> float
Unknow
objectTemplate.follow.minDist float -> float
Unknow
objectTemplate.followStiffness float -> float
Unknow
objectTemplate.force float -> float
Unknow
objectTemplate.forceSustainedFire bool -> bool
Unknow
objectTemplate.forceToWaterSurface bool -> bool
Unknow
objectTemplate.ForSoldierOnly bool -> bool
Unknow
objectTemplate.fov float -> float
Unknow
objectTemplate.gasCloudDamage float -> float
Unknow
objectTemplate.gasCloudRadiusTime float -> float
Unknow
objectTemplate.gasCloudType geom
:GasCloudType -> geom::GasCloudType
Unknow
objectTemplate.gasMaskSprintFactor float -> float
Unknow
objectTemplate.gearChangeTime float -> float
Unknow
objectTemplate.gearDown float -> float
Unknow
objectTemplate.gearDownDelay float -> float
Unknow
objectTemplate.gearDownHeight float -> float
Unknow
objectTemplate.gearDownSpeed float -> float
Unknow
objectTemplate.gearUp float -> float
Unknow
objectTemplate.gearUpDelay float -> float
Unknow
objectTemplate.gearUpHeight float -> float
Unknow
objectTemplate.gearUpSpeed float -> float
Unknow
objectTemplate.geometry std
:string -> std::string
Unknow
objectTemplate.geometry.dropGeom int -> int
Unknow
objectTemplate.geometry.kit int -> int
Unknow
objectTemplate.geometry1P std
:string -> void
Unknow
objectTemplate.geometry3P std
:string -> void
Unknow
objectTemplate.geometryPart int -> int
Unknow
objectTemplate.getHeatBarType -> int
Unknow
objectTemplate.getPosition int -> Math
:Vec3
Unknow
objectTemplate.getRotation int -> Math
:Vec3
Unknow
objectTemplate.getTemplate int -> std
:string
Unknow
objectTemplate.globalEffectLevel float -> float
Unknow
objectTemplate.gravity float -> float

: :Sets the gravity for the map. Can use minus values as well

objectTemplate.gravityGraph Vec4 -> Vec4
Unknow
objectTemplate.gravityModifier float -> float

: :Sets the gravity for the vehicle. Can use minus values as well which makes the projectile go upwards

objectTemplate.gravityModifier RandomDistribution -> RandomDistribution
Unknow
objectTemplate.gravityModifierOverTime OverTimeDistribution -> OverTimeDistribution
Unknow
objectTemplate.grip PhysicsGripFlags -> PhysicsGripFlags

: :"Set only for wheels.

- Roll grip for wheels that are not powered.
- Engine grip for wheels that are powered.
- Engine dummy grip for wheel you want to make looking like they are powered

: but actually aren't."

objectTemplate.groundContactVolume float -> float
Unknow
objectTemplate.group U32 -> U32
Unknow
objectTemplate.halfVolumeDistance float -> float
Unknow
objectTemplate.handleCollisionSpeed float -> float
Unknow
objectTemplate.hasAltEffect bool -> bool
Unknow
objectTemplate.hasCollisionPhysics bool -> bool

: :"Check for all objects that has a collision mesh. Allows it to be hit by both bullets : players and vehicles"

objectTemplate.HasGreyCapturingState bool -> bool
Unknow
objectTemplate.hasMobilePhysics bool -> bool

: :Check for objects and parts that can move.

objectTemplate.hasOnTimeEffect bool -> bool
Unknow
objectTemplate.hasOverDamage bool -> bool
Unknow
objectTemplate.hasPartner bool -> bool
Unknow
objectTemplate.hasPointPhysics bool -> void
Unknow
objectTemplate.hasRelativeOffset bool -> bool
Unknow
objectTemplate.hasResponsePhysics bool -> void
Unknow
objectTemplate.hasRestrictedExit bool -> bool
Unknow
objectTemplate.hasRotationalPointPhysics bool -> void
Unknow
objectTemplate.HDRIntensity float -> float
Unknow
objectTemplate.healSpeed float -> float
Unknow
objectTemplate.healStorageSize float -> float
Unknow
objectTemplate.heatAddWhenFire float -> float
Unknow
objectTemplate.heatIncrement float -> float
Unknow
objectTemplate.height float -> float
Unknow
objectTemplate.heightOffset float -> float
Unknow
objectTemplate.helpHud.altHelpSoundKey std
:string -> std::string
Unknow
objectTemplate.helpHud.altHelpStringKey std
:string -> std::string
Unknow
objectTemplate.helpHud.closeToDistance int -> int
Unknow
objectTemplate.helpHud.closeToHelpSoundKeyEnemy std
:string -> std::string
Unknow
objectTemplate.helpHud.closeToHelpSoundKeyFriendly std
:string -> std::string
Unknow
objectTemplate.helpHud.closeToHelpSoundKeyNeutral std
:string -> std::string
Unknow
objectTemplate.helpHud.closeToHelpStringKeyEnemy std
:string -> std::string
Unknow
objectTemplate.helpHud.closeToHelpStringKeyFriendly std
:string -> std::string
Unknow
objectTemplate.helpHud.closeToHelpStringKeyNeutral std
:string -> std::string
Unknow
objectTemplate.helpHud.helpSoundKey std
:string -> std::string
Unknow
objectTemplate.helpHud.helpStringKey std
:string -> std::string
Unknow
objectTemplate.helpHud.lowAmmoHelpSoundKey std
:string -> std::string
Unknow
objectTemplate.helpHud.lowAmmoHelpStringKey std
:string -> std::string
Unknow
objectTemplate.helpHud.lowArmorHelpSoundKey std
:string -> std::string
Unknow
objectTemplate.helpHud.lowArmorHelpStringKey std
:string -> std::string
Unknow
objectTemplate.hideFirstPerson bool -> bool
Unknow
objectTemplate.hoistFlag bool -> bool
Unknow
objectTemplate.hoistMinMax Vec2 -> Vec2
Unknow
objectTemplate.holdObject bool -> bool
Unknow
objectTemplate.horizontalDampAngle float -> float
Unknow
objectTemplate.horizontalDampAngleFactor float -> float
Unknow
objectTemplate.horizontalSpeedMagnifier float -> float
Unknow
objectTemplate.hullHeight float -> float
Unknow
objectTemplate.ik.poleVectorLeft Vec3 -> Vec3
Unknow
objectTemplate.ik.poleVectorRight Vec3 -> Vec3
Unknow
objectTemplate.ik.positionLeft Vec3 -> Vec3
Unknow
objectTemplate.ik.positionRight Vec3 -> Vec3
Unknow
objectTemplate.ik.rotationLeft Vec3 -> Vec3
Unknow
objectTemplate.ik.rotationRight Vec3 -> Vec3
Unknow
objectTemplate.inertiaModifier Vec3 -> Vec3
Unknow
ObjectTemplate.info world
:IObjectTemplate_ptrproxy -> std::string
Unknow
objectTemplate.inheritHeatFromPrimary bool -> bool
Unknow
objectTemplate.initiallyWalkable bool -> bool
Unknow
objectTemplate.input io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.inputToPitch io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.inputToRoll io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.inputToYaw io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.insideDamageFrequency float -> float
Unknow
objectTemplate.insideDamageThreshold float -> float
Unknow
objectTemplate.insideFOV float -> float
Unknow
objectTemplate.insideStaticSunAmbientColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknow
objectTemplate.insideStaticSunColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknow
objectTemplate.insideStaticSunDamageColor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknow
objectTemplate.insideStaticSunDirection Vec3 -> Vec3
Unknow
objectTemplate.intensity float -> float
Unknow
objectTemplate.intensity RandomDistribution -> RandomDistribution
Unknow
objectTemplate.intensityAtSpeed float -> float
Unknow
objectTemplate.intensityOverTime OverTimeDistribution -> OverTimeDistribution
Unknow
objectTemplate.inventorySize U32 -> U32
Unknow
objectTemplate.inverseHeatBar bool -> bool
Unknow
objectTemplate.invertGear bool -> bool
Unknow
objectTemplate.invisible bool -> bool
Unknow
objectTemplate.is3dSound bool -> bool

: :"If the .wav file is Mono : setting it to 1 will tell the engine to play it on both channels. If applied to a .wav that is Stereo : it will play on the entire map. Same with .ogg files though it's usually experiementation."

objectTemplate.isCounterForce bool -> bool
Unknow
objectTemplate.isDestructable bool -> bool

: :Check only if object is a destroyable static object.

objectTemplate.isDynamic bool -> bool
Unknow
objectTemplate.isGasMask bool -> bool
Unknow
objectTemplate.isHemisphere bool -> bool
Unknow
objectTemplate.isLocalSystem bool -> bool

: :"Makes the effect follow the projectile and allows it to arch. Used for the M67 ""Zippo"" Tank Flamethrower Effect. Without it : the flame effect just shoots straight but not following the projectile"

objectTemplate.isLooping bool -> bool
Unknow
objectTemplate.isNightVision bool -> bool
Unknow
objectTemplate.isNotSaveable bool -> bool
Unknow
objectTemplate.isOpenVehicle bool -> bool

: :"Allows the ragdoll to slide off when killed from a vehicle position. Used in Technicals. If this is option : the passenger animation must have a die animation specified otherwise the ragdolls will float in the air."

objectTemplate.isOvergrowth bool -> bool
Unknow
objectTemplate.isPortalPassing bool -> bool
Unknow
objectTemplate.isSelectable bool -> bool
Unknow
objectTemplate.isSleeping bool -> bool
Unknow
objectTemplate.isStatic bool -> bool
Unknow
objectTemplate.isStaticSystem bool -> bool
Unknow
objectTemplate.isUnderwaterEffect bool -> bool
Unknow
objectTemplate.isUnstrategicControlPoint bool -> bool
Unknow
objectTemplate.itemIndex int -> int

: :"What number in the keyboard is mapped to what weapon/tool. Max is 9 : not sure about 0. Also positions the weapon icon square."

objectTemplate.itemType int -> int
Unknow
objectTemplate.keepProjectiles float -> float

:Weapons :Time to keep the projectile in the world in seconds after you or the weapon dies

objectTemplate.killHeatSeekingMissile bool -> bool
Unknow
objectTemplate.kitTeam int -> int
Unknow
objectTemplate.kitType hfe
:KitType -> hfe::KitType
Unknow
objectTemplate.lesserYawAtSpeed float -> float
Unknow
objectTemplate.liftRegulated bool -> bool
Unknow
objectTemplate.LightAffectionFactor float -> float
Unknow
objectTemplate.lightMapIntensityOffset float -> float
Unknow
objectTemplate.lightType std
:string -> std::string
Unknow
objectTemplate.linkAttachMovement float -> float
Unknow
objectTemplate.linkAttachTime float -> float
Unknow
objectTemplate.linkedEffectContainer std
:string -> std::string
Unknow
ObjectTemplate.list std
:string -> std::string
Unknow
objectTemplate.listenerObstruction float -> float

:Vehicles .tweak :How muffled is the sound. Lower value is least muffled.

ObjectTemplate.listTemplateClasses -> std
:string
Unknow
objectTemplate.listTemplates -> std
:string
Unknow
ObjectTemplate.loadAll -> bool
Unknow
objectTemplate.localPredictOnClient bool -> bool

: :"Used with Grenades and if there's any effect : projectiles. Seems like it tells the server to predict what's going to happen. Maybe used with the Networkable Setting?"

objectTemplate.lodDistance float -> float
Unknow
objectTemplate.LodDistance std
:string -> std::string
Unknow
objectTemplate.loopCount int -> int
Unknow
objectTemplate.looping bool -> bool
Unknow
objectTemplate.loseControlWhenEnemyClose bool -> bool
Unknow
objectTemplate.loseControlWhenNotClose bool -> bool
Unknow
objectTemplate.lowSamples int -> int
Unknow
objectTemplate.maintainCameraOnEnter bool -> bool
Unknow
objectTemplate.maintainCameraOnExit bool -> bool
Unknow
objectTemplate.manDownCameraOffsetInDof float -> float
Unknow
objectTemplate.manDownCameraOffsetInUp float -> float
Unknow
objectTemplate.mapMaterial uint std
:string uint -> void
Unknow
objectTemplate.maskOffset Vec3 -> Vec3
Unknow
objectTemplate.maskType hfe
:MaskObjectType -> hfe::MaskObjectType
Unknow
objectTemplate.mass float -> float

:"Used in Vehicles : Deployables etc" :Mass is the weight of the vehicle in KG and also taking into account the GravityModifier value

objectTemplate.material int -> int
Unknow
objectTemplate.maxAngleOfAttack float -> float
Unknow
objectTemplate.maxCorner Vec3 -> Vec3
Unknow
objectTemplate.maxDistance float -> float
Unknow
objectTemplate.maxDistanceUnderWaterSurface float -> float
Unknow
objectTemplate.maxGasCloudRadius float -> float
Unknow
objectTemplate.maxNrOfObjectSpawned U32 -> U32
Unknow
objectTemplate.maxResetSpeed Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.MaxRopeLength float -> float

: :Fastropes confirmed ?!?!?!?!

objectTemplate.maxRotation Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.maxSpawnDelay float -> float
Unknow
objectTemplate.maxSpeed Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.maxSpeed float -> float
Unknow
objectTemplate.maxTracerScaler float -> float

:Used in Projectiles (Weapons) :How long the tracer effect can be depending on projectile speed. Refs: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=8592&mode=threaded&pid=84936

objectTemplate.maxTriggerDistance float -> float
Unknow
objectTemplate.maxVertRegAngle float -> float
Unknow
objectTemplate.MaxZiplineLength float -> float
Unknow
objectTemplate.mediumSamples int -> int
Unknow
objectTemplate.minCorner Vec3 -> Vec3
Unknow
objectTemplate.minDamage float -> float
Unknow
objectTemplate.minDistance float -> float
Unknow
objectTemplate.minDistanceUnderWaterSurface float -> float
Unknow
objectTemplate.minGasCloudRadius float -> float
Unknow
objectTemplate.minimapNameOffset Vec2 -> Vec2
Unknow
objectTemplate.minimumTimeBetweenTriggering float -> float

