BF2 Console Commands

From BF2 Technical Information Wiki
Revision as of 14:03, 1 May 2018 by Pireax (talk | contribs)
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AnimationBundle

animationBundle.abruptPlayback bool -> bool
Unknown
animationBundle.addAnimation string -> void
Unknown
animationBundle.addEvent string -> void
Unknown
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
Unknown
animationBundle.getAnimationStartTime string -> float
Unknown
animationBundle.getEventStartTime string -> float
Unknown
animationBundle.isLooping bool -> bool
Unknown
animationBundle.jumpToLastAnimationAtStop bool -> bool
Unknown
animationBundle.length float -> float
Unknown
animationBundle.listAnimations -> string
Unknown
animationBundle.listEvents -> string
Unknown
animationBundle.playBackward bool -> bool
Unknown
animationBundle.playForever bool -> bool
Unknown
animationBundle.removeAnimation string -> void
Unknown
animationBundle.removeEvent string -> void
Unknown
animationBundle.setAnimationLength string float -> void
Unknown
animationBundle.setAnimationStartTime string float -> void
Unknown
animationBundle.setEventStartTime string float -> void
Unknown
animationBundle.useSpeedAsTime bool -> bool
Unknown

AnimationManager

animationManager.fadeInTime float -> float
Unknown
animationManager.ignoreMotherOrientation int -> int
Unknown
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
Unknown
animationManager.noiceFreq int -> int
Unknown
animationManager.originalLength -> float
Unknown

AnimationSystem

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

animationTrigger

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

animationValueHolder

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

audioSettings

audioSettings.alwaysAllowSystemOpenAL bool -> bool
Unknown
audioSettings.effectsVolume float -> float
Unknown
audioSettings.enableEAX bool -> bool
Unknown
audioSettings.englishOnlyVoices bool -> bool
Unknown
audioSettings.forceNumberOfVoices int -> int
Unknown
audioSettings.helpVoiceVolume float -> float
Unknown
audioSettings.musicVolume float -> float
Unknown
audioSettings.provider std
:string -> std::string
Unknown
audioSettings.soundQuality std
:string -> std::string
Unknown
audioSettings.voipBoostEnabled bool -> bool
Unknown
audioSettings.voipCaptureThreshold float -> float
Unknown
audioSettings.voipCaptureVolume float -> float
Unknown
audioSettings.voipEnabled bool -> bool
Unknown
audioSettings.voipPlaybackVolume float -> float
Unknown
audioSettings.voipUsePushToTalk bool -> bool
Unknown
bf2Engine.playMovie std
:string int -> void
Unknown
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
Unknown

collisionManager

collisionManager.buildDebugCollisionMeshes -> void
Unknown
collisionManager.create std
:string -> void
Unknown
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
Unknown
collisionManager.drawForces bool -> void
Unknown
collisionManager.drawIntersectFaces bool -> void
Unknown
collisionManager.drawMeshes bool -> void
Unknown
collisionManager.drawNormals bool -> void
Unknown
collisionManager.drawOnlyRoot float -> void
Unknown
collisionManager.drawPivots bool -> void
Unknown
collisionManager.drawPrimitives bool -> void
Unknown
collisionManager.drawSoldierMesh bool -> void
Unknown
collisionManager.drawTestedFaces bool -> void
Unknown
collisionManager.getNameOfObjectInFocus -> void
Unknown
collisionManager.identityRotateObjectInFocus -> void
Unknown
collisionManager.rotateObjectInFocusAroundAxis uint float -> void
Unknown
collisionManager.rotateObjectInFocusAroundVector Vec3 float -> void
Unknown
collisionManager.setActiveLod int -> void
Unknown
collisionManager.setDrawDistance float -> void
Unknown
collisionManager.setGeometry bool -> void
Unknown
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
Unknown
collisionManager.useDeferredLoading bool -> bool
Unknown

combatArea

combatArea.active std
:string -> void
Unknown
combatArea.addAreaPoint Vec2 -> void
Unknown
combatArea.create std
:string -> void
Unknown
combatArea.deleteActiveCombatArea -> void
Unknown
combatArea.getActiveCombatAreaName -> std
:string
Unknown
combatArea.inverted bool -> bool
Unknown
combatArea.layer int -> int
Unknown
combatAreaManager.addVehicleDamage world
:VehicleCategory float -> void
Unknown
combatAreaManager.addVehicleTimer world
:VehicleCategory float -> void
Unknown
combatAreaManager.damage float -> float
Unknown
combatAreaManager.timeAllowedOutside float -> float
Unknown
combatAreaManager.use bool -> void
Unknown
combatArea.max Vec2 -> Vec2
Unknown
combatArea.min Vec2 -> Vec2
Unknown
combatArea.team int -> int
Unknown
combatArea.usedByPathFinding bool -> bool
Unknown
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
Unknown
commander.artillery -> void
Unknown
commander.commanderApply -> void
Unknown
commander.commanderMutiny -> void
Unknown
commander.commanderResign -> void
Unknown
commander.satellite -> bool
Unknown
commander.sendOrder int bool -> void
Unknown
commander.supplies -> bool
Unknown
commander.toggleArtilleryState -> void
Unknown
commander.toggleSupplyState -> void
Unknown
commander.toggleUAVState -> void
Unknown
commander.toggleVehicleDropState -> void
Unknown
commander.uav -> bool
Unknown
commander.vehicleDrop -> bool
Unknown
commander.zoomCommander -> bool
Unknown

commanderInterface

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

commanderMenu

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

Console

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

controlMap

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

DecalManager

decalManager.decalGeomClipAngle float -> float
Unknown
decalManager.decalNormalOffset float -> float
Unknown
decalManager.drawStats bool -> bool
Unknown
decalManager.fadeDistance float -> float
Set the View Distance of the Decals to start to fade. Works in level .con files
decalManager.fadeOutAtPercentageOfTimeToLive float -> float
Unknown
decalManager.generateTexture -> bool
Unknown
decalManager.startFadePercentageOfFadeDistancel float -> float
Unknown
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
Unknown
demo.shutdownDemo -> void
Unknown
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
Unknown
demo.toggleDemoPauseOrPlay -> void
Unknown
demo.togglePlayerDemo bool -> void
Unknown

Editor

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

effectTweak

effectTweak.setAgeScaleFactorForAllEffects float -> void
Unknown
effectTweak.setAlphaIntensityForAllEffects float -> void
Unknown
effectTweak.setEmitScaleFactorForAllEffects float -> void
Unknown
effectTweak.setEmitSpeedScaleFactorForAllEffects float -> void
Unknown
effectTweak.setSoundIntensity float -> void
Unknown
effectTweak.setStartAgeForAllEffects float -> void
Unknown
envmapManager.generateEnvMaps -> void
Unknown
envmapManager.loadEMIFile std
:string -> void
Unknown
envmapManager.perPixelEnvironmentMappingEnabled bool -> bool
Unknown
envmapManager.save -> void
Unknown
fileManager.addPath std
:string -> void
Unknown
fileManager.copyFile std
:string std::string -> bool
Unknown
fileManager.deleteFile std
:string -> bool
Unknown
fileManager.fileExists std
:string -> bool
Unknown
fileManager.mountArchive std
:string std::string bool -> void
Unknown
fileManager.moveFile std
:string std::string -> bool
Unknown
game.allowToggleFullscreen bool -> bool
Unknown
game.lockFps int -> int
Sets a fps cap, makes it so that the fps can't go higher than the given number.

gameLogic

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

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

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

gameServerSettings

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

generalSettings

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

geometryTemplate

geometryTemplate.active IGeometryTemplate* -> IGeometryTemplate*
Unknown
geometryTemplate.color Vec3 -> Vec3
Unknown
geometryTemplate.compressVertexData bool -> bool
Unknown
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
Unknown
geometryTemplate.doNotGenerateLightmaps bool -> bool
Unknown
geometryTemplate.dumpInstances -> void
Unknown
geometryTemplate.glowFadeOutDistEnd float -> float
Unknown
geometryTemplate.glowFadeOutDistStart float -> float
Unknown
geometryTemplate.glowing bool -> bool
Unknown
geometryTemplate.height float -> float
Unknown
geometryTemplate.ignoreLeafLighting bool -> bool
Unknown
geometryTemplate.innerRadius float -> float
Unknown
geometryTemplate.lenght float -> float
Unknown
geometryTemplate.length float -> float
Unknown
geometryTemplate.lightmapOverride bool -> bool
Unknown
geometryTemplate.maxSkip3pLods uint -> uint
Unknown
geometryTemplate.maxSkipWreckLods uint -> uint
Unknown
geometryTemplate.maxTextureRepeat int -> int
Unknown
geometryTemplate.meshDetailLevel int -> int
Unknown
geometryTemplate.name -> std
:string
Unknown
geometryTemplate.noLighting bool -> bool
Unknown
geometryTemplate.nrOfAnimatedUVMatrix int -> int
Unknown
geometryTemplate.outerRadius float -> float
Unknown
GeometryTemplate.printInfo bool -> std
:string
Unknown
geometryTemplate.radius1 float -> float
Unknown
geometryTemplate.radius2 float -> float
Unknown
geometryTemplate.rings uint -> uint
Unknown
geometryTemplate.setLightmapSizeAll int int int -> void
Unknown
geometryTemplate.setMaterialParallaxHeightScale int int int -> void
Unknown
geometryTemplate.setMaterialReflectionScale int int int -> void
Unknown
geometryTemplate.setSpecularStaticGloss int int int -> void
Unknown
geometryTemplate.setSubGeometryLodDistance int int float -> void
Unknown
geometryTemplate.shader std
:string -> std::string
Unknown
geometryTemplate.shadowDetailLevel int -> int
Unknown
geometryTemplate.sides uint -> uint
Unknown
geometryTemplate.slices uint -> uint
Unknown
geometryTemplate.stacks uint -> uint
Unknown
geometryTemplate.tesselation BaseVector2<uint> -> BaseVector2<uint>
Unknown
geometryTemplate.texture std
:string -> std::string
Unknown
geometryTemplate.useRadiusForShadowDepth bool -> bool
Unknown
geometryTemplate.useRadiusForShadowSpatial bool -> bool
Unknown
geometryTemplate.width float -> float
Unknown

globalSettings

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

hapticSettings

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

heightmapcluster

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

hudBuilder

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

lightManager

lightManager.defaultEffectLightAffectionFactor float -> float
Unknown
lightManager.dynamicPointColor Vec3 -> Vec3
Unknown
lightManager.dynamicPointColorHigh Vec3 -> Vec3
Unknown
lightManager.dynamicPointColorLow Vec3 -> Vec3
Unknown
lightManager.dynamicPointScale float -> float
Unknown
lightManager.effectShadowColor Vec3 -> Vec3
Unknown
lightManager.effectSunColor Vec3 -> Vec3
Unknown
lightManager.enableStencilCullerReset bool -> bool
Unknown
lightManager.enableSun bool -> bool
Unknown
lightManager.groundHemi std
:string -> std::string
Unknown
lightManager.hemiLerpBias float -> float
Unknown
lightManager.init -> void
Unknown
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
Unknown
lightManager.maxLightsPerBundledMesh int -> int
Unknown
lightManager.maxLightsPerSkinnedMesh int -> int
Unknown
lightManager.maxLightsPerStaticMesh int -> int
Unknown
lightManager.maxLightsPerTerrainPatch int -> int
Unknown
lightManager.maxLodForMaterialBatching int -> int
Unknown
lightManager.singlePointColor Vec3 -> Vec3
Unknown
lightManager.singlePointColorHigh Vec3 -> Vec3
Unknown
lightManager.singlePointColorLow Vec3 -> Vec3
Unknown
lightManager.skinnedMeshShaderLodDistance float -> float
Unknown
lightManager.skyColor Vec3 -> Vec3
Unknown
lightManager.skyColorHigh Vec3 -> Vec3
Unknown
lightManager.skyColorLow Vec3 -> Vec3
Unknown
lightManager.staticLightBlendingTime double -> double
Unknown
lightManager.staticSkyColor Vec3 -> Vec3
Unknown
lightManager.staticSkyColorHigh Vec3 -> Vec3
Unknown
lightManager.staticSkyColorLow Vec3 -> Vec3
Unknown
lightManager.staticSpecularColor Vec3 -> Vec3
Unknown
lightManager.staticSunColor Vec3 -> Vec3
Unknown
lightManager.sunColor Vec3 -> Vec3
Unknown
lightManager.sunColorHigh Vec3 -> Vec3
Unknown
lightManager.sunColorLow Vec3 -> Vec3
Unknown
lightManager.sunDirection Vec3 -> Vec3
Unknown
lightManager.sunSpecColor Vec3 -> Vec3
Unknown
lightManager.sunSpecColorHigh Vec3 -> Vec3
Unknown
lightManager.sunSpecColorLow Vec3 -> Vec3
Unknown
lightManager.treeAmbientColor Vec3 -> Vec3
Unknown
lightManager.treeSkyColor Vec3 -> Vec3
Unknown
lightManager.treeSunColor Vec3 -> Vec3
Unknown

localPlayer

localPlayer.commanderSelectDelay float -> float
Unknown
localPlayer.firstCommanderSelectDelay float -> float
Unknown

localProfile

localProfile.addDemoBookmark std
:string std::string std::string -> void
Adds a bookmark to a battlerecorder demo
localProfile.save -> bool
Unknown
localProfile.setEmail std
:string -> std::string
Sets or shows the email adress of the current profile
localProfile.setGamespyNick std
:string -> std::string
Sets or shows the gamespy login name of the current profile
localProfile.setName std
:string -> std::string
Sets or shows the name for the current profile
localProfile.setNick std
:string -> std::string
Sets or shows the nickname for the current profile
localProfile.setNumTimesLoggedIn int -> int
Unknown
localProfile.setPassword std
:string -> std::string
Sets or shows the password for the current profile
localProfile.setTotalPlayedTime float -> void
Unknown

maplist

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

material

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

menuTeamManager

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

minimap

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

nametags

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

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
Unknown
networkableInfo.setBasePriority float -> void
Unknown
networkableInfo.setForceNetworkableId bool -> void
Unknown
networkableInfo.setIsUnique bool -> void
Unknown
networkableInfo.setPredictionMode PredictionMode -> void

