All Types

This page lists all types, by object class.

AiTemplatePlugIn
   Armament
   ControlInfo
   ControlInfo3d
   Cover
   Mobile
   Physical
   Unit

GeometryTemplate
   AnimatedMesh - defines an animated mesh, used for soldiers, tank treads, and flags.
   SkeletonCollisionMesh - defines the skeleton collision mesh for a soldier.
   StandardMesh - defines a 3D mesh for rendering an object.
   TreeMesh - defines a 3D mesh and a billboard, typically for a tree or bush.
   patchTerrain - defines the terrain mesh itself.

KitTemplate
   AT
   AT_Alt [Vietnam]
   Assault
   Assault_Alt [Vietnam]
   Engineer
   Engineer_Alt [Vietnam]
   Medic
   RocketPack
   Scout
   Scout_Alt [Vietnam]

LodSelectorTemplate
   CompareSelector
   DistCompareSelector
   DistCompareSelector2
   DistanceSelector

Object
   FlagPole

ObjectTemplate
   ANDCompositeObjective - a group of objectives for Objective Mode battles as a set.
   ActiveKitPart - a kit which can be picked up and worn by soldiers, e.g. jetpack.
   AnimatedBundle - an object defining an animation, such as a waving flag.
   AreaObject - for creating an area of sound, such as a seashore or river.
   BFSoldier - defines a soldier's skeleton, language, and associated flags.
   Bundle - for defining an object to contain other objects, usually for creating a vehicle.
   Camera - for setting the view for a vehicle.
   ClusterProjectile [Vietnam] - for defining cluster projectiles, e.g. napalm.
   ControlPoint - for defining a control point on the map.
   DestroyTargetObjective - defines an objective for Objective Mode battles.
   EffectBundle - for defining a group of effects.
   Emitter - for controlling particle effects.
   Engine - defines an engine for a vehicle.
   EntryPoint - defines a place to enter a vehicle.
   FireArms - for defining weapons for vehicles or stationary objects.
   Flag - for creation of a flag.
   FlagBase - for the flag pole, and for changing the flag depending on control.
   FloatingBundle - for making objects float or fly.
   FreeCamera - for definition of the free camera.
   HandFireArms - for creating new hand weapons.
   Hook [Vietnam] - adds a hook to a vehicle so it can be transported by a helicopter with a winch.
   Kit - for defining a soldier's equipment set.
   KitPart - for defining kit objects and associating them with parts of the soldier.
   LandingGear - for defining plane landing gear.
   LensFlare - defines the glare effect of the sun.
   LodObject - sets meshes for different levels of detail.
   MusicPlayer [Vietnam] - adds a music player to a vehicle.
   ObjectSpawner - defines a spawn that will create a particular object type.
   Obstacle - for objects such as barbed wire.
   Particle - for generating effects with a 3D component, vs. SpriteParticle.
   PlayerControlObject - defines a base object for a vehicle or other player controlled object.
   Projectile - for defining something that causes damage, such as a bullet or shell.
   RotationalBundle - for defining objects that rotate, such as turrets or steering wheels.
   SeatObject - for defining the sitting position of a soldier in a vehicle.
   SonarObject - for adding a sonar display for an object.
   SpawnPoint - defines various soldier spawn point objects for a map.
   Spring - defines what can be thought of as "wheels" for a vehicle.
   SpriteParticle - defines an object for an effect, a 2D dot particle.
   SupplyDepot - defines supply and repair points.
   TimerObjective - defines the time for an Objective Mode map.
   Turbulence [Vietnam] - defines the effect (e.g. dust) of the object traveling close to the ground.
   Winch [Vietnam] - defines the winch for transporting an object that has a hook.
   Wing - defines the object that creates lift for a vehicle.
   WireLink [Vietnam] - defines the wire for a winch.
   simpleobject - for defining simple objects with one part and no children, such as vegetation.


Go to the All Properties list, Class list, CON file list, or Main scripting page.