:AmbientObjects.con (Map) :The time when the trigger will repeat again after entering the trigger radius. Happens after the effect plays. In seconds. Depends also on ObjectTemplate.chance

objectTemplate.minNrToTakeControl U32 -> U32
Unknow
objectTemplate.minRotation Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.minSpawnDelay float -> float
Unknow
objectTemplate.minTimeBetweenActivation float -> float
Unknow
objectTemplate.minTracerScaler float -> float
Unknow
objectTemplate.minTrailVelocity float -> float
Unknow
objectTemplate.minYNormal float -> float
Unknow
objectTemplate.movementSpeed float -> float
Unknow
objectTemplate.movementType int -> int
Unknow
objectTemplate.moveToWaterSurface bool -> bool
Unknow
objectTemplate.name -> std
:string
Unknow
objectTemplate.nameTagOffset Vec3 -> Vec3
Unknow
objectTemplate.nearCullingEnable bool -> bool
Unknow
objectTemplate.networkableInfo std
:string -> std::string

:Networkables.con :"Needs to be set for objects that won't work online without them. Depends on the way it's set and if it crashes immediately : is laggy : or crashes unexpectantly"

objectTemplate.neverDrawAs1p bool -> bool

:"Vehicle : Weapons : Effects" :Makes the effect not draw in front of you when in 1p mode. Link: http://www.realitymod.com/forum/f388-pr-bf2-community-modding/113277-1p-animations-pcos-3.html

objectTemplate.newCar2.brakeTorque float -> float
Unknow
objectTemplate.newCar2.engineBrakeTorque float -> float
Unknow
objectTemplate.newCar2.engineFeedbackMod float -> float
Unknow
objectTemplate.newCar2.frictionMod float -> float
Unknow
objectTemplate.newCar2.frictionTorque float -> float
Unknow
objectTemplate.newCar2.maxRpm float -> float
Unknow
objectTemplate.newCar2.minRpm float -> float
Unknow
objectTemplate.newCar2.slopeTorqueMod float -> float
Unknow
objectTemplate.newCar2.useClutchedTorque bool -> bool
Unknow
objectTemplate.newCar2.wheelInertia float -> float
Unknow
objectTemplate.newCar2.wheelLatDriveFrictionMod float -> float
Unknow
objectTemplate.newCar2.wheelLatFrictionMod float -> float
Unknow
objectTemplate.newCar2.wheelLatMinDynamicFriction float -> float
Unknow
objectTemplate.newCar2.wheelLatPeakAt float -> float
Unknow
objectTemplate.newCar2.wheelLatScale float -> float
Unknow
objectTemplate.newCar2.wheelLongDriveFrictionMod float -> float
Unknow
objectTemplate.newCar2.wheelLongFrictionMod float -> float
Unknow
objectTemplate.newCar2.wheelLongMinDynamicFriction float -> float
Unknow
objectTemplate.newCar2.wheelLongPeakAt float -> float
Unknow
objectTemplate.newCar2.wheelLongScale float -> float
Unknow
objectTemplate.noEffectAtPerpSpeed float -> float
Unknow
objectTemplate.noPassengerTimeToLive int -> int
Unknow
objectTemplate.noPhysics bool -> bool
Unknow
objectTemplate.noPropellerEffectAtSpeed float -> float
Unknow
objectTemplate.nosePos Vec3 -> Vec3
Unknow
objectTemplate.notCycledIfOccupied bool -> bool
Unknow
objectTemplate.noVertRegAngle float -> float
Unknow
objectTemplate.nrOfObjectToSpawn int -> int
Unknow
objectTemplate.nrOfRespawns int -> int
Unknow
objectTemplate.numberOfGears int -> int
Unknow
objectTemplate.NumberOfLinks int -> int
Unknow
objectTemplate.numNetworkedEffects int -> int
Unknow
objectTemplate.numPlanes int -> int
Unknow
objectTemplate.objectShadows bool -> bool
Unknow
objectTemplate.objectTemplate std
:string -> std::string
Unknow
objectTemplate.onlyTakeableByTeam U32 -> U32
Unknow
objectTemplate.onlyWhenOccupied bool -> bool
Unknow
objectTemplate.otherCollisionLod int -> int
Unknow
objectTemplate.overheatPenalty float -> float
Unknow
objectTemplate.pan float -> float
Unknow
objectTemplate.ParticleMaxSize float -> float

:Used in Vehicle .con and .tweak files :"Defines what materials the vehicle should use : which references the materialdefine file. Use BfMeshViewer to find out what numbers belong to what sides."

objectTemplate.particleSystemTemplate std
:string -> std::string

:Same as above :Same as above

objectTemplate.particleType std
:string -> std::string
Unknow
objectTemplate.pcoFlags int -> int
Unknow
objectTemplate.pcoId int -> int
Unknow
objectTemplate.penetrate.allowLiquidPenetration bool -> bool
Unknow
objectTemplate.penetrate.allowSolidPenetration bool -> bool

: :

objectTemplate.penetrate.neverPenetrate bool -> bool
Unknow
objectTemplate.physicsFrequency int -> int
Unknow
objectTemplate.physicsType PhysicsType -> PhysicsType

:Vehicles :"None' for no collision : 'Point' for projectile (Ignores mesh) : 'Mesh' if object has collision mesh"

objectTemplate.pitch float -> float
Unknow
objectTemplate.pitchEnvelope std
:string -> std::string
Unknow
objectTemplate.pitchOffset float -> float
Unknow
objectTemplate.pivotOffset Vec2 -> Vec2
Unknow
objectTemplate.PivotPosition Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.playAtEventPosition bool -> bool
Unknow
objectTemplate.playAtPlayerPosition bool -> bool
Unknow
objectTemplate.portalPassingPosition Vec3 -> Vec3
Unknow
objectTemplate.poseCameraPosition int Vec3 -> void
Unknow
objectTemplate.position Vec3 -> Vec3
Unknow
objectTemplate.positionalSpeedInDof RandomDistribution -> RandomDistribution
Unknow
objectTemplate.positionalSpeedInRight RandomDistribution -> RandomDistribution
Unknow
objectTemplate.positionalSpeedInUp RandomDistribution -> RandomDistribution
Unknow
objectTemplate.positionOffset Math
:Vec3 -> Math::Vec3
Unknow
objectTemplate.postProcess.tvDistortionFreq float -> float
Unknow
objectTemplate.postProcess.tvDistortionRoll float -> float
Unknow
objectTemplate.postProcess.tvDistortionScale float -> float
Unknow
objectTemplate.postProcess.tvInterference float -> float
Unknow
objectTemplate.preCacheObject bool -> bool
Unknow
objectTemplate.preWarmTime float -> float
Unknow
ObjectTemplate.printScript world
:IObjectTemplate_ptrproxy -> std::string
Unknow
objectTemplate.projectileTemplate std
:string -> std::string

:"In Weapons : Vehicles .tweak GenericFirearm" :Defines the projectile that the GenericFirearm should use. Looks for the GenericProjectile that is defined in all .tweak files.

objectTemplate.projectOnHeightmap bool -> bool
Unknow
objectTemplate.projectorApplyMask bool -> bool
Unknow
objectTemplate.projectorAspect float -> float
Unknow
objectTemplate.projectorFar float -> float
Unknow
objectTemplate.projectorFov float -> float
Unknow
objectTemplate.projectorNear float -> float
Unknow
objectTemplate.projectorTexture std
:string -> std::string
Unknow
objectTemplate.propRotAxis int -> int
Unknow
objectTemplate.pureRotational bool -> bool
Unknow
objectTemplate.QualityLevel std
:string -> std::string
Unknow
objectTemplate.radialDirection float -> float
Unknow
objectTemplate.radio.destroyedMessage std
:string -> std::string
Unknow
objectTemplate.radio.failMessage std
:string -> std::string
Unknow
objectTemplate.radio.repairedMessage std
:string -> std::string
Unknow
objectTemplate.radio.spottedMessage std
:string -> std::string
Unknow
objectTemplate.radio.useMessage std
:string -> std::string
Unknow
objectTemplate.radius float -> float
Unknow
objectTemplate.radiusOffset Vec3 -> Vec3
Unknow
objectTemplate.ragdollLandedDelay float -> float
Unknow
objectTemplate.randomAgeFactor RandomDistribution -> RandomDistribution
Unknow
objectTemplate.randomColorIntensity float -> float
Unknow
objectTemplate.randomDirectionAngle Vec3 -> Vec3
Unknow
objectTemplate.randomIntensity float -> float
Unknow
objectTemplate.randomizeGeomPart bool -> bool
Unknow
objectTemplate.randomRadialDirection float -> float
Unknow
objectTemplate.randomRotation float -> float
Unknow
objectTemplate.randomRotation Vec3 -> Vec3
Unknow
objectTemplate.randomRotationSpeed Vec3 -> Vec3
Unknow
objectTemplate.randomRotationSpeed float -> float
Unknow
objectTemplate.randomSize float -> float
Unknow
objectTemplate.randomSpeed float -> float
Unknow
objectTemplate.randomTimeToLive float -> float
Unknow
objectTemplate.rcType RemoteControlledObjectType -> RemoteControlledObjectType
Unknow
objectTemplate.readBinary std
:string -> void
Unknow
objectTemplate.recoil.cameraRecoilSize float -> float
Unknow
objectTemplate.recoil.cameraRecoilSpeed float -> float
Unknow
objectTemplate.recoil.goBackOnRecoil bool -> bool
Unknow
objectTemplate.recoil.hasRecoilForce bool -> bool
Unknow
objectTemplate.recoil.recoilForce float -> float
Unknow
objectTemplate.recoil.recoilForceLeftRight RandomDistribution -> RandomDistribution
Unknow
objectTemplate.recoil.recoilForceUp RandomDistribution -> RandomDistribution
Unknow
objectTemplate.recoil.recoilGraphExponent float -> float
Unknow
objectTemplate.recoil.recoilGraphFrameCount int -> int
Unknow
objectTemplate.recoil.recoilGraphTotalMovement float -> float
Unknow
objectTemplate.recoil.recoilSize float -> float
Unknow
objectTemplate.recoil.recoilSpeed float -> float
Unknow
objectTemplate.recoil.recoilSpeedGB float -> float
Unknow
objectTemplate.recoil.zoomModifier float -> float
Unknow
objectTemplate.refillAmmoSpeed float -> float
Unknow
objectTemplate.regulatePitch Vec2 -> Vec2
Unknow
objectTemplate.regulatePitchInput io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.regulateRoll Vec2 -> Vec2
Unknow
objectTemplate.regulateRollInput io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.regulateToLift float -> float
Unknow
objectTemplate.regulateVerticalPos Vec2 -> Vec2
Unknow
objectTemplate.regulateVerticalPosInput io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.regulateYaw Vec2 -> Vec2
Unknow
objectTemplate.regulateYawInput io
:PlayerInputMap -> io::PlayerInputMap

:In the effects .tweak when creating an effect :Allows an effect template to be used with custom settings.

objectTemplate.regWhenMinInput float -> float
Unknow
objectTemplate.relativePositionInDof RandomDistribution -> RandomDistribution
Unknow
objectTemplate.relativePositionInRight RandomDistribution -> RandomDistribution
Unknow
objectTemplate.relativePositionInUp RandomDistribution -> RandomDistribution
Unknow
objectTemplate.relativePositionOffset Vec3 -> Vec3
Unknow
objectTemplate.rememberExcessInput bool -> bool
Unknow
objectTemplate.remoteEngineInput int -> int
Unknow
objectTemplate.removeTemplate int -> void
Unknow
objectTemplate.replaceItem std
:string -> void

:In the .con and .tweak :

objectTemplate.respawnDelay float -> float

:In the .con and .tweak :

objectTemplate.restoreRotationOnExit bool -> bool
Unknow
objectTemplate.restoreSpeed float -> float
Unknow
objectTemplate.reverbLevel float -> float
Unknow
objectTemplate.ropeScaleFactor float -> float
Unknow
objectTemplate.rotateAsAnimatedUV bool -> bool
Unknow
objectTemplate.rotateAsAnimatedUVObject std
:string -> std::string
Unknow
objectTemplate.rotateAsAnimatedUVReverse bool -> bool
Unknow
objectTemplate.rotateUV bool -> bool
Unknow
objectTemplate.rotation float -> float
Unknow
objectTemplate.rotationalForce Vec3 -> Vec3
Unknow
objectTemplate.rotationalSpeedInDof RandomDistribution -> RandomDistribution
Unknow
objectTemplate.rotationalSpeedInRight RandomDistribution -> RandomDistribution
Unknow
objectTemplate.rotationalSpeedInUp RandomDistribution -> RandomDistribution
Unknow
objectTemplate.rotationAxle int -> int
Unknow
objectTemplate.rotationGraph Vec4 -> Vec4
Unknow
objectTemplate.rotationSpeed Vec3 -> Vec3
Unknow
objectTemplate.rotationSpeed float -> float
Unknow
objectTemplate.rotationSpeedMod float -> float
Unknow
objectTemplate.rotationSpeedModBlur float -> float
Unknow
ObjectTemplate.save world
:IObjectTemplate_ptrproxy -> bool
Unknow
ObjectTemplate.saveAll -> bool
Unknow
objectTemplate.saveInSeparateFile bool -> bool
Unknow
objectTemplate.scale Vec3 -> Vec3
Unknow
objectTemplate.seatAnimationSystem std
:string -> std::string

:In Vehicles .tweak :Defines the location of the .inc animation file for the seat. Example: Passenger.inc

objectTemplate.seatInformation std
:string Vec3 Vec3 -> void
Unknow
objectTemplate.seatLeftRotationLimit float -> float
Unknow
objectTemplate.seatParent std
:string -> std::string
Unknow
objectTemplate.seatPosition Vec3 -> Vec3
Unknow
objectTemplate.seatRightRotationLimit float -> float
Unknow
objectTemplate.seatRotation Vec3 -> Vec3

