ODF_Parameters

Header

[GameObjectClass]

ClassLabel is required by the game engine to determine it's functional properties.

GeometryName is required to display the lowrez mesh within the zeroeditor.

GeometryScale is required by zero to reflect any post-XSI scaling done through the msh.option file

Classlabels

Collision-less Object Classlabels

DustEffect

Cloth

Light

Objects with Collision

Prop

Any building with infinite health should be classlabel prop.

Prop subclasses include

Door

AnimatedProp

Damageable objects with finite health

Asteroid

Building/DestructableBuilding - If you want a building with health use classlabel destructible building.

AnimatedBuilding

CommandPost

BuildingAnimatedArmed ?

CommandArmedAnimatedBuilding

ArmedBuilding

CommandBuildingArmed ?

BuildingArmedDynamic ?

DefenseGridTurret

PortableTurret

Trap

PowerupStation

Droid

Droideka

Flyer

CommandFlyer

Carrier

Hover

CommandHover

Item

Mine

FlagItem

PowerupItem

RemoteTerminal

Soldier

Walker

CommandWalker

BF2 Controllable Objects

Controllable objects support camera views and first person models

Droid

Droideka

Flyer

Hover

RemoteTerminal

Soldier

Walker

MountedTurret

PassengerSlot

Controllable objects support units

ThirdPersonFOV

FirstPersonFOV

ForceMode

VehiclePosition

CockpitTension

NumBobPoints

BobVector

BobSlope

BobOrient

BobRSlope

BobTime

ShakeScale

PilotPosition

AnimatedPilotPosition

Pilot9Pose

PilotAnimation

PilotType

none

self

vehicle

remote

vehicleself

IsPilotExposed

PilotDeath

fly

fall

CapturePosts

NoEnterVehicles

IgnoreHintNodes

ControlsUnit

AnimatesUnitAsTurret

Controllable objects support weapons

Weapons Have Aimers

Aimer Properties

AimerPitchLimits deg

AimerPitchRate

AimerYawLimits deg

AimerYawRate

AimerRestDirection xyz

BarrelOffset

AimerOffset xyz

AimerNodeName

NextBarrel

BarrelNodeName

BarrelLength

BarrelRecoil

FirePointName

FireNodeName

HierarchyLevel bool

FireOutsideLimits bool

NextAimer

BF2 Weapon Classes

Weapon

NextCharge

IconTexture

ReticuleTexture

ScopeTexture

Ordnance

OrdnanceName

AmmoPerShot

HeatPerShot

HeatRecoverRate

MagReloadTime

ReloadTime

ZoomMin

ZoomMax

ZoomRate

ZoomTurnDivisorMin

ZoomTurnDivisorMax

ZoomFirstPerson

RecoilStrengthHeavy

RecoilStrengthLight

RecoilLengthLight

RecoilLengthHeavy

RecoilDelayLight

RecoilDelayHeavy

RecoilDecayLight

RecoilDecayHeavy

MaxChargeStrengthHeavy

MaxChargeStrengthLight

ChargeRateHeavy

ChargeRateLight

ChargeDelayLight

ChargeDelayHeavy

TimeAtMaxCharge

TriggerSingle

ExtremeRange

LockOnRange

AutoAimSize

LockOnAngle

LockOffAngle

MinRange

OptimalRange

MaxRange

TargetEnemy

TargetNeutral

TargetFriendly

TargetAll

TargetPerson

TargetAnimal

TargetDroid

TargetVehicle

TargetBuilding

TargetBuildingDead

TargetBuildingUnbuilt

TargetMine

AITargetAll

AITargetPerson

AITargetAnimal

AITargetDroid

AITargetVehicle

AITargetBuilding

AITargetBuildingDead

AITargetBuildingUnbuilt

AITargetMine

GeometryName

WeaponName

HUDTag

HighResGeometry

CustomAnimationBank

AnimationBank

FirePointName

FireSound

FireSoundStop

ReloadSound

FireLoopSound

FireEmptySound

ChargeSound

ChargedSound

ChargeSoundStop

ChargeSoundPitch

WeaponChangeSound

OverheatSound

OverheatSoundPitch

OverheatStopSound

ClankLeftWalkSound

ClankRightWalkSound

ClankLeftRunSound

ClankRightRunSound

JumpSound

LandSound

RollSound

ProneSound

SquatSound

StandSound

BarrageMin

BarrageMax

BarrageDelay

SniperScope

FlashRadius

FlashWidth

FlashLength

FlashColor

FlashLightColor

FlashLightRadius

FlashLightDuration

MuzzleFlashEffect

ChargeUpEffect

MuzzleFlashModel

FireAnim

MuzzleFlash

small_muzzle_flash

med_muzzle_flash

large_muzzle_flash

EnergyDrain

AutoPitchScreenDist

AutoTurnScreenDist

TargetLockMaxDistance

TargetLockMaxDistanceLose

ScoreForMedalsType

MedalsTypeToUnlock

MedalsTypeToLock

InstantPlayFireAnim bool

OffhandWeapon bool

ReticuleInAimingOnly bool

DisplayRefire bool

AIBubbleCircle bool

AIBubbleSizeMultiplier float

AIBubbleScaleDistDivider float

AIBubbleScaleClamp float

NoFirstPersonFireAnim bool

WeaponAreaEffect

FireType

Repeat

Charge

Hold

EffectType

Push

Pull

Choke

Stun

Mindtrick

AreaType

Sphere

Cylinder

Arc

Ray

InitialSalvoDelay

AreaRange

AreaRadius

AreaHeight

MaxTargets

EffectDamage

EffectStrength

EffectFalloff

EnergyDrainRate

ChargeMaxTime

ChargeMinStrength

ThrustFactor

TargetLock

SoldierAnimation

WeaponBinoculars

WeaponCannon

ShotDelay

MaxPressedTime

MaxSpread

PitchSpread

YawSpread

