Pop Up Target 20 all 150 Metal - Solid <_Editor> Mission Specific - Pay Attention To Naming Convention damaged_by_players_only all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 75 all 0 .2 true vfx_runningman_target Default 100 all 200 Plastic <_Editor> Generic camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 75 all 0 .2 true Glass BulletProof 50 all 15 Glass - Heavy 50 all false false false <_Editor> Generic .5 all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Glass_Bullet_Proof Fire Hydrant 70 all 150 Metal - Solid 1 20 all true VFX_FireHydrant_DTH false 0 <_Editor> Outside camera_collide vehicle_camera_collide fire_hydrant none 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true Fire_Hydrant Mailbox - DropBox 150 all 250 Metal - Thin 1 <_Editor> Outside camera_collide vehicle_camera_collide receives_bullet_impulse all VFX_MailBox_DTH 900 0.0 0.0 0.0 0.0 0.0 0.0 true Generic_Medium_Metal true false 150 all Newspaper Dispenser 75 all 250 Metal - Thin 1 0.25 true <_Editor> Outside 20 all 18 true true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 1 5 False 0.0 0.0 0.0 0.0 0.0 0.0 VFX_NewsPaperDisp_DTH Generic_Medium_Metal Parking Meter 75 all 75 Metal - Solid 1 75 all 25 true false <_Editor> Outside vehicle_camera_collide all 900 1 10 True 0.0 0.0 0.0 0.0 0.0 0.0 Generic_Small_Metal PropaneTank_Small 100 all 50 Metal - Thin .5 true <_Editor> Outside VFX_PropaneTank_Small_DTH disappear_on_death all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Propane_Tank StreetSign 50 all 75 Metal - Thin true <_Editor> Outside 10 all true false all 900 0.0 0.0 0.0 0.0 0.0 0.0 StreetSign .25 Trashcan - Metal 75 all 75 Metal - Solid <_Editor> Outside true 0.5 camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 VFX_Trash_Dth Metal_Garbage_Can Tin Object 0.5'x0.5'x0.5' 100 all 3 Metal - Thin <_Editor> Generic true receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Small_Tin_Object Tin Object 1'x1'x1' 50 all 50 Metal - Thin <_Editor> Generic true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 5 all false Small_Hollow_Metal .25 Tin Object 2'x2'x2' 100 all 75 Metal - Thin <_Editor> Generic true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .5 Tin_Object Tin Object 4'x4'x4' 100 all 150 Metal - Thin <_Editor> Generic true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .75 Tin_Object Wood Object - Small 75 all 50 Wood <_Editor> Generic true .25 camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Generic_Small_Wood Tin Object 6'x6'x6' 100 all 300 Metal - Thin <_Editor> Generic camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Tin_Object 1 Metal Object 200lbs 200 all 200 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide receives_bullet_impulse true all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 200 all false Generic_Large_Metal .5 Metal Object 75lbs 100 all 75 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide receives_bullet_impulse true false 100 all false all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Generic_Medium_Metal .2 Metal Object 25lbs 100 all 25 Metal - Solid <_Editor> Generic true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .8 Generic_Small_Metal Metal Object 10lbs 100 all 10 Metal - Solid <_Editor> Generic true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .2 false 10 all false Generic_Small_Metal Metal Object 90000lbs 1000 all 90000 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide shatters_against_world false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 100 all false true 0.0 0.0 False Generic_Huge_Metal 1 Metal Object 5lbs 100 all 5 Metal - Thin <_Editor> Generic true receives_bullet_impulse camera_collide all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Generic_Small_Metal .1 Plastic Object Large 300 all 300 Plastic <_Editor> Generic camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .5 true false 100 all Generic_Large_Plastic true Plastic Object Medium 100 all 200 Plastic <_Editor> Generic camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .4 true Generic_Medium_Plastic 1 Plastic Object Small 100 all 75 Plastic <_Editor> Generic true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.3 .2 Generic_Small_Plastic Plastic ObjectTiny 100 all 10 Plastic <_Editor> Generic true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.1 0.5 Generic_VerySmall_Plastic Electronic Object 6'x6'x6' 100 all 300 Electric <_Editor> Generic camera_collide vehicle_camera_collide false 10 all false false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Television VFX_ACUnit_DTH Electronic Object 4'x4'x4' 100 all 150 Electric <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Television