: :NetworkableInfo.setPredictionMode

network.globalPredictionMode PredictionMode -> PredictionMode
Unknown

object

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

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
Unknown
objectTemplate.ability.hasHealingAbility bool -> bool
Unknown
objectTemplate.ability.hasRepairingAbility bool -> bool
Unknown
objectTemplate.ability.radarRadius int -> int
Unknown
objectTemplate.abilityHud.ammoSound std
:string -> std::string
Unknown
objectTemplate.abilityHud.healingSound std
:string -> std::string
Unknown
objectTemplate.abilityHud.repairingSound std
:string -> std::string
Unknown
objectTemplate.abilityInVehicleMaterial int -> int
Unknown
objectTemplate.abilityInVehicleRadius float -> float
Unknown
objectTemplate.abilityInVehicleStrength float -> float
Unknown
objectTemplate.abilityRestoreRate float -> float
Unknown
objectTemplate.acceleration Math
:Vec3 -> Math::Vec3
Unknown
objectTemplate.acceleration float -> float
Unknown
objectTemplate.accumulate bool -> bool
Unknown
ObjectTemplate.active world
:IObjectTemplate_ptrproxy -> world::IObjectTemplate_ptrproxy
Unknown
ObjectTemplate.activeSafe std
:string world::IObjectTemplate_ptrproxy -> void
Unknown
objectTemplate.addAmmoType int int float -> void
Unknown
objectTemplate.addChild bool -> bool
Unknown
objectTemplate.addEmitterSpeed bool -> bool
Unknown
objectTemplate.addKitVehicleMod std
:string int -> void
Unknown
objectTemplate.addLinePoint Vec2 -> void
Unknown
objectTemplate.addPcoPosId int -> void
Unknown
objectTemplate.addTargetObjectTypeToWatch int -> void
Unknown
objectTemplate.addTemplate std
:string -> void
Unknown
objectTemplate.addToCollisionGroup U32 -> void
Unknown
objectTemplate.addToProjectileList bool -> bool
Unknown
objectTemplate.addTriggerableTarget std
:string -> void
Unknown
objectTemplate.addVehicleType std
:string int float -> void
Unknown
objectTemplate.addVehicleType VehicleCategory -> void
Unknown
objectTemplate.addWorkOnMaterial int -> void
Unknown
objectTemplate.affectingType int -> int
Unknown
objectTemplate.affectLightmappedObjects bool -> bool
Unknown
objectTemplate.AgeScaleFactorFromAcceleration Vec2 -> Vec2
Unknown
objectTemplate.AgeScaleFactorFromAltitude Vec2 -> Vec2
Unknown
objectTemplate.AgeScaleFactorFromEngine Vec2 -> Vec2
Unknown
objectTemplate.AgeScaleFactorFromRotationalSpeed Vec2 -> Vec2
Unknown
objectTemplate.AgeScaleFactorFromSpeed Vec2 -> Vec2
Unknown
objectTemplate.AgeScaleFactorFromSpeedInDof Vec2 -> Vec2
Unknown
objectTemplate.AgeScaleFactorRange Vec2 -> Vec2
Unknown
objectTemplate.AgeScaleFactorUsed bool -> bool
Unknown
objectTemplate.airFlowAffect float -> float
Unknown
objectTemplate.airFriction float -> float
Unknown
objectTemplate.airResistance float -> float
Unknown
objectTemplate.airResistanceGraph Vec4 -> Vec4
Unknown
objectTemplate.aiTemplate std
:string -> std::string
Unknown
objectTemplate.alignEffectTransformation bool -> bool
Unknown
objectTemplate.alignRotationToSpeed bool -> bool
Unknown
objectTemplate.allowDucking bool -> bool
Unknown
objectTemplate.allowInsideDynamicLights bool -> bool
Unknown
objectTemplate.allowInsideStaticSun bool -> bool
Unknown
objectTemplate.alphaCull float -> float
Unknown
objectTemplate.alphaIntensityFromAcceleration Vec2 -> Vec2
Unknown
objectTemplate.alphaIntensityFromAltitude Vec2 -> Vec2
Unknown
objectTemplate.alphaIntensityFromEngine Vec2 -> Vec2
Unknown
objectTemplate.alphaIntensityFromRotationalSpeed Vec2 -> Vec2
Unknown
objectTemplate.alphaIntensityFromSpeed Vec2 -> Vec2
Unknown
objectTemplate.alphaIntensityFromSpeedInDof Vec2 -> Vec2
Unknown
objectTemplate.alphaIntensityRange Vec2 -> Vec2
Unknown
objectTemplate.alphaIntensityUsed bool -> bool
Unknown
objectTemplate.alphaOverTime OverTimeDistribution -> OverTimeDistribution
Unknown
objectTemplate.alternateTemplate0 std
:string -> std::string
Unknown
objectTemplate.alternateTemplate1 std
:string -> std::string
Unknown
objectTemplate.alternateTemplate2 std
:string -> std::string
Unknown
objectTemplate.alternateTemplate3 std
:string -> std::string
Unknown
objectTemplate.alternateTemplate4 std
:string -> std::string
Unknown
objectTemplate.altSoldierExitPosition Vec3 -> Vec3
Unknown
objectTemplate.ammo.abilityCost float -> float
Unknown
objectTemplate.ammo.abilityDrain float -> float
Unknown
objectTemplate.ammo.abilityMaterial int -> int
Unknown
objectTemplate.ammo.abilityRadius float -> float
Unknown
objectTemplate.ammo.abilityStrength float -> float
Unknown
objectTemplate.ammo.ammoType int -> int
Unknown
objectTemplate.ammo.autoReload bool -> bool
Unknown
objectTemplate.ammo.changeMagAt float -> float
Unknown
objectTemplate.ammo.firstShotExtraTime float -> float
Unknown
objectTemplate.ammo.instantReloadOnEnable bool -> bool
Unknown
objectTemplate.ammo.lastShotExtraTime float -> float
Unknown
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
Unknown
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
Unknown
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
Unknown
objectTemplate.ammo.toggleWhenNoAmmo bool -> bool
Weapons .tweak
"When no ammo, switch to previous selected weapon."
objectTemplate.ammoStorageSize float -> float
Unknown
objectTemplate.anchor Vec3 -> Vec3
Unknown
objectTemplate.anchorOffset Vec3 -> Vec3
Unknown
objectTemplate.animatedUVRotation int -> int
Unknown
objectTemplate.animatedUVRotationIndex int -> int
Unknown
objectTemplate.animatedUVRotationRadius float -> float
Unknown
objectTemplate.animatedUVRotationReverse bool -> bool
Unknown
objectTemplate.animatedUVRotationScale Vec2 -> Vec2
Unknown
objectTemplate.animatedUVTranslation bool -> bool
Unknown
objectTemplate.animatedUVTranslationIndex int -> int
Unknown
objectTemplate.animatedUVTranslationMax Vec2 -> Vec2
Unknown
objectTemplate.animatedUVTranslationReverse bool -> bool
Unknown
objectTemplate.animatedUVTranslationSize Vec2 -> Vec2
Unknown
objectTemplate.animatedUVTranslationSpeed Vec2 -> Vec2
Unknown
objectTemplate.animation.animateOnZoom bool -> bool
Unknown
objectTemplate.animation.loopingFire float -> float
Unknown
objectTemplate.animation.shiftDelay float -> float
Unknown
objectTemplate.animation.useShiftAnimation bool -> bool
Unknown
objectTemplate.animationEnable bool -> bool
Unknown
objectTemplate.animationFrameCount int -> int
Unknown
objectTemplate.animationFrameCountX int -> int
Unknown
objectTemplate.animationFrameHeight int -> int
Unknown
objectTemplate.animationFrameWidth int -> int
Unknown
objectTemplate.animationPlayOnce bool -> bool
Unknown
objectTemplate.animationRandomizedStartFrame bool -> bool
Unknown
objectTemplate.animationSpeed float -> float
Unknown
objectTemplate.animationSystem1P std
:string -> void
Unknown
objectTemplate.animationSystem3P std
:string -> void
Unknown
objectTemplate.antenna.accelerationFactor float -> float
Unknown
objectTemplate.antenna.damping float -> float
Unknown
objectTemplate.antenna.maxSwayAngle Vec2 -> Vec2
Unknown
objectTemplate.antenna.skeleton std
:string -> std::string
Unknown
objectTemplate.antenna.speedFactor float -> float
Unknown
objectTemplate.antenna.stiffness float -> float
Unknown
objectTemplate.areaValueTeam1 U32 -> U32
Unknown
objectTemplate.areaValueTeam2 U32 -> U32
Unknown
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
Unknown
objectTemplate.armor.addArmorEffectSpectacular int std
:string Vec3 -> void
Unknown
objectTemplate.armor.addWreckArmorEffect int std
:string Vec3 -> void
Unknown
objectTemplate.armor.alignLastEffectToHitDirection bool -> bool
Unknown
objectTemplate.armor.angleMod float -> float
Unknown
objectTemplate.armor.attackDamage float -> float
Unknown
objectTemplate.armor.canBeDestroyed bool -> bool
Unknown
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
Unknown
objectTemplate.armor.deepWaterDamageDelay float -> float
Unknown
objectTemplate.armor.deepWaterLevel float -> float
Unknown
objectTemplate.armor.defaultMaterial int -> int
Unknown
objectTemplate.armor.destroyOnSpectacularDeath bool -> bool
Unknown
objectTemplate.armor.explosionDamage float -> float
Unknown
objectTemplate.armor.explosionForce float -> float
Unknown
objectTemplate.armor.explosionForceMax float -> float
Unknown
objectTemplate.armor.explosionForceMod float -> float
Unknown
objectTemplate.armor.explosionMaterial int -> int
Unknown
objectTemplate.armor.explosionRadius float -> float
Unknown
objectTemplate.armor.hideChildrenOnSpectacularDeath bool -> bool
Unknown
objectTemplate.armor.hitPoints float -> float
Vehicles .tweak
The health of the vehicle. 0 = Dead.
objectTemplate.armor.hpLostWhileCriticalDamage float -> float
Unknown
objectTemplate.armor.hpLostWhileInDeepWater float -> float
Unknown
objectTemplate.armor.hpLostWhileInWater float -> float
Unknown
objectTemplate.armor.hpLostWhileUpSideDown float -> float
Unknown
objectTemplate.armor.maxHitPoints float -> float
Unknown
objectTemplate.armor.showDamageAsDirt float -> float
Unknown
objectTemplate.armor.speedMod float -> float
Unknown
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
Unknown
objectTemplate.armor.useMMOnDeath bool -> bool
Use the Material Manager on Death. Not too sure about this one
objectTemplate.armor.waterDamageDelay float -> float
Unknown
objectTemplate.armor.waterLevel float -> float
Unknown
objectTemplate.armor.wreckDelay float -> float
Unknown
objectTemplate.armor.wreckExplosionDamage float -> float
Unknown
objectTemplate.armor.wreckExplosionForce float -> float
Unknown
objectTemplate.armor.wreckExplosionForceMax float -> float
Unknown
objectTemplate.armor.wreckExplosionForceMod float -> float
Unknown
objectTemplate.armor.wreckExplosionMaterial int -> int
Unknown
objectTemplate.armor.wreckExplosionRadius float -> float
Unknown
objectTemplate.armor.wreckHitPoints float -> float
Unknown
objectTemplate.artPos bool -> bool
Unknown
objectTemplate.attachClimberRadius float -> float
Unknown
objectTemplate.attachToEventObject bool -> bool
Unknown
objectTemplate.attackSpeed float -> float
Unknown
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
Unknown
objectTemplate.audio.transformationRelativeRoot bool -> bool
Unknown
objectTemplate.audioReset -> void
Unknown
objectTemplate.automaticPitchStabilization bool -> bool
Unknown
objectTemplate.automaticReset bool -> bool
Unknown
objectTemplate.automaticYawStabilization bool -> bool
Unknown
objectTemplate.autoUseAbility int -> int
Unknown
objectTemplate.averageTimeBetweenTests float -> float
Unknown
objectTemplate.awakeTime float -> float
Unknown
objectTemplate.blendMode std
:string -> std::string
Unknown
objectTemplate.blockInputOnRotBundle std
:string -> std::string
Unknown
objectTemplate.blurryVisionHoldTime float -> float
Unknown
objectTemplate.blurryVisionTime float -> float
Unknown
objectTemplate.boneName std
:string -> std::string
Unknown
objectTemplate.bounceDamping float -> float
Unknown
objectTemplate.bounceLength float -> float
Unknown
objectTemplate.bounceSensitivity float -> float
Unknown
objectTemplate.bounceStrength float -> float
Unknown
objectTemplate.boundingRadiusModifierWhenOccupied float -> float
Unknown
objectTemplate.cameraId int -> int
Unknown
objectTemplate.cameraShakeMaxSpeed float -> float
Unknown
objectTemplate.cameraShakeSensitivity float -> float
Unknown
objectTemplate.cameraShakeStartSpeed float -> float
Unknown
objectTemplate.cameraSwayDofMax float -> float
Unknown
objectTemplate.cameraSwayDofMin float -> float
Unknown
objectTemplate.cameraSwayRightMax float -> float
Unknown
objectTemplate.cameraSwayRightMin float -> float
Unknown
objectTemplate.cameraSwayRodLength float -> float
Unknown
objectTemplate.cameraSwaySensitivity float -> float
Unknown
objectTemplate.cameraSwaySpringDamping float -> float
Unknown
objectTemplate.cameraSwaySpringStrength float -> float
Unknown
objectTemplate.canFireGuiIndex int -> int
Unknown
objectTemplate.cannotFireGuiIndex int -> int
Unknown
objectTemplate.cannotFireTimer float -> float
Unknown
objectTemplate.canPickup bool -> bool
Weapons
"Allows explosives to be picked up using the wrench/repair object, example: at_mine"
objectTemplate.canReverse bool -> bool
Unknown
objectTemplate.capMaxSpeed bool -> bool
Unknown
objectTemplate.castsDynamicShadow bool -> bool
"Vehicles, Weapons and Soldiers"
Enables the rendering of shadows.
objectTemplate.castsStaticShadow bool -> bool
Unknown
objectTemplate.centerOfCollisionOffset Vec3 -> Vec3
Unknown
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
Unknown
objectTemplate.chaseAngle float -> float
Unknown
objectTemplate.chaseDistance float -> float
Unknown
objectTemplate.chaseOffset Vec3 -> Vec3
Unknown
objectTemplate.clearTemplateList -> void
Unknown
objectTemplate.clientHitDetection bool -> bool
Unknown
objectTemplate.climbableAngle float -> float
Unknown
objectTemplate.climbersAttachForce float -> float
Unknown
objectTemplate.climbingSpeed float -> float
Unknown
objectTemplate.clockwise bool -> bool
Unknown
objectTemplate.cockpitLod int -> int
Unknown
objectTemplate.cockpitLod U32 -> U32
Unknown
objectTemplate.cockpitSubGeom int -> int
Unknown
objectTemplate.cockpitSubGeom U32 -> U32
Unknown
objectTemplate.collision.bouncing bool -> bool
Unknown
objectTemplate.collision.hasCollisionEffect bool -> bool
Unknown
objectTemplate.collision.maxStickAngle float -> float
Unknown
objectTemplate.collision.replenishingStrength float -> float
Unknown
objectTemplate.collision.replenishingType ReplenishingType -> ReplenishingType
Unknown
objectTemplate.collision.restoreHP float -> float
Unknown
objectTemplate.collision.resurrectDamage float -> float
Unknown
objectTemplate.collision.stickToStaticObjects bool -> bool
Unknown
objectTemplate.collision.stickToTerrain bool -> bool
Unknown
objectTemplate.collision.stickToVehicles bool -> bool
Unknown
objectTemplate.collisionEffectName std
:string -> std::string
Unknown
objectTemplate.collisionEnable bool -> bool
Unknown
objectTemplate.collisionGroups U32 -> U32
Unknown
objectTemplate.collisionMesh std
:string -> void
Unknown
objectTemplate.collisionMesh std
:string -> std::string
Unknown
objectTemplate.collisionPart int -> int
Unknown
objectTemplate.collisionSpeedAlongNormal float -> float
Unknown
objectTemplate.collisionSpeedAlongPlane float -> float
Unknown
objectTemplate.collisionStartRadius float -> float
Unknown
objectTemplate.color Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknown
objectTemplate.color Vec3ColorFloat -> Vec3ColorFloat
Unknown
objectTemplate.color1 Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknown
objectTemplate.color2 Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknown
objectTemplate.colorBlendGraph Vec4 -> Vec4
Unknown
objectTemplate.coneAngle1 float -> float
Unknown
objectTemplate.coneAngle2 float -> float
Unknown
objectTemplate.coneDirection Vec3 -> Vec3
Unknown
objectTemplate.coneInnerAngle float -> float
Unknown
objectTemplate.coneOuterAngle float -> float
Unknown
objectTemplate.coneOuterVolume float -> float
Unknown
objectTemplate.constantForce float -> float
Unknown
objectTemplate.constantRpm bool -> bool
Unknown
objectTemplate.continousRotationSpeed Math
:Vec3 -> Math::Vec3
Unknown
objectTemplate.controlPointId int -> int
Unknown
objectTemplate.ControlPointId U32 -> U32
Unknown
objectTemplate.controlPointName std
:string -> std::string
Unknown
objectTemplate.controlsCategory dice
:hfe::world::VehicleCategory -> dice::hfe::world::VehicleCategory
Unknown
objectTemplate.coolDownPerSec float -> float
Unknown
objectTemplate.coolingFactor float -> float
Unknown
objectTemplate.copyLinksCount int -> int
Unknown
ObjectTemplate.create std
:string std::string -> IObjectTemplate*
Unknown
objectTemplate.createComponent std
:string -> void
Unknown
objectTemplate.createdInEditor bool -> bool
Unknown
objectTemplate.createInvisible bool -> bool