StandStillSpread

StandMoveSpread

StandAimSpread

CrouchStillSpread

CrouchMoveSpread

CrouchAimSpread

ProneStillSpread

ProneMoveSpread

ProneAimSpread

KickSpread

SpreadPerShot

SpreadRecover

SpreadRecoverRate

SpreadThreshold

SpreadLimit

KickStrength

KickBuildup

SalvoCount

ShotsPerSalvo

SalvoDelay

InitialSalvoDelay

ShotPatternCount

ShotPatternPitchYaw

WarmUpTime

CoolDownTime

WarmUpSoundStartPitch

WarmUpSoundFadeInTime

WarmUpSoundFadeOutTime

BarrelSoundFadeInTime

BarrelSoundFadeOutTime

CoolDownSoundEndPitch

CoolDownSoundFadeInTime

CoolDownSoundFadeOutTime

WarmUpSound

BarrelSound

CoolDownSound

SecondaryOrdnance

SecondaryOrdnanceName

SecondaryOrdnancePeriod

WeaponGrapplingHook

WeaponLauncher

Ordnance

OrdnanceName

LockTime

TrackingSound

ClearLockOnFire

WeaponTowCable

WindSound

DetatchSound

WeaponCatapult

ArmName

CockedAngle

OrdnanceGeometryName

WeaponDestruct

MaxPressedTime

ExplosionClass

SelfDestructSoundPitch

WeaponDisguise

TimeToChange

WeaponDispenser

HideOnFire

Ordnance

OrdnanceName

Velocity

ShotDelay

MaxPressedTime

MinStrength

MaxStrength

InitialSalvoDelay

InitialSalvoDelayProne

MaxItems

FirePointExtraOffset

WeaponDetonator

PlantedHash

WeaponRemote

SwitchImmediately

AllowDestruct

WeaponGrenade

Weapon Grenade

ShotDelay

InitialSalvoDelay

InitialSalvoDelayUnderhand

InitialSalvoDelayProne

ShotElevate

MaxPressedTime

HideOnFire

ForceFireAnimation

WeaponInvisibility

InvisibilityTrigger

Press "0"

Toggle "1"

Hold "2"

InvisibilityPersistTime

InvisibilityMax

InvisibilityMin

SpeedForInvisibilityMax

SpeedForInvisibilityMin

InvisibilityIncRate

InvisibilityDecRate

FlickerAmplitude

FlickerTimeMin

FlickerTimeMax

InitialSalvoDelay

InitialEnergyDrain

WeaponLaser

ShotDelay

SalvoTime

WeaponMelee

Explosion

ExplosionName

HitEffect // this call now gets rid of any additional hit effects

AddHitEffect // add extra hit effects - choose one randomly when making contact - Mike Z

HitSound

DeflectEffect

DeflectSound

TurnOnDuration

OnSound

TurnOnSound

TurnOffSound

NumDamageEdges

DamageEdgeLength

LightSaberLength

DamageEdgeWidth

LightSaberWidth

LightSaberTexture

LightSaberGlowTexture

LightSaberTrailColor

CustomAnimationBank // Override handling of WeaponAnimationBank tags

ComboAnimationBank // Override handling of WeaponAnimationBank tags

GeometryName

FirePointName

OffhandGeometryName

OffhandFirePointName

AttachedFirePoint

WeaponMeleeThrow

PrimaryWeaponIndex

InitialSalvoDelay

WeaponRepair

ShotDelay

SoldierHealth

SoldierAmmo

PersonHealth

PersonAmmo

AnimalHealth

AnimalAmmo

DroidHealth

DroidAmmo

VehicleHealth

VehicleAmmo

BuildingHealth

BuildingAmmo

BuildingRebuild

BuildingBuild

MineHealth

WeaponShield

MaxShield

AddShield

AddShieldOff

ShieldOffset

ShieldRadius xyz

ShieldEffect

ShieldSound

ShieldOffSound

Entity

DustEffect

MinPos

MaxPos

MinVel

MaxVel

MinSize

MaxSize

MinLifeTime

MaxLifeTime

Alpha

Color

NumParticles

MaxDistance

MinDistance

RadiusFadeMin

RadiusFadeMax

HeightScale

Texture

CameraDistance

SpawnSound

Cloth

winddirection

windspeed

dampening

drag

particlemass

maxacceleration

attachedmesh

priority

crossconstraint

bendconstraint

stretchconstraint

hardedge

transparent

EntityEx

EntityGeometry

IsVisible ?

IsCollidable ?

CHUNKSECTION

CHUNK

CHUNK1

CHUNK2

CHUNK3

CHUNK4

CHUNK5

CHUNK6

CHUNK7

CHUNK8

CHUNK9

LODPriorityMod

GeometryName

ChunkGeometryName

ChunkNodeName

ChunkTerrainCollisions

ChunkTerrainEffect

ChunkTrailEffect

ChunkSmokeEffect

ChunkSmokeNodeName

ChunkTrailNodeName

ChunkPhysics

FULL

LEAF

STATIC

COCKPIT

SIMPLE

ChunkOmega xyz

ChunkSpeed

ChunkGravity

ChunkLinearDamping

ChunkAngularDamping

ChunkDeathSpeed

ChunkVelocityFactor

ChunkUpFactor

ChunkBounciness

ChunkStickiness

ChunkSimpleFriction

ChunkLifetime

ChunkInitialCollisionSound

ChunkScrapeCollisionSound

ChunkKeepSoldierCollision

TerrainCollisionPrim

BuildingCollisionPrim

VehicleCollisionPrim

SoldierCollisionPrim

OrdnanceCollisionPrim

TargetableCollisionPrim

sphere radius

aacylinder radius,height

cylinder radius,height

box radius,height,width

TerrainCollisionPrim

BuildingCollisionPrim

VehicleCollisionPrim

SoldierCollisionPrim

OrdnanceCollisionPrim

TargetableCollisionPrim

TargetableCollision

TerrainCollision

BuildingCollision

VehicleCollision

SoldierCollision

OrdnanceCollision

HitLocation

Lighting

dynamic

static

MaxShadowLength

DeathOnFlyerLand

DenyFlyerLand

TargetPointOffset

Prop

GeometryName = "mesh filename"

