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USLR MANUAL ,BL1A,

By 1im Partlett
CryLngine
Sandbox
lar Cry Ldition
Version
0.1

C R\LNGI NL S ANDBOX - l AR CR\ LDI 1I ON
User Manual







CryLngine Sandbox - lar Cry Ldition
Crytek Gmbl
Coburg Germany


All documentation 2004 Crytek Gmbl


Table of Contents
CHAPTER 1 - MAP
Terrain 2
Automatic Terrain Generation 3
Height Maps 4
Direct Terrain Editing 5
8urface Texture 7
Terrain Layers 8
8urface Texture 9
Layer Masks 10
Lighting and Environment 11
Vegetation 13

CHAPTER 2 - OBJECT8
Ob]ect Placement 16
Placing 8tandard Ob]ects 17
Ob]ect Movement and Manipulation 17
Grouping and Linking Ob]ects 18
Ob]ect Management Toolbar 19
Placing Area Ob]ects 20
Organising Ob]ects 21
Layers 21
8elect Ob]ect Window 21
Hide by Category 22
The Entity Library 22
Destroyable and Physicalized Ob]ects 23
Doors and 8witches 23
Particle Effects 23
Elevators and Flying Foxes 23
Other Ob]ects 25
Lighting 26
Dynamic Lighting 26
8tatic Lights 27

CHAPTER 3 - ARTFCAL NTELLGENCE
Placing A Ob]ects 30
Controlling A Actions 31
Anchor Points 31
A Paths 31
Restricting A Movement 34
Movement in Non-8tandard Areas 35
A Vehicles 37
Land and 8ea Vehicles 37
Aircraft 42
Concluding Words 43
Animals 43
Pigs 44
BOD8 44

CHAPTER 4 - EVENT8
8imple Events 46
Triggers 47
More Complex Events 47
Adding mpulse 47
Elevators 48

CHAPTER 5 - NTERNAL AREA8
Floors and Ceilings 51
VisAreas and Portals 52
Walls 54
Doors 54
Lighting 55
Dynamic Lights 56
Radiosity Lights 56
Fake Lights 57
Creating Holes in the Terrain 58



CHAPTER 6 - MULTPLAYER MAP8
Free For All and Team Deathmatch 60
Assault Maps 64

CHAPTER 7 - 8NGLE PLAYER M88ON8
8etting Up 70
Mission 8cripts 71
HUD instructions 72
Game nstructions 74
Movie nstructions 74
Console Commands 74
Miscellaneous 74
8ave Points 75
Testing your Mission 76

F A R C R Y
1 11 1
ntroduction
1he User Manual released with this CryLngine Sandbox editor is a beta document,
and will thereore not be complete and may possible contain errors or omissions.
1he ull ersion will be released either shortly beore the game reaches the store
sheles, or shortly aterwards, depending on circumstances, so be sure to check the
news at www.arcry-thegame.com or inormation and updates. 1his ersion is
perectly good or creating most leels, and is only missing the signiicant sections
o sound placement and cut-scene editing. 1he inal release o the document
should contain these sections, along with numerous other additions, including
short-cut key set up and walkthroughs. 1he inished document will also be ully
reiewed or error and omissions, in both content and in comprehension. Updates
will also be made to arious sections, especially the appendices, like the eents and
object properties list. Additional appendices, coering aspects outside the remit o
this document, will be added as they are acquired.
1he remit o this User Manual is to explain the workings o the CryLngine
Sandbox editor, in so ar as it aects the client end o the serice, i.e. the person
who buys the game. 1he documentation is designed to enable the user to create
multiplayer maps, leels and combinations o leels that are as complex and
detailed as any o the leels or multiplayer maps released with the game. 1hat
means that the user should, with the skills learned rom using the manual, be able
to produce multiplayer maps and leels o the quality o anything proided with the
game, but only i that user has the requisite leel design skills. \hat the manual
does not proide, is details on how to modiy the game engine itsel, so that it
perorms dierently to that which is proided. 1hereore there is no inormation
proided in the main documentation that relates to such aspects o modiying
games as scripting, importing models, etc. 1hese aspects may be commented on in
the documentation, but only in so ar as it relates to the creation o leels within the
remit already speciied. 1his does not preclude the inclusion o appendices to
explain such aspects o the game`s design.
Also included in this documentation is the Demo leel, created by Alex \erner,
which exempliies many o the aspects o the editor outlined in this user manual.
1his example leel should be used to see how many common elements rom the
game are actually implemented, and can be ound in the Demo older o the Leels
directory on the CD.
F A R C R Y
1 11 1
Acknowledgements
\hile this User Manual is the written and editorial work o the named author, it
would not hae been possible without the help o many o the skilled people
working on the lar Cry project. 1his acknowledgements page recognises the great
contribution o these people in the making o this document. 1he key contributors
will be listed here, but there will be many more whose incidental assistance was
inaluable.
In alphabetical order:
Ben Bauer, Internal Leels section, Lleator operation, and Lents and Lighting
appendix.
Sebastien Couture, Multiplayer Maps section, Artiicial Intelligence section, and
Objects appendix.
Sten Hbler, Objects and Lents appendix.
Robert Peterson, original documentation.
Alex Werner, Demo leel and Single Player Missions section.
Also thanks to Marco Corbetta, 1imur Daidenko, Chris Natsuume, Richard 1sao,
and many others or checking the documentation, oering assistance, corrections
and updates.
F A R C R Y