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

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

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

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

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

objectTemplate.entryRadius float -> float
Unknown
objectTemplate.events int -> int
Unknown
objectTemplate.exitSpeedMod float -> float
Unknown
objectTemplate.fadeInFactor float -> float
Unknown
objectTemplate.fadeOutFactor float -> float
Unknown
objectTemplate.fire.addBarrelName std
:string -> void
Unknown
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
Unknown
objectTemplate.fire.altFireInput io
:PlayerInputMap -> io::PlayerInputMap

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

objectTemplate.fire.batchSize int -> int
Unknown
objectTemplate.fire.burstSize int -> int
Unknown
objectTemplate.fire.busyUntilButtonRelease bool -> bool
Unknown
objectTemplate.fire.detonatorObject std
:string -> std::string
Unknown
objectTemplate.fire.dropLod int -> int
Unknown
objectTemplate.fire.dropWeaponAfterFiringDelay float -> float
Unknown
objectTemplate.fire.dropWeaponAfterReloadDelay float -> float
Unknown
objectTemplate.fire.fireInCameraDof bool -> bool
Unknown
objectTemplate.fire.fireInCameraDofLocked bool -> bool
Unknown
objectTemplate.fire.fireInput io
:PlayerInputMap -> io::PlayerInputMap
Unknown
objectTemplate.fire.fireLaunchDelay float -> float
Unknown
objectTemplate.fire.fireLaunchDelaySoft float -> float
Unknown
objectTemplate.fire.fireStartDelay RandomDistribution -> RandomDistribution
Unknown
objectTemplate.fire.hideLod int -> int
Unknown
objectTemplate.fire.hideWeaponAfterFiringDelay float -> float
Unknown
objectTemplate.fire.hideWeaponAfterReloadDelay float -> float
Unknown
objectTemplate.fire.ignoreFireButton io
:PlayerInputMap -> io::PlayerInputMap
Unknown
objectTemplate.fire.isBarrel std
:string -> bool
Unknown
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
Unknown
objectTemplate.fire.pullbackTime float -> float
Unknown
objectTemplate.fire.radioMessageDelay float -> float
Unknown
objectTemplate.fire.randomRotationSpeed float -> float
Unknown
objectTemplate.fire.removeBarrelName std
:string -> void
Unknown
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
Unknown
objectTemplate.fire.timeToReachMaxStrengthSlow float -> float
Unknown
objectTemplate.fire.toggleWeaponTime float -> float
Unknown
objectTemplate.fire.triggerChargesTime float -> float
Unknown
objectTemplate.fire.useDummyProjectiles bool -> bool
Unknown
objectTemplate.fixAxisSpring bool -> bool
Unknown
objectTemplate.flagTemplateTeam0 std
:string -> std::string
Unknown
objectTemplate.flagTemplateTeam1 std
:string -> std::string
Unknown
objectTemplate.flagTemplateTeam2 std
:string -> std::string
Unknown
objectTemplate.flapLift float -> float
Unknown
objectTemplate.flicker float -> float
Unknown
objectTemplate.floaterMod float -> float
Unknown
objectTemplate.floatMaxLift float -> float
Unknown
objectTemplate.floatMinLift float -> float
Unknown
objectTemplate.follow.changePitch float -> float
Unknown
objectTemplate.follow.changeYaw float -> float
Unknown
objectTemplate.follow.maxPitch float -> float
Unknown
objectTemplate.follow.maxYaw float -> float
Unknown
objectTemplate.follow.minDist float -> float
Unknown
objectTemplate.followStiffness float -> float
Unknown
objectTemplate.force float -> float
Unknown
objectTemplate.forceSustainedFire bool -> bool
Unknown
objectTemplate.forceToWaterSurface bool -> bool
Unknown
objectTemplate.ForSoldierOnly bool -> bool
Unknown
objectTemplate.fov float -> float
Unknown
objectTemplate.gasCloudDamage float -> float
Unknown
objectTemplate.gasCloudRadiusTime float -> float
Unknown
objectTemplate.gasCloudType geom
:GasCloudType -> geom::GasCloudType
Unknown
objectTemplate.gasMaskSprintFactor float -> float
Unknown
objectTemplate.gearChangeTime float -> float
Unknown
objectTemplate.gearDown float -> float
Unknown
objectTemplate.gearDownDelay float -> float
Unknown
objectTemplate.gearDownHeight float -> float
Unknown
objectTemplate.gearDownSpeed float -> float
Unknown
objectTemplate.gearUp float -> float
Unknown
objectTemplate.gearUpDelay float -> float
Unknown
objectTemplate.gearUpHeight float -> float
Unknown
objectTemplate.gearUpSpeed float -> float
Unknown
objectTemplate.geometry std
:string -> std::string
Unknown
objectTemplate.geometry.dropGeom int -> int
Unknown
objectTemplate.geometry.kit int -> int
Unknown
objectTemplate.geometry1P std
:string -> void
Unknown
objectTemplate.geometry3P std
:string -> void
Unknown
objectTemplate.geometryPart int -> int
Unknown
objectTemplate.getHeatBarType -> int
Unknown
objectTemplate.getPosition int -> Math
:Vec3
Unknown
objectTemplate.getRotation int -> Math
:Vec3
Unknown
objectTemplate.getTemplate int -> std
:string
Unknown
objectTemplate.globalEffectLevel float -> float
Unknown
objectTemplate.gravity float -> float

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

objectTemplate.gravityGraph Vec4 -> Vec4
Unknown
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
Unknown
objectTemplate.gravityModifierOverTime OverTimeDistribution -> OverTimeDistribution
Unknown
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
Unknown
objectTemplate.group U32 -> U32
Unknown
objectTemplate.halfVolumeDistance float -> float
Unknown
objectTemplate.handleCollisionSpeed float -> float
Unknown
objectTemplate.hasAltEffect bool -> bool
Unknown
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
Unknown
objectTemplate.hasMobilePhysics bool -> bool

: :Check for objects and parts that can move.

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

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

objectTemplate.isDynamic bool -> bool
Unknown
objectTemplate.isGasMask bool -> bool
Unknown
objectTemplate.isHemisphere bool -> bool
Unknown
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
Unknown
objectTemplate.isNightVision bool -> bool
Unknown
objectTemplate.isNotSaveable bool -> bool
Unknown
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
Unknown
objectTemplate.isPortalPassing bool -> bool
Unknown
objectTemplate.isSelectable bool -> bool
Unknown
objectTemplate.isSleeping bool -> bool
Unknown
objectTemplate.isStatic bool -> bool
Unknown
objectTemplate.isStaticSystem bool -> bool
Unknown
objectTemplate.isUnderwaterEffect bool -> bool
Unknown
objectTemplate.isUnstrategicControlPoint bool -> bool
Unknown
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
Unknown
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
Unknown
objectTemplate.kitTeam int -> int
Unknown
objectTemplate.kitType hfe
:KitType -> hfe::KitType
Unknown
objectTemplate.lesserYawAtSpeed float -> float
Unknown
objectTemplate.liftRegulated bool -> bool
Unknown
objectTemplate.LightAffectionFactor float -> float
Unknown
objectTemplate.lightMapIntensityOffset float -> float
Unknown
objectTemplate.lightType std
:string -> std::string
Unknown
objectTemplate.linkAttachMovement float -> float
Unknown
objectTemplate.linkAttachTime float -> float
Unknown
objectTemplate.linkedEffectContainer std
:string -> std::string
Unknown
ObjectTemplate.list std
:string -> std::string
Unknown
objectTemplate.listenerObstruction float -> float

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

ObjectTemplate.listTemplateClasses -> std
:string
Unknown
objectTemplate.listTemplates -> std
:string
Unknown
ObjectTemplate.loadAll -> bool
Unknown
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
Unknown
objectTemplate.LodDistance std
:string -> std::string
Unknown
objectTemplate.loopCount int -> int
Unknown
objectTemplate.looping bool -> bool
Unknown
objectTemplate.loseControlWhenEnemyClose bool -> bool
Unknown
objectTemplate.loseControlWhenNotClose bool -> bool
Unknown
objectTemplate.lowSamples int -> int
Unknown
objectTemplate.maintainCameraOnEnter bool -> bool
Unknown
objectTemplate.maintainCameraOnExit bool -> bool
Unknown
objectTemplate.manDownCameraOffsetInDof float -> float
Unknown
objectTemplate.manDownCameraOffsetInUp float -> float
Unknown
objectTemplate.mapMaterial uint std
:string uint -> void
Unknown
objectTemplate.maskOffset Vec3 -> Vec3
Unknown
objectTemplate.maskType hfe
:MaskObjectType -> hfe::MaskObjectType
Unknown
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
Unknown
objectTemplate.maxAngleOfAttack float -> float
Unknown
objectTemplate.maxCorner Vec3 -> Vec3
Unknown
objectTemplate.maxDistance float -> float
Unknown
objectTemplate.maxDistanceUnderWaterSurface float -> float
Unknown
objectTemplate.maxGasCloudRadius float -> float
Unknown
objectTemplate.maxNrOfObjectSpawned U32 -> U32
Unknown
objectTemplate.maxResetSpeed Math
:Vec3 -> Math::Vec3
Unknown
objectTemplate.MaxRopeLength float -> float

: :Fastropes confirmed ?!?!?!?!