TerrainCollisionPrim =

BuildingCollisionPrim =

VehicleCollisionPrim =

SoldierCollisionPrim =

OrdnanceCollisionPrim =

sphere x,y,z, radius // manually create invisible collision using predefined shape

aacylinder x,y,z, radius,height // manually create invisible collision using predefined shape

cylinder x,y,z, radius,height // manually create invisible collision using predefined shape

box x,y,z, radius,height,width // manually create invisible collision using predefined shape

TargetableCollision = "geometryname"

TerrainCollision = "geometryname"

BuildingCollision = "geometryname"

VehicleCollision = geometryname, none, clear

VehicleCollisionOnly ="geometryname" //masks from soldier collision

SoldierCollision = geometryname, none, clear

OrdnanceCollision = geometryname, none, clear

DestroyedGeometryName = "mesh filename"

LowResModel = "geometryname"

GeometryColorMin = "r,g,b,a"

GeometryColorMax = "r,g,b,a"

SoundOffset = x,y,z

SoundWhenMoving = soundpropertyname

SoundProperty = soundpropertyname

StartMovementSound = soundpropertyname

StopMovementSound = soundpropertyname

Lighting = dynamic or static //controls dynamic lighting

DeathOnFlyerLand = 0 or 1 // kills flyers that land on object

DenyFlyerLand = 0 or 1 // prevents ai from landing on object

AttachEffect = "effect filename"

AttachOdf = "odf filename"

AttachToHardPoint = "hard point name"

MaxDistance = // sets distance of attached odfs, may need to go in attached odf

Door

OpenTrigger

OpenRatio

IsLocked

AnimationName

Animation

AnimationTrigger

OpenSound

CloseSound

LockedSound

AnimatedProp

AnimationName

Animation

AttachTrigger

die

AnimationTrigger

DisableForCloneWars

TrackDeathOnAttach

IdleDelay

KillSoldierSound

AnimationTriggerSound

GameObject

Team

PerceivedTeam

CurHealth

MaxHealth

AddHealth

CurShield

MaxShield

AddShield

DisableTime

PhysicsActive

HealthType

Person

Animal

Droid

Vehicle

Building

Mine

HealthTypeForLockOn

Person

Animal

Droid

Vehicle

Building

Mine

MaxHealth

AddHealth

MaxShield

AddShield

HideHealthBar

PilotSkillRepairScale

ScanningRange

TransmitRange

ReserveOneForPlayer

AvailableForAnyTeam

HurtSound

HurtFallSound

DeathSound

DamageRegionSound

AISizeType

SOLDIER

HOVER

SMALL

MEDIUM

HUGE

FLYER

AINoRepair

DamageStartPercent

DamageStopPercent

DamageEffect

DamageEffectScale

DamageInheritVelocity

DamageAttachPoint

DamageAttachOffset

DamageEffectSound

VOSound

VOUnitType

VORadius

SwitchClassRadius

IsNotTargetableByPlayer

LockOnMinDist

LockOnMaxDist

LockOnMaxTrackDist

PointsToUnlock

DisabledEffect

HideHealthBar

AICollisionRadius

RadiusDamageSizeScale

VehicleType //Used By Vehicles

SCOUT

LIGHT

MEDIUM

HEAVY

FIGHTER

TRANSPORT

CAPITOL

REMOTETERMINAL

ATAT

Asteroid

GeometryName

SoldierCollision

OrdnanceCollision

MinSpeed

MaxSpeed

MinOmega

MaxOmega

Collidable

ExplosionBreak

Explosion

ExplosionName

ExplosionDestruct

ChildAsteroid

Building

GeometryName

DestroyedGeometryName

UnbuiltGeometryName

Explosion

ExplosionName

ExplosionOffset

RespawnTime

UnbuiltHoloOdf

BuiltSound

BuildingSound

AutoBarrierEnable

AutoBarrierRemoveOnDeath

ColorizeByTeam

AutoBarrierSize

AnimatedBuilding

AnimationName

IdleAnimation

DeathAnimation

EnableDeathExplosions

DeathEffect

CommandPost

Label

CaptureRegion

ControlRegion

KillRegion

SpawnPath

SpawnRegion

AllyPath

TurretPath

AllyCount

Radius

HUDIndex

HUDIndexDisplay

/* player(s) is/are Alliance

VO_All_AllCapture

VO_All_AllLost

VO_All_AllInDispute

VO_All_AllSaved

VO_All_AllInfo

VO_All_ImpCapture

VO_All_ImpLost

VO_All_ImpInDispute

VO_All_ImpSaved

VO_All_ImpInfo

/* player(s) is/are Empire

VO_Imp_AllLost

VO_Imp_AllInDispute

VO_Imp_AllSaved

VO_Imp_AllInfo

VO_Imp_ImpCapture

VO_Imp_ImpLost

VO_Imp_ImpInDispute

VO_Imp_ImpSaved

VO_Imp_ImpInfo

/* player(s) is/are Republic

VO_Rep_RepCapture

VO_Rep_RepLost

VO_Rep_RepInDispute

VO_Rep_RepSaved

VO_Rep_RepInfo

VO_Rep_CISCapture

VO_Rep_CISLost

VO_Rep_CISInDispute

VO_Rep_CISSaved

VO_Rep_CISInfo

/* player(s) is/are CIS

VO_CIS_RepCapture

VO_CIS_RepLost

VO_CIS_RepInDispute

VO_CIS_RepSaved

VO_CIS_RepInfo

VO_CIS_CISCapture

VO_CIS_CISLost

VO_CIS_CISInDispute

VO_CIS_CISSaved

VO_CIS_CISInfo

ValueBleed_Alliance

ValueBleed_CIS

ValueBleed_Empire

ValueBleed_Republic

ValueBleed_Neutral

ValueBleed_Locals

Value_ATK_Alliance

Value_ATK_CIS

Value_ATK_Empire

Value_ATK_Republic

Value_ATK_Locals

Value_DEF_Alliance

Value_DEF_CIS

Value_DEF_Empire

Value_DEF_Republic

Value_DEF_Locals

SoldierBan

HoverBan

SmallBan

MediumBan

HugeBan

FlyerBan

AISpawnWeight

NeutralizeTime

CaptureTime

HoloOdf

HoloImageGeometry

HoloTurnOnTime

ChargeSound

CapturedSound

DischargeSound

LostSound

DisputeSound

AmbientSound

SoundPitchDev

CaptureMusic

LostMusic

SpawnPointNames

SpawnPointCount

SpawnPointLocation

BuildingAnimatedArmed ?