:In Vehicles .tweak :Allows the PCO to be rotated. Uses X/Y/Z. Relevant to Seat X Y Z Arrow. See BF2Editor Vehicle for more info. For example -10/0/0 wil rotate the player backwards.

objectTemplate.secondaryProjectileTemplate std
:string -> std::string
Unknow
objectTemplate.seek.directionBonus float -> float
Unknow
objectTemplate.seek.maxAngleLock float -> float
Unknow
objectTemplate.seek.maxDistLock float -> float
Unknow
objectTemplate.seek.reLockTime float -> float
Unknow
objectTemplate.seek.targetType TargetType -> TargetType
Unknow
objectTemplate.seek.trackingDelay float -> float
Unknow
objectTemplate.selfLights bool -> bool
Unknow
objectTemplate.selfShadowIntensity float -> float
Unknow
objectTemplate.selfShadows bool -> bool
Unknow
objectTemplate.setActiveTemplate int -> void
Unknow
objectTemplate.setAIEnterOnSpawn bool -> void
Unknow
objectTemplate.setAllowSpawnCloseToVehicle bool -> void
Unknow
objectTemplate.setAnimationFrameHeightRelative float -> void
Unknow
objectTemplate.setAnimationFrameWidthRelative float -> void
Unknow
objectTemplate.setAxisFixation Math
:Vec3 -> void
Unknow
objectTemplate.setCollisionMesh std
:string -> void
Unknow
objectTemplate.setEnterOnSpawn bool -> void
Unknow
objectTemplate.setExplodePartAtDestroy bool -> void
Unknow
objectTemplate.setGearRatios float float float -> void
Unknow
objectTemplate.setHasTarget bool -> void
Unknow
objectTemplate.setHealth int float float -> void
Unknow
objectTemplate.setHeatBarType heatBarType -> void
Unknow
objectTemplate.setMinSpawnHeight float -> void
Unknow
objectTemplate.setNumWindows int -> void
Unknow
objectTemplate.setObjectTemplate int std
:string -> void
Unknow
objectTemplate.setOnlyForAI bool -> void
Unknow
objectTemplate.setOnlyForHuman bool -> void
Unknow
objectTemplate.setPosition Math
:Vec3 int -> void
Unknow
objectTemplate.setPositionalFixation Math
:Vec3 -> void
Unknow
objectTemplate.setRotation Math
:Vec3 int -> void
Unknow
objectTemplate.setScatterSpawnPositions bool -> void
Unknow
objectTemplate.setSkeletonCollisionBone std
:string int Vec3 -> void
Unknow
objectTemplate.setSoldierExitLocation Vec3 Vec3 -> void
Unknow
objectTemplate.setSpawnAsParaTroper bool -> void
Unknow
objectTemplate.setSpawnDelay float -> void
Unknow
objectTemplate.setSpawnPositionOffset Math
:Vec3 -> void
Unknow
objectTemplate.setSpawnPreventionDelay float -> void
Unknow
objectTemplate.setSpawnRotation Math
:Vec3 -> void
Unknow
objectTemplate.setTeamGeometry int std
:string -> void
Unknow
objectTemplate.setToolTipType dice
:hfe::world::ToolTipType -> void
Unknow
objectTemplate.setVehicleType dice
:hfe::world::VehicleType -> void
Unknow
objectTemplate.shadowIntensity float -> float
Unknow
objectTemplate.shakeFactor float -> float
Unknow
objectTemplate.sharedStorageSize float -> float
Unknow
objectTemplate.showInFirstPerson bool -> bool
Unknow
objectTemplate.showInThirdPerson bool -> bool
Unknow
objectTemplate.showOnMinimap bool -> bool
Unknow
objectTemplate.signalTriggerId int -> int
Unknow
objectTemplate.sinkingSpeedMod float -> float
Unknow
objectTemplate.size float -> float
Unknow
objectTemplate.size RandomDistribution -> RandomDistribution
Unknow
objectTemplate.sizeGraph Vec4 -> Vec4
Unknow
objectTemplate.sizeModifier Vec3 -> Vec3
Unknow
objectTemplate.sizeModifierX float -> float
Unknow
objectTemplate.sizeModifierY float -> float
Unknow
objectTemplate.sizeModifierZ float -> float
Unknow
objectTemplate.sizeOverTime OverTimeDistribution -> OverTimeDistribution
Unknow
objectTemplate.skeleton std
:string -> void
Unknow
objectTemplate.skeleton1P std
:string -> void
Unknow
objectTemplate.skeleton3P std
:string -> void
Unknow
objectTemplate.snapToZeroOnNoInput bool -> bool
Unknow
objectTemplate.softness float -> float
Unknow
objectTemplate.soldierExitPosition Vec3 -> Vec3
Unknow
objectTemplate.soldierExitRotation Vec3 -> Vec3
Unknow
objectTemplate.sound.maxSoundsPerBurst int -> int
Unknow
objectTemplate.sound.noisy bool -> bool
Unknow
objectTemplate.soundFilename std
:string -> std::string
Unknow
objectTemplate.soundFilter std
:string -> std::string
Unknow
objectTemplate.soundIntensityFromAcceleration Vec2 -> Vec2
Unknow
objectTemplate.soundIntensityFromAltitude Vec2 -> Vec2
Unknow
objectTemplate.soundIntensityFromEngine Vec2 -> Vec2
Unknow
objectTemplate.soundIntensityFromRotationalSpeed Vec2 -> Vec2
Unknow
objectTemplate.soundIntensityFromSpeed Vec2 -> Vec2
Unknow
objectTemplate.soundIntensityFromSpeedInDof Vec2 -> Vec2
Unknow
objectTemplate.soundIntensityRange Vec2 -> Vec2
Unknow
objectTemplate.soundIntensityUsed bool -> bool
Unknow
objectTemplate.soundRadius float -> float
Unknow
objectTemplate.spawnDelay float -> void
Unknow
objectTemplate.spawnDelayAtStart bool -> bool
Unknow
objectTemplate.spawnOffset Vec3 -> Vec3
Unknow
objectTemplate.speccolor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknow
objectTemplate.specialToggleWeaponInput io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.speed float -> float
Unknow
objectTemplate.speedFromParticle float -> float
Unknow
objectTemplate.speedFromPhysics bool -> bool
Unknow
objectTemplate.spinWhenNoEngineInAir float -> float
Unknow
objectTemplate.sprintDissipationTime float -> float
Unknow
objectTemplate.sprintFactor float -> float
Unknow
objectTemplate.sprintGear1Dampen float -> float
Unknow
objectTemplate.sprintGear2Dampen float -> float
Unknow
objectTemplate.sprintGear3Dampen float -> float
Unknow
objectTemplate.sprintGear4Dampen float -> float
Unknow
objectTemplate.sprintGear5Dampen float -> float
Unknow
objectTemplate.sprintLimit float -> float
Unknow
objectTemplate.sprintLossAtJump float -> float
Unknow
objectTemplate.sprintRecoverTime float -> float
Unknow
objectTemplate.sprintStaminaDissipationFactor float -> float
Unknow
objectTemplate.startAgeFromAcceleration Vec2 -> Vec2
Unknow
objectTemplate.startAgeFromAltitude Vec2 -> Vec2
Unknow
objectTemplate.startAgeFromEngine Vec2 -> Vec2
Unknow
objectTemplate.startAgeFromRotationalSpeed Vec2 -> Vec2
Unknow
objectTemplate.startAgeFromSpeed Vec2 -> Vec2
Unknow
objectTemplate.startAgeFromSpeedInDof Vec2 -> Vec2
Unknow
objectTemplate.startAgeRange Vec2 -> Vec2
Unknow
objectTemplate.startAgeUsed bool -> bool
Unknow
objectTemplate.startAtCreation bool -> bool
Unknow
objectTemplate.startAutoRotateOnEnter bool -> bool
Unknow
objectTemplate.startDelay float -> float
Unknow
objectTemplate.startDistance float -> float
Unknow
objectTemplate.startLodPercentageOfLodDistance float -> float
Unknow
objectTemplate.startOnEffects int -> int
Unknow
objectTemplate.startProbability float -> float
Unknow
objectTemplate.startRotation RandomDistribution -> RandomDistribution
Unknow
objectTemplate.startTeam int -> int
Unknow
objectTemplate.stopOnEffects int -> int
Unknow
objectTemplate.stopType int -> int
Unknow
objectTemplate.strategicObject.3dMapIcon int -> int
Unknow
objectTemplate.strategicObject.destroyedIcon std
:string -> std::string
Unknow
objectTemplate.strategicObject.intactIcon std
:string -> std::string
Unknow
objectTemplate.strategicObject.isOnePiece bool -> bool
Unknow
objectTemplate.strategicObject.part int -> int
Unknow
objectTemplate.strategicObject.strategicObjectName std
:string -> std::string
Unknow
objectTemplate.strength float -> float
Unknow
objectTemplate.supplyGroupId int -> int
Unknow
objectTemplate.supplyGroupNeeded int int bool -> void
Unknow
objectTemplate.supplyValueNeededTeam1 int -> int
Unknow
objectTemplate.supplyValueNeededTeam2 int -> int
Unknow
objectTemplate.supplyValueTeam1 int -> int
Unknow
objectTemplate.supplyValueTeam2 int -> int
Unknow
objectTemplate.supportsEmitter bool -> bool
Unknow
objectTemplate.supportsGlow bool -> bool
Unknow
objectTemplate.supportsPerPixel bool -> bool
Unknow
objectTemplate.supportsPerVertex bool -> bool
Unknow
objectTemplate.target.connectionEffect std
:string -> std::string
Unknow
objectTemplate.target.connectionEffectOnlyWhenZoomed bool -> bool
Unknow
objectTemplate.target.disableFireWhenActiveMissile bool -> bool
Unknow
objectTemplate.target.disableGuidanceOnReload bool -> bool
Unknow
objectTemplate.target.lockAngle float -> float
Unknow
objectTemplate.target.lockDelay float -> float
Unknow
objectTemplate.target.loseLockDelay float -> float
Unknow
objectTemplate.target.maxDistance float -> float
Unknow
objectTemplate.target.maxVelocity float -> float
Unknow
objectTemplate.target.minVelocity float -> float
Unknow
objectTemplate.target.onLockChangeToWeapon bool std
:string -> void
Unknow
objectTemplate.target.sendVehicleLockWarning bool -> bool
Unknow
objectTemplate.target.setTargetAtMaxDistance bool -> bool
Unknow
objectTemplate.target.targetInput io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.target.targetObjectTemplate std
:string -> std::string
Unknow
objectTemplate.target.targetSystem TargetSystem -> TargetSystem
Unknow
objectTemplate.target.updateInterval float -> float
Unknow
objectTemplate.target.useCameraDirectionToTarget bool -> bool
Unknow
objectTemplate.target.useDynamicVelocity bool -> bool
Unknow
objectTemplate.target.velocityModifier float -> float
Unknow
objectTemplate.targetType TargetType -> TargetType
Unknow
objectTemplate.team int -> int
Unknow
objectTemplate.team U32 -> U32
Unknow
objectTemplate.team int -> void
Unknow
objectTemplate.teamChange bool -> bool
Unknow
objectTemplate.teamFromClosestCP bool -> bool
Unknow
objectTemplate.teamOnVehicle bool -> bool
Unknow
objectTemplate.template std
:string -> std::string
Unknow
objectTemplate.templateHasBeenUsed bool -> bool
Unknow
objectTemplate.textureName std
:string -> std::string
Unknow
objectTemplate.textureOffsetVelocity float -> float
Unknow
objectTemplate.textureTileFactor float -> float
Unknow
objectTemplate.throwStrength float -> float
Unknow
objectTemplate.throwStrength2 float -> float
Unknow
objectTemplate.Timeout float -> float
Unknow
objectTemplate.timeToGetControl float -> float
Unknow
objectTemplate.timeToLive RandomDistribution -> RandomDistribution
Unknow
objectTemplate.timeToLive float -> float
Unknow
objectTemplate.timeToLiveAfterDeath float -> float
Unknow
objectTemplate.timeToLoseControl float -> float
Unknow
objectTemplate.timeToRemoveTK float -> float
Unknow
objectTemplate.toggleMouseLook bool -> bool
Unknow
objectTemplate.toggleWeapon bool -> bool
Unknow
objectTemplate.tolerance float -> float
Unknow
objectTemplate.torque float -> float
Unknow
objectTemplate.tracerConvergeDistance float -> float

:Used in Projectiles (Weapons) :"At what distance the tracers (which start from the gunbarrel) and the projectile : which start from the camera : converges. Only relevant if FireInCameraDof is checked."

objectTemplate.tracerInterval int -> int

:Used in Projectiles (Weapons) :"Set one for tracer on every shot : 2 for every other and so on."

objectTemplate.tracerScaler float -> float

:Used in Projectiles (Weapons) :How long the tracer effect will be as default.

objectTemplate.tracerSizeModifier float -> float

:Used in Projectiles (Weapons) :How fat the tracer will be.

