ObjectTemplate Types
These are the different pre-defined types of objects that can be created with the "ObjectTemplate.Create type name" command. Each type has different behaviors, and the properties can have different effects (or none at all) depending on the object type.
ANDCompositeObjective
- a group of objectives for Objective Mode battles as a set.
Go to the ObjectTemplate page, ObjectTemplate properties list page, All Types list, Class list, CON file list, or Main scripting page.
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.