BUILDINGSECTION

BODY

TURRET

TURRET1

TURRET2

TURRET3

TURRET4

TURRET5

TURRET6

TURRET7

TURRET8

CommandArmedAnimatedBuilding

ArmedBuilding

NoAIBoard

BUILDINGSECTION

BODY

TURRET

TURRET1

TURRET2

TURRET3

TURRET4

TURRET5

TURRET6

TURRET7

TURRET8

CommandBuildingArmed ?

BuildingArmedDynamic ?

DefenseGridTurret

RespawnTime

PortableTurret

LifeTime

Gravity

Rebound

Friction

CollisionSound

CollisionWaterSound

CollisionOtherSound

Trap

GeometryName

AnimationName

BuildAnimation

BuildPoint

BuildModelOdf

TriggerAnimation

TriggerNode

TriggerOffset

TriggerRadius

TriggerTeam

all

imp

rep

cis

RayTriggerWidth

RayTriggerMinSpeed

ResetTeam

all

imp

rep

cis

MinEnemyRadius

DeathTime

DeathEffect

DeathEffectOffset

TriggerSound

BuiltCollision

TriggerCollision

HideUnbuiltModel

DeathOnCollision

PowerupStation

EffectRegion

Radius

PowerupDelay

SoldierHealth

SoldierAmmo

SoldierEnergy

PersonHealth

PersonAmmo

PersonEnergy

AnimalHealth

AnimalAmmo

AnimalEnergy

DroidHealth

DroidAmmo

DroidEnergy

VehicleHealth

VehicleAmmo

VehicleEnergy

BuildingHealth

BuildingAmmo

BuildingEnergy

BuffOffenseTimer

BuffOffenseMult

BuffDefenseTimer

BuffDefenseMult

BuffHealthTimer

BuffHealthRate

DebuffDamageTimer

DebuffDamageRate

PowerupSound

AmbientSound

IdleRotateSpeed

IdleWaitTime

IdleWobbleNode

IdleWobbleFactor

IdleWobbleLeftFoot

IdleWobbleRightFoot

ActiveRotateNode

ActiveSpinNode

Droid

GeometryName

SetAltitude

GravityScale

LiftSpring

LiftDamp

NoCombatInterrupt

Acceleration

Acceleraton //HACK support old typo

MaxSpeed

MaxStrafeSpeed

MaxTurnSpeed

MaxPitchSpeed

PitchLimits

LevelSpring

LevelDamp

CollisionThreshold

CollisionScale

CollisionInflict

WeaponSection

Weapon

WeaponName

WeaponAmmo

WeaponShareAmmo

WeaponShareHeat

WeaponChannel

Explosion

ExplosionName

EnergyAutoRestore

AmbientSound

Ambient2Sound

DestructTrackOffset

DestructTiltValue

DestructChargeEffect

Droideka

MouseTurnDecay

FirstPerson

GeometryName

UprightLowResModel

BallLowResModel

VehicleType

NoCombatInterrupt

AnimationName

Acceleration

Acceleraton //HACK support old typo

MaxSpeed

MaxTurnSpeed

MaxYawSpeed

YawLimits

MaxPitchSpeed

UnrollTime

RollTime

PitchLimits

CollisionThreshold

CollisionScale

CollisionInflict

WeaponSection

Weapon

WeaponName

WeaponAmmo

WeaponShareAmmo

WeaponShareHeat

WeaponChannel

Explosion

ExplosionName

TEMP_AnimationSpeed - No Longer in code, was in ODFs for develpment

StompEffect

AttachNodeName

NoDeathExplosions

DeathDustEffect

DeathDustDelay

DeathDustOffset

DeathShakeDelay

DeathShakeForce

DeathShakeDuration

DeathShakeRadius

JumpSound

LandSound

Footstep0Sound

Footstep1Sound

Footstep2Sound

HydraulicSound

HydraulicSoundHeight

StoppedTurnSpeed ?

ForwardTurnSpeed ?