objectTemplate.tracerTemplate std
:string -> std::string
Unknow
objectTemplate.trackTurnAcceleration float -> float
Unknow
objectTemplate.trackTurnHighAmplitude float -> float
Unknow
objectTemplate.trackTurnHighOffset float -> float
Unknow
objectTemplate.trackTurnLowAmplitude float -> float
Unknow
objectTemplate.trackTurnLowOffset float -> float
Unknow
objectTemplate.trackTurnSpeed float -> float
Unknow
objectTemplate.trailEffectTemplate std
:string -> std::string
Unknow
objectTemplate.Transparency RandomDistribution -> RandomDistribution
Unknow
objectTemplate.transparencyGraph Vec4 -> Vec4
Unknow
objectTemplate.treeCollisionDiameter float -> float
Unknow
objectTemplate.triggerForEachActivatingPlayer bool -> bool
Unknow
objectTemplate.triggerId int -> int
Unknow
objectTemplate.triggerRadius float -> float
Unknow
objectTemplate.turnVelocity float -> float
Unknow
ObjectTemplate.type world
:IObjectTemplate_ptrproxy -> std::string
Unknow
objectTemplate.type int -> int
Unknow
objectTemplate.uavVehicleFlightHeight float -> float
Unknow
objectTemplate.uavVehicleRadius float -> float
Unknow
objectTemplate.uavVehicleSampleResolution float -> float
Unknow
objectTemplate.uavVehicleSpeed float -> float
Unknow
objectTemplate.uavVehicleTemplate std
:string -> std::string
Unknow
objectTemplate.unableToChangeTeam bool -> bool
Unknow
objectTemplate.unlockIndex int -> int
Unknow
objectTemplate.unlockLevel int -> int
Unknow
ObjectTemplate.update world
:IObjectTemplate_ptrproxy -> void
Unknow
ObjectTemplate.updateAll -> void
Unknow
objectTemplate.upDropBoost float -> float
Unknow
objectTemplate.upThrowBoost float -> float
Unknow
objectTemplate.upThrowBoost2 float -> float
Unknow
objectTemplate.useAbsoluteDirection bool -> bool
Unknow
objectTemplate.useButtonRadius float -> float
Unknow
objectTemplate.useCameraOrientation bool -> bool
Unknow
objectTemplate.usedByAi bool -> bool
Unknow
objectTemplate.useDeAcceleration bool -> bool
Unknow
objectTemplate.usedOnTransparentMaterials bool -> bool
Unknow
objectTemplate.usedOnTransparentSurface bool -> bool
Unknow
objectTemplate.useGeomPart int -> int
Unknow
objectTemplate.useProjectileCamera bool -> bool
Unknow
objectTemplate.vehicleCameraShake CameraShakeTriggers -> CameraShakeTriggers
Unknow
objectTemplate.vehicleCategory dice
:hfe::world::VehicleCategory -> dice::hfe::world::VehicleCategory
Unknow
objectTemplate.vehicleFov float -> float
Unknow
objectTemplate.vehicleHud.AbilityIcon std
:string -> std::string
Unknow
objectTemplate.vehicleHud.addAbilityIcon std
:string -> void
Unknow
objectTemplate.vehicleHud.addShowOnCamMode int -> void
Unknow
objectTemplate.vehicleHud.addVehicleIcon std
:string -> void
Unknow
objectTemplate.vehicleHud.disableOnSprint bool -> bool
Unknow
objectTemplate.vehicleHud.displaySelectionOnEnter bool -> bool
Unknow
objectTemplate.vehicleHud.enablePostProcessingOnGuiIndex bool -> bool
Unknow
objectTemplate.vehicleHud.getShowOnCamMode int -> bool
Unknow
objectTemplate.vehicleHud.guiIndex int -> int

:Vehicles and Weapons .tweak :Defines the Vehicle General User Inferface Index to use like the Blackhawk green HUD. Gui Index is located in the .cons of menu\HUD\HudSetup\Vehicles

objectTemplate.vehicleHud.hasTurretIcon bool -> bool
Unknow
objectTemplate.vehicleHud.hudName std
:string -> std::string
Unknow
objectTemplate.vehicleHud.injurySound std
:string -> std::string
Unknow
objectTemplate.vehicleHud.isCoDriver bool -> bool
Unknow
objectTemplate.vehicleHud.maxClimbSpeed int -> int
Unknow
objectTemplate.vehicleHud.miniMapIcon std
:string -> std::string
Unknow
objectTemplate.vehicleHud.miniMapIconLeaderSize std
:string -> std::string
Unknow
objectTemplate.vehicleHud.miniMapIconSize int -> int
Unknow
objectTemplate.vehicleHud.pantingSound std
:string -> std::string
Unknow
objectTemplate.vehicleHud.showCrossHair bool -> bool
Unknow
objectTemplate.vehicleHud.showInfo bool -> bool
Unknow
objectTemplate.vehicleHud.showOnCamMode int -> int
Unknow
objectTemplate.vehicleHud.spottedIcon std
:string -> std::string
Unknow
objectTemplate.vehicleHud.spottedIconSize int -> int
Unknow
objectTemplate.vehicleHud.standardHelpEnabled bool -> bool
Unknow
objectTemplate.vehicleHud.typeIcon std
:string -> std::string
Unknow
objectTemplate.vehicleHud.useChildHud bool -> bool
Unknow
objectTemplate.vehicleHud.usePlayerIcon bool -> bool
Unknow
objectTemplate.vehicleHud.useSelectionIcons bool -> bool
Unknow
objectTemplate.vehicleHud.useVehicleCommRose bool -> bool
Unknow
objectTemplate.vehicleHud.vehicleIcon std
:string -> std::string
Unknow
objectTemplate.vehicleHud.vehicleIconPos Vec2 -> Vec2
Unknow
objectTemplate.vehicleHud.vehicleType int -> int
Unknow
objectTemplate.velocity float -> float

:"Used in GenericFirearms (Weapons : Projectiles)" :"The speed of the projectile : measured in Rate of Fire (ROF). Lower ROF are affected by gravity/bullet drop while higher ones fire with lower bullet drop"

objectTemplate.visibleOn3dMap bool -> bool
Unknow
objectTemplate.volume float -> float

: :The loudness of the sound.

objectTemplate.volumeEnvelope std
:string -> std::string
Unknow
objectTemplate.volumeGroup int -> int
Unknow
objectTemplate.warningHud.firstWarningSound std
:string -> std::string

:Used in Vehicle .tweak :Defines the 1st warning sound when getting locked onto. Uses the file path pointing to a .wav or an .ogg file along with usual sound configuration code. 'Beep Beep Beep'

objectTemplate.warningHud.secondWarningSound std
:string -> std::string

:Used in Vehicle .tweak :Defines the 2nd warning sound when getting locked onto. Uses the file path pointing to a .wav or an .ogg file along with usual sound configuration code. 'Beeeeeeeeeeep'

objectTemplate.warningHud.warningIcon std
:string -> std::string

:Used in Vehicle .tweak :Defines the location of the warning icon. Example: ObjectTemplate.WarningHud.warningIcon Ingame\GeneralIcons\Action_Icons\mylaserlockicon.tga

objectTemplate.warningHud.warningType int -> int
Unknow
objectTemplate.waterHeight float -> float
Unknow
objectTemplate.waterSurfaceOffset float -> float
Unknow
objectTemplate.weaponHud.addShowOnCamMode int -> void
Unknow
objectTemplate.weaponHud.altCrosshairIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.altGuiIndex int -> int
Unknow
objectTemplate.weaponHud.altWeaponIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.ammoBarBackIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.ammoBarFrontIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.ammoIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.clipIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.crosshairIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.crosshairIconSize int -> int
Unknow
objectTemplate.weaponHud.deviationFactor int -> int
Unknow
objectTemplate.weaponHud.disableOnSprint bool -> bool

:Used in Weapons/Vehicles .tweak :

objectTemplate.weaponHud.displaySelectOnActivation bool -> bool
Unknow
objectTemplate.weaponHud.enableMouse bool -> bool
Unknow
objectTemplate.weaponHud.enablePostProcessingOnGuiIndex int -> int

:Used in Weapons/Vehicles .tweak :Makes the GuiIndex have a black and white effect. Use with all objectTemplate.postProcess.tv code to adjust the TV effect

objectTemplate.weaponHud.firstLockSound std
:string -> std::string

: :The first lock sound that plays when there is a lock in progress on the jet

objectTemplate.weaponHud.getShowOnCamMode int -> bool
Unknow
objectTemplate.weaponHud.guiIndex int -> int

:"Used in Weapons : Vehicle .tweak" :Defines the Weapon General User Inferface Index to use like the repair bar. Gui Index is located in the .cons of menu\HUD\HudSetup\Vehicles

objectTemplate.weaponHud.hasFireRate bool -> bool

:Used in Weapons .tweak :

objectTemplate.weaponHud.hasMag bool -> bool
Unknow
objectTemplate.weaponHud.hasRangeFinder bool -> bool
Unknow
objectTemplate.weaponHud.hudName std
:string -> std::string
Unknow
objectTemplate.weaponHud.maxVisualDeviation int -> int
Unknow
objectTemplate.weaponHud.minVisualDeviation int -> int
Unknow
objectTemplate.weaponHud.overheatSound std
:string -> std::string

:"Used in Weapons : Vehicle .tweak" :"For the overheat sound. Adding it makes the engine reference the string defined with MenuSound.con. Usually it's S_Weapon_Handheld_Overheat : S_Vehicle_Handheld_Overheat but can be anything and custom ones can be used if needed"

objectTemplate.weaponHud.secondLockSound std
:string -> std::string

:"Used in Weapons : Vehicle .tweak" :The second lock sound that plays when the lock has been set

objectTemplate.weaponHud.selectIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.showAmmo bool -> bool
Unknow
objectTemplate.weaponHud.ShowClips bool -> bool
Unknow
objectTemplate.weaponHud.showInfo bool -> bool
Unknow
objectTemplate.weaponHud.showOnCamMode int -> int
Unknow
objectTemplate.weaponHud.specialAbilityIcon std
:string -> std::string
Unknow
objectTemplate.weaponHud.switchGuiOnCamera bool -> bool
Unknow
objectTemplate.weaponHud.weaponIcon std
:string -> std::string
Unknow
objectTemplate.weaponType int -> int
Unknow
objectTemplate.widnBlowTime float -> float
Unknow
objectTemplate.windAffectionFactor float -> float
Unknow
objectTemplate.windAgingFactor float -> float
Unknow
objectTemplate.windBlowTime float -> float
Unknow
objectTemplate.windDirection Vec3 -> Vec3
Unknow
objectTemplate.windFalloff float -> float
Unknow
objectTemplate.windIsDynamic bool -> bool
Unknow
objectTemplate.windowSizeVector Vec3 -> Vec3

:"Used in Projectiles : Vehicles : Effect" :

objectTemplate.windRadialFalloff float -> float
Unknow
objectTemplate.windSpeed float -> float
Unknow
objectTemplate.windSpeedAgeDistance float -> float
Unknow
objectTemplate.windType std
:string -> std::string
Unknow
objectTemplate.wingLift float -> float

:"Planes : Helis" :How much speed will affect object lifting on control surface.

objectTemplate.wingToRegulatorRatio float -> float
Unknow
objectTemplate.workOnSoldiers bool -> bool

:Supply Objects :Allows the soldier to receive HP/Ammo depending on the type of supply set

objectTemplate.workOnVehicles bool -> bool

:Supply Objects :Allows the vehicle to receive HP/Ammo depending on the type of supply set

objectTemplate.worldFOV float -> float
Unknow
objectTemplate.writeBinary std
:string -> void
Unknow
objectTemplate.writeZ bool -> bool
Unknow
objectTemplate.yawSpeed float -> float
Unknow
objectTemplate.ziplineSoldierHeight float -> float
Unknow
objectTemplate.zoom.addZoomFactor float -> void
Unknow
objectTemplate.zoom.allowUntoggledFire bool -> bool
Unknow
objectTemplate.zoom.changeCameraId int -> int
Unknow
objectTemplate.zoom.changeCameraViewMode CameraViewMode -> CameraViewMode
Unknow
objectTemplate.zoom.changeFovDelay float -> float
Unknow
objectTemplate.zoom.disableMuzzleWhenZoomed bool -> bool
Unknow
objectTemplate.zoom.mouseSpeedMod float -> float
Unknow
objectTemplate.zoom.onlyZoomWhenProne bool -> bool
Unknow
objectTemplate.zoom.startCameraId int -> int
Unknow
objectTemplate.zoom.startCameraViewMode CameraViewMode -> CameraViewMode
Unknow
objectTemplate.zoom.useProjectileCamera bool -> bool
Unknow
objectTemplate.zoom.zoomDelay float -> float
Unknow
objectTemplate.zoom.zoomInput io
:PlayerInputMap -> io::PlayerInputMap
Unknow
objectTemplate.zoom.zoomLod int -> int
Unknow
objectTemplate.zoom.zoomOutAfterFire bool -> bool
Unknow
objectTemplate.zRotation RandomDistribution -> RandomDistribution
Unknow
objectTemplate.zRotationSnap float -> float
Unknow
object.togglePause -> void
Unknow

overgrowth

overgrowth.addMaterial std
:string uint -> bool
Unknow
overgrowth.addType std
:string -> bool
Unknow
overgrowth.closeDistFade float -> float
Unknow
overgrowth.closeDistPercentage float -> float
Unknow
overgrowth.editorEnable float -> float
Unknow
overgrowth.exportToTerrainTexture -> void
Unknow
overgrowth.generateAll -> void
Unknow
overgrowth.generateAtlas -> void
Unknow
overgrowth.getActiveMaterialName -> std
:string
Unknow
overgrowth.getGeometryList -> std
:string
Unknow
overgrowth.getLodDistance -> float
Unknow
overgrowth.getMaterialList -> std
:string
Unknow
overgrowth.getTypeList -> std
:string
Unknow
overgrowth.lodTimer float -> float
Unknow
overgrowth.paintMaterial float float float -> void
Unknow
overgrowth.paintShadowmap float float float -> void
Unknow
overgrowth.path std
:string -> std::string
Unknow
overgrowth.postLoad -> void
Unknow
overgrowth.preLoad -> void
Unknow
overgrowth.removeActiveMaterial -> bool
Unknow
overgrowth.removeActiveType -> bool
Unknow
overgrowth.save -> void
Unknow
overgrowth.setActiveMaterial std
:string -> void
Unknow
overgrowth.setActiveType std
:string -> void
Unknow
overgrowthType.density float -> float
Unknow
overgrowthType.geometry std
:string -> std::string
Unknow
overgrowthType.minRadiusToOthers float -> float
Unknow
overgrowthType.minRadiusToSame float -> float
Unknow
overgrowthType.normalScale float -> float
Unknow
overgrowthType.randomScale Vec2 -> Vec2
Unknow
overgrowthType.rotationScale float -> float
Unknow
overgrowth.viewDistance float -> float
Unknow
overgrowth.viewDistanceScale float -> float
Unknow
Particles.enableOldParticles bool -> bool
Unknow
Particles.enableParticles bool -> bool
Unknow

particleSystemManager

particleSystemManager.affectedByWind bool -> bool
Unknow
particleSystemManager.drawBoundingBoxEnable bool -> bool
Unknow
particleSystemManager.drawStats bool -> bool
Unknow
particleSystemManager.generateTexture -> bool
Unknow
particleSystemManager.overdrawScale float -> float
Unknow
particleSystemManager.particleSystemShaderQuality uint -> uint
Unknow
particleSystemManager.qualityLevel int -> int
Unknow
particleSystemManager.resetStats -> void
Unknow
particleSystemManager.startFadePercentageOfViewDistance float -> float
Unknow
particleSystemManager.startLodPercentageOfLodDistance float -> float
Unknow
particleSystemManager.viewDistance float -> float
Unknow
physics.airDensityZeroAtHeight float -> float
Unknow
physics.gravity float -> float
Unknow
physics.listProperties -> std
:string
Unknow
physics.wind Vec3 -> Vec3
Unknow