VFX_ACUnit_DTH Electronic Object 1'x1'x1' 100 all 50 Electric <_Editor> Generic true all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Television VFX_ACUnit_DTH Electronic Object 2'x2'x2' 50 all 75 Electric <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 10 all false Television VFX_ACUnit_DTH Electronic Object 0.5'x0.5'x0.5' 100 all 2 Electric <_Editor> Generic true all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Television Cardboard Box 2'x2'x2' 200 all 50 Cardboard <_Editor> Generic 0.25 camera_collide vehicle_camera_collide receives_bullet_impulse 1 all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Cardboard_Box true Cardboard Box 4'x4'x4' 200 all 75 Cardboard <_Editor> Generic true camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Cardboard_Box Cardboard Box 6'x6'x6' 200 all 120 Cardboard <_Editor> Generic camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Cardboard_Box true Cement Object 6'x6'x6' 400 all 1000 Concrete <_Editor> Generic camera_collide vehicle_camera_collide false all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Stone_Object Cement Object 4'x4'x4' 400 all 150 Concrete <_Editor> Generic camera_collide vehicle_camera_collide false all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Stone_Object Cement Object 1'x1'x1' 400 all 30 Concrete <_Editor> Generic true camera_collide vehicle_camera_collide all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Cinder_Block Barrel Flammable 500 all 200 Flame <_Editor> Outside true 1 disappear_on_death camera_collide vehicle_camera_collide all 900 Barrel Exp Fire 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Barrel_Metal Barrel Explosive 500 all 200 Flame <_Editor> Outside true 1 disappear_on_death camera_collide vehicle_camera_collide all 900 RPG 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Barrel_Metal VFX_GasPump_Smoke Metal Base - Static 100 all 150 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 False false 10 all false 0.0 0.0 0.0 0.0 0.0 0.0 Tire 50 all 300 Rubber <_Editor> Inside true receives_bullet_impulse all 900 .6 0.0 0.0 0.0 0.0 0.0 0.0 .5 .5 Tire TrafficSignal 200 all 50 Metal - Thin <_Editor> Outside true all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 200 all VFX_TrafficSig_DTH Traffic_Signal Glass 1x1 50 all 1 Glass - Heavy 50 all false false false <_Editor> Generic disappear_on_death camera_collide vehicle_camera_collide breakable_glass ai_los_ignore all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Short_Small_Glass VFX_BreakableGlass1x1 Glass 3x3 1 all 1 Glass - Heavy 50 all false false false <_Editor> Generic disappear_on_death camera_collide vehicle_camera_collide breakable_glass ai_los_ignore all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Short_Medium_Glass VFX_BreakableGlass3x3 Glass 5x5 1 all 1 Glass - Heavy 50 all false false false <_Editor> Generic disappear_on_death camera_collide vehicle_camera_collide breakable_glass ai_los_ignore all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Short_Large_Glass VFX_BreakableGlass5x5 SlotMachine 50 all 50 Electric 50 all true false <_Editor> Inside true camera_collide vehicle_camera_collide no_detour_until_moved receives_bullet_impulse all 900 10 50 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_SlotMachine_DTH Slot_Machine AC_Unit_Window 250 all 200 Electric <_Editor> Outside camera_collide vehicle_camera_collide false all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 10 all false VFX_ACUnit_DTH AC_Unit PropaneTank_Big 1000 all all 1000 Flame 900 false false 0 all false camera_collide bullets_penetrate disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Exp Gas Station Propane_Tank_Big VFX_GasPump_Smoke Default_Heavy 800 all 600 Plastic <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 250 all 0 .5 Default_NotAnchored 100 all 150 Plastic <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .2 true Default_Invincible 10000 all 10000 Plastic 1000000000 all false false <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Default_HeavyNotAnchored 800 all 600 Plastic <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .5 BusStop - Glass 120 all 50 Glass - Medium 120 all true false false <_Editor> Outside disappear_on_death breakable_glass ai_los_ignore all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Short_Large_Glass LampPost_A Metal - Solid 100 all all 900 300 .2 true false 100 all VFX_TrafficSig_DTH 0 false 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Lamp_Post Default_Medium 100 all 150 Plastic <_Editor> Generic receives_bullet_impulse camera_collide vehicle_camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 100 all 0 .1 true Default_Light 25 all 50 Plastic <_Editor> Generic receives_bullet_impulse camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 25 all 0 true Default_LightNotAnchored 25 all 50 Plastic <_Editor> Generic receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true Default_MediumNotAnchored 100 all 150 Plastic <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .5 true UtilityPole_Transformer Electric 150 all none 900 75 false false 10000 all 0 false camera_collide does_not_generate_detour 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside UtilityPole_Transformer Transformer Bench - Wood Wood 2000 all all 600 120 .5 disappear_on_death camera_collide vehicle_camera_collide receives_bullet_impulse 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside true VFX_WoodBench_DTH true false 75 all Bench_Wood Wood Object - Medium 125 all 150 Wood <_Editor> Generic true .5 camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Generic_Medium_Wood Wood Object - Static 90000 all 90000 Wood <_Editor> Generic false camera_collide vehicle_camera_collide all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Generic_Medium_Wood Metal Object 600lbs 1000 all 600 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide shatters_against_world false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 500 all false true 0.0 0.0 False Generic_Large_Metal .8 Metal Object 400lbs 1000 all 400 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide false all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 300 all false Generic_Large_Metal Metal Object 1000lbs 1000 all 1000 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 500 all false true 0.0 0.0 False Generic_Large_Metal .9 WoodPallet 125 all 100 Wood <_Editor> Outside true .8 vehicle_camera_collide receives_bullet_impulse disappear_on_death all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_WoodPallet_DTH Pallet_Wood Wood Object - Large 300 all 300 Wood <_Editor> Generic false .75 camera_collide vehicle_camera_collide all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 300 all Generic_Large_Wood STAG_BattleBox_A Metal - Solid 6000 all none 600 1500 false false 10000000 all camera_collide disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Exp Gas Station VFX_HeliExplode Generic_Huge_Metal Toxic_Container_A Flame 500 all all 900 180 .47 false camera_collide receives_bullet_impulse vehicle_camera_collide damaged_by_players_only no_brute_pickup 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Toxic_Container_A vfx_zombie_con_explode Zombie Explosion false 100000 M19_SFX_VIRUS_TANK_BEEP_HISS Rubber Object Default 400 all 60 Rubber <_Editor> Generic true receives_bullet_impulse all 900 0.0 0.0 False .5 0.0 0.0 0.0 0.0 0.0 0.0 .2 Rubber_Object Rubber Object SuperBouncy 400 all 40 Rubber <_Editor> Generic true receives_bullet_impulse all 900 0.0 0.0 False 1 0.0 0.0 0.0 0.0 0.0 0.0 .2 Rubber_Object cargo_plane_cockpit Metal - Solid 75 all none 900 900 false false 50 all VFX_VentSteam_Med 0.0 0.0 False camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention Mission_13_car_bomb Metal - Solid 100000 all all 900 5000 camera_collide disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention Mission_13_Car_Bomb Mission_13_banner Cardboard 1 all all 900 100 camera_collide disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention false false 5 all vfx_burning_banner Mission_15 _GarageDoor Metal - Thin 100 all all 900 10 false false 0 all 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention Mission_22_C4 Plastic 5 all all 900 30 false false 0 all Grenade disappear_on_death damaged_by_players_only 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention Car Bomb Door_default 100 all 150 Metal - Solid <_Editor> Generic camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false false 75 all 0 .2 true Generic_Small_Metal Door_bulletpass 100 all 150 Metal - Solid <_Editor> Generic bullets_penetrate all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false false 75 all 0 .2 true M24_magma_crystal Concrete 250 explosions bullets all 900 1500000 false false 150 cars camera_collide disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention vfx_lava_explode Magma_Crystal vfx_magma_explo_audio WoodFence_Large 2000 all 300 Wood <_Editor> Outside true .8 camera_collide vehicle_camera_collide disappear_on_death all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_WoodFence_DTH false false 250 all Wood_Fence WoodFence_Small 2000 all 150 Wood <_Editor> Outside true .8 camera_collide vehicle_camera_collide disappear_on_death all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_WoodFence_DTH false false 250 all