Map Creation
1bi. .ectiov ae.cribe. tbe roce.. of creativg tbe terraiv, frov
tbe fir.t gre, .cate beigbt va to tbe aivtivg of regetatiov
brv.be. ava at,ivg tigbt.
reating a basic map or any leel consists o seeral processes, terrain,
textures, lighting and egetation. \hile this section can teach you the
tools you need to create a map, the real hard work or this will come rom
how you use the tools to implement the map which is in your own
imagination.
Terrain
1here are three ways that you can generate terrain. \ou can generate the terrain
automatically, with the Generate 1errain option in the 1errain window, you can
import a grey scale height map, or you can alter the terrain directly using brush
tools contained within the editor. Using the Generate 1errain option is the easiest,
and quickest, means o creating belieable looking terrain, but it doesn't allow or
much in the way o control. leight maps allow or much more control, but takes
longer than automatic generation and doesn't proide a great deal o ine detail.
Using the brush tools in the editor takes a lot o skill and time to create the perect
map with, but it allows or the greatest amount o control, and is the preerred
means o terrain generation with experienced leel designers.
Chapter
1
C
F A R C R Y
3 33 3
Automatic Terrain Generation

ligure 1.1 Use the 1errain \indow to create height maps or your terrain.
I you click the 1errain icon, you will be presented with a window with a map
containing nothing but sea. lrom the menu at the top, you can select the Generate
1errain option to quickly create a landscape to work on. 1he option will present
you with a number o parameters, which you can use to inluence the way in which
the unction generates the terrain.
leature Size lrequency - 1his determines the amount o "noise grains" to be
applied to the map by the noise unction.
Bumpiness,Noise - Aects the bumpiness o the terrain.
Detail - 1his determines the number o times the noise unction will be
applied.
F A R C R Y
4 44 4
Variation - Random seed.
Blurring - Sets the number o times the smoothing ilter is applied to the noise
unction.
Coer - Not Used
Sharpness - Not Used
Sharpness - Not Used

1he key parameters are leature Size lrequency,
Bumpiness and Blurring. 1he leature Size
lrequency aects the amount o land that is
created, while Bumping and Blurring aects how
bumpy or smooth the land that is generated will
be. 1he Variation parameter is also important, and
proides the random seed or the unction. Maps
generated with the same random seed will tend to
ollow similar patterns. Changing this alue can
dramatically alter the way the map looks.
Note
1he deault settings will create an archipelago o islands with jagged
mountain tops. 1o create a more solid continent based map with
smoother edges, increase the leature Size, Variation and Blurring
parameters.
Height Maps
1he terrain is based on a gray scale, with pure white being
the highest point on the map, and pure black being the
lowest. Shades o grey in-between gie diering heights.
1hus a spectrum o grey shades rom pure white to pure
black will gie a shallow slope, and pure black next to pure
white will gie a long sheer cli ace. 1his means that you
can paint the map that you want, using a grey scale
template. \ou can create this template with the height map
editor proided with the CryLngine Sandbox editor, or import it rom one o your
aourite paint packages, like Paint Shop Pro.