Player

Player.active IPlayer* -> IPlayer*
Unknow
Player.create std
:string std::string -> IPlayer*
Unknow
player.isAi bool -> bool
Unknow
player.isAlive bool -> bool
Unknow
player.isNetwork bool -> bool
Unknow
player.kit int -> int
Unknow
Player.list -> std
:string
Unknow
Player.listPlayerClasses -> std
:string
Unknow
player.moveTo Vec3 -> std
:string
Unknow
player.name -> std
:string
Unknow
player.pickup std
:string -> void
Unknow
Player.saveAll std
:string -> bool
Unknow
player.setFov float float -> void
Unknow
player.setVehicleWithInputId IObject_ptrproxy int -> bool
Unknow
player.spawnGroup int -> int
Unknow
player.team int -> int
Unknow
player.vehicle IObject_ptrproxy -> IObject_ptrproxy
Unknow
portal.debugLevel int -> int
Unknow
portal.showStats bool -> bool
Unknow

profile

profile.activateCharacterProfile std
:string -> bool
Unknow
profile.activatePlayerProfile std
:string -> bool
Unknow
profile.activeCharacterProfile std
:string -> std::string
Unknow
profile.activeMod std
:string -> std::string
Unknow
profile.activePlayerProfile std
:string -> std::string
Unknow
profile.addCharacterProfile std
:string -> bool
Unknow
profile.addModSetting std
:string -> bool
Unknow
profile.applySettings -> void
Unknow
profile.createPlayerProfile std
:string -> bool
Unknow
profile.defaultKit int -> int
Unknow
profile.getIndexForKit std
:string int -> void
Unknow
profile.playerName std
:string -> std::string
Unknow
profile.rank int -> int
Unknow
profile.setIndexForKit std
:string int int -> void
Unknow
profile.tagIcon std
:string -> std::string
Unknow
profile.tagText std
:string -> std::string
Unknow
profile.visualUnlockLevel int -> int
Unknow

pythonHost

pythonHost.reinitialize -> bool
Unknow
pythonHost.sendCommand std
:string std::string std::string -> bool
Unknow

radio

radio.answer bool -> void
Unknow
radio.callForAmmo -> void
Unknow
radio.callForMedic -> void
Unknow
radio.callForRepair -> void
Unknow
radioInterface.selectOrder std
:string -> bool
Unknow
radioInterface.setStringMap std
:string std::string std::string -> void
Unknow
radio.sendKitMessage -> void
Unknow
radio.sendSpottedMessage bool world
:VehicleType -> void
Unknow
radio.setSpottedMenuActive -> void
Unknow
radioVehicleInterface.selectOrder std
:string -> bool
Unknow
radioVehicleInterface.setStringMap std
:string std::string std::string -> void
Unknow
ragDoll.active bool -> void
Unknow
ragDoll.addAngularConstraint int int int -> void
Unknow
ragDoll.addBone int int -> void
Unknow
ragDoll.addCapsuleCollision int int -> void
Unknow
ragDoll.addConstraint int int -> void
Unknow
ragDoll.addDihedralAngleConstraint int int int -> void
Unknow
ragDoll.addDistanceLessThanConstraint int int float -> void
Unknow
ragDoll.addForce int Vec3 -> void
Unknow
ragDoll.addJointConstraint int int -> void
Unknow
ragDoll.addParticle int float -> void
Unknow
ragDoll.drawConstraints bool -> void
Unknow
ragDoll.gravity float -> void
Unknow
ragDoll.linkMode int int -> void
Unknow
ragDoll.lockBone int int -> void
Unknow
ragDoll.removeConstraint int int -> void
Unknow
ragDoll.reset -> void
Unknow
ragDoll.save -> void
Unknow
ragDoll.setParticleCollisionCriteria float float -> void
Unknow
ragDoll.skeleton std
:string -> void
Unknow
ragDoll.toSkeleton int int int -> void
Unknow
== renderer ==
renderer.allowA2M bool -> bool
Unknow
renderer.allowOnDemandPostProcessing bool -> bool
Unknow
renderer.ambientIlluminationRange Vec4 -> Vec4
Unknow
renderer.ambientSun bool -> bool
Unknow
renderer.clearColor BaseVector3<int> -> BaseVector3<int>
Unknow
renderer.coronaFadeSpeed float -> float
Unknow
renderer.disableFadeOnRoads bool -> bool
Unknow
renderer.distanceCullConst float -> float
Unknow
renderer.distanceCullConstPCO float -> float
Unknow
renderer.divAccum float -> float
Unknow
renderer.draw1pMeshes bool -> bool
Unknow
renderer.draw1pZOnly bool -> bool
Unknow
renderer.drawBundledMeshes bool -> bool
Unknow
renderer.drawConsole bool -> bool
Unknow
renderer.drawDeferred bool -> bool
Unknow
renderer.drawFps int -> int
Unknow
renderer.drawGraphs bool -> bool
Unknow
renderer.drawHud bool -> bool
Unknow
renderer.drawNametags bool -> bool
Unknow
renderer.drawObjects bool -> bool
Unknow
renderer.drawOvergrowth bool -> bool
Unknow
renderer.drawParticles bool -> bool
Unknow
renderer.drawPostProduction bool -> bool
Unknow
renderer.drawRoads bool -> bool
Unknow
renderer.drawSkinnedMeshes bool -> bool
Unknow
renderer.drawSkyDome bool -> bool
Unknow
renderer.drawStaticMeshes bool -> bool
Unknow
renderer.drawSunFlare bool -> bool
Unknow
renderer.drawTerrain bool -> bool
Unknow
renderer.drawTrees bool -> bool
Unknow
renderer.drawUndergrowth bool -> bool
Unknow
renderer.drawWatermark bool -> bool
Unknow
renderer.dumpScreen std
:string -> void
Unknow
renderer.enableHWOcclusion bool -> bool
Unknow
renderer.fakeHDRBlendingFactor float -> float
Unknow
renderer.fakeHDRBlendingTimeDark double -> double
Unknow
renderer.fakeHDRBlendingTimeLight double -> double
Unknow
renderer.fakeHDREnabled bool -> bool
Unknow
renderer.fakeHDRHorizWeights std
:string -> std::string
Unknow
renderer.fakeHDRPassGate float -> float
Unknow
renderer.fakeHDRVertWeights std
:string -> std::string
Unknow
renderer.fakeHDRWeights std
:string -> std::string
Unknow
Renderer.fieldOfView1p float -> float
Unknow
renderer.fogColor Vec3 -> Vec3
Unknow
renderer.fogStartEndAndBase Vec4 -> Vec4
Unknow
renderer.forceBundledMeshLod int -> int
Unknow
renderer.forceSkinnedMeshLod int -> int
Unknow
renderer.forceStaticMeshMaxPolyPercentage int -> int
Unknow
renderer.forceStaticMeshSkipLod int -> int
Unknow
renderer.getQualityLodDistanceBM int -> float
Unknow
renderer.getQualityLodDistanceSKM int -> float
Unknow
renderer.getQualityLodDistanceSTM int -> float
Unknow
renderer.globalBundleMeshLodDistanceScale float -> float
Unknow
renderer.globalSkinnedMeshLodDistanceScale float -> float
Unknow
renderer.globalStaticMeshLodDistanceScale float -> float
Unknow
renderer.glowEnabled bool -> bool
Unknow
renderer.glowStrength float -> float
Unknow
renderer.isNightMap bool -> bool
Unknow
renderer.lightBlurStrength float -> float
Unknow
renderer.listScreenModes -> void
Unknow
renderer.makeTopWorldScreen U32 std
:string Vec3 -> void
Unknow
renderer.minCullDistance float -> float
Unknow
renderer.nightMode uint -> uint
Unknow
renderer.nightVisionEnabled bool -> bool
Unknow
renderer.nightVisionGradient std
:string -> std::string
Unknow
renderer.nightVisionMaxPower float -> float
Unknow
renderer.nightVisionRegenRPS float -> float
Unknow
renderer.occlusionObjectsMaxFrames int -> int
Unknow
renderer.occlusionTerrainMaxFrames int -> int
Unknow
renderer.presentAsync bool -> bool
Unknow
renderer.presentSpinIfBusy bool -> bool
Unknow
renderer.qualityLodEnabled bool -> bool
Unknow
renderer.renderAheadLimit uint -> uint
Unknow
renderer.roadDepthBias float -> float
Unknow
renderer.roadLodDistMod float -> float
Unknow
renderer.roadSlopeScaleDepthBias float -> float
Unknow
renderer.screenDumpPath std
:string -> std::string
Unknow
renderer.screenMode int -> int
Unknow
renderer.setQualityLodDistanceALL int float -> void
Unknow
renderer.setQualityLodDistanceBM int float -> void
Unknow
renderer.setQualityLodDistanceSKM int float -> void
Unknow
renderer.setQualityLodDistanceSTM int float -> void
Unknow
Renderer.soldier.debugCharacterMode int -> int
Unknow
Renderer.soldier.debugDrawCollision bool -> bool
Unknow
Renderer.soldier.debugDrawSkeletons bool -> bool
Unknow
renderer.stopRenderMovie -> void
Unknow
renderer.tearGasStrength float -> float
Unknow
renderer.tvAmbient float -> float
Unknow
renderer.tvColor Vec3 -> Vec3
Unknow
renderer.tvEnabled bool -> bool
Unknow
renderer.tvGranularity float -> float
Unknow
renderer.tvInterference float -> float
Unknow
renderer.tweakFarPlane1p float -> float
Unknow
renderer.tweakNearPlane float -> float
Unknow
renderer.tweakNearPlane1p float -> float
Unknow
renderer.vsync bool -> bool
Unknow
renderer.waterAnimSpeed float -> float

: :Sets the water speed.

renderer.waterColor Vec3 -> Vec3
Unknow
renderer.waterFogColor Vec3 -> Vec3
Unknow
renderer.waterFogStartEndAndBase Vec4 -> Vec4
Unknow
renderer.watermarkFilename std
:string -> std::string
Unknow
renderer.watermarkPos Vec2 -> Vec2
Unknow
renderer.watermarkScale float -> float
Unknow
renderer.waterNormalMap std
:string -> std::string
Unknow
renderer.waterScroll Vec2 -> Vec2
Unknow
renderer.waterSpecularColor Vec4 -> Vec4
Unknow
renderer.waterSpecularPower float -> float
Unknow
renderer.xpPerfFlags int -> int
Unknow
renderer.xpPerfFlags2 int -> int
Unknow
reservedSlots.addNick std
:string -> void
Unknow
reservedSlots.clear -> void
Unknow
reservedSlots.configFile std
:string -> std::string
Unknow
reservedSlots.list -> std
:string
Unknow
reservedSlots.load -> bool
Unknow
reservedSlots.removeNick std
:string -> void
Unknow
reservedSlots.save -> bool
Unknow

scoreboard

scoreboard.setToggleShow int -> void
Unknow
scoreboard.singleClick int -> void
Unknow

scoreManager

scoreManager.ammo int -> int
Unknow
scoreManager.ammoScoreLimit float -> float
Unknow
scoreManager.assistKill int -> int
Unknow
scoreManager.controlPointCapture int -> int
Unknow
scoreManager.death int -> int
Unknow
scoreManager.driverPassenger int -> int
Unknow
scoreManager.flagCapture int -> int
Unknow
scoreManager.flagReturn int -> int
Unknow
scoreManager.heal int -> int
Unknow
scoreManager.healScoreLimit float -> float
Unknow
scoreManager.inDirectKill int -> int
Unknow
scoreManager.kill int -> int
Unknow
scoreManager.objective int -> int
Unknow
scoreManager.repair int -> int
Unknow
scoreManager.repairScoreLimit float -> float
Unknow
scoreManager.soldierRevive int -> int
Unknow
scoreManager.teamDamage int -> int
Unknow
scoreManager.teamDamageLimit float -> float
Unknow
scoreManager.teamVehicleDamage int -> int
Unknow
scoreManager.teamVehicleDamageLimit float -> float
Unknow
scoreManager.TK int -> int
Unknow
scoreManager.vehicleRevive int -> int
Unknow
SettingsManager.boolGet std
:string -> bool
Unknow
SettingsManager.boolSet std
:string bool -> bool
Unknow
SettingsManager.floatGet std
:string -> float
Unknow
SettingsManager.floatSet std
:string float -> bool
Unknow
SettingsManager.intGet std
:string -> int
Unknow
SettingsManager.intSet std
:string int -> bool
Unknow
SettingsManager.stringGet std
:string -> std::string
Unknow
SettingsManager.stringSet std
:string std::string -> bool
Unknow
SettingsManager.U32Get std
:string -> U32
Unknow
SettingsManager.U32Set std
:string U32 -> bool
Unknow