Wood_Fence WoodCrate_A 500 all 350 Wood <_Editor> Inside true .5 camera_collide vehicle_camera_collide receives_bullet_impulse disappear_on_death all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_WoodPallet_DTH Wooden_Crate WoodCrate_D 1000 all 700 Wood <_Editor> Inside true .5 camera_collide vehicle_camera_collide receives_bullet_impulse disappear_on_death all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_WoodPallet_DTH Wooden_Crate Plastic Object Huge 500 all 600 Plastic <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .8 true false 500 all false Generic_Large_Plastic TrafficLight 100 all 20 Metal - Thin <_Editor> Outside true all 500 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_TrafficSig_DTH true false 100 all Traffic_Light Default Never Fade 100 all 200 Plastic <_Editor> Generic camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .2 true Glass_breakable 300 all 50 Glass - Medium 300 all true false 0 false <_Editor> Outside disappear_on_death camera_collide vehicle_camera_collide breakable_glass ai_los_ignore all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_BusStopGlass_DTH Short_Large_Glass Default Never Fade Light 100 all 50 Plastic <_Editor> Generic camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .2 true carexplode VR_M16_Column_A 150 all 150 Concrete 1 50 all false true 0 <_Editor> Mission Specific - Pay Attention To Naming Convention camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true Heavy_ElectricalNotAnchored Electric 800 all all 900 300 .5 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Generic Transformer Heavy_Electrical Electric 800 all all 900 300 .5 true false 250 all VFX_ACUnit_DTH 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Generic Transformer Fence_ChainLink Metal - Fence 50 all all 900 150 .5 true false 20 all bullets_penetrate ai_los_ignore 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Fence_Chain_Link GasPump_A 400 all 75 Flame <_Editor> Outside true 0.5 camera_collide vehicle_camera_collide receives_bullet_impulse disappear_on_death all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 VFX_GasPump_Smoke true false 400 all Exp Gas Station Generic_Medium_Metal Heavy bag 100 all 250 Sand <_Editor> Inside camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .2 true Heavy_Bag Casino_Tables Wood 400 all all 120 350 .7 true false 200 all false 0.0 0.0 False receives_bullet_impulse camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Inside Casino_Table Mission_6_balcony 150 all 150 Concrete 1 50 all false true 0 <_Editor> Mission Specific - Pay Attention To Naming Convention camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true Door_cellbar 100 all 150 Metal - Solid <_Editor> Generic bullets_penetrate ai_los_ignore all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false false 75 all 0 .2 true Light_Metal_Object Mission_16_firewall 150 all 150 Cyberspace 1 50 all false true 0 <_Editor> Mission Specific - Pay Attention To Naming Convention camera_collide vehicle_camera_collide receives_bullet_impulse breakable_glass ai_los_ignore all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true Door_Cell_Glass 100 all 150 Glass - Medium <_Editor> Generic ai_los_ignore camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false false 75 all 0 .2 true Short_Medium_Glass M03_Bomb Metal - Solid 100000 all all 900 100000 camera_collide disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention HVAC - Blower 600 all 200 Metal - Thin <_Editor> Outside camera_collide vehicle_camera_collide false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 500 all false electric_grenade_M1 HVAC HVAC - Cooler 600 all 200 Metal - Thin <_Editor> Outside camera_collide vehicle_camera_collide false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 500 all false electric_grenade_M1 HVAC 3count_sculpture 800 all 150 Concrete 1 10000000 all false true 0 <_Editor> Mission Specific - Pay Attention To Naming Convention camera_collide vehicle_camera_collide receives_bullet_impulse disappear_on_death all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 dth_killbane_statue HVAC - Cooler_B 600 all 9000 Metal - Thin <_Editor> Outside camera_collide vehicle_camera_collide false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true 500 all false Vehicle HVAC M18_cargodoorB Metal - Solid 75 all none 900 900 false false 50 all 0.0 0.0 False camera_collide disappear_on_death can_walk_up 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention GP_M18_Door_DTH Mission_18 door_destroy Metal - Solid 75 sonic none 900 75 false true 50 none 0 false camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention Transformer 0.0 GP_M18_Door_DTH Computer_monitor 50 all 50 Plastic <_Editor> Inside camera_collide vehicle_camera_collide does_not_generate_detour true all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_ComputerCase_DTH Computer 1 true false 50 all Computer_case 100 all 50 Plastic <_Editor> Inside camera_collide vehicle_camera_collide does_not_generate_detour true all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_ComputerCase_DTH Computer 1 Cubicle_deskA 200 all 50 Metal - Solid 50 all false false <_Editor> Inside false camera_collide vehicle_camera_collide no_detour_until_moved receives_bullet_impulse all 900 10 50 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_MailBox_DTH Generic_Medium_Wood 0.0 RPG BusStop - Main 1500 all 1200 Metal - Solid 500 all true false <_Editor> Outside disappear_on_death ai_los_ignore camera_collide vehicle_camera_collide generate_detour_even_if_in_air all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_Busstop_DTH Generic_Large_Metal 1 Trashbag 100 all 75 Plastic <_Editor> Outside true .7 camera_collide receives_bullet_impulse disappear_on_death all 900 0.0 0.0 0.0 0.0 0.0 0.0 VFX_Trash_Dth Heavy_Bag WoodFence_Gate 2000 all 100 Wood <_Editor> Outside true camera_collide disappear_on_death receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_WoodFence_DTH Wood_Fence Mission_1_Horse 1000 all 600 Concrete <_Editor> Mission Specific - Pay Attention To Naming Convention camera_collide vehicle_camera_collide shatters_against_world false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 500 all false true 0.0 0.0 False Cinder_Block WoodFence_Gate_Post 2000 all 75 Wood <_Editor> Outside false camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Wood_Fence true false 150 all Mission_1_roofpieces 1000 all 600 Concrete <_Editor> Mission Specific - Pay Attention To Naming Convention camera_collide vehicle_camera_collide shatters_against_world no_detour_until_moved false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 500 all true true 0.0 0.0 False Cinder_Block Computer_clutter 20 all 50 Plastic <_Editor> Inside camera_collide vehicle_camera_collide does_not_generate_detour true all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_ComputerCase_DTH Computer 1 true false 5 all Mission_23_DaedCannon_A Metal - Solid 10000 all none 900 1000000 false false 1000000000 all camera_collide vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention Soda_Machine_A Metal - Thin 1000 all all 900 600 .5 true false 1000 all VFX_ACUnit_DTH 50 false VFX_ACUnit_DTH 1 20 False camera_collide vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Toxic_Container_A STAG_Barricade Metal - Solid 2000 all none 900 1800 true false 800 all stag_barricade_dth camera_collide disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside 1 false Generic_Large_Metal Barrel Water 500 all 200 Water Container <_Editor> Outside true 1 camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Barrel_Metal Plastic Object Small_Anchored 100 all 75 Plastic <_Editor> Generic camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .4 true Generic_Medium_Plastic 1 true false 0 all Barrel_BumFire 500 all 200 Metal - Thin <_Editor> Outside true 1 camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Barrel_Metal true false 0 all Wood Object Huge 300 all 600 Wood <_Editor> Generic false 1 camera_collide vehicle_camera_collide all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 300 all Generic_Large_Wood WoodenBridgeBlocker 150 all 50 Wood <_Editor> Outside true .5 generate_detour_even_if_in_air all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true false 50 all Generic_Medium_Wood Diffusers 500 all 400 Metal - Thin <_Editor> Outside camera_collide vehicle_camera_collide false all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 500 all false LuchadoreGrenadeLauncher VFX_ACUnit_DTH Mission_24_ForceField Electric 0 all all 1000 1000 false false 0 all ai_los_ignore 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention Light_HangingB Metal - Thin 150 all all 900 75 false false 10000 all 0 false camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Inside Utility_Light Transformer VFX_FallingSparks Bank_Teller_Box 50 all 350 Wood <_Editor> Inside .5 camera_collide vehicle_camera_collide receives_bullet_impulse disappear_on_death all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_BankTellerBox_DTH Wooden_Crate false false 50 all M1_RedGlass 50 all 1 Glass - Heavy 50 all false false false <_Editor> Mission Specific - Pay Attention To Naming Convention disappear_on_death camera_collide vehicle_camera_collide breakable_glass ai_los_ignore