1he height map editor allows you to paint the terrain with a brush, the size o
which you can choose rom the dierent sized circles on the tool bar. Next to this
on the tool bar you can select your brush, either a using a plain brush, the height
brush, or the noise brush. 1he plain brush paints a smooth surace terrain, the
ligure 1.2 1errain \indow 1ool Bar
F A R C R Y
5 55 5
height brush paints a grey scale o the exact height you choose, and the noise brush
makes the terrain more random and spiky. \ou can also alter the pressure by
which the brush is applied, by altering the opaqueness o the brush. 1he
opaqueness is set by choosing rom the three grid shapes on the let o the tool bar.
1he more compact the grid pattern, the less opaque the brush, and the harder the
brush is applied.
Note
Imported image iles must be in windows bitmap ,.bmp, ormat.
Direct Terrain Editing
1he most powerul method o terrain editing is to create the terrain yoursel, in the
map and perspectie iew, using the editor tools or raising, lowering and
smoothing the terrain. 1his method gies you the greatest control oer the
landscapes created, as well as being able to see much more clearly what you are
producing, but it also takes the greatest amount o time. \hile this is the preerred
method o terrain editing by those who are more experienced with the CryLngine
Sandbox editor and leel editing in general, it may be better or less experienced
editors to use either automatic terrain generation or a height map, and to only use
the terrain editing tools to ine tune the end product.

ligure 1.3 1he Perspectie View is excellent or naigating through your map.

Tip: use the wire-
frame view to give
you a clearer view
of the terrain
heights when
editing in
perspective view.
F A R C R Y
6 66 6
1o edit the terrain you can switch to either perspectie or map iew, although
perspectie iew is usually preerable. Once you hae an area o the map you wish
to edit, click on the terrain tab o the RollupBar and click the Modiy button. In
the Modiy 1errain window that appears you will be able to select between llatten
and Smooth terrain. llatten raises or lowers the terrain under the brush to bring it
towards the alue set in the leight parameter. 1he leight parameter can be set to
any alue between 0 and 255, although alues oer 150 are not all that common in
most maps. One thing to consider when setting the height is the water leel, which
deaults to a height o 16. Anything aboe the height set or the water leel will
obiously be aboe sea leel, and anything else will be below.
lor both the llatten and Smooth brush you can alter the
size o the brush, and the pressure at which it is applied.
1he Radius parameter deines the size o the brush's
radius in Game Units, and the lardness parameter
determines how quickly the terrain will rise or all to
meet the new leight alue. ligher alues or lardness
will result in clis being produced, while lower ersions
will make or shallower slopes. 1he llatten brush can
also include Noise, with the Lnable Noise check box
ticked. \ith noise added, you can alter the Scale and
lrequency parameters o the noise unction, to alter the
how bumpy the painted terrain looks. I you switch to
the Smooth brush, it perorms the exact opposite
unction, remoing the bumpiness rom the created
terrain. lor the Smooth brush, the Noise unction is
obiously not aailable.
\hen working on heights there are a number o ery useul hotkeys you can use to
speed up your editing. \ou can increase and decrease the size o the brush radius
with the - and - keys. \ou can also increase and decrease the height parameter
with the and , keys. Len better than this, howeer, is to alter the height
parameter by sampling a height rom the current terrain. I you want to make
change the height o the surrounding terrain to the same height as you are working
on, you can hold the Control key and click the area o the map where you want the
height sampled.
Tip: you can alter
the sea level by
clicking the
Terrain icon, and
selecting 8et
Water Level from
the Modify menu.
Tip: you can
automatically
reposition ob]ects
on the map as you
edit the height of
the terrain by
checking the
Reposition Ob]ects
check box.
F A R C R Y
7 77 7
8urface Texture

ligure 1.4 Untextured suraces will be coered in red Replace Me tiles.
\ou will notice that your landscape is coered in red
Replace Me squares. 1hese are your surace textures,
and you will need to, as adised, replaced these with
something o your own design. 1he surace textures
are the basic elements that coer the map, like grass,
sand and rock. \ou can include egetation when you
are painting these surace textures, but most o your
egetation will be added later as objects. \hen you
hae inished adding your textures, you must
remember to select the Generate Surace 1exture
option rom the lile menu. It is worth waiting until
you hae a signiicant amount o texture to generate
beore selecting this unction, as it can take seeral minutes to generate.
\hen using the Generate Surace
1exture unction, you will need to select
the texture dimensions. 1he greater the
resolution, the better the image quality,
but the greater the CPU requirements.
F A R C R Y
8 88 8
Terrain Layers