TurnThreshold

MaxTerrainAngle

WaterDamageInterval

WaterDamageAmount

BallRadius

BallMoveSpeed

BallStoppedTurnSpeed

BallTurnSpeed

BallSprintTurnSpeed

BallSlippage

BallMaxLean

BallAcceleration

BallRollingFriction

MaxBallAngle

SprintTimeForBowling

BowlingPush

BallSprintSpeedBoost

BallJumpHeight

BallJumpForwardBoost

EnergyRestore

EnergyRestoreIdle

EnergyDrainSprint

EnergyCostJump

EnergyCostBowling

WakeEffect

CAMERASECTION

STAND

STANDZOOM

CROUCH

SPLITSTAND

SPLITSTANDZOOM

SPLITCROUCH

UprightWaterDamageHeight

BallWaterDamageHeight

HealthGainEffect

AmmoGainEffect

EnergyGainEffect

BuffHealthEffect

BuffOffenseEffect

BuffDefenseEffect

DebuffEffect

Flyer

FLYERSECTION

BODY

TURRET

TURRET1

TURRET2

TURRET3

TURRET4

TURRET5

TURRET6

TURRET7

TURRET8

GeometryName

FirstPerson

NoCombatInterrupt

SoldierCollision

OrdnanceCollision

VehicleType

AnimationName

Acceleration

Acceleraton //HACK support old typo

BoostAcceleration

MinSpeed

MidSpeed

MaxSpeed

BoostSpeed

StrafeSpeed

PitchRate

PitchFilter

PitchFilterDecel

TurnRate

TurnFilter

TurnFilterDecel

PitchBuildupMultiplier

TurnBuildupMultiplier

ThrustPitchAngle

StrafeRollAngle

BankAngle

BankFilter

LevelFilter

LevelFilterLanding

RollRate

RollRateAccel

TakeoffHeight

TakeoffTime

TakeoffSpeed

LandingTime

LandingSpeed

LandedHeight

CollisionThreshold

CollisionScale

CollisionInflict

WeaponSection

Weapon

WeaponName

WeaponAmmo

WeaponShareAmmo

WeaponShareHeat

WeaponChannel

ExplosionCritical

Explosion

ExplosionName

ExplosionDestruct

ThrustEffect

ThrustEffectMinScale

ThrustEffectMaxScale

ThrustEffectScaleStart

ThrustAttachPoint

ThrustAttachOffset

ContrailEffect

ContrailAttachPoint

ContrailAttachOffset

ContrailEffectMinSpeed

ContrailEffectMaxSpeed

ContrailEffectMinScale

ContrailEffectMaxScale

BlurEffect

BlurStart

FinAnimation

PassengerSlots

FOVEffect3rd DEG

FOVEFFectMinCamOffset3rd

FOVEFFectMaxCamOffset3rd

FOVEffect1st DEG

EnergyAutoRestore

EnergyBoostDrain

EnergyTrickDrainSingleTap

EnergyTrickDrainDoubleTap

TrickRollSpeed

TrickFlipSpeed

TrickFlipCameraDetach

TrickSideRollCameraDetach

TrickSideRollStrafeSpeed

MomentumFilter

FreeFlyTime

TrickTimeMid

TrickTimeRange

CircleATATFrequency

SquadronMaxAngle

SquadronDistance

TimeRequiredToEject

EjectResistance

TimeTilReboard

NeverCrashWhenUnpiloted

GuidedMissile

GuidedMissileDamage

GuidedMissileDamageBoost

HealthScale

ArmorScale

PersonScale

AnimalScale

DroidScale

VehicleScale

BuildingScale

ShieldScale

GuidedMissileDeathCamPause

GuidedMissileDeathCamPullbackSpeed

GuidedMissileDeathCamMinDistance

GuidedMissileBoostExplosionSpeedThreshold

TrickSound

FlipSound

CommandFlyer

Carrier

CargoNodeName

CargoNodeOffset

PickupSound

DropoffSound

Hover

HOVERSECTION

BODY

TURRET

TURRET1

TURRET2

TURRET3

TURRET4

TURRET5

TURRET6

TURRET7

TURRET8

GeometryName

FirstPerson

FPModelAttachedtoCam

NoCombatInterrupt

SoldierCollision

OrdnanceCollision

TerrainCollision

SetSpringBody

AddSpringBody

BodySpringLengthRadiusMultiplier

BodyVelocitySpringFactor

BodyVelocityDampFactor

BodyOmegaXSpringFactor

BodyOmegaXDampFactor

BodyOmegaZSpringFactor

BodyOmegaZDampFactor

BodySpringLength

VelocitySpring

VelocityDamp

OmegaXSpring

OmegaXDamp

OmegaZSpring

OmegaZDamp

NoRandomSpring

VehicleType

SetAltitude

GravityScale

LiftSpring

LiftDamp

Acceleration

Deceleration

Traction

ForwardSpeed

ReverseSpeed

StrafeSpeed

BoostSpeed

BoostAcceleration

BoostFOV

BoostTurnMultiplier

SpinRate

TurnRate

TurnFilter

PitchRate

PitchLimits min max

ThrustPitchAngle

StrafeRollAngle

BankAngle

BankFilter

LevelSpring

LevelDamp

CollisionThreshold

CollisionScale

CollisionInflict

WeaponSection

Weapon

WeaponName

WeaponAmmo

WeaponShareAmmo

WeaponShareHeat

WeaponChannel

Explosion

ExplosionName

AttachNodeName

WakeEffect

WaterEffect

BlurEffect

BlurStart

GroundedSound

GroundedHeight

AnimationName

MovingTurnOnly

FloatsOnWater

FinAnimation

SuspensionNodeName

SuspensionLeftArmNodeName

SuspensionRightArmNodeName

SuspensionMaxOffset

SuspensionMidOffset

PassengerSlots

EnergyAutoRestore

EnergyBoostDrain

TimeRequiredToEject

EjectResistance

TimeTilReboard

JumpTimeMin

JumpTimeMax

JumpForce

JumpEnergyPerSec

JumpMinSpeedMult

WheelSection

WheelTexture

WheelVelocToU

WheelVelocToV

WheelOmegaToU

WheelOmegaToV

CommandHover

Item

GeometryName

LifeSpan