shadermanager

shadermanager.byPassDiceStates bool -> bool
Unknow
shadermanager.compileDebugTerrain bool -> bool
Unknow
shadermanager.compilePartialPrecisionTypes bool -> bool
Unknow
shadermanager.compileSkipOptimizations bool -> bool
Unknow
shadermanager.compileUsePartialPrecision bool -> bool
Unknow
shadermanager.compileUsePreShaders bool -> bool
Unknow
shadermanager.compileUsePS2A bool -> bool
Unknow
shadermanager.compileWithDebug bool -> bool
Unknow
shadermanager.listEffects -> void
Unknow
shadermanager.reloadAllEffects -> void
Unknow
shadermanager.reloadEffect std
:string -> void
Unknow
shadowManager.allowAlphaShadows bool -> bool
Unknow
shadowManager.alphaShadowThreshold float -> float
Unknow
shadowManager.dropShadowClipHeightOffset float -> float
Unknow
shadowManager.dynamic1pShadowsEnabled bool -> bool
Unknow
shadowManager.dynamicShadowsEnabled bool -> bool
Unknow
shadowManager.dynamicStaticMeshShadowsEnabled bool -> bool
Unknow
shadowManager.lightmapIntensityBias float -> float
Unknow
shadowManager.occludedSkyNightIntensity float -> float
Unknow
shadowManager.shadow80Line float -> float
Unknow
shadowManager.shadowFromBundledMeshLod int -> int
Unknow
shadowManager.shadowFromSkinnedMeshLod int -> int
Unknow
shadowManager.shadowFromStaticMeshLod int -> int
Unknow
shadowManager.shadowFromTerrainLod int -> int
Unknow
shadowManager.shadowIntensityBias float -> float
Unknow
shadowManager.shadowMapBitDepth int -> int
Unknow
shadowManager.shadowMapDepthBias float -> float
Unknow
shadowManager.shadowMapDepthDistance float -> float
Unknow
shadowManager.shadowMapIncludeStaticMeshes bool -> bool
Unknow
shadowManager.shadowMapObjectSize int -> int
Unknow
shadowManager.shadowMapSize int -> int
Unknow
shadowManager.shadowMapSlopeBias float -> float
Unknow
shadowManager.shadowMergeDynamicShadowFrustums bool -> bool
Unknow
shadowManager.shadowOccluderOversizeFactor float -> float
Unknow
shadowManager.shadowOverrideQuality int -> int
Unknow
shadowManager.shadowPSMFovY float -> float
Unknow
shadowManager.shadowPSMUseSlideback bool -> bool
Unknow
shadowManager.shadowPSMUseUnitCubeClipping bool -> bool
Unknow
shadowManager.shadowPSMZFarOffset float -> float
Unknow
shadowManager.shadowPSMZMinInfinityZ float -> float
Unknow
shadowManager.shadowPSMZNearOffset float -> float
Unknow
shadowManager.shadowShowFrustums bool -> bool
Unknow
shadowManager.shadowSunExtrusionLength float -> float
Unknow
shadowManager.shadowSunHeightOverFade Vec2 -> Vec2
Unknow
shadowManager.shadowSunScalePower float -> float
Unknow
shadowManager.shadowTestBelowRayLenght float -> float
Unknow
shadowManager.shadowTSMFocus float -> float
Unknow
shadowManager.shadowUpdateFactor float -> float
Unknow
shadowManager.shadowUpdatesEnabled bool -> bool
Unknow
shadowManager.shadowUseSweepTest bool -> bool
Unknow
shadowManager.useLSSMOptimizations bool -> bool
Unknow
shadowManager.usePSMOptimizations bool -> bool
Unknow
skinnedMeshRenderer.shaderQuality ShaderQuality -> ShaderQuality
Unknow
skyDome.cloudLerpFactors Vec2 -> Vec2
Unknow
skyDome.cloudTemplate std
:string -> std::string
Unknow
skyDome.cloudTexture std
:string -> std::string
Unknow
skyDome.cloudTexture2 std
:string -> std::string
Unknow
skyDome.domePosition Vec3 -> Vec3
Unknow
skyDome.domeRotation float -> float
Unknow
skyDome.domeSize float -> float
Unknow
skyDome.fadeCloudsDistances Vec2 -> Vec2
Unknow
skyDome.flareDirection Vec3 -> Vec3
Unknow
skyDome.flareFadeAdd float -> float
Unknow
skyDome.flareFadeMul float -> float
Unknow
skyDome.flareTemplate std
:string -> std::string
Unknow
skyDome.flareTexture std
:string -> std::string

:Map: Sky.con :"The texture of the sunflare/actual sunflare. When switching to a map with no sunflare : it will still use the previous maps one. So for maps like Fallujah West/Saaremaa : an invisible texture needs to be defined instead to prevent the sunflare bug. Usage: Skydome.flareTexture common\textures\sunflare\Sunglow_no"

skyDome.hasCloudLayer bool -> bool
Unknow
skyDome.hasCloudLayer2 bool -> bool
Unknow
skyDome.lightingBlend float -> float
Unknow
skyDome.lightingColor Vec3 -> Vec3
Unknow
skyDome.scrollDirection Vec2 -> Vec2
Unknow
skyDome.scrollDirection2 Vec2 -> Vec2
Unknow
skyDome.skyTemplate std
:string -> std::string
Unknow
skyDome.skyTexture std
:string -> std::string
Unknow
sound.addMenuSound std
:string std::string float -> void
Unknow
sound.addSound std
:string -> void
Unknow
sound.addTrigger std
:string -> void
Unknow
sound.dopplerEffect float -> float
Unknow
sound.getAllSoundTemplates -> std
:string
Unknow
sound.getProperty std
:string -> std::string
Unknow
sound.getVolumeForGroup int -> float
Unknow
sound.initialize int std
:string int -> SoundInitResult
Unknow
sound.interactiveMode bool -> bool
Unknow
sound.listenerReverb float -> float
Unknow
sound.loadMusic std
:string -> bool
Unknow
sound.masterVolume float -> float
Unknow
sound.playMusic -> bool
Unknow
sound.playSound std
:string -> void
Unknow
sound.removeAllTriggers -> void
Unknow
sound.setProperty std
:string float -> void
Unknow
sound.setReverb std
:string -> void
Unknow
sound.setVolumeForGroup int float -> void
Unknow
sound.showSoundSources bool -> bool
Unknow
sound.showStats bool -> bool
Unknow
Sound.startEngines bool -> bool
Unknow
sound.stopMusic float -> bool
Unknow
sound.stopSound std
:string -> void
Unknow
sound.tinnitusSetup std
:string float float -> void
Unknow
sound.tweakTemplate std
:string float float -> void
Unknow
sound.windSetup std
:string float -> void
Unknow
spawnManager.commitSuicide -> void
Unknow
spawnManager.listSpawnGroups -> void
Unknow
spawnManager.selectNextUnlock int -> void
Unknow
spawnManager.setPlayerKit int -> void
Unknow
spawnManager.setPlayerTeam int -> void
Unknow
spawnManager.toggleMembers bool -> void
Unknow
squadInterface.selectOrder std
:string -> bool
Unknow
squadInterface.setStringMap std
:string std::string std::string -> void
Unknow
squadLeaderInterface.selectOrder std
:string -> bool
Unknow
squadLeaderInterface.setStringMap std
:string std::string std::string -> void
Unknow
squadLeader.sendOrder int bool -> void
Unknow
squadLeader.sendRequest int bool -> void
Unknow
squadLeader.sendRequestForOrder -> void
Unknow
squad.leaveSquad -> void
Unknow
squadManager.changeSquadName std
:string bool -> void
Unknow
squadManager.joinSquad int -> void
Unknow
squadManager.leaveSquad int -> void
Unknow
squadManager.listSquadMembers int int -> std
:string
Unknow
squadManager.listSquads int -> std
:string
Unknow
squadManager.makeMeCommander -> void
Unknow
squadManager.popNextCommanderApplicant int -> void
Unknow
squadMenu.applyInviteList -> void
Unknow
squadMenu.createSquad -> void
Unknow
squadMenu.doubleClickInvite -> void
Unknow
squadMenu.doubleClickNew -> void
Unknow
squadMenu.setShowInviteList bool -> void
Unknow
squadMenu.setSquadCreateSelect bool -> void
Unknow
squadMenu.setSquadNameSelect -> void
Unknow
squadMenu.singleClickInvite -> void
Unknow
squadMenu.singleClickNew -> void
Unknow
squadMenu.squadCreateLockToggle -> void
Unknow
staticMeshRenderer.allowAnisoFiltering bool -> bool
Unknow
staticMeshRenderer.convertLightmapName std
:string -> std::string
Unknow
staticMeshRenderer.enableLightIndexes bool -> bool
Unknow
staticMeshRenderer.enableLightMapAtlas bool -> bool
Unknow
staticMeshRenderer.enableNewLightmapNames bool -> bool
Unknow
staticMeshRenderer.enableRendering bool -> bool
Unknow
staticMeshRenderer.enableUnifiedIndexlist bool -> bool
Unknow
staticMeshRenderer.loadAllLightMapFiles std
:string std::string -> bool
Unknow
staticMeshRenderer.loadAllLightMapFilesDLL std
:string std::string -> bool
Unknow
staticMeshRenderer.materialCullingEnabled bool -> bool
Unknow
staticMeshRenderer.maxLightMappedLod int -> int
Unknow
staticMeshRenderer.noLods bool -> bool
Unknow

sv

sv.adminScript std
:string -> std::string
Unknow
sv.allowExternalViews bool -> bool
Unknow
sv.allowFreeCam bool -> bool
Unknow
sv.allowNATNegotiation bool -> bool
Unknow
sv.allowNoseCam bool -> bool
Unknow
sv.autoBalanceTeam bool -> bool
Unknow
sv.autoDemoHook std
:string -> std::string
Unknow
sv.autoRecord bool -> bool
Unknow
sv.communityLogoURL std
:string -> std::string
Unknow
sv.configFile std
:string -> std::string
Unknow
sv.coopBotCount int -> int
Unknow
sv.coopBotDifficulty float -> float
Unknow
sv.coopBotRatio float -> float
Unknow
sv.demoDownloadURL std
:string -> std::string
Unknow
sv.demoIndexURL std
:string -> std::string
Unknow
sv.demoQuality int -> int
Unknow
sv.endDelay int -> int
Unknow
sv.endOfRoundDelay int -> int
Unknow
sv.friendlyFireWithMines bool -> bool
Unknow
sv.gameSpyPort int -> int
Unknow
sv.hitIndicator bool -> bool
Unknow
sv.interfaceIP std
:string -> std::string
Unknow
sv.internet bool -> std
:string

: :1 = Adds the server to the server list. Tested this with the PRBF2_repo_w32ded.exe shortcut tool

sv.load -> bool
Unknow
sv.manDownTime float -> float
Unknow
sv.maxConnectionType ConnectionType -> ConnectionType
Unknow
sv.maxPlayers int -> std
:string

: :Increases the player number count in the W32 Dedicated to the number specified. Effect unknown. Maximum allowed is 100 though not sure if it's a BF2 thing or not