ligure 1.5 Use the 1errain Layers Lditor to create the beaches, grass plains, etc. or your map.
1he terrain suraces in the lar cry editor are generated as layers, one on top o the
other. 1o edit these layers click on the 1exture icon on the tool bar, or select
1exture rom the 1errain menu. 1his will bring up the 1errain Layers Lditor
window, and rom here you can create all the terrain textures you need or the map.
1here are our windows in the 1errain Layers Lditor, Layers, Static, Layer Mask
and Preiew. 1he Layers window lists the names o all the layers in the map. 1he
Static window displays the actual texture, and allows you to edit its iner details,
such as the noise it makes when walked upon. 1he Layer Mask Auto Generation
window sets the altitude and slope range that the layer will be applied to, and the
F A R C R Y
9 99 9
Preiew window shows you what the map will look like based on the settings
currently chosen.
1he Layers window displays the layers you are using in the order in which they will
be placed on the map when you run the Generate Surace 1exture unction. 1hat
means that the irst texture layer will orm the base, and each subsequent layer will
be placed on top o it. lor example, i you want a sand layer to appear on top o
your deault rock layer, then you must make sure that the sand layer comes ater
the deault layer in the list. 1he icons at the top o the list o layers allow you to
add new layers, delete existing ones and moe them up and down in the order. I
you want to rename the layer, simply double-click it.
8urface Texture
Next to the Layers window is the Static window. 1his allows you to select both the
surace type, and the surace texture itsel. In the preiew box you will see the
currently selected surace texture or the layer. 1o change this, click on the Load
1exture button, and select a suitable texture rom the terrain directory. I you want
a dierent surace type to the Deault, which isn't o great use, then you will want
to create a new one. 1o do this click on the Ldit Surace 1ypes button, and a new
window will pop up.
Note
\ou are only allowed a maximum o seen surace types, so use them
wisely.
1he Surace 1ypes window allows you to deine the surace type o the texture, or
example how it sounds when you walk on it, what it looks like close up in detail,
and what egetation that will appear on the texture
when it is applied. 1o create a new surace type,
simply click the Add button under the Surace 1ypes
list, and gie it a name. 1hen you will need to gie
the surace type a material, which you can choose
rom a drop down list o settings, or example you
might want to choose the mat_sanddry material or a
beach. 1he material deines how the surace
responds to being walked on, shot at, etc.
\ou will also want to deine a detail texture. 1his
texture is or when you zoom in close to a texture
layer. \ithout the detail, when you zoom in close to
a texture layer you will see a nasty red ReplaceMe
signs. \ou can set the detail texture by clicking the
"..." icon and choosing a suitable detail rom the
detail directory. 1he detail texture doesn't necessarily
hae to be the same as your surace texture, as long as it works in combination.
lor example you can hae a snow texture, with rock as the detail.
Tip: you can
create layers that
won't be used to
auto-generate
texture, but
specifically for
painting with the
Layer Painter tool.
The Layer Painter
tool will help you
perfect your
terrain.
F A R C R Y
10 10 10 10
Also in the Detail 1exture setting is the projection settings. \hen a texture is
applied, it is applied rom a certain direction, the deault being rom aboe, i.e. the
Z axis. 1his can result in tiles getting stretched across suraces that hae long sheer
aces, like clis. lor certain textures, like those applied to steep slopes, you may
wish to change the deault projection axis rom Z, to X or \. 1he size o the
texture's tiles is determined by the X and \ Scale settings. Decreasing the alue o
the X and \ Scale increases the size o the tile on the X and \ axis. I you
experience tiling then you may wish to decrease this alue to make the tiles bigger,
but i they look stretched, then you may wish to increase the alues.
linally you can add objects to your textures, so that certain objects will be painted
onto eery occurrence o the texture on your map when generated. lor example,
you may wish to hae lowers appear whereer you hae a deault green surace
texture. 1o add textures, simply click the add icon, and pick an object detail texture
rom the objects,natural,details older. \ou can add as many objects as you like
to the list, and eery time the texture generating unction creates an instance o the
layer, it will add the selected objects too. It should be noted that this is a somewhat
rough means o applying objects to the map, and placing them manually is usually
preerred by experienced editors.
Layer Masks
Underneath the Static window is the Layer Mask Auto Generation window, where
you can select where on the map the new texture layer will be applied. 1o do this
you need to create a mask, which you can do automatically using the altitude and
slope range sliders, or manually through the use o an imported mask. 1o create a
mask manually, you need to uncheck the Auto Generate Mask check box, and
import a mask image rom ile. Mask images work in the same way as height map
images, using a grey scale to determine where the texture is applied. 1he texture
will be applied to anywhere that is pure white, but nowhere that is pure black. Any
grey scales in-between will be blended accordingly.
lor auto generated masks, the altitude and slope range sliders do all the work or
you. 1he altitude range slider sets the range o altitudes across which the layer will
be placed. lor example, a sand layer can be placed across a layer that is just aboe
and below the altitude at which you hae set the water, say 10 to 20. 1o set the
start range or the altitude, moe the slider and click Set Start. 1o set the end range
or the altitude, moe the slider and click Set Lnd. \ou can also set the start and
end altitude alues by entering these into the two edit boxes under the slide bar.
1he slope range slider works in the same way, only it allows you to deine the range
o slopes that the layer can be applied to. lor example a rock layer can be applied
to a range o slopes that are close to ertical, say rom 200-255.
Note
Slopes are not measured in degrees, but as a ratio o 90 degrees,
where 0 represents 0 degrees rom the horizontal, and 255 represents
90 degrees.
F A R C R Y
11 11 11 11
Lighting and Environment