NoLifeSpanDisplay bool

Gravity

Rebound

Friction

LightOdf

LightColor rgba

LightRadius

CollisionSound

CollisionWaterSound

CollisionOtherSound

TrailEffect

Mine

Explosion

ExplosionName

ExplosionTrigger

ExplosionExpire

ExplosionDeath

TriggerContact

TriggerRadius

SuppressRadius

TickSound

TickSoundPitch

FlagItem

SoldierAttachBone

DroidekaAttachBone

GeometryName

CarriedGeometryName

DroppedInLandingZoneGeometryName

HomeRegion

AllowTeamPickup

AllowAIPickup

CarriedGeometryName

DroppedInLandingZoneGeometryName

SoldierAttachBone

DroidekaAttachBone

CarriedOffset

CarriedColorize

DroppedColorize

PickupSound

DropSound

AmbientSound

PowerupItem

SoldierHealth

SoldierAmmo

SoldierEnergy

PersonHealth

PersonAmmo

PersonEnergy

AnimalHealth

AnimalAmmo

AnimalEnergy

DroidHealth

DroidAmmo

DroidEnergy

VehicleHealth

VehicleAmmo

VehicleEnergy

BuildingHealth

BuildingAmmo

BuildingEnergy

BuffOffenseTimer

BuffOffenseMult

BuffDefenseTimer

BuffDefenseMult

BuffHealthTimer

BuffHealthRate

DebuffDamageTimer

DebuffDamageRate

PowerupSound

AmbientSound

RemoteTerminal

RemoteGameObject

NextLinkedTerminal

PrevLinkedTerminal

GeometryName

VehicleType

Soldier

IsAcklay

GeometryName

GeometryLowRes

AnimationName

SkeletonName

AnimationLowRes

SkeletonLowRes

FirstPerson

NoCombatInterrupt

Acceleration

Acceleraton //HACK support old typo

MaxSpeed

MaxStrafeSpeed

MaxTurnSpeed

MaxPitchSpeed

PitchLimits

JumpHeight

JumpForwardSpeedFactor

JumpStrafeSpeedFactor

RollSpeedFactor

SprintAccelerateTime

RecoverFromTumble

UseDirectionalJumps

UseDirectionalDeaths //- Mike Z

ControlSpeed

stand

crouch

prone

sprint

jump

jet

tumble

roll

CollisionThreshold

CollisionScale

CollisionInflict

UnitType

ImmuneToMines

WeaponSection

Weapon

WeaponName

WeaponAmmo

WeaponAmmo1

WeaponAmmo2

WeaponAmmo3

WeaponAmmo4

WeaponShareAmmo

WeaponShareAmmo1

WeaponShareAmmo2

WeaponShareAmmo3

WeaponShareAmmo4

WeaponShareHeat

WeaponShareHeat1

WeaponShareHeat2

WeaponShareHeat3

WeaponShareHeat4

WeaponChannel

PrimaryWeapon

WeaponName1

SecondaryWeapon

WeaponName2

WeaponName3

WeaponName4

WeaponChannel1

WeaponChannel2

WeaponChannel3

WeaponChannel4

EnergyRestore

EnergyRestoreIdle

EnergyDrainSprint

EnergyCostJump

EnergyCostJumpSprint

EnergyCostRoll

JetJump

JetPush

JetAcceleration

JetShowHud

JetEnergyDrain

JetFuelRechargeRate

JetFuelCost

JetFuelInitialCost

JetFuelMinBorder

HealthGainEffect

AmmoGainEffect

EnergyGainEffect

BuffHealthEffect

BuffOffenseEffect

BuffDefenseEffect

DebuffEffect

InvincibleEffect

JetEffect

JetIdleEffect // - Mike Z

JetType

FootSlideEffect

ChokeEffect

BlurEffect

WaterSplashEffect

FootWaterSplashEffect

WakeWaterSplashEffect

CAMERASECTION

STAND

STANDZOOM

CROUCH

CROUCHZOOM

PRONE

PRONEZOOM

SPRINT

SPLITSTAND

SPLITSTANDZOOM

SPLITCROUCH

SPLITCROUCHZOOM

SPLITPRONE

SPLITPRONEZOOM

SPLITSPRINT

CameraBlendTime

FootstepStride

RunSpeed

AcquiredTargetSound

HidingSound

ApproachingTargetSound

FleeSound

PreparingForDamageSound

HeardEnemySound

ChargeSound

ShockFadeOutTime

ShockFadeInTime

ShockFadeOutGain

ShockSound

ClothingRustleSound

LowHealthSound

LowHealthThreshold

ChokeSound

AmbientSound

DropItemClass

DropItemProbability

NextDropItem

SkeletonRootScale

CollisionRootScale

CollisionHeadScale

CollisionTorsoScale

CollisionHeadOffset

CollisionTorsoOffset

SkeletonRootScaleLowRes

Explosion

ExplosionName

ChunkFrequency

OverrideTexture

OverrideTexture2

AnimatedAddon

GeometryAddon

AnimationAddon

AddonAttachJoint

SndHeroSelectable

SndHeroSpawned

SndHeroDefeated

SndHeroKiller

SoldierMusic

AISoldierMusic

SoldierAnnoucement

FleeLikeAHero

MinFootHeight

TargetPointOffsetStand

TargetPointOffsetCrouch

TentacleCollType

NumTentacles

BonesPerTentacle

Scout

Anti-Armor rocket

Assault rocket

Repair

Support repair

Pilot

Trooper

Special - repair

Walker

GeometryName

WALKERSECTION

BODY

TURRET

TURRET1

TURRET2

TURRET3

TURRET4

TURRET5

TURRET6

TURRET7

TURRET8

StompRumbleLightDuration

StompRumbleHeavyDuration

StompRumbleHeavy

StompRumbleLight

FPWalkScale

FPPosePointName

VehicleType

NoCombatInterrupt

AnimationName

SkeletonName

SkeletonRootScale

AnimationBlending

Acceleration

Acceleraton //HACK support old typo

MaxSpeed

BoostSpeed

JumpHeight

JumpForwardSpeedBoost

JumpMinSpeed

MaxTurnSpeed

MaxYawSpeed

YawLimits

MaxPitchSpeed

PitchLimits

ThrustAngleToStrafe