objectTemplate.maxRotation Math
:Vec3 -> Math::Vec3
Unknown
objectTemplate.maxSpawnDelay float -> float
Unknown
objectTemplate.maxSpeed Math
:Vec3 -> Math::Vec3
Unknown
objectTemplate.maxSpeed float -> float
Unknown
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
Unknown
objectTemplate.maxVertRegAngle float -> float
Unknown
objectTemplate.MaxZiplineLength float -> float
Unknown
objectTemplate.mediumSamples int -> int
Unknown
objectTemplate.minCorner Vec3 -> Vec3
Unknown
objectTemplate.minDamage float -> float
Unknown
objectTemplate.minDistance float -> float
Unknown
objectTemplate.minDistanceUnderWaterSurface float -> float
Unknown
objectTemplate.minGasCloudRadius float -> float
Unknown
objectTemplate.minimapNameOffset Vec2 -> Vec2
Unknown
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
Unknown
objectTemplate.minRotation Math
:Vec3 -> Math::Vec3
Unknown
objectTemplate.minSpawnDelay float -> float
Unknown
objectTemplate.minTimeBetweenActivation float -> float
Unknown
objectTemplate.minTracerScaler float -> float
Unknown
objectTemplate.minTrailVelocity float -> float
Unknown
objectTemplate.minYNormal float -> float
Unknown
objectTemplate.movementSpeed float -> float
Unknown
objectTemplate.movementType int -> int
Unknown
objectTemplate.moveToWaterSurface bool -> bool
Unknown
objectTemplate.name -> std
:string
Unknown
objectTemplate.nameTagOffset Vec3 -> Vec3
Unknown
objectTemplate.nearCullingEnable bool -> bool
Unknown
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
Unknown
objectTemplate.newCar2.engineBrakeTorque float -> float
Unknown
objectTemplate.newCar2.engineFeedbackMod float -> float
Unknown
objectTemplate.newCar2.frictionMod float -> float
Unknown
objectTemplate.newCar2.frictionTorque float -> float
Unknown
objectTemplate.newCar2.maxRpm float -> float
Unknown
objectTemplate.newCar2.minRpm float -> float
Unknown
objectTemplate.newCar2.slopeTorqueMod float -> float
Unknown
objectTemplate.newCar2.useClutchedTorque bool -> bool
Unknown
objectTemplate.newCar2.wheelInertia float -> float
Unknown
objectTemplate.newCar2.wheelLatDriveFrictionMod float -> float
Unknown
objectTemplate.newCar2.wheelLatFrictionMod float -> float
Unknown
objectTemplate.newCar2.wheelLatMinDynamicFriction float -> float
Unknown
objectTemplate.newCar2.wheelLatPeakAt float -> float
Unknown
objectTemplate.newCar2.wheelLatScale float -> float
Unknown
objectTemplate.newCar2.wheelLongDriveFrictionMod float -> float
Unknown
objectTemplate.newCar2.wheelLongFrictionMod float -> float
Unknown
objectTemplate.newCar2.wheelLongMinDynamicFriction float -> float
Unknown
objectTemplate.newCar2.wheelLongPeakAt float -> float
Unknown
objectTemplate.newCar2.wheelLongScale float -> float
Unknown
objectTemplate.noEffectAtPerpSpeed float -> float
Unknown
objectTemplate.noPassengerTimeToLive int -> int
Unknown
objectTemplate.noPhysics bool -> bool
Unknown
objectTemplate.noPropellerEffectAtSpeed float -> float
Unknown
objectTemplate.nosePos Vec3 -> Vec3
Unknown
objectTemplate.notCycledIfOccupied bool -> bool
Unknown
objectTemplate.noVertRegAngle float -> float
Unknown
objectTemplate.nrOfObjectToSpawn int -> int
Unknown
objectTemplate.nrOfRespawns int -> int
Unknown
objectTemplate.numberOfGears int -> int
Unknown
objectTemplate.NumberOfLinks int -> int
Unknown
objectTemplate.numNetworkedEffects int -> int
Unknown
objectTemplate.numPlanes int -> int
Unknown
objectTemplate.objectShadows bool -> bool
Unknown
objectTemplate.objectTemplate std
:string -> std::string
Unknown
objectTemplate.onlyTakeableByTeam U32 -> U32
Unknown
objectTemplate.onlyWhenOccupied bool -> bool
Unknown
objectTemplate.otherCollisionLod int -> int
Unknown
objectTemplate.overheatPenalty float -> float
Unknown
objectTemplate.pan float -> float
Unknown
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
Unknown
objectTemplate.pcoFlags int -> int
Unknown
objectTemplate.pcoId int -> int
Unknown
objectTemplate.penetrate.allowLiquidPenetration bool -> bool
Unknown
objectTemplate.penetrate.allowSolidPenetration bool -> bool

: :

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

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

objectTemplate.pitch float -> float
Unknown
objectTemplate.pitchEnvelope std
:string -> std::string
Unknown
objectTemplate.pitchOffset float -> float
Unknown
objectTemplate.pivotOffset Vec2 -> Vec2
Unknown
objectTemplate.PivotPosition Math
:Vec3 -> Math::Vec3
Unknown
objectTemplate.playAtEventPosition bool -> bool
Unknown
objectTemplate.playAtPlayerPosition bool -> bool
Unknown
objectTemplate.portalPassingPosition Vec3 -> Vec3
Unknown
objectTemplate.poseCameraPosition int Vec3 -> void
Unknown
objectTemplate.position Vec3 -> Vec3
Unknown
objectTemplate.positionalSpeedInDof RandomDistribution -> RandomDistribution
Unknown
objectTemplate.positionalSpeedInRight RandomDistribution -> RandomDistribution
Unknown
objectTemplate.positionalSpeedInUp RandomDistribution -> RandomDistribution
Unknown
objectTemplate.positionOffset Math
:Vec3 -> Math::Vec3
Unknown
objectTemplate.postProcess.tvDistortionFreq float -> float
Unknown
objectTemplate.postProcess.tvDistortionRoll float -> float
Unknown
objectTemplate.postProcess.tvDistortionScale float -> float
Unknown
objectTemplate.postProcess.tvInterference float -> float
Unknown
objectTemplate.preCacheObject bool -> bool
Unknown
objectTemplate.preWarmTime float -> float
Unknown
ObjectTemplate.printScript world
:IObjectTemplate_ptrproxy -> std::string
Unknown
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
Unknown
objectTemplate.projectorApplyMask bool -> bool
Unknown
objectTemplate.projectorAspect float -> float
Unknown
objectTemplate.projectorFar float -> float
Unknown
objectTemplate.projectorFov float -> float
Unknown
objectTemplate.projectorNear float -> float
Unknown
objectTemplate.projectorTexture std
:string -> std::string
Unknown
objectTemplate.propRotAxis int -> int
Unknown
objectTemplate.pureRotational bool -> bool
Unknown
objectTemplate.QualityLevel std
:string -> std::string
Unknown
objectTemplate.radialDirection float -> float
Unknown
objectTemplate.radio.destroyedMessage std
:string -> std::string
Unknown
objectTemplate.radio.failMessage std
:string -> std::string
Unknown
objectTemplate.radio.repairedMessage std
:string -> std::string
Unknown
objectTemplate.radio.spottedMessage std
:string -> std::string
Unknown
objectTemplate.radio.useMessage std
:string -> std::string
Unknown
objectTemplate.radius float -> float
Unknown
objectTemplate.radiusOffset Vec3 -> Vec3
Unknown
objectTemplate.ragdollLandedDelay float -> float
Unknown
objectTemplate.randomAgeFactor RandomDistribution -> RandomDistribution
Unknown
objectTemplate.randomColorIntensity float -> float
Unknown
objectTemplate.randomDirectionAngle Vec3 -> Vec3
Unknown
objectTemplate.randomIntensity float -> float
Unknown
objectTemplate.randomizeGeomPart bool -> bool
Unknown
objectTemplate.randomRadialDirection float -> float
Unknown
objectTemplate.randomRotation float -> float
Unknown
objectTemplate.randomRotation Vec3 -> Vec3
Unknown
objectTemplate.randomRotationSpeed Vec3 -> Vec3
Unknown
objectTemplate.randomRotationSpeed float -> float
Unknown
objectTemplate.randomSize float -> float
Unknown
objectTemplate.randomSpeed float -> float
Unknown
objectTemplate.randomTimeToLive float -> float
Unknown
objectTemplate.rcType RemoteControlledObjectType -> RemoteControlledObjectType
Unknown
objectTemplate.readBinary std
:string -> void
Unknown
objectTemplate.recoil.cameraRecoilSize float -> float
Unknown
objectTemplate.recoil.cameraRecoilSpeed float -> float
Unknown
objectTemplate.recoil.goBackOnRecoil bool -> bool
Unknown
objectTemplate.recoil.hasRecoilForce bool -> bool
Unknown
objectTemplate.recoil.recoilForce float -> float
Unknown
objectTemplate.recoil.recoilForceLeftRight RandomDistribution -> RandomDistribution
Unknown
objectTemplate.recoil.recoilForceUp RandomDistribution -> RandomDistribution
Unknown
objectTemplate.recoil.recoilGraphExponent float -> float
Unknown
objectTemplate.recoil.recoilGraphFrameCount int -> int
Unknown
objectTemplate.recoil.recoilGraphTotalMovement float -> float
Unknown
objectTemplate.recoil.recoilSize float -> float
Unknown
objectTemplate.recoil.recoilSpeed float -> float
Unknown
objectTemplate.recoil.recoilSpeedGB float -> float
Unknown
objectTemplate.recoil.zoomModifier float -> float
Unknown
objectTemplate.refillAmmoSpeed float -> float
Unknown
objectTemplate.regulatePitch Vec2 -> Vec2
Unknown
objectTemplate.regulatePitchInput io
:PlayerInputMap -> io::PlayerInputMap
Unknown
objectTemplate.regulateRoll Vec2 -> Vec2
Unknown
objectTemplate.regulateRollInput io
:PlayerInputMap -> io::PlayerInputMap
Unknown
objectTemplate.regulateToLift float -> float
Unknown
objectTemplate.regulateVerticalPos Vec2 -> Vec2
Unknown
objectTemplate.regulateVerticalPosInput io
:PlayerInputMap -> io::PlayerInputMap
Unknown
objectTemplate.regulateYaw Vec2 -> Vec2
Unknown
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
Unknown
objectTemplate.relativePositionInDof RandomDistribution -> RandomDistribution
Unknown
objectTemplate.relativePositionInRight RandomDistribution -> RandomDistribution
Unknown
objectTemplate.relativePositionInUp RandomDistribution -> RandomDistribution
Unknown
objectTemplate.relativePositionOffset Vec3 -> Vec3
Unknown
objectTemplate.rememberExcessInput bool -> bool
Unknown
objectTemplate.remoteEngineInput int -> int
Unknown
objectTemplate.removeTemplate int -> void
Unknown
objectTemplate.replaceItem std
:string -> void

:In the .con and .tweak :

objectTemplate.respawnDelay float -> float

:In the .con and .tweak :