ligure 1.6 1he 1errain Lighting window allows you to alter basic lighting coniguration or the map.
1he irst place you will want to go in order to change the lighting eects in your
map is the 1errain Lighting window, which can be accessed ia the Lighting icon
on the tool bar. 1he key changes you can make here are to where the sunlight
shines rom. \ou can alter the direction the light shines rom, and also rom what
height. lor height the lowest setting is dawn,dusk and the greatest setting is
midday. \ou can also set the colour o the sun and sky, which again aects the
lighting in the map, but also the colour tints o the terrain suraces and objects.
Remember that i you want to see the eects o your changes to the sun and sky's
colour, you need to regenerate the surace textures. loweer, the eects o
changing the direction and height o the sun can be seen immediately.
Shadows are also an important actor in lighting your map. lrom the 1errain
Lighting window you can change the Blur and Intensity o the shadows that aect
your suraces. 1he intensity o the shadows determines how dark they will appear
on the map. \ou may also turn 1errain and Object shadows on or o. 1errain
shadows are cast by mountains and other landscape eatures, while Object shadows
are cast by objects placed on your map like egetation and ehicles. laing these
turned on signiicantly increases the amount o time it takes to generate textures, so
you may want to turn them o until you hae completed the design o your map
terrain.
F A R C R Y
12 12 12 12
\ou can add some inishing touches to your terrain
and the enironment in the Lnironment window
o the RollupBar, under the 1errain tab. lere you
can alter the sun and sky colour, just the same as
rom the 1errain Lighting window, but you get a
number o other options too. In addition the
Lnironment settings allow you to alter the
enironment colour ,LnColor, and the ambient
colour ,OutdoorAmbientColour,. Both o these
settings aect the colours on the entire map, and
setting either o them to a ery dark colour will
block out most o the colours on your terrain.
1hey are best set to light colours, unless you want a
dark map, say or a night mission.
1he og settings also aect the colour o the map,
and how much o the map players can see. log is
the enironment eect which obscures objects
beyond the iew distance set or the map. \ou can
set the colour o the og here, as well as how ar
away rom the player it starts and ends. 1he
ViewDistance parameter deines the point at which
objects start to become inisible to the player.
1here are og eects or underwater too, and the og colour and og distance can
be set or the "Ocean" in the same way as it can be set or on the land. 1his allows
you to add a gloom to the underwater sections o the map, to make it look more
realistic.
In addition to the colours and lighting eects upon the enironment, there are a
number o other useul settings in the Lnironment window. Probably the most
dramatic eect you can change here is the SkyBox parameter. lrom here you can
select what the sky looks like, rom the sunniest o clear blue days with luy white
clouds, to the most oreboding o stormy blue twilights, with dark brooding
thunder clouds on the horizon. Pre-storm skies will likely require a air bit o wind
blowing through the trees, and so you can alter the \indlorce settings to relect
this. 1he more \indlorce the greater the degree to which the egetation bends,
and works in conjunction with the "Bending" parameter that you can set or your
egetation when painting it onto the map.
Note
See Appendix or a details on the parameters o the
Lnironment window.
F A R C R Y
13 13 13 13
Vegetation
Once you hae a conincing looking landscape, you will want to add a layer o
egetation oer the top to make it look like a liing world, rather than a dead
planet. \ou can place indiidual egetation objects onto the map, and this will be
explained in the next chapter on objects, but the irst layer o egetation you will
want to put down will be with the Lnironment Brush. 1he Brush can be located
under the 1errain tab on the RollupBar, by clicking on Vegetation. 1his will
proide you with a list o aailable egetation objects to be painted, along with the
tools to paint them onto the landscape.
1he irst thing you will want to do is to add
egetation to the list o aailable objects to be
painted. \ou will likely be starting rom scratch,
and so you will want to add egetation to your
brush list. \ou can do this by clicking on the let
most icon in the Vegetation toolbar, the blue plus
symbol. Once added you can click on the object in
the list, click the Paint Objects bar at the top, and
proceed to apply the egetation brush to your map.
I you add another egetation type to the list, you
can select them both by holding down the control
key, this allows you to paint both objects at the
same time. \ou can do this or as many objects as
you like, all objects to be painted will hae the red
circle by their name.
1he tool bar has a number o unctions that gie
you a lot o power oer your egetation creations.
Apart rom adding and cloning objects, you can
create new categories to work in. 1his allows you to
select whole groups o egetation types to paint
with, or to delete completely. \hen it comes to
deleting your egetation, you can either remoe it
completely, which remoes it rom both the map
and the object list, or you can replace it. Replacing a
egetation object swaps the selected egetation object in the object window list
with another chosen rom ile. 1his results in all instances o that preiously
chosen object being replaced on the map. lor example, i you painted one type o
grass onto a patch o terrain, and didn't like the look o it, you can swap all o the
grass that you hae painted to another kind by using this option.
F A R C R Y
14 14 14 14

