FPE file descriptions: ;AI aiinit = [filepath] - the appear script aimain = [filepath] - the main script aidestroy = [filepath] - the destroy script aishoot = [filepath] - the shoot script soundset = [filepath] - the entities soundest or male, female, robot, etc… for characters soundset1 = [filepath] - the enities soundset 2 (used for enities like doors) ;AI automated usekey = X - X equals the name of the entity that has to be collected by the player to use the entity (ex: key needs to be collected to use a locked door) ifused = X - X equals the name of the entity to be activated if player walks upto and uses this entity (ex: Switch opens a door) ifusednear = X - X equals ??? ;Spawn spawnmax = X - X equals maximum number of times the entity can be spawned spawndelay = X - X equals delay before spawn ??? spawnqty = X - X equals quantity of entities to spawn ; orientation model = X - X equals model or path to model with model file place at the end (ex. meshbank\random\box1.x) offx = X - X equals the x offset offy = X - X equals the y offset offz = X - X equals the z offset rotx = X - X equals rotation angle around x roty = X - X equals rotation angle around y rotz = X - X equals rotation angle around z scale = X - X equals size the model up or down (100 = original size) fixnewy = X - X equals ??? raisefator = - X equals ??? forwardfacing = X - 1 for forwardfacing, 0 for no forwardfacing (used mainly for wall entities) defaultheight = X - X = units high when placed in the editor (ex. wall items are set to 50 to raise them up to height) (different from offy) defaultstatic = X - 1 for static, 0 for dynamic collisionmode = X - 0-box, 1-polygons, 2-reduced, 3-cylinder, 4-sphere materialindex = X - 0-soft, 1-stone, 2-metal, 3-wood, 4-glass, 5-liquid, 6-cloth debrisshape = X - 0-no debris (default), 1,2,4-7 crates (see stock crates to determine the best one), 3,8 barrels (check with cylinderb and cylinderf to determine best) (used by crates and barrels) ;Physics physics = 1 to turn physics on entity, 0 for off ??? phyweight = X - X equals weight of the physical properties of the entity phyfriction = X - X equals sets the friction delta of the physical properties of the entity explodable = X - 1 to explode, 0 not to explode noragdoll = X - 1 not ragdoll compatible, 0 ragdoll compatible? nothrowscript = ??? alwaysactive = X - 1 for yes, 0 for no ;View Cone coneheight = X - X equals how high the enity can see??? coneangle = X - X equals angle of view cone ;visualinfo texturepath = X - path to texture (not need if texture is with entity) textured = X - texture name (can also contain the texture path) texturealtd = X - alternate texture (a second texture) effect = X - path and name of effect (ex. effectbank\bumpbone\bumpbone.fx) transparency = X - 1 for transparency, 0 for no transparency reducetexture = X - How much to divide the texture size by castshadow = X - 1 for yes, 0 for no ;identity details strength = X - entity health lives = X - entity lives speed = X - entity speed hurtfall = X - damage suffered from a fall isimmobile = X - 1 for yes, 0 for no isobjective = X - objective number ischaracter = X - 1 for yes, 0 for no cantakeweapon = X - 1 for yes, 0 for no isweapon = X - path to the folder containing the gun model file under gamecore\guns (ex. ww2\colt45) isequipment = X - similar to isweapon, but for FPG games not FPS games isammo = X - 1 for yes, 0 for no hasweapon = X - path to folder containing the gun model file under gamecore\guns (ex. ww2\colt45) hasequipment = X - similar to hasweapon, but for FPG games not FPS games ishealth = X - 1 for yes, 0 for no (health packs) isflak = X - 1 for yes, 0 for no (grenades, launchers, anything that uses a flak model) ismarker = X - 1 is player 2 is light, 3 is zone markerindex = X - X equals ??? ;Lights lightcolor = X - color of light (see here: http://forum.thegamecreators.com/?m=forum_view&t=188054&b=21) lightrange = X - X equals radius in units lightoffsetup = X - X equals ??? lightoffsetz = X - X equals ??? ;Trigger Zones areax = X - X equals segments a zone streatches across x axis areay = X - X equals segments a zone streatches across y axis (height) areaz = X - X equals segments a zone streatches across z axis ;Decals for entity (not decal that you place in the editor and move around) decalangle = X - X equals angle of decal decaldist = X - X equals decal's distance decaly = X - X equals Decal's Y placement decalmax = X - X equals number of decals ;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr) limbmax = X - X equals maxinum number of limbs headlimbs = X,Y - X and Y equals the limbs that count as head limbs ??? ;animation animmax = X - X equals number of animation sequences anim# = X,Y - # is animation number, X equals the start frame, Y equals the end frame ;ammo quantity = X - X equals ammo quantity in clips (ex. 1 clip is 6 bullets quantity, so 3 clips would be 6x3 = 18 bullets) ;misc footfallmax = X - X equals ??? (References inside entity profile) %key %light %remote door %teleporter in %teleporter out %lift