objectTemplate.restoreRotationOnExit bool -> bool
Unknown
objectTemplate.restoreSpeed float -> float
Unknown
objectTemplate.reverbLevel float -> float
Unknown
objectTemplate.ropeScaleFactor float -> float
Unknown
objectTemplate.rotateAsAnimatedUV bool -> bool
Unknown
objectTemplate.rotateAsAnimatedUVObject std
:string -> std::string
Unknown
objectTemplate.rotateAsAnimatedUVReverse bool -> bool
Unknown
objectTemplate.rotateUV bool -> bool
Unknown
objectTemplate.rotation float -> float
Unknown
objectTemplate.rotationalForce Vec3 -> Vec3
Unknown
objectTemplate.rotationalSpeedInDof RandomDistribution -> RandomDistribution
Unknown
objectTemplate.rotationalSpeedInRight RandomDistribution -> RandomDistribution
Unknown
objectTemplate.rotationalSpeedInUp RandomDistribution -> RandomDistribution
Unknown
objectTemplate.rotationAxle int -> int
Unknown
objectTemplate.rotationGraph Vec4 -> Vec4
Unknown
objectTemplate.rotationSpeed Vec3 -> Vec3
Unknown
objectTemplate.rotationSpeed float -> float
Unknown
objectTemplate.rotationSpeedMod float -> float
Unknown
objectTemplate.rotationSpeedModBlur float -> float
Unknown
ObjectTemplate.save world
:IObjectTemplate_ptrproxy -> bool
Unknown
ObjectTemplate.saveAll -> bool
Unknown
objectTemplate.saveInSeparateFile bool -> bool
Unknown
objectTemplate.scale Vec3 -> Vec3
Unknown
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
Unknown
objectTemplate.seatLeftRotationLimit float -> float
Unknown
objectTemplate.seatParent std
:string -> std::string
Unknown
objectTemplate.seatPosition Vec3 -> Vec3
Unknown
objectTemplate.seatRightRotationLimit float -> float
Unknown
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
Unknown
objectTemplate.seek.directionBonus float -> float
Unknown
objectTemplate.seek.maxAngleLock float -> float
Unknown
objectTemplate.seek.maxDistLock float -> float
Unknown
objectTemplate.seek.reLockTime float -> float
Unknown
objectTemplate.seek.targetType TargetType -> TargetType
Unknown
objectTemplate.seek.trackingDelay float -> float
Unknown
objectTemplate.selfLights bool -> bool
Unknown
objectTemplate.selfShadowIntensity float -> float
Unknown
objectTemplate.selfShadows bool -> bool
Unknown
objectTemplate.setActiveTemplate int -> void
Unknown
objectTemplate.setAIEnterOnSpawn bool -> void
Unknown
objectTemplate.setAllowSpawnCloseToVehicle bool -> void
Unknown
objectTemplate.setAnimationFrameHeightRelative float -> void
Unknown
objectTemplate.setAnimationFrameWidthRelative float -> void
Unknown
objectTemplate.setAxisFixation Math
:Vec3 -> void
Unknown
objectTemplate.setCollisionMesh std
:string -> void
Unknown
objectTemplate.setEnterOnSpawn bool -> void
Unknown
objectTemplate.setExplodePartAtDestroy bool -> void
Unknown
objectTemplate.setGearRatios float float float -> void
Unknown
objectTemplate.setHasTarget bool -> void
Unknown
objectTemplate.setHealth int float float -> void
Unknown
objectTemplate.setHeatBarType heatBarType -> void
Unknown
objectTemplate.setMinSpawnHeight float -> void
Unknown
objectTemplate.setNumWindows int -> void
Unknown
objectTemplate.setObjectTemplate int std
:string -> void
Unknown
objectTemplate.setOnlyForAI bool -> void
Unknown
objectTemplate.setOnlyForHuman bool -> void
Unknown
objectTemplate.setPosition Math
:Vec3 int -> void
Unknown
objectTemplate.setPositionalFixation Math
:Vec3 -> void
Unknown
objectTemplate.setRotation Math
:Vec3 int -> void
Unknown
objectTemplate.setScatterSpawnPositions bool -> void
Unknown
objectTemplate.setSkeletonCollisionBone std
:string int Vec3 -> void
Unknown
objectTemplate.setSoldierExitLocation Vec3 Vec3 -> void
Unknown
objectTemplate.setSpawnAsParaTroper bool -> void
Unknown
objectTemplate.setSpawnDelay float -> void
Unknown
objectTemplate.setSpawnPositionOffset Math
:Vec3 -> void
Unknown
objectTemplate.setSpawnPreventionDelay float -> void
Unknown
objectTemplate.setSpawnRotation Math
:Vec3 -> void
Unknown
objectTemplate.setTeamGeometry int std
:string -> void
Unknown
objectTemplate.setToolTipType dice
:hfe::world::ToolTipType -> void
Unknown
objectTemplate.setVehicleType dice
:hfe::world::VehicleType -> void
Unknown
objectTemplate.shadowIntensity float -> float
Unknown
objectTemplate.shakeFactor float -> float
Unknown
objectTemplate.sharedStorageSize float -> float
Unknown
objectTemplate.showInFirstPerson bool -> bool
Unknown
objectTemplate.showInThirdPerson bool -> bool
Unknown
objectTemplate.showOnMinimap bool -> bool
Unknown
objectTemplate.signalTriggerId int -> int
Unknown
objectTemplate.sinkingSpeedMod float -> float
Unknown
objectTemplate.size float -> float
Unknown
objectTemplate.size RandomDistribution -> RandomDistribution
Unknown
objectTemplate.sizeGraph Vec4 -> Vec4
Unknown
objectTemplate.sizeModifier Vec3 -> Vec3
Unknown
objectTemplate.sizeModifierX float -> float
Unknown
objectTemplate.sizeModifierY float -> float
Unknown
objectTemplate.sizeModifierZ float -> float
Unknown
objectTemplate.sizeOverTime OverTimeDistribution -> OverTimeDistribution
Unknown
objectTemplate.skeleton std
:string -> void
Unknown
objectTemplate.skeleton1P std
:string -> void
Unknown
objectTemplate.skeleton3P std
:string -> void
Unknown
objectTemplate.snapToZeroOnNoInput bool -> bool
Unknown
objectTemplate.softness float -> float
Unknown
objectTemplate.soldierExitPosition Vec3 -> Vec3
Unknown
objectTemplate.soldierExitRotation Vec3 -> Vec3
Unknown
objectTemplate.sound.maxSoundsPerBurst int -> int
Unknown
objectTemplate.sound.noisy bool -> bool
Unknown
objectTemplate.soundFilename std
:string -> std::string
Unknown
objectTemplate.soundFilter std
:string -> std::string
Unknown
objectTemplate.soundIntensityFromAcceleration Vec2 -> Vec2
Unknown
objectTemplate.soundIntensityFromAltitude Vec2 -> Vec2
Unknown
objectTemplate.soundIntensityFromEngine Vec2 -> Vec2
Unknown
objectTemplate.soundIntensityFromRotationalSpeed Vec2 -> Vec2
Unknown
objectTemplate.soundIntensityFromSpeed Vec2 -> Vec2
Unknown
objectTemplate.soundIntensityFromSpeedInDof Vec2 -> Vec2
Unknown
objectTemplate.soundIntensityRange Vec2 -> Vec2
Unknown
objectTemplate.soundIntensityUsed bool -> bool
Unknown
objectTemplate.soundRadius float -> float
Unknown
objectTemplate.spawnDelay float -> void
Unknown
objectTemplate.spawnDelayAtStart bool -> bool
Unknown
objectTemplate.spawnOffset Vec3 -> Vec3
Unknown
objectTemplate.speccolor Vec3ColorFloatIntensity -> Vec3ColorFloatIntensity
Unknown
objectTemplate.specialToggleWeaponInput io
:PlayerInputMap -> io::PlayerInputMap
Unknown
objectTemplate.speed float -> float
Unknown
objectTemplate.speedFromParticle float -> float
Unknown
objectTemplate.speedFromPhysics bool -> bool
Unknown
objectTemplate.spinWhenNoEngineInAir float -> float
Unknown
objectTemplate.sprintDissipationTime float -> float
Unknown
objectTemplate.sprintFactor float -> float
Unknown
objectTemplate.sprintGear1Dampen float -> float
Unknown
objectTemplate.sprintGear2Dampen float -> float
Unknown
objectTemplate.sprintGear3Dampen float -> float
Unknown
objectTemplate.sprintGear4Dampen float -> float
Unknown
objectTemplate.sprintGear5Dampen float -> float
Unknown
objectTemplate.sprintLimit float -> float
Unknown
objectTemplate.sprintLossAtJump float -> float
Unknown
objectTemplate.sprintRecoverTime float -> float
Unknown
objectTemplate.sprintStaminaDissipationFactor float -> float
Unknown
objectTemplate.startAgeFromAcceleration Vec2 -> Vec2
Unknown
objectTemplate.startAgeFromAltitude Vec2 -> Vec2
Unknown
objectTemplate.startAgeFromEngine Vec2 -> Vec2
Unknown
objectTemplate.startAgeFromRotationalSpeed Vec2 -> Vec2
Unknown
objectTemplate.startAgeFromSpeed Vec2 -> Vec2
Unknown
objectTemplate.startAgeFromSpeedInDof Vec2 -> Vec2
Unknown
objectTemplate.startAgeRange Vec2 -> Vec2
Unknown
objectTemplate.startAgeUsed bool -> bool
Unknown
objectTemplate.startAtCreation bool -> bool
Unknown
objectTemplate.startAutoRotateOnEnter bool -> bool
Unknown
objectTemplate.startDelay float -> float
Unknown
objectTemplate.startDistance float -> float
Unknown
objectTemplate.startLodPercentageOfLodDistance float -> float
Unknown
objectTemplate.startOnEffects int -> int
Unknown
objectTemplate.startProbability float -> float
Unknown
objectTemplate.startRotation RandomDistribution -> RandomDistribution
Unknown
objectTemplate.startTeam int -> int
Unknown
objectTemplate.stopOnEffects int -> int
Unknown
objectTemplate.stopType int -> int
Unknown
objectTemplate.strategicObject.3dMapIcon int -> int
Unknown
objectTemplate.strategicObject.destroyedIcon std
:string -> std::string
Unknown
objectTemplate.strategicObject.intactIcon std
:string -> std::string
Unknown
objectTemplate.strategicObject.isOnePiece bool -> bool
Unknown
objectTemplate.strategicObject.part int -> int
Unknown
objectTemplate.strategicObject.strategicObjectName std
:string -> std::string
Unknown
objectTemplate.strength float -> float
Unknown
objectTemplate.supplyGroupId int -> int
Unknown
objectTemplate.supplyGroupNeeded int int bool -> void
Unknown
objectTemplate.supplyValueNeededTeam1 int -> int
Unknown
objectTemplate.supplyValueNeededTeam2 int -> int
Unknown
objectTemplate.supplyValueTeam1 int -> int
Unknown
objectTemplate.supplyValueTeam2 int -> int
Unknown
objectTemplate.supportsEmitter bool -> bool
Unknown
objectTemplate.supportsGlow bool -> bool
Unknown
objectTemplate.supportsPerPixel bool -> bool
Unknown
objectTemplate.supportsPerVertex bool -> bool
Unknown
objectTemplate.target.connectionEffect std
:string -> std::string
Unknown
objectTemplate.target.connectionEffectOnlyWhenZoomed bool -> bool
Unknown
objectTemplate.target.disableFireWhenActiveMissile bool -> bool
Unknown
objectTemplate.target.disableGuidanceOnReload bool -> bool
Unknown
objectTemplate.target.lockAngle float -> float
Unknown
objectTemplate.target.lockDelay float -> float
Unknown
objectTemplate.target.loseLockDelay float -> float
Unknown
objectTemplate.target.maxDistance float -> float
Unknown
objectTemplate.target.maxVelocity float -> float
Unknown
objectTemplate.target.minVelocity float -> float
Unknown
objectTemplate.target.onLockChangeToWeapon bool std
:string -> void
Unknown
objectTemplate.target.sendVehicleLockWarning bool -> bool
Unknown
objectTemplate.target.setTargetAtMaxDistance bool -> bool
Unknown
objectTemplate.target.targetInput io
:PlayerInputMap -> io::PlayerInputMap
Unknown
objectTemplate.target.targetObjectTemplate std
:string -> std::string
Unknown
objectTemplate.target.targetSystem TargetSystem -> TargetSystem
Unknown
objectTemplate.target.updateInterval float -> float
Unknown
objectTemplate.target.useCameraDirectionToTarget bool -> bool
Unknown
objectTemplate.target.useDynamicVelocity bool -> bool
Unknown
objectTemplate.target.velocityModifier float -> float
Unknown
objectTemplate.targetType TargetType -> TargetType
Unknown
objectTemplate.team int -> int
Unknown
objectTemplate.team U32 -> U32
Unknown
objectTemplate.team int -> void
Unknown
objectTemplate.teamChange bool -> bool
Unknown
objectTemplate.teamFromClosestCP bool -> bool
Unknown
objectTemplate.teamOnVehicle bool -> bool
Unknown
objectTemplate.template std
:string -> std::string
Unknown
objectTemplate.templateHasBeenUsed bool -> bool
Unknown
objectTemplate.textureName std
:string -> std::string
Unknown
objectTemplate.textureOffsetVelocity float -> float
Unknown
objectTemplate.textureTileFactor float -> float
Unknown
objectTemplate.throwStrength float -> float
Unknown
objectTemplate.throwStrength2 float -> float
Unknown
objectTemplate.Timeout float -> float
Unknown
objectTemplate.timeToGetControl float -> float
Unknown
objectTemplate.timeToLive RandomDistribution -> RandomDistribution
Unknown
objectTemplate.timeToLive float -> float
Unknown
objectTemplate.timeToLiveAfterDeath float -> float
Unknown
objectTemplate.timeToLoseControl float -> float
Unknown
objectTemplate.timeToRemoveTK float -> float
Unknown
objectTemplate.toggleMouseLook bool -> bool
Unknown
objectTemplate.toggleWeapon bool -> bool
Unknown
objectTemplate.tolerance float -> float
Unknown
objectTemplate.torque float -> float
Unknown
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
Unknown
objectTemplate.trackTurnAcceleration float -> float
Unknown
objectTemplate.trackTurnHighAmplitude float -> float
Unknown
objectTemplate.trackTurnHighOffset float -> float
Unknown
objectTemplate.trackTurnLowAmplitude float -> float
Unknown
objectTemplate.trackTurnLowOffset float -> float
Unknown
objectTemplate.trackTurnSpeed float -> float
Unknown
objectTemplate.trailEffectTemplate std
:string -> std::string
Unknown
objectTemplate.Transparency RandomDistribution -> RandomDistribution
Unknown
objectTemplate.transparencyGraph Vec4 -> Vec4
Unknown
objectTemplate.treeCollisionDiameter float -> float
Unknown
objectTemplate.triggerForEachActivatingPlayer bool -> bool
Unknown
objectTemplate.triggerId int -> int
Unknown
objectTemplate.triggerRadius float -> float
Unknown
objectTemplate.turnVelocity float -> float
Unknown
ObjectTemplate.type world
:IObjectTemplate_ptrproxy -> std::string
Unknown
objectTemplate.type int -> int
Unknown
objectTemplate.uavVehicleFlightHeight float -> float
Unknown
objectTemplate.uavVehicleRadius float -> float
Unknown
objectTemplate.uavVehicleSampleResolution float -> float
Unknown
objectTemplate.uavVehicleSpeed float -> float
Unknown
objectTemplate.uavVehicleTemplate std
:string -> std::string
Unknown
objectTemplate.unableToChangeTeam bool -> bool
Unknown
objectTemplate.unlockIndex int -> int
Unknown
objectTemplate.unlockLevel int -> int
Unknown
ObjectTemplate.update world
:IObjectTemplate_ptrproxy -> void
Unknown
ObjectTemplate.updateAll -> void
Unknown
objectTemplate.upDropBoost float -> float
Unknown
objectTemplate.upThrowBoost float -> float
Unknown
objectTemplate.upThrowBoost2 float -> float
Unknown
objectTemplate.useAbsoluteDirection bool -> bool
Unknown
objectTemplate.useButtonRadius float -> float
Unknown
objectTemplate.useCameraOrientation bool -> bool
Unknown
objectTemplate.usedByAi bool -> bool
Unknown
objectTemplate.useDeAcceleration bool -> bool
Unknown
objectTemplate.usedOnTransparentMaterials bool -> bool
Unknown
objectTemplate.usedOnTransparentSurface bool -> bool
Unknown
objectTemplate.useGeomPart int -> int
Unknown
objectTemplate.useProjectileCamera bool -> bool
Unknown
objectTemplate.vehicleCameraShake CameraShakeTriggers -> CameraShakeTriggers
Unknown
objectTemplate.vehicleCategory dice
:hfe::world::VehicleCategory -> dice::hfe::world::VehicleCategory
Unknown
objectTemplate.vehicleFov float -> float
Unknown
objectTemplate.vehicleHud.AbilityIcon std
:string -> std::string
Unknown
objectTemplate.vehicleHud.addAbilityIcon std
:string -> void
Unknown
objectTemplate.vehicleHud.addShowOnCamMode int -> void
Unknown
objectTemplate.vehicleHud.addVehicleIcon std
:string -> void
Unknown
objectTemplate.vehicleHud.disableOnSprint bool -> bool
Unknown
objectTemplate.vehicleHud.displaySelectionOnEnter bool -> bool
Unknown
objectTemplate.vehicleHud.enablePostProcessingOnGuiIndex bool -> bool
Unknown
objectTemplate.vehicleHud.getShowOnCamMode int -> bool
Unknown
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
Unknown
objectTemplate.vehicleHud.hudName std
:string -> std::string
Unknown
objectTemplate.vehicleHud.injurySound std
:string -> std::string
Unknown
objectTemplate.vehicleHud.isCoDriver bool -> bool
Unknown
objectTemplate.vehicleHud.maxClimbSpeed int -> int
Unknown
objectTemplate.vehicleHud.miniMapIcon std
:string -> std::string
Unknown
objectTemplate.vehicleHud.miniMapIconLeaderSize std
:string -> std::string
Unknown
objectTemplate.vehicleHud.miniMapIconSize int -> int
Unknown
objectTemplate.vehicleHud.pantingSound std
:string -> std::string
Unknown
objectTemplate.vehicleHud.showCrossHair bool -> bool
Unknown
objectTemplate.vehicleHud.showInfo bool -> bool
Unknown
objectTemplate.vehicleHud.showOnCamMode int -> int
Unknown
objectTemplate.vehicleHud.spottedIcon std
:string -> std::string
Unknown
objectTemplate.vehicleHud.spottedIconSize int -> int
Unknown
objectTemplate.vehicleHud.standardHelpEnabled bool -> bool
Unknown
objectTemplate.vehicleHud.typeIcon std
:string -> std::string
Unknown
objectTemplate.vehicleHud.useChildHud bool -> bool
Unknown
objectTemplate.vehicleHud.usePlayerIcon bool -> bool
Unknown
objectTemplate.vehicleHud.useSelectionIcons bool -> bool
Unknown
objectTemplate.vehicleHud.useVehicleCommRose bool -> bool
Unknown
objectTemplate.vehicleHud.vehicleIcon std
:string -> std::string
Unknown
objectTemplate.vehicleHud.vehicleIconPos Vec2 -> Vec2
Unknown
objectTemplate.vehicleHud.vehicleType int -> int
Unknown
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
Unknown
objectTemplate.volume float -> float