all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Short_Small_Glass Gp_Mission1_RedGlass FlatTV_A 500 all 350 Glass - Medium <_Editor> Inside .5 camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_ACUnit_DTH Television false false 100 all ClubSpeakers_A 500 all 350 Plastic <_Editor> Inside .5 camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_ACUnit_DTH Transformer false false 100 all CashRegister_A 350 all 350 Plastic <_Editor> Inside .5 camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 vfx_small_sparks Generic_Medium_Plastic false false 10000 all WeldingTankRig_A 500 all 350 Metal - Solid <_Editor> Inside .5 camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Generic_Medium_Metal true false 100 all VFX_PropaneTank_Small_DTH true Glass 5x5 No Detour 1 all 1 Glass - Heavy 50 all false false false <_Editor> Generic disappear_on_death camera_collide vehicle_camera_collide breakable_glass ai_los_ignore does_not_generate_detour all 900 0.0 0.0 False 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Short_Large_Glass VFX_BreakableGlass5x5 BDSM_Machine 10000 all 10000 Electric <_Editor> Generic camera_collide vehicle_camera_collide all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 1000000000 all false Television VFX_ACUnit_DTH Metal Object_ExplosiveBIG 1000 all 1000 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide disappear_on_death all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 5000000 all false true Generic_Large_Metal 1 Exp Gas Station Metal Object_ExplosiveBIG2 1000 all 1000 Metal - Solid <_Editor> Generic camera_collide vehicle_camera_collide disappear_on_death all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false 5000000 all false true Generic_Large_Metal 1 Exp Gas Station Fuel_Dump 2500 all all 1000 Flame 900 false false 0 all false camera_collide vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Exp Gas Station Propane_Tank_Big VFX_GasPump_Smoke STAG_BattleBox_Hose Rubber 5 all none 900 500 false false 1 all camera_collide disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside false Fence_ChainLink_Gate 50 all 150 Metal - Fence <_Editor> Outside bullets_penetrate ai_los_ignore all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 .2 true Fence_Chain_Link Mission_SH03_forcefield 150 all 150 Concrete 1 50 all false true 0 <_Editor> Mission Specific - Pay Attention To Naming Convention camera_collide vehicle_camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true Mission_17_Console 500 all 350 Glass - Medium <_Editor> Mission Specific - Pay Attention To Naming Convention .5 camera_collide receives_bullet_impulse all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 VFX_ACUnit_DTH Generic_Medium_Metal false false 100 all Mission_13_bannerLarge Cardboard 1 all all 900 100 camera_collide disappear_on_death vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Mission Specific - Pay Attention To Naming Convention false false 5 all vfx_burning_banner_big LampPost_Female Concrete 500 all all 900 300 .2 true false 100 all VFX_TrafficSig_DTH 0 false disappear_on_death 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Stone_Lamp_Post dth_female_statue Metal_MilitaryCrate 200 all 300 Metal - Solid <_Editor> Outside camera_collide vehicle_camera_collide receives_bullet_impulse true all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 true 150 all false Generic_Large_Metal .5 STAG_BattleBox_Corpse Metal - Solid 10000000 all none 60 1500 camera_collide vehicle_camera_collide 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Exp Gas Station VFX_HeliExplode Generic_Huge_Metal STAG_Barricade_Fence Metal - Fence 50 all all 900 150 .5 bullets_penetrate ai_los_ignore 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside Fence_Chain_Link Strip_Stage 10000 all 150 Wood <_Editor> Generic camera_collide does_not_generate_detour all 900 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 false false 75 all 0 .2 true Wooden_Crate Exploding_EA_Heads Electric 100 all all 900 0 false false 0 all VFX_RunningMan_Fireworks disappear_on_death 0.0 0.0 0.0 0.0 0.0 0.0 <_Editor> Outside