ThrustAngleToTurn

ThrustAngleToStop

SteerTowardAimRate

SteerAtYawLimit

SteerAtStrafeLimit

CorrectAimForSteering

ReverseBackwardSteering

CollisionThreshold

CollisionScale

CollisionInflict

WeaponSection

Weapon

WeaponName

WeaponAmmo

WeaponShareAmmo

WeaponShareHeat

WeaponChannel

Explosion

ExplosionName

ExplosionOffset

FinalExplosion

FinalExplosionName

FinalExplosionOffset

StompEffect

StompDecal

StompDecalSize

FootWaterSplashEffect

AttachNodeName

DeathAnimationExplosion

DeathAnimationExplosionTime

DeathDustEffect

DeathDustDelay

DeathDustOffset

DeathShakeDelay

DeathShakeForce

DeathShakeDuration

DeathShakeRadius

DeathFadeTimeStart

DeathFadeTimeEnd

StompDetectionType

StompThreshold

FootstepSound0

FootstepSound1

FootstepSound2

FootstepSound3

FootstepSound4

FootstepSound5

HydraulicSound

HydraulicSoundHeight

HydraulicLowerSound

HydraulicLowerHeight

StoppedTurnSpeed

ForwardTurnSpeed

BoostTurnSpeed

EnergyAutoRestore

EnergyBoostDrain

EnergyCostJump

TurnThreshold

MaxTerrainAngle

LegPairCount

WalkerLegPair

LegRayHitLength

WalkerOrientRoll

FootBoneLeft

FootBoneRight

TerrainLeft

TerrainRight

LegBoneLeft

LegBoneRight

LegBoneTopLeft

LegBoneTopRight

WaterDamageInterval

WaterDamageAmount

FirstPerson

DropShadowSize

PassengerSlots

TowCableCollision

IgnorableCollision

IgnorableCollsion //HACK continue supporting old misspelling

WalkerWidth

SmashParkedFlyers

TimeRequiredToEject

EjectResistance

TimeTilReboard

AttackAnimation

AttackControls

AttackPosition

AttackTime

AttackRadius

AttackDamage

AttackPush

AIUseHoverPhysics

CommandWalker

Hologram

Color

HoloImageGeometry

HoloVisibleDistance

HoloHeight

HoloSize

HoloBeamInitialWidth

HoloBeamIntensity

HoloLightIntensity

HoloImageIntensity

HoloFlareIntensity

HoloLightRadius

HoloRotateRate

HoloPopRate

HoloFlickerRate

HoloFlickerAlphaMin

HoloFlickerAlphaMax

HoloFadeInTime

HoloTurnOnDistance

HoloType

MountedTurret

PassengerSlot

PassengerEyePoint

Light

Color

ConeLength

ConeWidth

ConeInitialWidth

ConeFadeFactor

ConeFadeLength

HaloRadius

HaloFadeFactor

HaloFadeLength

FlareIntensity

BeamIntensity

FlickerType

None

Strobe

StrobeRandom

StrobeFade

Pulse

Flicker

FlickerPeriod

FadePeriod

OmniRadius

SpotInnerConeAngle

SpotOuterConeAngle

DrawDistance

Static

ShadowCaster

SpecularCaster

Bidirectional

Name

Type

Spot

Omni

ProjectedTexture

FrameRate

Synchronize

EntitySound

EntitySoundStatic

EntitySoundStream

GrassPatch

MinSize

MaxSize

Alpha

NumParticles

MaxDistance

RadiusFadeMin

RadiusFadeMax

DarknessMin

DarknessMax

NumParts

YOffset

Texture

BoxSize

FlatHeight

FlatSizeMultiplier

FlatFaceFactor

FlatShadowHeight

FlatGrassSwing

FlatCount

SkinnyFactor

MaxSkew

TransparentType

LeafPatch

MaxDistance

Offset

BoxSize

MinSize

MaxSize

Alpha

NumParticles

MaxDistance

Radius

Height

ConeHeight

DarknessMin

DarknessMax

HeightScale

NumVisible

Texture

MaxFallingLeaves

MaxScatterBirds

Seed

NumParts

Vine

VineLength

VineSpread

WiggleSpeed

WiggleAmount

RotatingModel

RotateNodeName

YawConstant

YawRandom

RumbleEffect

MinLight

MaxLight

MinHeavy

MaxHeavy

MinHeavyDecay

MaxHeavyDecay

MinLightDecay

MaxLightDecay

MinDelayLight

MaxDelayLight

MinDelayHeavy

MaxDelayHeavy

MinTimeLeftHeavy

MaxTimeLeftHeavy

MinTimeLeftLight

MaxTimeLeftLight

MinInterval

MaxInterval

MinShakeAmt

MaxShakeAmt

MinShakeLen

MaxShakeLen

SoundName

VehicleSpawn

Team

CommandPost

SpawnCount

SpawnTime

ExpireTimeEnemy

ExpireTimeField

DecayTime

Trackable Entity Properties

IconTexture

HealthTexture

MapTexture

HUDModel

MapScale

MapSpeedMin

MapSpeedMax

MapViewMin - make sure the view cone's range is at least as far as the min map range

MapViewMax

MapTargetFadeRate

MapRangeOverall

MapRangeShooting

MapRangeViewCone

MapViewConeAngle

RemoveFromMapWhenDead

Vehicle Properties

EngineSound

TurnOnSound

TurnOffSound

TurningOffSound

WindUpSound

TakeoffSound

WindDownSound

LandSound

BoostSound

TurnOffTime

VehicleCollisionSound

Cockpit1stPersonSound

Cockpit3rdPersonSound

ProximityMinDist

ProximityMaxDist

Music

AllMusic

ImpMusic

RepMusic

CISMusic

MusicSpeed

MusicDelay

SkyObject Properties - skyfile?

Geometry

NumObjects

Height h, variance

VelocityX Vx, variance

VelocityY Vy, variance

VelocityZ Vz, variance

Acceleration xyz

Distance

InDirectionFactor

LifeTime

Sky Stars - sky file?