All o the egetation objects hae a number o
settings. 1hese settings are applied uniersally to all
instances o the object that you paint with this
selected. 1hereore, i you use the instance o the
object in the object list to paint a beach shrub on
eery beach on the map, then when you alter the
particular parameters or that object instance, all the
beach shrubs on all the beaches o your map will be
aected. I you don't want to alter all the settings
or all instances o a particular egetation object on
your map, then you will need to create two or more
instances o it in the object list, so that you can paint them as indiidual brushes.
1he settings hae a number o key parameters that greatly aect the way the
egetation looks on the map. Size, clearly, alters the size o the object that is
painted. Altering the alue o Size scales the object so that a alue o 1 is the
deault size and a alue o 2 is double. 1he SizeVar parameter allows you to set the
ariance o the object's size as it is painted on the map. By deault this alue is
zero, and means that all objects will be the same size. 1o gie the map a more
natural look it is necessary to alter the ariance o the egetation sizes on the map.
\ith SizeVar set to a alue other than zero, the objects will be painted onto the
map with a size which aries rom the norm by a percentage deined this ariable.
lor example, i SizeVar is set to 2, then egetation objects will be painted with a
size ranging rom the norm to 200 larger than normal. lor other alues, 0.5
gies 50, 1 gies 100, 3 gies 300, etc.
Note
Shadows make or more realism, but can lower lPS rates.
\ou can also aect the way the egetation appears on the map by changing its
density. 1he alue represents the number o game units, thus a alue o 10 will set
a density o one object per 10 game units, and thereore the lower the number, the
greater the density. 1here are a number o lighting parameters too, allowing you to
set whether the object receies shadows rom other objects, or casts them itsel. It
should be noted that shadow settings can bleed the CPU o resources, and so are
best applied sparingly to keep the lPS rate high. In addition to the lighting, you
can also change the brightness o the egetation object directly in the settings.
One inal set o parameters that won't aect the way your egetation looks, but will
help you in painting the objects only in the locations that you want them, are the
eleation and slope delimiters. 1he eleation delimiters are useul in preenting
you rom painting trees under the sea, and coral on mountain tops. 1he slope
delimiters ensure that you only paint objects onto slopes within a range o your
choosing. 1his can help i you don't want to paint trees onto the sides o sheer
clis, or i you don't want your wall climbing ines stretched across lat beaches.
TP: you can
quickly change the
settings for an
entire group of
vegetation, by
selecting the
category rather
than the individual
ob]ects. For
example, if you
have a category
set up as "trees",
and you want to
make all the trees
sway at the
maximum rate,
you can select the
"trees" category
and alter the value
of "Bending"
universally for that
category.
F A R C R Y
15 15 15 15
Note that like when you were creating layer masks, the slope angles are not deined
in terms o degrees, but as a ratio o 90 degrees, thus a alue o 255 is 90 degrees.
F A R C R Y