sv.minPlayersForVoting int -> int
Unknow
sv.notEnoughPlayersRestartDelay float -> float
Unknow
sv.noVehicles float -> float
Unknow
sv.numPlayersNeededToStart int -> int
Unknow
sv.numReservedSlots int -> std
:string
Unknow
sv.password std
:string -> std::string
Unknow
sv.punkBuster bool -> bool
Unknow
sv.radioBlockedDurationTime int -> int
Unknow
sv.radioMaxSpamFlagCount int -> int
Unknow
Unknow
sv.ranked bool -> bool
Unknow
sv.roundsPerMap int -> int
Unknow
sv.save -> bool
Unknow
sv.scoreLimit int -> int
Unknow
sv.serverIP std
:string -> std::string
Unknow
sv.serverName std
:string -> std::string
Unknow
sv.serverPort int -> std
:string
Unknow
sv.soldierFriendlyFire int -> int
Unknow
sv.soldierSplashFriendlyFire int -> int
Unknow
sv.spawnTime float -> float
Unknow
sv.sponsorLogoURL std
:string -> std::string
Unknow
sv.sponsorText std
:string -> std::string
Unknow
sv.startDelay int -> int
Unknow
sv.teamRatioPercent float -> float
Unknow
sv.teamVoteOnly bool -> bool
Unknow
sv.ticketRatio int -> int
Unknow
sv.timeBeforeRestartMap float -> float
Unknow
sv.timeLimit int -> int
Unknow
sv.tkNumPunishToKick int -> int
Unknow
sv.tkPunishByDefault bool -> bool
Unknow
sv.tkPunishEnabled bool -> bool
Unknow
sv.useGlobalRank bool -> bool
Unknow
sv.useGlobalUnlocks bool -> bool
Unknow
sv.vehicleFriendlyFire int -> int
Unknow
sv.vehicleSplashFriendlyFire int -> int
Unknow
sv.voipBFClientPort int -> int
Unknow
sv.voipBFServerPort int -> int
Unknow
sv.voipEnabled bool -> bool
Unknow
sv.voipQuality int -> int
Unknow
sv.voipServerPort int -> int
Unknow
sv.voipServerRemote bool -> bool
Unknow
sv.voipServerRemoteIP std
:string -> std::string
Unknow
sv.voipSharedPassword std
:string -> std::string
Unknow
sv.voteTime int -> int
Unknow
sv.votingEnabled bool -> bool
Unknow
sv.welcomeMessage std
:string -> std::string
Unknow
swiffHost.addAward int int int -> void
Unknow
swiffHost.addCredit std
:string int -> void
Unknow
swiffHost.addGameMode std
:string std::string -> void
Unknow
swiffHost.addRank int int int -> void
Unknow
swiffHost.enableScroller bool -> void
Unknow
swiffHost.loadImage std
:string -> bool
Unknow
swiffHost.serverBrowserFrameSkips int -> int
Unknow
swiffHost.setScrollerRect int int int -> void
Unknow
swiffHost.setScrollFadeSpeed int -> void
Unknow
swiffHost.setScrollSpeed float -> void
Unknow
terrain.ambientColor Vec3 -> Vec3
Unknow
terrain.create std
:string -> void
Unknow
terrainCuller.baseCellSize int -> int
Unknow
terrainCuller.checkInside bool -> bool
Unknow
terrainCuller.cullerType int -> int
Unknow
terrainCuller.detailCullMaxLevel int -> int
Unknow
terrainCuller.lod0SwitchStart float -> float
Unknow
terrainCuller.lod0SwitchStop float -> float
Unknow
terrainCuller.lod1SwitchStart float -> float
Unknow
terrainCuller.lod1SwitchStop float -> float
Unknow
terrainCuller.lod2Start float -> float
Unknow
terrainCuller.lodSwitchDistance int -> int
Unknow
terrainCuller.updateLodLevel bool -> bool
Unknow
terrainCuller.useStitchedLods bool -> bool
Unknow
terrain.forceRenderStyle int -> int
Unknow
terrain.GIColor Vec3 -> Vec3
Unknow
terrain.GIColorHigh Vec3 -> Vec3
Unknow
terrain.GIColorLow Vec3 -> Vec3
Unknow
terrain.init -> void
Unknow
terrain.load std
:string -> void
Unknow
terrain.refreshTerrainSampling -> void
Unknow
terrain.sunColor Vec3 -> Vec3
Unknow
terrain.terrainWaterColor Vec3 -> Vec3
Unknow
terrain.waterAlphaAdd float -> float
Unknow
terrain.waterAlphaHeightMul float -> float
Unknow
terrain.waterAnimSpeed float -> float
Unknow
terrain.waterColor Vec3 -> Vec3
Unknow
terrain.waterNormalMap std
:string -> std::string
Unknow
terrain.waterQuality int -> int
Unknow
terrain.waterReflectivity float -> float
Unknow
terrain.waterScroll Vec2 -> Vec2
Unknow
terrain.waterSpecularColor Vec4 -> Vec4
Unknow
terrain.waterSpecularPower float -> float
Unknow
terrain.waterSunIntensity float -> float
Unknow
terrain.waterTransparency float -> float
Unknow
texturemanager.customTextureSuffix std
:string -> std::string
Unknow
undergrowth.dynamicShadowsEnable bool -> bool
Unknow
undergrowth.enabled bool -> bool
Unknow
undergrowth.load std
:string -> void
Unknow
undergrowth.reload -> void
Unknow
undergrowth.simpleShaderEnable bool -> bool
Unknow
undergrowth.test uint -> uint
Unknow
undergrowth.test2 float -> float
Unknow
undergrowth.viewDistanceFade float -> float
Unknow
undergrowth.viewDistanceScale float -> float
Unknow
undergrowth.zPassPatchCount uint -> uint
Unknow
Vars.set std
:string std::string -> void
Unknow
videoSettings.setAntialiasing std
:string -> void
Unknow
videoSettings.setDynamicLightingQuality int -> void
Unknow
videoSettings.setDynamicShadowsQuality int -> void
Unknow
videoSettings.setEffectsQuality int -> void
Unknow
videoSettings.setGeometryQuality int -> void
Unknow
videoSettings.setLightingQuality int -> void
Unknow
videoSettings.setResolution std
:string -> void
Unknow
videoSettings.setTerrainQuality int -> void
Unknow
videoSettings.setTextureFilteringQuality int -> void
Unknow
videoSettings.setTextureQuality int -> void
Unknow
videoSettings.setVideoOptionScheme int -> void
Unknow
videoSettings.setViewDistanceScale float -> void
Unknow
weatherManager.doubleStrikeMaxDelay float -> float
Unknow
weatherManager.doubleStrikeMinDelay float -> float
Unknow
weatherManager.doubleStrikeProbability float -> float
Unknow
weatherManager.inFadeSegments float -> float
Unknow
weatherManager.lightningBlendOutTime float -> float
Unknow
weatherManager.lightningColor Vec4 -> Vec4
Unknow
weatherManager.lightningDuration float -> float
Unknow
weatherManager.lightningGroundPenetration float -> float
Unknow
weatherManager.lightningMaxInterval float -> float
Unknow
weatherManager.lightningMaxPos Vec3 -> Vec3
Unknow
weatherManager.lightningMinInterval float -> float
Unknow
weatherManager.lightningMinPos Vec3 -> Vec3
Unknow
weatherManager.lightningPertubation float -> float
Unknow
weatherManager.lightningScale Vec2 -> Vec2
Unknow
weatherManager.lightningSegments int -> int
Unknow
weatherManager.lightningSFXDelay float -> float
Unknow
weatherManager.lightningSFXName std
:string -> std::string
Unknow
weatherManager.outFadeSegments float -> float
Unknow
weatherManager.skyBlendOutTime float -> float
Unknow
weatherManager.stormEnabled bool -> bool
Unknow
windManager.globalWindDirection Vec3 -> Vec3
Unknow
windManager.globalWindSpeed float -> float
Unknow
Unknow
All Vars.Set Codes

:Usage :Description

EngineRunningTimer 5.000000
Unknow
anim-soldier-1p-speed-crouch 1.700000
Unknow
anim-soldier-1p-speed-prone 3.000000
Unknow
anim-soldier-spring-clamp 0.001000
Unknow
anim-soldier-spring-zoom-factor 6.000000
Unknow
anim_offsetBackwardTime 0.500000
Unknow
anim_playCameraAnimations 1
Unknow
anim_playSoldierAnimations 1
Unknow
anim_playSoldierPostAnimations 1
Unknow
anim_playVehicleAnimations 1
Unknow
anim_playWeaponAnimations 1
Unknow
anim_skipSync 0
Unknow
anim_smoothSet 10.000000
Unknow
anim_startJumpAtSpeed 2.500000
Unknow
anim_startLandAtHeight 1.000000
Unknow
anim_startLandAtSpeed -0.500000
Unknow
anim_startLeftOffset 0.200000
Unknow
anim_startRightOffset 0.700000
Unknow
anim_test 0.250000
Unknow
armor-invunerable-time 1.000000
Unknow
armor-invunerable-time-afterwreck 1.000000
Unknow
armor-max-soldier-wrecktime 60.000000
Unknow
armor-water-safetycheck-time 2.500000
Unknow
cFric 1.000000
Unknow
cRest 1.000000
Unknow
cam-dist 2.000000
Unknow
cam-fast 10.000000
Unknow
cam-interpolate-attachobject 1.200000
Unknow
cam-normal 1.000000
Unknow
cam-slow 0.100000
Unknow
cam-stiffness 1.500000
Unknow
cam_use_acc 0.000000
Unknow
camera-check-closevehicle-freq 1.000000
Unknow
camera-expshake-amp 5.000000
Unknow
camera-expshake-freq 10.000000
Unknow
camera-expshake-insidevehicle-mod 5.000000
Unknow
camera-expshake-time 0.400000
Unknow
camera-movement-speed-on-crouch 0.150000
Unknow
camera-movement-speed-on-prone 0.100000
Unknow
camera-movement-speed-on-stand 0.100000
Unknow
camera-recoil-amplitude 0.600000
Unknow
camera-recoil-speedmod 1.000000
Unknow
camera-recoil-type 0
Unknow
camera-shake-amp 2.0
Unknow
camera-shake-amplitude 0.200000
Unknow
camera-shake-distance 7.000000
Unknow
camera-shake-freq 10.0
Unknow
camera-shake-frequency 10.000000
Unknow
camera-shake-time 0.2
Unknow
camera-surface-snap-offset 0.090000
Unknow
coll-cull-sphere-obb 1
Unknow
coll-depth 3.000000
Unknow
coll-draw-cyl 0
Unknow
coll-draw-int 0
Unknow
coll-draw-line-width 0.010000
Unknow
coll-draw-lines 0
Unknow
coll-draw-point-physics-radius 0.000000
Unknow
coll-draw-soldier 0
Unknow
coll-draw-tested_faces 0
Unknow
coll-dump-all-tests 0
Unknow
coll-edge 1
Unknow
coll-edge-limit 0.866000
Unknow
coll-forceOff-debugmeshes 0
Unknow
coll-load-debugmeshes 0
Unknow
coll-normal-limit 0.100000
Unknow
coll-obb-cull-mode 1
Unknow
coll-obb-cull-radius 0.577350
Unknow
coll-obb-cull-vertex-limit 10
Unknow
coll-soldier-collision-adjust-mod 2.000000
Unknow
coll-soldier-collision-test-count 8
Unknow
coll-soldier-collision-test-count-start-backAt 3
Unknow
coll-soldier-collision-test-radius-mod 0.999000
Unknow
coll-soldier-crouch-height 1.400000
Unknow
coll-soldier-crush-depth 0.050000
Unknow
coll-soldier-debug-proj-hit 0
Unknow
coll-soldier-extend-ray 0.900000
Unknow
coll-soldier-overrun-impact-mod 2.500000
Unknow
coll-soldier-pivot-height 1.000000
Unknow
coll-soldier-prone-height 0.800000
Unknow
coll-soldier-radius 0.250000
Unknow
coll-soldier-stand-height 1.700000
Unknow
coll-static-vertex-limit 20
Unknow
coll-use-cyl 1
Unknow
coll-use-cyl-normal 1
Unknow
coll-use-face 1
Unknow
coll-use-fast-sphere-at-length 0.010000
Unknow
coll-vel-dot-norm 0
Unknow
collision-debug-default-terrain 0
Unknow
collision-impact-speed-limit 4.000000
Unknow
collision-skip-multcolls 1
Unknow
collision-skip-multcolls-debug 0
Unknow
collision-skip-multcolls-th 0.010000
Unknow
collision-test-lod-distance-factor 0.060000
Unknow
collision-test-lod-min-distance 25.000000
Unknow
collision-test-projectile-lod-distance-factor 3.000000
Unknow
collision-use-cubic-speedmod 0
Unknow
collision-use-mod-on-soldier 1
Unknow
conn-packetsize-override 0
Unknow
damage-angle-mod-choke 0.000000
Unknow
deathcam-terrainoffset 0.800000
Unknow
debug-draw-test-ray 0
Unknow
debug-engine 0 bool -> bool

:Activate in Console in Debugger :"Shows the RPM : Speed : Acceleration in a 3d text. May need !restart to work and is somewhat buggy"

debug-outputNewObject 0
Unknow
debug-spring 0 bool -> bool

:Activate in Console in Debugger and normal :"Shows lines when approaching a vehicle. You can see what direction the vehicle will go when turning : and has a bunch of other information regarding wheels"

demo-cam-360-capture 0
Unknow
demo-cam-360-capture-move 0.000000
Unknow
demo-cam-mouse-wheel-scale 0.850000
Unknow
demo-cam-offset 1
Unknow
demo-cam-offset-min 0.200000
Unknow
demo-cam-offset-slow 0.800000
Unknow
demo-cam-offset-speed 1.000000
Unknow
demo-fspeed 100.000000
Unknow
demo-slomo-cam 0.000000
Unknow
detonation-collface-offset 0.070000
Unknow
detonation-collface-offset-speedmod 0.050000
Unknow
detonation-collface-offset-speedmod-max 500.000000
Unknow
engine-audio-material-tweak 10.000000
Unknow
engine-audio-sway-amplitude-first 0.050000
Unknow
engine-audio-sway-amplitude-last 0.010000
Unknow
engine-audio-sway-frequency-first 80.000000
Unknow
engine-audio-sway-frequency-last 35.000000
Unknow
engine-audio-sway-time-first 0.700000
Unknow
engine-audio-sway-time-last 0.700000
Unknow
engine-inertia 0.050000
Unknow
engine-inertia2 0.990000
Unknow
engine-inertia3 0.960000
Unknow
engine-slope-no-gear-up-limit 0.174000
Unknow
engine-slope-torque-mod-1st-gear 0.000000
Unknow
engine-sound-smooth-time 0.100000
Unknow
event-delay 0
Unknow
event-delay-ticks 32
Unknow
explosion-camshake-insidevehicle-mod 0.200000
Unknow
explosion-camshake-maxdamage 150.000000
Unknow
explosion-camshake-maxforce 20.000000
Unknow
explosion-camshake-mod 4.000000
Unknow
explosion-camshake-ownvehicle-mod 0.100000
Unknow
explosion-hotspot 0.200000
Unknow
explosion-hotspot-ray 0.020000
Unknow
explosion-hotspot-ray-max 0.500000
Unknow
explosion-latencyComp 1
Unknow
explosion-soldier-expforce-ymod 5.000000
Unknow
fb-mod 1.000000
Unknow
feedback-mod 1.000000
Unknow
fire-delay-after-jump 1.100000
Unknow
fire-delay-from-prone 0.600000
Unknow
flying_height 110.000000
Unknow
follow-component-prediction-factor 0.100000
Unknow
force-reg-limit 20.000000
Unknow
hack-ignore-asserts 1
Unknow
hc_dump 0
Unknow
hc_freeze 0
Unknow
hc_normals 0
Unknow
hc_water 0
Unknow
ignoreFriendlyTimer 1.000000
Unknow
jump-delay-after-prone 1.200000