NumStars

RandomSeed

BrightStarPercent

AlphaMin

ColorSaturation

TwinkleFactor

TwinkleFrequency

AngleMin

AngleFade

EnableBottom

Color rgba

StarTexture

Space Dust Effect Properties

Enable

SpawnDistance

MaxRandomSideOffset

CenterDeadZoneRadius

SpawnDelay

ReferenceSpeed

DustParticleSpeed

MinParticleScale

MaxParticleScale

SpeedParticleMinLength

SpeedParticleMaxLength

ParticleLengthMinSpeed

ParticleLengthMaxSpeed

Texture

Attached Effect Properties - add to any object to attach an effect

AttachOdf

AttachEffect

AttachToHardPoint

Emitter

AttachDynamic bool

Godlight Properties

Radius

MinLifetime

MaxLifetime

MinAlpha

MaxAlpha

Color

Godray Properties

Enable

MaxGodraysInWorld

MaxGodraysOnScreen

MaxViewDistance

FadeViewDistance

MaxLength

OffsetAngle

Texture

TextureScale

TextureVelocity

TextureJitterSpeed

MaxRaysPerGodray

MinRaysPerGodray

RadiusForMaxRays

Radius

MinLifetime

MaxLifetime

MinAlpha

MaxAlpha

Color

NumRays

SpreadRadius

Lightning Effect

Enable

Color

SunlightFadeFactor

SkyDomeDarkenFactor

BrightnessMin

FadeTime

TimeBetweenFlashesMinMax

TimeBetweenSubFlashesMinMax

NumSubFlashesMinMax

HorizonAngleMinMax

SoundCrack

SoundSubCrack

Lightning Bolt Effect

Texture

Width

FadeTime

BreakDistance

TextureSize

SpreadFactor

MaxBranches

BranchFactor

BranchSpreadFactor

BranchLength

InterpolationSpeed

NumChildren

ChildBreakDistance

ChildTextureSize

ChildWidth

ChildSpreadFactor

Color

ChildColor

OrbitalStrike // WeaponDestruct Class

AimAzimuth

AimElevation

AimDistance

SalvoCount

SalvoDelay

InitialSalvoDelay

ScatterDistance

StrikeOrdnance

StrikeOrdnanceName

Explosion Properties

Damage

MaxDamage

HealthScale

ArmorScale

PersonScale

AnimalScale

DroidScale

VehicleScale

BuildingScale

ShieldScale

DamageRadiusInner

DamageRadiusOuter

DamageRadius

Shake

ShakeRadiusInner

ShakeRadiusOuter

ShakeRadius

ShakeLength

Push

PushRadiusInner

PushRadiusOuter

PushRadius

PushDeadOnly

HurtOwner

Effect

WaterEffect

ShieldEffect

Decal

SoundProperty

ChunkGeometryName

ChunkTerrainCollisions

ChunkTerrainEffect

ChunkTrailEffect

ChunkSmokeEffect

ChunkPhysics

FULL

LEAF

STATIC

SIMPLE

ChunkOmega float xyz

ChunkSpeed

ChunkGravity float xyz

NumChunks

ChunkStartDistance

ChunkInitialCollisionSound

ChunkScrapeCollisionSound

VisibleRadius

LightColor

LightRadius

LightDuration

ShieldEffect Properties

Type f for faamba?

Texture

Color

SpecularColor

Radius

Height

ViewAngleFactor

TurnOnTime

TurnOffTime

ScrollRate

Ordnance

NextCharge

LifeSpan

DamageTransitionDelay

DamageTransitionPeriod

DamageFinalDamage

Explosion

ExplosionImpact

ExplosionName

ExplosionExpire

Damage

MaxDamage

HealthScale

ArmorScale

PersonScale

AnimalScale

DroidScale

VehicleScale

BuildingScale

ShieldScale

TrailEffect

ExplosionEffect

OrdnanceSound

CollisionSound

CollisionWaterSound

CollisionShieldSound

BonusAmplification

BonusColor - rgba

Ordnance Beam

BeamWidth

BeamTexture

BeamColor rgba

BeamGlowWidth

BeamGlowTexture

BeamGlowColor rgba

PassThrough

OrdnanceEffect

red_blaster_bolt

red_blaster_bolt_small

green_blaster_bolt

green_blaster_bolt_small

blue_blaster_bolt

blue_blaster_bolt_small

ImpactEffect

Ordnance Bullet

GeometryName

Velocity

OrdnanceEffect

ImpactEffectSoft

ImpactEffectRigid

ImpactEffectStatic

ImpactEffectTerrain

ImpactEffectWater

ImpactEffectShieldSmall

ImpactEffectShieldLarge

ImpactDecalTerrain

ImpactDecalStatic

LightOdf

LightColor rgba

LightRadius

EndLightColor rgba

FadeLightColor

Ordnance FatRay

RayRadius

MaxDamage

MinDamage

DamageDeduction

MaxPush

MinPush

PushDeduction

Ordnance GrapplingHook

SoldierAnimation

Ordnance Laser

LaserLength

GlowLength

BlurLength

LaserWidth

FadeOutTime

LaserTexture

LaserGlowColor

EndLaserGlowColor rgba

OrdnanceEffect

red_blaster_bolt

red_blaster_bolt_small

green_blaster_bolt

green_blaster_bolt_small

blue_blaster_bolt

blue_blaster_bolt_small

Ordnance Missile

ScaleTime

TurnRate

WaverRate

WaverTurn

LockedOnSound

MinSpeed

Acceleration

Ordnance Shell

Gravity

Ordnance Grenade

Rebound

Friction

CollisionFoliageSound

CollisionOtherSound

StartTimerOnContact

AlignVertical

ImpactEffectWater

Ordnance Sticky

CollisionWaterSound

CollisionFoliageSound

CollisionOtherSound

StartTimerOnContact

AlignVertical

StickAll

StickPerson

StickAnimal

StickDroid

StickVehicle

StickBuilding

StickBuildingDead

StickBuildingUnbuilt

StickTerrain

Ordnance Beacon

AimAzimuth

AimElevation

AimDistance

SalvoCount

SalvoDelay

ScatterDistance

Ordnance

OrdnanceName

Ordnance Haywire

DisableTime

Ordnance Towcable

InitialCableLength

CableLength

Ordnance Emitter

StunTime

Damage

Push

ConeLength

ConeAngle

MaxTargets

Effect

StunAnimation

LightningEffect

LightningEffectScale

NoTargetLightningEffectCount

NoTargetLightningEffectRandomSpread

MaxDamage

DamageThreshold

MaxJumpDistance

JumpDeduction

FirstRadius

NoChaining

Radius

BuffOffenseTimer

BuffOffenseMult

BuffDefenseTimer

BuffDefenseMult

BuffHealthTimer

BuffHealthRate

DebuffDamageTimer

DebuffDamageRate

PlayEffectOnOwner

PlayEffectOnOwnerAimer

Explosion

SmolderEffectTimer

SmolderVanishDeath

SmolderBone

SmolderEffect

SmolderDamageRate

AffectFriends

AffectEnemies

ApplyOnOwnerIfOnOthers

Ordnance Melee Throw

Velocity

ReturnDuration

RotationRate

DamageLength

DamageWidth

LightOdf

LightColor

LightRadius

OnSound