Ob]ects
1bi. .ectiov ai.cv..e. .ove of tbe vo.t ivortavt ob;ect. iv tbe eaitor, ava
eavive. bor tbe, are tacea, vavivtatea, ava orgaviea.
bjects are the liing part o your world, and consist o all the egetation,
buildings, people, animals, ehicles, boxes, etc. that you will want to
place around your map. 1here are two categories that objects can be
diided into dynamic and static. Dynamic objects, reerred to by the
editor as entities`, can be changed during run-time, e.g. they explode, moe, etc.
Static objects, howeer, are, like rocks, immoable. Most objects are o the
standard solid ariety, like trees and buildings, but there are a number o non-
standard objects, such as shapes like the lorbidden Area that delimits where an AI
can trael. 1here are also a number o special objects that act as triggers or eents,
waypoints or AIs, and other tasks. 1here are so many, and so many dierent,
objects in the game that it is impossible to discuss them all in this manual.
loweer, you can reiew a list o all aailable objects and their properties at the
time o this reision, in Appendix .
Ob]ect Placement
1here are ten object groups, and you can place
them onto the map either by drag-and-drop, or by
point-and-click, depending on the object group.
Although that may seem nonsensical, you can tell
which type o placement method is required by the
type o list you are presented with. I you see a ile
management type menu, then you can use drag-
and-drop to moe objects onto the map. I you see a simple list on a gray
background, then you need only click on the object, and then moe the object
around on the map to place.
Chapter
2
O
F A R C R Y
17 17 17 17