: :The loudness of the sound.

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

:Used in Weapons/Vehicles .tweak :

objectTemplate.weaponHud.displaySelectOnActivation bool -> bool
Unknown
objectTemplate.weaponHud.enableMouse bool -> bool
Unknown
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
Unknown
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
Unknown
objectTemplate.weaponHud.hasRangeFinder bool -> bool
Unknown
objectTemplate.weaponHud.hudName std
:string -> std::string
Unknown
objectTemplate.weaponHud.maxVisualDeviation int -> int
Unknown
objectTemplate.weaponHud.minVisualDeviation int -> int
Unknown
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
Unknown
objectTemplate.weaponHud.showAmmo bool -> bool
Unknown
objectTemplate.weaponHud.ShowClips bool -> bool
Unknown
objectTemplate.weaponHud.showInfo bool -> bool
Unknown
objectTemplate.weaponHud.showOnCamMode int -> int
Unknown
objectTemplate.weaponHud.specialAbilityIcon std
:string -> std::string
Unknown
objectTemplate.weaponHud.switchGuiOnCamera bool -> bool
Unknown
objectTemplate.weaponHud.weaponIcon std
:string -> std::string
Unknown
objectTemplate.weaponType int -> int
Unknown
objectTemplate.widnBlowTime float -> float
Unknown
objectTemplate.windAffectionFactor float -> float
Unknown
objectTemplate.windAgingFactor float -> float
Unknown
objectTemplate.windBlowTime float -> float
Unknown
objectTemplate.windDirection Vec3 -> Vec3
Unknown
objectTemplate.windFalloff float -> float
Unknown
objectTemplate.windIsDynamic bool -> bool
Unknown
objectTemplate.windowSizeVector Vec3 -> Vec3

:"Used in Projectiles : Vehicles : Effect" :

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

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

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

overgrowth

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

particleSystemManager

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

Player

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

profile

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

pythonHost

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

radio

radio.answer bool -> void
Unknown
radio.callForAmmo -> void
Unknown
radio.callForMedic -> void
Unknown
radio.callForRepair -> void
Unknown
radioInterface.selectOrder std
:string -> bool
Unknown
radioInterface.setStringMap std
:string std::string std::string -> void
Unknown
radio.sendKitMessage -> void
Unknown
radio.sendSpottedMessage bool world
:VehicleType -> void
Unknown
radio.setSpottedMenuActive -> void
Unknown
radioVehicleInterface.selectOrder std
:string -> bool
Unknown
radioVehicleInterface.setStringMap std
:string std::string std::string -> void
Unknown
ragDoll.active bool -> void
Unknown
ragDoll.addAngularConstraint int int int -> void
Unknown
ragDoll.addBone int int -> void
Unknown
ragDoll.addCapsuleCollision int int -> void
Unknown
ragDoll.addConstraint int int -> void
Unknown
ragDoll.addDihedralAngleConstraint int int int -> void
Unknown
ragDoll.addDistanceLessThanConstraint int int float -> void
Unknown
ragDoll.addForce int Vec3 -> void
Unknown
ragDoll.addJointConstraint int int -> void
Unknown
ragDoll.addParticle int float -> void
Unknown
ragDoll.drawConstraints bool -> void
Unknown
ragDoll.gravity float -> void
Unknown
ragDoll.linkMode int int -> void
Unknown
ragDoll.lockBone int int -> void
Unknown
ragDoll.removeConstraint int int -> void
Unknown
ragDoll.reset -> void
Unknown
ragDoll.save -> void
Unknown
ragDoll.setParticleCollisionCriteria float float -> void
Unknown
ragDoll.skeleton std
:string -> void
Unknown
ragDoll.toSkeleton int int int -> void
Unknown

renderer

renderer.allowA2M bool -> bool
Unknown
renderer.allowOnDemandPostProcessing bool -> bool
Unknown
renderer.ambientIlluminationRange Vec4 -> Vec4
Unknown
renderer.ambientSun bool -> bool
Unknown
renderer.clearColor BaseVector3<int> -> BaseVector3<int>
Unknown
renderer.coronaFadeSpeed float -> float
Unknown
renderer.disableFadeOnRoads bool -> bool
Unknown
renderer.distanceCullConst float -> float
Unknown
renderer.distanceCullConstPCO float -> float
Unknown
renderer.divAccum float -> float
Unknown
renderer.draw1pMeshes bool -> bool
Unknown
renderer.draw1pZOnly bool -> bool
Unknown
renderer.drawBundledMeshes bool -> bool
Unknown
renderer.drawConsole bool -> bool
Turns off access to the in-game console if set to 0
renderer.drawDeferred bool -> bool
Unknown
renderer.drawFps int -> int
Displays the current frames per seconds and the time in milliseconds between frames
renderer.drawGraphs bool -> bool
Unknown
renderer.drawHud bool -> bool
Turns the heads up display (HUD) on or off
renderer.drawNametags bool -> bool
Unknown
renderer.drawObjects bool -> bool
Unknown
renderer.drawOvergrowth bool -> bool
Unknown
renderer.drawParticles bool -> bool
Unknown
renderer.drawPostProduction bool -> bool
Unknown
renderer.drawRoads bool -> bool
Unknown
renderer.drawSkinnedMeshes bool -> bool
Unknown
renderer.drawSkyDome bool -> bool
Unknown
renderer.drawStaticMeshes bool -> bool
Unknown
renderer.drawSunFlare bool -> bool
Unknown
renderer.drawTerrain bool -> bool
Unknown
renderer.drawTrees bool -> bool
Unknown
renderer.drawUndergrowth bool -> bool
Unknown
renderer.drawWatermark bool -> bool
Unknown
renderer.dumpScreen std
:string -> void
Unknown
renderer.enableHWOcclusion bool -> bool
Unknown
renderer.fakeHDRBlendingFactor float -> float
Unknown
renderer.fakeHDRBlendingTimeDark double -> double
Unknown
renderer.fakeHDRBlendingTimeLight double -> double
Unknown
renderer.fakeHDREnabled bool -> bool
Unknown
renderer.fakeHDRHorizWeights std
:string -> std::string
Unknown
renderer.fakeHDRPassGate float -> float
Unknown
renderer.fakeHDRVertWeights std
:string -> std::string
Unknown
renderer.fakeHDRWeights std
:string -> std::string
Unknown
Renderer.fieldOfView1p float -> float
Unknown
renderer.fogColor Vec3 -> Vec3
Unknown
renderer.fogStartEndAndBase Vec4 -> Vec4
Unknown
renderer.forceBundledMeshLod int -> int
Unknown
renderer.forceSkinnedMeshLod int -> int
Unknown
renderer.forceStaticMeshMaxPolyPercentage int -> int
Unknown
renderer.forceStaticMeshSkipLod int -> int
Unknown
renderer.getQualityLodDistanceBM int -> float
Unknown
renderer.getQualityLodDistanceSKM int -> float
Unknown
renderer.getQualityLodDistanceSTM int -> float
Unknown
renderer.globalBundleMeshLodDistanceScale float -> float
Unknown
renderer.globalSkinnedMeshLodDistanceScale float -> float
Unknown
renderer.globalStaticMeshLodDistanceScale float -> float
Unknown
renderer.glowEnabled bool -> bool
Unknown
renderer.glowStrength float -> float
Unknown
renderer.isNightMap bool -> bool
Unknown
renderer.lightBlurStrength float -> float
Unknown
renderer.listScreenModes -> void
Unknown
renderer.makeTopWorldScreen U32 std
:string Vec3 -> void
Unknown
renderer.minCullDistance float -> float
Unknown
renderer.nightMode uint -> uint
Unknown
renderer.nightVisionEnabled bool -> bool
Unknown
renderer.nightVisionGradient std
:string -> std::string
Unknown
renderer.nightVisionMaxPower float -> float
Unknown
renderer.nightVisionRegenRPS float -> float
Unknown
renderer.occlusionObjectsMaxFrames int -> int
Unknown
renderer.occlusionTerrainMaxFrames int -> int
Unknown
renderer.presentAsync bool -> bool
Unknown
renderer.presentSpinIfBusy bool -> bool
Unknown
renderer.qualityLodEnabled bool -> bool
Unknown
renderer.renderAheadLimit uint -> uint
Unknown
renderer.roadDepthBias float -> float
Unknown
renderer.roadLodDistMod float -> float
Unknown
renderer.roadSlopeScaleDepthBias float -> float
Unknown
renderer.screenDumpPath std
:string -> std::string
Unknown
renderer.screenMode int -> int
Unknown
renderer.setQualityLodDistanceALL int float -> void
Unknown
renderer.setQualityLodDistanceBM int float -> void
Unknown
renderer.setQualityLodDistanceSKM int float -> void
Unknown
renderer.setQualityLodDistanceSTM int float -> void
Unknown
Renderer.soldier.debugCharacterMode int -> int
Unknown
Renderer.soldier.debugDrawCollision bool -> bool
Unknown
Renderer.soldier.debugDrawSkeletons bool -> bool
Unknown
renderer.stopRenderMovie -> void
Unknown
renderer.tearGasStrength float -> float
Unknown
renderer.tvAmbient float -> float
Unknown
renderer.tvColor Vec3 -> Vec3
Unknown
renderer.tvEnabled bool -> bool
Unknown
renderer.tvGranularity float -> float
Unknown
renderer.tvInterference float -> float
Unknown
renderer.tweakFarPlane1p float -> float
Unknown
renderer.tweakNearPlane float -> float
Unknown
renderer.tweakNearPlane1p float -> float
Unknown
renderer.vsync bool -> bool
Unknown
renderer.waterAnimSpeed float -> float

: :Sets the water speed.