:Vars.set :Delay in seconds after prone to block the jump input. Setting it to 0 allows jumping when pressing space while moving from prone to standing

ladder-bottom-marginal 0.050000
Unknow
ladder-climb-speed-mod 0.045000
Unknow
ladder-down-angle-limit 35.000000
Unknow
ladder-down-ray-mag 0.200000
Unknow
ladder-down-ray-mag-skid 0.300000
Unknow
ladder-end-camera-offset 0.400000
Unknow
ladder-exit-offset 0.750000
Unknow
ladder-getoff-ray-min 0.300000
Unknow
ladder-getoff-speed-mod 1.150000
Unknow
ladder-offset-top 0.360000
Unknow
ladder-ray-debug 0
Unknow
ladder-ray-debug2 0
Unknow
ladder-skid-speed-mod 4.000000
Unknow
ladder-soldier-dist 0.600000
Unknow
ladder-soldier-start-getoff 1.800000
Unknow
ladder-step-size 0.300000
Unknow
ladder-top-exit-offset 0.750000
Unknow
ladder-up-ray-mag-skid 1.700000
Unknow
ladder-water-limit 1.200000
Unknow
local-prediction 0
Unknow
local-prediction-confirmtime 30
Unknow
local-prediction-lerpTime 1.000000
Unknow
local-prediction-minDelay 0.150000
Unknow
maxDistKillMissile 15.000000
Unknow
network-engine-fullPrecision 0
Unknow
network-spring-fullPrecision 0
Unknow
objectManager-cullHandleUpdateOnClientFactor 0.500000
Unknow
objectspawner-draw-lines 0
Unknow
objectspawner-inner-circle 0.300000
Unknow
objectspawner-num-tries 7
Unknow
old-turn-limit 1.000000
Unknow
old-turn-mod 1.500000
Unknow
opt-late-loading 0
Unknow
opt-nosound 1
Unknow
overheadCamera-acceleration 250.000000
Unknow
overheadCamera-maxPositionDelta 7.000000
Unknow
p-pos-damp 0.990000
Unknow
p-pos-damp-water 0.900000
Unknow
p-rot-damp 0.990000
Unknow
p-rot-damp-water 0.900000
Unknow
parachute-collapse-angle 0.300000
Unknow
parachute-collapse-time 0.050000
Unknow
parachute-collapse-time-water 0.050000
Unknow
parachute-debug 0
Unknow
parachute-spawn-debug 0
Unknow
parachute-start-landing-height 8.000000
Unknow
pco-exitpos-testlod 2
Unknow
pco-min-playing-ticks 20
Unknow
pco-show-gcs-stats 0
Unknow
pco-unmanned-max-minor-axis 0.400000
Unknow
pco-unmanned-min-major-axis 0.600000
Unknow
phy-ang-vel 0.500000
Unknow
phy-break-mod 0.950000
Unknow
phy-bsp-stats 0
Unknow
phy-contact-adjust-gravity-count 2
Unknow
phy-convert-collision-meshes 0
Unknow
phy-damage-frame-count 3
Unknow
phy-damage-scale 100.000000
Unknow
phy-damage-scale-limit 0.500000
Unknow
phy-draw-soldier-bullet-collision 0
Unknow
phy-engine-inertia 0.050000
Unknow
phy-engine-slope 1.000000
Unknow
phy-force-awake 0
Unknow
phy-force-sleeping 0
Unknow
phy-fri-dyn 0.800000
Unknow
phy-fri-exp 3
Unknow
phy-fri-lat 5.000000
Unknow
phy-fri-mod 1.000000
Unknow
phy-fri-mul 1.000000
Unknow
phy-fri-stat 1.200000
Unknow
phy-fri-wheel 0.990000
Unknow
phy-fri-wheel2 1.000000
Unknow
phy-gas 1.000000
Unknow
phy-gravity-compensation-size 0.500000
Unknow
phy-gravity-contact-mod 0.100000
Unknow
phy-hand-break-adjust 0.050000
Unknow
phy-hand-break-release 10
Unknow
phy-hand-break-rpm 0.100000
Unknow
phy-i-mod 1.500000
Unknow
phy-imp-mod 1.000000
Unknow
phy-imp-wakeup 1.000000
Unknow
phy-impulse-limit 0.050000
Unknow
phy-latencyComp-debug -1.000000
Unknow
phy-latencyComp-default 0.050000
Unknow
phy-latencyComp-max 0.300000
Unknow
phy-latencyComp-maxRenderAheadTime 0.033333
Unknow
phy-latencyComp-pingFactor 0.500000
Unknow
phy-latencyComp-useClientWindow 1
Unknow
phy-latencyComp-useInput 1
Unknow
phy-latencyComp-useRenderAhead 0
Unknow
phy-lin-acc 1.600000
Unknow
phy-lin-mod 0.500000
Unknow
phy-lin-vel 0.500000
Unknow
phy-list-physics-nodes 0
Unknow
phy-list-response-physics 0
Unknow
phy-max-imp 1000.000000
Unknow
phy-max-speed 1500.000000
Unknow
phy-new-collision-meshes 0
Unknow
phy-print -1
Unknow
phy-proj-collision-count 3
Unknow
phy-proj-collision-depth 0.050000
Unknow
phy-proj-precision 0.001000
Unknow
phy-proj-spring-on-up-axis 1
Unknow
phy-sep-fifty-fifty 10.000000
Unknow
phy-soldier-acceleration 0.120000
Unknow
phy-soldier-air-movement-factor 0
Unknow
phy-soldier-crawl-speed 0.800000
Unknow
phy-soldier-crouch-speed 2.000000
Unknow
phy-soldier-crush-minposspeedsqr 12.000000
Unknow
phy-soldier-crush-minrotspeedsqr 0.010000
Unknow
phy-soldier-crush-minvehicleposspeedsqr 2.000000
Unknow
phy-soldier-deceleration 0.350000
Unknow
phy-soldier-elasticity 0.000000
Unknow
phy-soldier-feet-contact-normal 0.500000
Unknow
phy-soldier-feet-level -0.040000
Unknow
phy-soldier-friction 1.000000
Unknow
phy-soldier-imp-feet 1.000000
Unknow
phy-soldier-inair-speed 2.000000
Unknow
phy-soldier-jump-factor 0.800000
Unknow
phy-soldier-jump-length-factor 0.980000
Unknow
phy-soldier-look-factor-x 5.000000
Unknow
phy-soldier-look-factor-y 5.000000
Unknow
phy-soldier-resistance 0.020000
Unknow
phy-soldier-run-speed 3.900000
Unknow
phy-soldier-skydive-speed 15.000000
Unknow
phy-soldier-skydiveat-speed -10.000000
Unknow
phy-soldier-speed-factor 0.850000
Unknow
phy-soldier-sprint-dissipation-time 10.000000
Unknow
phy-soldier-sprint-limit 0.500000
Unknow
phy-soldier-sprint-recover-time 120.000000
Unknow
phy-soldier-sprint-speed 7.000000
Unknow
phy-soldier-start-float 0.990000
Unknow
phy-soldier-stop-float 0.900000
Unknow
phy-soldier-swim-speed 2.100000
Unknow
phy-soldier-swimcrawl-speed 3.645000
Unknow
phy-soldier-take-fall-damage 1
Unknow
phy-soldier-walk-speed 1.500000
Unknow
phy-spring-client-debug 0
Unknow
phy-spring-server-debug 1
Unknow
phy-tank-engine-inertia 0.070000
Unknow
phy-turn 0.100000
Unknow
phy-wing-water-mod 10.000000
Unknow
phy-wreck 1
Unknow
pose-crawl-crouch 0.500000
Unknow
pose-crawl-run 0.500000
Unknow
pose-crawl-sprint 0.500000
Unknow
pose-crawl-swim 0.500000
Unknow
pose-crawl-swimCrawl 0.500000
Unknow
pose-crawl-walk 0.500000
Unknow
pose-crouch-crawl 0.500000
Unknow
pose-crouch-run 0.250000
Unknow
pose-crouch-sprint 0.250000
Unknow
pose-crouch-swim 0.500000
Unknow
pose-crouch-swimCrawl 0.500000
Unknow
pose-crouch-walk 0.250000
Unknow
pose-run-crawl 0.500000
Unknow
pose-run-crouch 0.250000
Unknow
pose-run-sprint 0.250000
Unknow
pose-run-swim 0.500000
Unknow
pose-run-swimCrawl 0.500000
Unknow
pose-run-walk 0.250000
Unknow
pose-sprint-crawl 0.500000
Unknow
pose-sprint-crouch 0.250000
Unknow
pose-sprint-run 0.250000
Unknow
pose-sprint-swim 0.500000
Unknow
pose-sprint-swimCrawl 0.500000
Unknow
pose-sprint-walk 0.250000
Unknow
pose-walk-crawl 0.500000
Unknow
pose-walk-crouch 0.250000
Unknow
pose-walk-run 0.250000
Unknow
pose-walk-sprint 0.250000
Unknow
pose-walk-swim 0.500000
Unknow
pose-walk-swimCrawl 0.500000
Unknow
prone-delay-after-jump 1.200000
Unknow
prone-delay-from-stand 1.200000
Unknow
ragdoll-max-inherit-speed 5.000000
Unknow
ragdoll_bodyBoneSize 0.120000
Unknow
ragdoll_boneSize 0.100000
Unknow
ragdoll_clientMaxUpdateTime 0.002000
Unknow
ragdoll_collMid 0.999900
Unknow
ragdoll_completeCollRadius 1.500000
Unknow
ragdoll_dT 0.011111
Unknow
ragdoll_enableForce 0
Unknow
ragdoll_expRotateForce 13.000000
Unknow
ragdoll_gravityOverTime 0.500000
Unknow
ragdoll_iterations 2
Unknow
ragdoll_kneeBoneSize 0.050000
Unknow
ragdoll_legBackAngle -0.100000
Unknow
ragdoll_legForwardAngle 10.000000
Unknow
ragdoll_legForwardFactor 0.000000
Unknow
ragdoll_legPointForwardAngle 0.500000
Unknow
ragdoll_legPointForwardFactor 0.010000
Unknow
ragdoll_net_boneEnable 15
Unknow
ragdoll_net_debug 0
Unknow
ragdoll_net_interpolate 0.100000
Unknow
ragdoll_sleep 5.000000
Unknow
ragdoll_sleepDelta 0.020000
Unknow
ragdoll_slowMotion 1.000000
Unknow
ragdoll_useAngularConstraints 1
Unknow
ragdoll_useCapsuleCollision 1
Unknow
ragdoll_useConstraints 1
Unknow
ragdoll_useLandCollision 1
Unknow
ragdoll_useObjectCollision 1
Unknow
rd_dieForce 0.0
Unknow
rd_dieInVehicleForce 100.000000
Unknow
rd_expForceMod 1.000000
Unknow
rd_hitForce 0.000000
Unknow
rd_hitUp 0.000000
Unknow
replenish-checkaim-freq 1.000000
Unknow
replenish-checkaim-maint-freq 0.500000
Unknow
replenish-ignoreteam 0
Unknow
rot-use-old 1
Unknow
rotationalbundle-max-speed-mod 30.000000
Unknow
rotationalbundle-sound-smooth-time 0.150000
Unknow
rpm-k 10.000000
Unknow
rpm-wheel 0.060000

:No effect :

server-sleep-overhead-time 0.005000
Unknow
shoot-mag 10.000000

:No effect :

show-damage-ndicator-for-all 1
Unknow
show-engine 0

:No effect :

soldier-drop-max 1.500000
Unknow
soldier-drop-min 0.500000
Unknow
soldier-drown-damage 8.000000
Unknow
soldier-footstep-effect-cull-distance 20.000000
Unknow
soldier-footstep-offset-dof-prone 0.000000
Unknow
soldier-footstep-offset-dof-stand 0.130000
Unknow
soldier-footstep-offset-y -0.990000
Unknow
soldier-fov1p 0.820000

:No effect :

soldier-impact-speed-limit 10.000000
Unknow
soldier-impact-speed-limit-2 3.000000
Unknow
soldier-lookDown 70.000000

:No effect :

soldier-lookMaxAngle 40.000000/85.000000/0.000000
Unknow
soldier-lookSideRestore 4.000000
Unknow
soldier-lookUp -70.000000
Unknow
soldier-mandown-rotspeed 0.100000
Unknow
soldier-mandown-speed 5.000000
Unknow
soldier-prone-inwater-limit 1.100000

:Vars.Set :"The number referenced is the angle. Setting it to 0 allows you to prone into water. Can shoot walls when it's in water : but not walls from the surface. Setting it to 2 prevents you from proning near water in which you automatically go to the standing position"

soldier-proneLookDown 5.000000
Unknow
soldier-proneLookUp -30.000000
Unknow
soldier-revive-disableinputtime 2.100000
Unknow
soldier-terrain-speed-limit 9.100000
Unknow
soldier-timeToEnableWeapon 1.250000
Unknow
soldier_lookIdleAngle 15.000000
Unknow
soldier_lookIdleTime 2.500000
Unknow
soldier_lookSmooth 10.000000
Unknow
soldier_throwGun 0.025000
Unknow
soldier_throwGunForward 1.000000
Unknow
soldier_throwHelmet 0.025000
Unknow
soldier_throwKitPartsDelay 0.300000
Unknow
sound-listener-radius 0.200000
Unknow
sound-obstruction-disable 0
Unknow
sound-obstruction-max 0.800000
Unknow
sound-obstruction-max-reuse-frames 15
Unknow
sound-obstruction-opt0 1
Unknow
sound-obstruction-opt1 1
Unknow
sound-obstruction-radius 2.000000
Unknow
sound-obstruction-reuse-frames 0
Unknow
sound-tinnitus-range 0.600000
Unknow
spawnpoint-scatter-maxdist 9.000000
Unknow
spawnpoint-scatter-mindist 3.000000
Unknow
spawnpoint-scatter-testlod 2
Unknow
spawnpoint-terrain-offset 1.010000
Unknow
sprint-recharge-delay-after-jump 2.000000
Unknow
stand-delay-from-prone 1.500000
Unknow
stick-default-distance 0.050000
Unknow
tank-square 1
Unknow
targetYOffset 0.000000
Unknow
use-loading-profiler 0
Unknow
weapon-detonationDebug 0
Unknow
weapon-detonationTriggerFreq 0.250000
Unknow
wh-torque-mult 0.500000
Unknow
wh-torque-offs 1.000000
Unknow
wh-use-slip-ratio 0
Unknow
wheel-inertia 0.100000
Unknow
wheel-mod 1.000000
Unknow
wp-delay-pingfactor 2
Unknow
wp-delay-reloadfactor 1
Unknow
wp-delay-ticks 15
Unknow
zipline-soldier-height 1.490000
Unknow