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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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