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

scoreboard

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

scoreManager

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

shadermanager

shadermanager.byPassDiceStates bool -> bool
Unknown
shadermanager.compileDebugTerrain bool -> bool
Unknown
shadermanager.compilePartialPrecisionTypes bool -> bool
Unknown
shadermanager.compileSkipOptimizations bool -> bool
Unknown
shadermanager.compileUsePartialPrecision bool -> bool
Unknown
shadermanager.compileUsePreShaders bool -> bool
Unknown
shadermanager.compileUsePS2A bool -> bool
Unknown
shadermanager.compileWithDebug bool -> bool
Unknown
shadermanager.listEffects -> void
Unknown
shadermanager.reloadAllEffects -> void
Unknown
shadermanager.reloadEffect std
:string -> void
Unknown
shadowManager.allowAlphaShadows bool -> bool
Unknown
shadowManager.alphaShadowThreshold float -> float
Unknown
shadowManager.dropShadowClipHeightOffset float -> float
Unknown
shadowManager.dynamic1pShadowsEnabled bool -> bool
Unknown
shadowManager.dynamicShadowsEnabled bool -> bool
Unknown
shadowManager.dynamicStaticMeshShadowsEnabled bool -> bool
Unknown
shadowManager.lightmapIntensityBias float -> float
Unknown
shadowManager.occludedSkyNightIntensity float -> float
Unknown
shadowManager.shadow80Line float -> float
Unknown
shadowManager.shadowFromBundledMeshLod int -> int
Unknown
shadowManager.shadowFromSkinnedMeshLod int -> int
Unknown
shadowManager.shadowFromStaticMeshLod int -> int
Unknown
shadowManager.shadowFromTerrainLod int -> int
Unknown
shadowManager.shadowIntensityBias float -> float
Unknown
shadowManager.shadowMapBitDepth int -> int
Unknown
shadowManager.shadowMapDepthBias float -> float
Unknown
shadowManager.shadowMapDepthDistance float -> float
Unknown
shadowManager.shadowMapIncludeStaticMeshes bool -> bool
Unknown
shadowManager.shadowMapObjectSize int -> int
Unknown
shadowManager.shadowMapSize int -> int
Unknown
shadowManager.shadowMapSlopeBias float -> float
Unknown
shadowManager.shadowMergeDynamicShadowFrustums bool -> bool
Unknown
shadowManager.shadowOccluderOversizeFactor float -> float
Unknown
shadowManager.shadowOverrideQuality int -> int
Unknown
shadowManager.shadowPSMFovY float -> float
Unknown
shadowManager.shadowPSMUseSlideback bool -> bool
Unknown
shadowManager.shadowPSMUseUnitCubeClipping bool -> bool
Unknown
shadowManager.shadowPSMZFarOffset float -> float
Unknown
shadowManager.shadowPSMZMinInfinityZ float -> float
Unknown
shadowManager.shadowPSMZNearOffset float -> float
Unknown
shadowManager.shadowShowFrustums bool -> bool
Unknown
shadowManager.shadowSunExtrusionLength float -> float
Unknown
shadowManager.shadowSunHeightOverFade Vec2 -> Vec2
Unknown
shadowManager.shadowSunScalePower float -> float
Unknown
shadowManager.shadowTestBelowRayLenght float -> float
Unknown
shadowManager.shadowTSMFocus float -> float
Unknown
shadowManager.shadowUpdateFactor float -> float
Unknown
shadowManager.shadowUpdatesEnabled bool -> bool
Unknown
shadowManager.shadowUseSweepTest bool -> bool
Unknown
shadowManager.useLSSMOptimizations bool -> bool
Unknown
shadowManager.usePSMOptimizations bool -> bool
Unknown
skinnedMeshRenderer.shaderQuality ShaderQuality -> ShaderQuality
Unknown
skyDome.cloudLerpFactors Vec2 -> Vec2
Unknown
skyDome.cloudTemplate std
:string -> std::string
Unknown
skyDome.cloudTexture std
:string -> std::string
Unknown
skyDome.cloudTexture2 std
:string -> std::string
Unknown
skyDome.domePosition Vec3 -> Vec3
Unknown
skyDome.domeRotation float -> float
Unknown
skyDome.domeSize float -> float
Unknown
skyDome.fadeCloudsDistances Vec2 -> Vec2
Unknown
skyDome.flareDirection Vec3 -> Vec3
Unknown
skyDome.flareFadeAdd float -> float
Unknown
skyDome.flareFadeMul float -> float
Unknown
skyDome.flareTemplate std
:string -> std::string
Unknown
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
Unknown
skyDome.hasCloudLayer2 bool -> bool
Unknown
skyDome.lightingBlend float -> float
Unknown
skyDome.lightingColor Vec3 -> Vec3
Unknown
skyDome.scrollDirection Vec2 -> Vec2
Unknown
skyDome.scrollDirection2 Vec2 -> Vec2
Unknown
skyDome.skyTemplate std
:string -> std::string
Unknown
skyDome.skyTexture std
:string -> std::string
Unknown
sound.addMenuSound std
:string std::string float -> void
Unknown
sound.addSound std
:string -> void
Unknown
sound.addTrigger std
:string -> void
Unknown
sound.dopplerEffect float -> float
Unknown
sound.getAllSoundTemplates -> std
:string
Unknown
sound.getProperty std
:string -> std::string
Unknown
sound.getVolumeForGroup int -> float
Unknown
sound.initialize int std
:string int -> SoundInitResult
Unknown
sound.interactiveMode bool -> bool
Unknown
sound.listenerReverb float -> float
Unknown
sound.loadMusic std
:string -> bool
Unknown
sound.masterVolume float -> float
Unknown
sound.playMusic -> bool
Unknown
sound.playSound std
:string -> void
Unknown
sound.removeAllTriggers -> void
Unknown
sound.setProperty std
:string float -> void
Unknown
sound.setReverb std
:string -> void
Unknown
sound.setVolumeForGroup int float -> void
Unknown
sound.showSoundSources bool -> bool
Unknown
sound.showStats bool -> bool
Unknown
Sound.startEngines bool -> bool
Unknown
sound.stopMusic float -> bool
Unknown
sound.stopSound std
:string -> void
Unknown
sound.tinnitusSetup std
:string float float -> void
Unknown
sound.tweakTemplate std
:string float float -> void
Unknown
sound.windSetup std
:string float -> void
Unknown
spawnManager.commitSuicide -> void
Unknown
spawnManager.listSpawnGroups -> void
Unknown
spawnManager.selectNextUnlock int -> void
Unknown
spawnManager.setPlayerKit int -> void
Unknown
spawnManager.setPlayerTeam int -> void
Unknown
spawnManager.toggleMembers bool -> void
Unknown
squadInterface.selectOrder std
:string -> bool
Unknown
squadInterface.setStringMap std
:string std::string std::string -> void
Unknown
squadLeaderInterface.selectOrder std
:string -> bool
Unknown
squadLeaderInterface.setStringMap std
:string std::string std::string -> void
Unknown
squadLeader.sendOrder int bool -> void
Unknown
squadLeader.sendRequest int bool -> void
Unknown
squadLeader.sendRequestForOrder -> void
Unknown
squad.leaveSquad -> void
Unknown
squadManager.changeSquadName std
:string bool -> void
Unknown
squadManager.joinSquad int -> void
Unknown
squadManager.leaveSquad int -> void
Unknown
squadManager.listSquadMembers int int -> std
:string
Unknown
squadManager.listSquads int -> std
:string
Unknown
squadManager.makeMeCommander -> void
Unknown
squadManager.popNextCommanderApplicant int -> void
Unknown
squadMenu.applyInviteList -> void
Unknown
squadMenu.createSquad -> void
Unknown
squadMenu.doubleClickInvite -> void
Unknown
squadMenu.doubleClickNew -> void
Unknown
squadMenu.setShowInviteList bool -> void
Unknown
squadMenu.setSquadCreateSelect bool -> void
Unknown
squadMenu.setSquadNameSelect -> void
Unknown
squadMenu.singleClickInvite -> void
Unknown
squadMenu.singleClickNew -> void
Unknown
squadMenu.squadCreateLockToggle -> void
Unknown
staticMeshRenderer.allowAnisoFiltering bool -> bool
Unknown
staticMeshRenderer.convertLightmapName std
:string -> std::string
Unknown
staticMeshRenderer.enableLightIndexes bool -> bool
Unknown
staticMeshRenderer.enableLightMapAtlas bool -> bool
Unknown
staticMeshRenderer.enableNewLightmapNames bool -> bool
Unknown
staticMeshRenderer.enableRendering bool -> bool
Unknown
staticMeshRenderer.enableUnifiedIndexlist bool -> bool
Unknown
staticMeshRenderer.loadAllLightMapFiles std
:string std::string -> bool
Unknown
staticMeshRenderer.loadAllLightMapFilesDLL std
:string std::string -> bool
Unknown
staticMeshRenderer.materialCullingEnabled bool -> bool
Unknown
staticMeshRenderer.maxLightMappedLod int -> int
Unknown
staticMeshRenderer.noLods bool -> bool
Unknown