Level_Object TableDescription Level Object Name String Object Name Name of the property entry. true Material Reference Material name. concrete bitmap_materials.xtbl Bitmap_Material.Name False Hitpoints Int Number of hitpoints for the object. 0 Damaged_By Grid Damaged By A list of things that damage this object. Element Selection Damaged By all all none bullets cars explosions level_objects melee humans fire sonic laser world 8 Damaged_By_No_Human_Shields Grid Damaged By No Human Shields A list of things that damage this object in builds which do not allow human shields. false Element Selection Damaged By all all none bullets cars explosions level_objects melee humans fire 8 Applies_Damage_To Grid Applies Damage To List of things that this applies damage to. Element Selection Applies Damage To all all none vehicles 1 8 Lifetime_seconds Float Lifetime (seconds) How long before object will start to fade out (after being activated) (-1 means never fade) 45 -1 1000 Weight Int Weight of the object (in pounds). 0 Friction Float How much friction (0.0 = no friction, 1.0 = maximum friction) false 0.0 0 1 Restitution Float How bouncy it is. (0.0 = it won't bounce, 1.0 = very bouncy) false 0.0 0 1 Angular_Damping Float Angular Damping Angular damping, the higher, the more damping. false 0.05 0 Linear_Damping Float Linear damping, the higher, the more damping. false 0.01 0 Surface_Velocity Float Surface Velocity How fast things on this object's surface move in the direction of the X orient. (e.g.: for conveyor belts) false 0.0 Buoyancy_Modifier Float Buoyancy Modifier Modify the natural buoyancy of the object. If the value is less than 1, then the object is less buoyant. If the value is greater than 1, then the object is more buoyant. false 1 0 Water_Linear_Drag_Modifier Float Water Linear Drag Modifier Modifier to the linear drag when the object is in water. More drag is applied if the value is greater than one and less drag is applied if the value is less than one. false 1 0 Water_Angular_Drag_Modifier Float Water Angular Drag Modifier Modifier to the angular drag when the object is in water. More drag is applied if the value is greater than one and less drag is applied if the value is less than one. false 1 0 Anchored Element Specifies properties for dislodging the object (if it is initially anchored). false Dislodge_On_Death Selection Dislodge On Death false true false Dislodge_Notoriety Selection Dislodge Notoreity false true false Dislodge_Hitpoints Int Dislodge Hitpoints Number of hitpoints before the object is dislodged. Only affected by certain things depending on "Dislodged By:". 0 Dislodged_By List Dislodged By A list of the things that can dislodge this object. Element Selection Dislodged By all all none bullets cars explosions level objects melee humans fire wind sonic 8 Element Dislodge_Effect Reference Dislodge Effect Effect that is played when the object is dislodged. false effects.xtbl Effect.Name False Coins_Released Int Coins Released Number of coins that are released when the object is dislodged. false 0 0 Movable_By_Humans Selection Movable By Humans If the object isn't anchored and this is true, then the object can be pushed by a human. false true true false Vehicle_Obstacle Selection Vehicle Obstacle Vehicle try to avoid this obstacle. false false true false unanchored Vehicle_Repulsor_Scale Float Vehicle Repulsor Scale false 1.0 Emitting_Sound Reference Emitting Sound The sound emitted by the object. false audio_events.xtbl NewEntity.Name False Collision_Sound Element Collision Sound Foley sounds to play when collisions happen, optional minimum and maximum speeds where volume is 0.0 and 1.0. false FoleyCollision Reference Foley Collision Foleys collision to play when colliding with this level object. foley_collision.xtbl FoleyCollision.Name False Death_Effect Reference Death Effect Effect to play when the hitpoints reach zero, name of the effect from effects.xtbl. false effects.xtbl Effect.Name False Death_Explosion Reference Death Explosion Explosion to play when the hitpoints reach zero, name of the effect from explosions.xtbl. false explosions.xtbl Explosion.Name False Death_Money Element Death Money false Min Float 0.0 0 Max Float 0.0 0 Just_Coins Selection Just Coins False True False Cash_Out_Point Vector Cash Out Point false X Float 0.0 Y Float 0.0 Z Float 0.0 Flags Flags Level object properties. basketball blackjack breakable_glass bullets_penetrate camera_collide can_walk_up disappear_on_death do_not_aim_at_me does_not_generate_detour fire_hydrant ignore_bor_collision ignore_bullet_collision ignore_human_collision nearby_player_despawn no_detour_until_moved non_walkable poker receives_bullet_impulse shatters_against_world tv vehicle_camera_collide zombie ai_los_ignore damaged_by_players_only no_brute_pickup generate_detour_even_if_in_air center_of_mass Element Center of Mass Variables relating to the center of mass for the object. com_offset Vector Mass Offset Offset appliied to the center of mass for the object. X Float 0.0 Y Float 0.0 Z Float 0.0 com_offset_corpse Vector Corpse Offset Offset to center-of-mass applied to the objects' corpse. X Float 0.0 Y Float 0.0 Z Float 0.0 False Generic Inside Mission Specific - Pay Attention To Naming Convention Outside