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FPE Entity Properties Reference Guide
The FPE file contains the entity properties required to describe what the entity does and how it looks within a game level, and controls almost all aspects of a model once the geometry and textures are loaded in. By controlling the entity properties via the FPE file, you can customise an entity to be pretty much anything you want it to be.
Below are the names of every FPE field, along with a description of its use and any community contributed notes that will help you get the most out of these powerful entity settings.
"desc" // name of entity
"aiinit" // NA
"aimain" // main script
"aidestroy" // NA
"aishoot" // NA
"soundset" // sound file name slot 0
"soundset1" // sound file name slot 1
"soundset2" // sound file name slot 2
"soundset3" // sound file name slot 3
"soundset4" // sound file name slot 4
"usekey"
"ifused"
"ifusednear"
"spawnmax"
"spawndelay"
"spawnqty"
"model"
"offsetx"
"offsety"
"offyoverride"
"offsetz"
"rotx"
"roty"
"rotz"
"scale"
"fixnewy"
"hoverfactor"
"forwardfacing"
"dontfindfloor"
"defaultheight"
"defaultstatic"
"autoflatten"
"collisionmode" // 0 ; box shape (default) // 1 ; polygon shape // 2 ; sphere shape // 3 ; cylinder shape // 9 ; convex hull reduction shape // 11 ; no physics // 12 ; no physics but can still be detected with IntersectAll command // 21 ; player repel feature (for characters and other beasts/zombies) // 40 ; collision boxes (defined in Import Model feature) // 41-49 ; reserved (collision polylist, sphere list, cylinder list) // 50 ; generate obstacle and cylinder from 1/64th up from base of model // 51 ; generate obstacle and cylinder from 1/32th down from base of model // 52 ; generate obstacle and cylinder from 8/16th up from base of model // 53 ; generate obstacle and cylinder from 7/16th up from base of model // 54 ; generate obstacle and cylinder from 6/16th up from base of model // 55 ; generate obstacle and cylinder from 5/16th up from base of model // 56 ; generate obstacle and cylinder from 4/16th up from base of model // 57 ; generate obstacle and cylinder from 3/16th up from base of model // 58 ; generate obstacle and cylinder from 2/16th up from base of model // 59 ; generate obstacle and cylinder from 1/16th up from base of model // 1000-2000 ; only one limb has collision Box Shape (1000=limb zero,1001=limb one,etc) // 2000-3000 ; only one limb has collision Polygons Shape (2000=limb zero,2001=limb one,etc)
"collisionscaling"
"collisionoverride"
"endcollision" // 0 - no collision for ragdoll // 1 - collision for ragdoll
"forcesimpleobstacle" // -1 ; absolutely no obstacle // 0 ; default // 1 ; Box ( ) // 2 ; contour // 3 ; full poly scan
"forceobstaclepolysize"
"forceobstaclesliceheight"
"forceobstaclesliceminsize"
"notanoccluder"
"notanoccludee"
"skipfvfconvert"
"matrixmode"
"resetlimbmatrix"
"reverseframes" // 0 ; Normal rendering // 1 ; Reverse the order in which the internal model meshes render (last limb renders first, etc)
"fullbounds"
"cpuanims" // 0 ; GPU animation // 1 ; CPU animation (for wide scope animations that need accurate ray detection) // 2 ; Same as [1] but will hide any meshes that do not have animations
"ignoredefanim"
"materialindex" // 0 = - GenericSoft // 1 = S Stone // 2 = M Metal // 3 = W Wood // 4 = G Glass // 5 = L Liquid Splashy Wet // 6 = F Flesh (Bloody Organic) // 7 = H Hollow Drum Metal // 8 = T Small High Pitch Tin // 9 = V Small Low Pitch Tin // 10 = I Silly Material // 11 = A Marble // 12 = C Cobble // 13 = R Gravel // 14 = E Soft Metal // 15 = O Old Stone // 16 = D Old Wood // 17 = W Shallow Water // 18 = U Underwater
"debrisshape"
"disablebatch"
"lod1distance"
"lod2distance"
"physics"
"phyweight"
"phyfriction"
"explodable"
"explodedamage"
"ragdoll"
"nothrowscript"
"coneheight"
"coneangle"
"conerange"
"onetexture"
"texturepath"
"textured"
"texturealtd"
"effect"
"effectprofile" // 0 - default non-PBR // 1 - new PBR texture arrangement
"transparency" // 0 - first-phase no alpha // 1 - first-phase with alpha masking // 2 and 3 - second-phase which overlaps solid geometry // 4 - alpha test (only render beyond 0x000000CF alpha values) // 5 - water Line ( object (seperates depth sort automatically) ) // 6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves) // 7 - very early draw phase no alpha
"canseethrough"
"specular" // 0 - uses _S texture // 1 - uses effectbank\reloaded\media\blank_none_S.dds // 2 - uses effectbank\reloaded\media\blank_low_S.dds // 3 - uses effectbank\reloaded\media\blank_medium_S.dds // 4 - uses effectbank\reloaded\media\blank_high_S.dds
"specularperc"
"uvscroll"
"uvscale"
"invertnormal"
"preservetangents"
"zdepth"
"cullmode"
"reducetexture"
"castshadow" // 0 = default shadow caster mode // -1 = do not cast shadows or lightmap shadows
"smoothangle"
"strength"
"lives"
"speed"
"animspeed"
"hurtfall"
"isimmobile"
"isviolent"
"isobjective"
"alwaysactive"
"ischaracter"
"isspinetracker"
"noxzrotation"
"canfight"
"jumpmodifier" "jumphold" "jumpresume" "jumpvaulttrim"
"meleerange" "meleehitangle" "meleestrikest" "meleestrikefn" "meleedamagest" "meleedamagefn"
"custombiped"
"cantakeweapon"
"isweapon"
"rateoffire"
"ishudlayer"
"isequipment"
"isammo"
"hasweapon"
"hasequipment"
"ishealth"
"isflak"
"fatness"
"ismarker" // 1=player // 2=lights // 3=trigger zone // 4=decal particle emitter // 5=entity lights // 6=checkpoint zone // 7=multiplayer start // 8=floor zone // 9=cover zone
"markerindex"
"addhandle"
"isebe"
"lightcolor"
"lightrange"
"lightoffsetup"
"lightoffsetz"
"usespotlighting"
"stylecolor"
"decalangle"
"decaldist"
"decaly"
"limbmax"
"limb"+n
"headlimbs"
"hairlimbs"
"hidelimbs"
"decalmax"
"decal"+n
"appendanimfinal"
"appendanimmax"
"appendanim"+n
"appendanimframe"+n
"ignorecsirefs"
"playanimineditor"
"animstyle"
"animmax"
"anim"+n
"footfallmax"
"footfall"+n
"quantity"
"charactercreator"
"physicscount"