sv

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

:Usage :Description

EngineRunningTimer 5.000000
Unknown
anim-soldier-1p-speed-crouch 1.700000
Unknown
anim-soldier-1p-speed-prone 3.000000
Unknown
anim-soldier-spring-clamp 0.001000
Unknown
anim-soldier-spring-zoom-factor 6.000000
Unknown
anim_offsetBackwardTime 0.500000
Unknown
anim_playCameraAnimations 1
Unknown
anim_playSoldierAnimations 1
Unknown
anim_playSoldierPostAnimations 1
Unknown
anim_playVehicleAnimations 1
Unknown
anim_playWeaponAnimations 1
Unknown
anim_skipSync 0
Unknown
anim_smoothSet 10.000000
Unknown
anim_startJumpAtSpeed 2.500000
Unknown
anim_startLandAtHeight 1.000000
Unknown
anim_startLandAtSpeed -0.500000
Unknown
anim_startLeftOffset 0.200000
Unknown
anim_startRightOffset 0.700000
Unknown
anim_test 0.250000
Unknown
armor-invunerable-time 1.000000
Unknown
armor-invunerable-time-afterwreck 1.000000
Unknown
armor-max-soldier-wrecktime 60.000000
Unknown
armor-water-safetycheck-time 2.500000
Unknown
cFric 1.000000
Unknown
cRest 1.000000
Unknown
cam-dist 2.000000
Unknown
cam-fast 10.000000
Unknown
cam-interpolate-attachobject 1.200000
Unknown
cam-normal 1.000000
Unknown
cam-slow 0.100000
Unknown
cam-stiffness 1.500000
Unknown
cam_use_acc 0.000000
Unknown
camera-check-closevehicle-freq 1.000000
Unknown
camera-expshake-amp 5.000000
Unknown
camera-expshake-freq 10.000000
Unknown
camera-expshake-insidevehicle-mod 5.000000
Unknown
camera-expshake-time 0.400000
Unknown
camera-movement-speed-on-crouch 0.150000
Unknown
camera-movement-speed-on-prone 0.100000
Unknown
camera-movement-speed-on-stand 0.100000
Unknown
camera-recoil-amplitude 0.600000
Unknown
camera-recoil-speedmod 1.000000
Unknown
camera-recoil-type 0
Unknown
camera-shake-amp 2.0
Unknown
camera-shake-amplitude 0.200000
Unknown
camera-shake-distance 7.000000
Unknown
camera-shake-freq 10.0
Unknown
camera-shake-frequency 10.000000
Unknown
camera-shake-time 0.2
Unknown
camera-surface-snap-offset 0.090000
Unknown
coll-cull-sphere-obb 1
Unknown
coll-depth 3.000000
Unknown
coll-draw-cyl 0
Unknown
coll-draw-int 0
Unknown
coll-draw-line-width 0.010000
Unknown
coll-draw-lines 0
Unknown
coll-draw-point-physics-radius 0.000000
Unknown
coll-draw-soldier 0
Unknown
coll-draw-tested_faces 0
Unknown
coll-dump-all-tests 0
Unknown
coll-edge 1
Unknown
coll-edge-limit 0.866000
Unknown
coll-forceOff-debugmeshes 0
Unknown
coll-load-debugmeshes 0
Unknown
coll-normal-limit 0.100000
Unknown
coll-obb-cull-mode 1
Unknown
coll-obb-cull-radius 0.577350
Unknown
coll-obb-cull-vertex-limit 10
Unknown
coll-soldier-collision-adjust-mod 2.000000
Unknown
coll-soldier-collision-test-count 8
Unknown
coll-soldier-collision-test-count-start-backAt 3
Unknown
coll-soldier-collision-test-radius-mod 0.999000
Unknown
coll-soldier-crouch-height 1.400000
Unknown
coll-soldier-crush-depth 0.050000
Unknown
coll-soldier-debug-proj-hit 0
Unknown
coll-soldier-extend-ray 0.900000
Unknown
coll-soldier-overrun-impact-mod 2.500000
Unknown
coll-soldier-pivot-height 1.000000
Unknown
coll-soldier-prone-height 0.800000
Unknown
coll-soldier-radius 0.250000
Unknown
coll-soldier-stand-height 1.700000
Unknown
coll-static-vertex-limit 20
Unknown
coll-use-cyl 1
Unknown
coll-use-cyl-normal 1
Unknown
coll-use-face 1
Unknown
coll-use-fast-sphere-at-length 0.010000
Unknown
coll-vel-dot-norm 0
Unknown
collision-debug-default-terrain 0
Unknown
collision-impact-speed-limit 4.000000
Unknown
collision-skip-multcolls 1
Unknown
collision-skip-multcolls-debug 0
Unknown
collision-skip-multcolls-th 0.010000
Unknown
collision-test-lod-distance-factor 0.060000
Unknown
collision-test-lod-min-distance 25.000000
Unknown
collision-test-projectile-lod-distance-factor 3.000000
Unknown
collision-use-cubic-speedmod 0
Unknown
collision-use-mod-on-soldier 1
Unknown
conn-packetsize-override 0
Unknown
damage-angle-mod-choke 0.000000
Unknown
deathcam-terrainoffset 0.800000
Unknown
debug-draw-test-ray 0
Unknown
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
Unknown
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
Unknown
demo-cam-360-capture-move 0.000000
Unknown
demo-cam-mouse-wheel-scale 0.850000
Unknown
demo-cam-offset 1
Unknown
demo-cam-offset-min 0.200000
Unknown
demo-cam-offset-slow 0.800000
Unknown
demo-cam-offset-speed 1.000000
Unknown
demo-fspeed 100.000000
Unknown
demo-slomo-cam 0.000000
Unknown
detonation-collface-offset 0.070000
Unknown
detonation-collface-offset-speedmod 0.050000
Unknown
detonation-collface-offset-speedmod-max 500.000000
Unknown
engine-audio-material-tweak 10.000000
Unknown
engine-audio-sway-amplitude-first 0.050000
Unknown
engine-audio-sway-amplitude-last 0.010000
Unknown
engine-audio-sway-frequency-first 80.000000
Unknown
engine-audio-sway-frequency-last 35.000000
Unknown
engine-audio-sway-time-first 0.700000
Unknown
engine-audio-sway-time-last 0.700000
Unknown
engine-inertia 0.050000
Unknown
engine-inertia2 0.990000
Unknown
engine-inertia3 0.960000
Unknown
engine-slope-no-gear-up-limit 0.174000
Unknown
engine-slope-torque-mod-1st-gear 0.000000
Unknown
engine-sound-smooth-time 0.100000
Unknown
event-delay 0
Unknown
event-delay-ticks 32
Unknown
explosion-camshake-insidevehicle-mod 0.200000
Unknown
explosion-camshake-maxdamage 150.000000
Unknown
explosion-camshake-maxforce 20.000000
Unknown
explosion-camshake-mod 4.000000
Unknown
explosion-camshake-ownvehicle-mod 0.100000
Unknown
explosion-hotspot 0.200000
Unknown
explosion-hotspot-ray 0.020000
Unknown
explosion-hotspot-ray-max 0.500000
Unknown
explosion-latencyComp 1
Unknown
explosion-soldier-expforce-ymod 5.000000
Unknown
fb-mod 1.000000
Unknown
feedback-mod 1.000000
Unknown
fire-delay-after-jump 1.100000
Unknown
fire-delay-from-prone 0.600000
Unknown
flying_height 110.000000
Unknown
follow-component-prediction-factor 0.100000
Unknown
force-reg-limit 20.000000
Unknown
hack-ignore-asserts 1
Unknown
hc_dump 0
Unknown
hc_freeze 0
Unknown
hc_normals 0
Unknown
hc_water 0
Unknown
ignoreFriendlyTimer 1.000000
Unknown
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
Unknown
ladder-climb-speed-mod 0.045000
Unknown
ladder-down-angle-limit 35.000000
Unknown
ladder-down-ray-mag 0.200000
Unknown
ladder-down-ray-mag-skid 0.300000
Unknown
ladder-end-camera-offset 0.400000
Unknown
ladder-exit-offset 0.750000
Unknown
ladder-getoff-ray-min 0.300000
Unknown
ladder-getoff-speed-mod 1.150000
Unknown
ladder-offset-top 0.360000
Unknown
ladder-ray-debug 0
Unknown
ladder-ray-debug2 0
Unknown
ladder-skid-speed-mod 4.000000
Unknown
ladder-soldier-dist 0.600000
Unknown
ladder-soldier-start-getoff 1.800000
Unknown
ladder-step-size 0.300000
Unknown
ladder-top-exit-offset 0.750000
Unknown
ladder-up-ray-mag-skid 1.700000
Unknown
ladder-water-limit 1.200000
Unknown
local-prediction 0
Unknown
local-prediction-confirmtime 30
Unknown
local-prediction-lerpTime 1.000000
Unknown
local-prediction-minDelay 0.150000
Unknown
maxDistKillMissile 15.000000
Unknown
network-engine-fullPrecision 0
Unknown
network-spring-fullPrecision 0
Unknown
objectManager-cullHandleUpdateOnClientFactor 0.500000
Unknown
objectspawner-draw-lines 0
Unknown
objectspawner-inner-circle 0.300000
Unknown
objectspawner-num-tries 7
Unknown
old-turn-limit 1.000000
Unknown
old-turn-mod 1.500000
Unknown
opt-late-loading 0
Unknown
opt-nosound 1
Unknown
overheadCamera-acceleration 250.000000
Unknown
overheadCamera-maxPositionDelta 7.000000
Unknown
p-pos-damp 0.990000
Unknown
p-pos-damp-water 0.900000
Unknown
p-rot-damp 0.990000
Unknown
p-rot-damp-water 0.900000
Unknown
parachute-collapse-angle 0.300000
Unknown
parachute-collapse-time 0.050000
Unknown
parachute-collapse-time-water 0.050000
Unknown
parachute-debug 0
Unknown
parachute-spawn-debug 0
Unknown
parachute-start-landing-height 8.000000
Unknown
pco-exitpos-testlod 2
Unknown
pco-min-playing-ticks 20
Unknown
pco-show-gcs-stats 0
Unknown
pco-unmanned-max-minor-axis 0.400000
Unknown
pco-unmanned-min-major-axis 0.600000
Unknown
phy-ang-vel 0.500000
Unknown
phy-break-mod 0.950000
Unknown
phy-bsp-stats 0
Unknown
phy-contact-adjust-gravity-count 2
Unknown
phy-convert-collision-meshes 0
Unknown
phy-damage-frame-count 3
Unknown
phy-damage-scale 100.000000
Unknown
phy-damage-scale-limit 0.500000
Unknown
phy-draw-soldier-bullet-collision 0
Unknown
phy-engine-inertia 0.050000
Unknown
phy-engine-slope 1.000000
Unknown
phy-force-awake 0
Unknown
phy-force-sleeping 0
Unknown
phy-fri-dyn 0.800000
Unknown
phy-fri-exp 3
Unknown
phy-fri-lat 5.000000
Unknown
phy-fri-mod 1.000000
Unknown
phy-fri-mul 1.000000
Unknown
phy-fri-stat 1.200000
Unknown
phy-fri-wheel 0.990000
Unknown
phy-fri-wheel2 1.000000
Unknown
phy-gas 1.000000
Unknown
phy-gravity-compensation-size 0.500000
Unknown
phy-gravity-contact-mod 0.100000
Unknown
phy-hand-break-adjust 0.050000
Unknown
phy-hand-break-release 10
Unknown
phy-hand-break-rpm 0.100000
Unknown
phy-i-mod 1.500000
Unknown
phy-imp-mod 1.000000
Unknown
phy-imp-wakeup 1.000000
Unknown
phy-impulse-limit 0.050000
Unknown
phy-latencyComp-debug -1.000000
Unknown
phy-latencyComp-default 0.050000
Unknown
phy-latencyComp-max 0.300000
Unknown
phy-latencyComp-maxRenderAheadTime 0.033333
Unknown
phy-latencyComp-pingFactor 0.500000
Unknown
phy-latencyComp-useClientWindow 1
Unknown
phy-latencyComp-useInput 1
Unknown
phy-latencyComp-useRenderAhead 0
Unknown
phy-lin-acc 1.600000
Unknown
phy-lin-mod 0.500000
Unknown
phy-lin-vel 0.500000
Unknown
phy-list-physics-nodes 0
Unknown
phy-list-response-physics 0
Unknown
phy-max-imp 1000.000000
Unknown
phy-max-speed 1500.000000
Unknown
phy-new-collision-meshes 0
Unknown
phy-print -1
Unknown
phy-proj-collision-count 3
Unknown
phy-proj-collision-depth 0.050000
Unknown
phy-proj-precision 0.001000
Unknown
phy-proj-spring-on-up-axis 1
Unknown
phy-sep-fifty-fifty 10.000000
Unknown
phy-soldier-acceleration 0.120000
Unknown
phy-soldier-air-movement-factor 0
Unknown
phy-soldier-crawl-speed 0.800000
Unknown
phy-soldier-crouch-speed 2.000000
Unknown
phy-soldier-crush-minposspeedsqr 12.000000
Unknown
phy-soldier-crush-minrotspeedsqr 0.010000
Unknown
phy-soldier-crush-minvehicleposspeedsqr 2.000000
Unknown
phy-soldier-deceleration 0.350000
Unknown
phy-soldier-elasticity 0.000000
Unknown
phy-soldier-feet-contact-normal 0.500000
Unknown
phy-soldier-feet-level -0.040000
Unknown
phy-soldier-friction 1.000000
Unknown
phy-soldier-imp-feet 1.000000
Unknown
phy-soldier-inair-speed 2.000000
Unknown
phy-soldier-jump-factor 0.800000
Unknown
phy-soldier-jump-length-factor 0.980000
Unknown
phy-soldier-look-factor-x 5.000000
Unknown
phy-soldier-look-factor-y 5.000000
Unknown
phy-soldier-resistance 0.020000
Unknown
phy-soldier-run-speed 3.900000
Unknown
phy-soldier-skydive-speed 15.000000
Unknown
phy-soldier-skydiveat-speed -10.000000
Unknown
phy-soldier-speed-factor 0.850000
Unknown
phy-soldier-sprint-dissipation-time 10.000000
Unknown
phy-soldier-sprint-limit 0.500000
Unknown
phy-soldier-sprint-recover-time 120.000000
Unknown
phy-soldier-sprint-speed 7.000000
Unknown
phy-soldier-start-float 0.990000
Unknown
phy-soldier-stop-float 0.900000
Unknown
phy-soldier-swim-speed 2.100000
Unknown
phy-soldier-swimcrawl-speed 3.645000
Unknown
phy-soldier-take-fall-damage 1
Unknown
phy-soldier-walk-speed 1.500000
Unknown
phy-spring-client-debug 0
Unknown
phy-spring-server-debug 1
Unknown
phy-tank-engine-inertia 0.070000
Unknown
phy-turn 0.100000
Unknown
phy-wing-water-mod 10.000000
Unknown
phy-wreck 1
Unknown
pose-crawl-crouch 0.500000
Unknown
pose-crawl-run 0.500000
Unknown
pose-crawl-sprint 0.500000
Unknown
pose-crawl-swim 0.500000
Unknown
pose-crawl-swimCrawl 0.500000
Unknown
pose-crawl-walk 0.500000
Unknown
pose-crouch-crawl 0.500000
Unknown
pose-crouch-run 0.250000
Unknown
pose-crouch-sprint 0.250000
Unknown
pose-crouch-swim 0.500000
Unknown
pose-crouch-swimCrawl 0.500000
Unknown
pose-crouch-walk 0.250000
Unknown
pose-run-crawl 0.500000
Unknown
pose-run-crouch 0.250000
Unknown
pose-run-sprint 0.250000
Unknown
pose-run-swim 0.500000
Unknown
pose-run-swimCrawl 0.500000
Unknown
pose-run-walk 0.250000
Unknown
pose-sprint-crawl 0.500000
Unknown
pose-sprint-crouch 0.250000
Unknown
pose-sprint-run 0.250000
Unknown
pose-sprint-swim 0.500000
Unknown
pose-sprint-swimCrawl 0.500000
Unknown
pose-sprint-walk 0.250000
Unknown
pose-walk-crawl 0.500000
Unknown
pose-walk-crouch 0.250000
Unknown
pose-walk-run 0.250000
Unknown
pose-walk-sprint 0.250000
Unknown
pose-walk-swim 0.500000
Unknown
pose-walk-swimCrawl 0.500000
Unknown
prone-delay-after-jump 1.200000
Unknown
prone-delay-from-stand 1.200000
Unknown
ragdoll-max-inherit-speed 5.000000
Unknown
ragdoll_bodyBoneSize 0.120000
Unknown
ragdoll_boneSize 0.100000
Unknown
ragdoll_clientMaxUpdateTime 0.002000
Unknown
ragdoll_collMid 0.999900
Unknown
ragdoll_completeCollRadius 1.500000
Unknown
ragdoll_dT 0.011111
Unknown
ragdoll_enableForce 0
Unknown
ragdoll_expRotateForce 13.000000
Unknown
ragdoll_gravityOverTime 0.500000
Unknown
ragdoll_iterations 2
Unknown
ragdoll_kneeBoneSize 0.050000
Unknown
ragdoll_legBackAngle -0.100000
Unknown
ragdoll_legForwardAngle 10.000000
Unknown
ragdoll_legForwardFactor 0.000000
Unknown
ragdoll_legPointForwardAngle 0.500000
Unknown
ragdoll_legPointForwardFactor 0.010000
Unknown
ragdoll_net_boneEnable 15
Unknown
ragdoll_net_debug 0
Unknown
ragdoll_net_interpolate 0.100000
Unknown
ragdoll_sleep 5.000000
Unknown
ragdoll_sleepDelta 0.020000
Unknown
ragdoll_slowMotion 1.000000
Unknown
ragdoll_useAngularConstraints 1
Unknown
ragdoll_useCapsuleCollision 1
Unknown
ragdoll_useConstraints 1
Unknown
ragdoll_useLandCollision 1
Unknown
ragdoll_useObjectCollision 1
Unknown
rd_dieForce 0.0
Unknown
rd_dieInVehicleForce 100.000000
Unknown
rd_expForceMod 1.000000
Unknown
rd_hitForce 0.000000
Unknown
rd_hitUp 0.000000
Unknown
replenish-checkaim-freq 1.000000
Unknown
replenish-checkaim-maint-freq 0.500000
Unknown
replenish-ignoreteam 0
Unknown
rot-use-old 1
Unknown
rotationalbundle-max-speed-mod 30.000000
Unknown
rotationalbundle-sound-smooth-time 0.150000
Unknown
rpm-k 10.000000
Unknown
rpm-wheel 0.060000

:No effect :

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

:No effect :

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

:No effect :

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

:No effect :

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

:No effect :

soldier-lookMaxAngle 40.000000/85.000000/0.000000
Unknown
soldier-lookSideRestore 4.000000
Unknown
soldier-lookUp -70.000000
Unknown
soldier-mandown-rotspeed 0.100000
Unknown
soldier-mandown-speed 5.000000
Unknown
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
Unknown
soldier-proneLookUp -30.000000
Unknown
soldier-revive-disableinputtime 2.100000
Unknown
soldier-terrain-speed-limit 9.100000
Unknown
soldier-timeToEnableWeapon 1.250000
Unknown
soldier_lookIdleAngle 15.000000
Unknown
soldier_lookIdleTime 2.500000
Unknown
soldier_lookSmooth 10.000000
Unknown
soldier_throwGun 0.025000
Unknown
soldier_throwGunForward 1.000000
Unknown
soldier_throwHelmet 0.025000
Unknown
soldier_throwKitPartsDelay 0.300000
Unknown
sound-listener-radius 0.200000
Unknown
sound-obstruction-disable 0
Unknown
sound-obstruction-max 0.800000
Unknown
sound-obstruction-max-reuse-frames 15
Unknown
sound-obstruction-opt0 1
Unknown
sound-obstruction-opt1 1
Unknown
sound-obstruction-radius 2.000000
Unknown
sound-obstruction-reuse-frames 0
Unknown
sound-tinnitus-range 0.600000
Unknown
spawnpoint-scatter-maxdist 9.000000
Unknown
spawnpoint-scatter-mindist 3.000000
Unknown
spawnpoint-scatter-testlod 2
Unknown
spawnpoint-terrain-offset 1.010000
Unknown
sprint-recharge-delay-after-jump 2.000000
Unknown
stand-delay-from-prone 1.500000
Unknown
stick-default-distance 0.050000
Unknown
tank-square 1
Unknown
targetYOffset 0.000000
Unknown
use-loading-profiler 0
Unknown
weapon-detonationDebug 0
Unknown
weapon-detonationTriggerFreq 0.250000
Unknown
wh-torque-mult 0.500000
Unknown
wh-torque-offs 1.000000
Unknown
wh-use-slip-ratio 0
Unknown
wheel-inertia 0.100000
Unknown
wheel-mod 1.000000
Unknown
wp-delay-pingfactor 2
Unknown
wp-delay-reloadfactor 1
Unknown
wp-delay-ticks 15
Unknown
zipline-soldier-height 1.490000
Unknown