Placing 8tandard Ob]ects

Another way you can make placement easier is by using the "snap to" options.
\ou can snap the placement o objects locations to a grid, the spacing o which
you can deine yoursel. In the image aboe the icon second rom the let is a
toggle, but also a pull down menu. \ou can toggle the grid by clicking the icon,
and change the grid spacing by clicking on the arrow on the right o the icon.
lrom there you can either select rom a range o alues, or set up the grid,snap
alues yoursel. Setting up the grip,snap alues yoursel also allows you to alter the
number o degrees the angles will snap to. 1he deault alue is 5 degrees, but you
can change that to anything you want. 1he icon on the ar right o the locks image
aboe toggles whether angle snap is on or o.
Ob]ect Movement and Manipulation
Once you hae placed the object on your map, there are
a number o ways you can ine tune your placement.
lirst you must select the object using the arrow tool.
Simply clicking on the object, or dragging a box around all or part o the object,
will select it. Once selected you can select the second icon rom the let to enable
you to moe the object around the map. \ou can use the same moement lock
icons as described aboe to make this assist placement. In addition to moing the
object, you also hae two more placement options or ine tuning. lirst you may
rotate the object along any plane, and you may also scale the object to any size you
desire, big or small.
On eery object you select there will be what is reerred to
as a "gizmo", as seen in the image aboe. \ou can use this
deice to moe your object around, but also to scale and
rotate. On the gizmo, the blue line indicates the Z axis, the
red line the X axis and the green line the \ axis. Clicking
on any o these lines turns it yellow, and means that all
moement, rotation or scaling o the object will be along
that axis. At the center o the gizmo there are three planes
or each o the axes. Again, clicking on any o these planes selects it, and you can
moe, rotate and scale along them. I you want to moe, rotate or scale while
ollowing the terrain, then click on either o the toggles or terrain lock with the
object selected.
On eery object you select there will be what is reerred to as a "gizmo", as seen in
the image aboe. \ou can use this deice to moe your object around, but also to
scale and rotate. On the gizmo, the blue line indicates the Z axis, the red line the X
axis and the green line the \ axis. Clicking on any o these lines turns it yellow, and
means that all moement, rotation or scaling o the object will be along that axis.
At the center o the gizmo there are three planes or each o the axes. Again,
clicking on any o these planes selects it, and you can moe, rotate and scale along
Tip: you can
quickly set the
locks and snaps by
using the keys 1
through 5. The 1,
2 and 3 keys lock
the X, Y and Z
plane respectively,
and the 5 key
locks the XY
plane. Pressing 4
sets the
placement to snap
to the terrain and
toggles between
snapping to
ob]ects or not.
1he Gizmo is used to moe and
manipulate objects.
F A R C R Y
18 18 18 18
them. I you want to moe, rotate or scale while ollowing the terrain, then click
on either o the toggles or terrain lock with the object selected.
Note
\ou can alter the relatie projection o the gizmo on the screen by
changing the relatie iew or the gizmo rom the drop down menu
to the let o the object selector icon.
I you really want to ine tune your object placement to the last micron, you can
use the axis ields beneath the perspectie window. \ou can use this or moing,
rotating and scaling, although when scaling it won't matter which o the X, \ or Z
axes you change, as the change is applied to all three. lor moing and rotating
unctions, changing any o the alues in the X, \ and Z axes results in exact
changes in their position and rotation on the map itsel. lor scaling the X, \ and Z
axes are replaced by a single igure representing the scale o the object, set at 1.
Increasing this alue increases the size o the object, in relation to the objects
original size, so a alue o 2 will double its size.
Grouping and Linking Ob]ects
\ou can easily work on multiple
objects at the same time, say a set
o barrels, by grouping the objects
together. 1his can be achieed by
dragging a selection box around
eery object you want in your
group. Once grouped, you can
moe, rotate and scale the objects
as one. \ou can add and remoe
objects rom the group by holding
down Ctrl and clicking the object, this toggles their inclusion. 1he group can be
made permanent by selecting Group | Group rom the top menu, and giing the
group a name. Similarly the group can be disbanded by selecting Group |
Ungroup rom the same top menu.
\ou can also link and unlink
objects, using the link and unlink
icons on the tool bar, to the right
o the undo and redo icons.
Linking objects is similar to
grouping them, only the irst
object is linked to the second
object in a parent-child
relationship, where any action
taken on the parent, such as rotate,
will aect the child, but any action taken on the child will not aect the parent.
Tip: if you want to
concentrate on
one selection, and
not accidently
start working on
nearby ob]ects,
you can "lock" the
selection by using
the toggle next to
the axes fields
below the
perspective
window.
F A R C R Y
19 19 19 19
Linking works by clicking the link icon, and dragging a red link line between the
child object and the object you want to be its parent. 1o unlink objects, click on
the object you want unlinked and click the unlink icon to remoe all links to it.
\ou can add objects rom these permanent groups by selecting the group you want
to add to, selecting the object you want added, and then selecting Group | Attach
rom the top menu. Detaching objects rom permanent groups is a little more
diicult. lirst you must open the group, by selecting the group and clicking Group
| Open. 1hen you must select the object to be detached rom the group, and
inally click Group | Detach. \ou can then close the group again by selecting
Group | Close. 1his preents you rom clicking on indiidual objects within the
group by mistake.
Ob]ect Management Toolbar
\ou can manage objects in the Select
Objects window, which can be opened by
clicking the list icon to the right o the lock
toggles on the tool bar. 1his window lists all the objects in the map. I you want
to jump to a particular object, select it on the list by double-clicking it. 1he
window will disappear, and you can click the Go to Selected Object icon, on the
let o the Object Management 1oolbar. lrom the list, or by using the two icons
on the right o the Object Management 1oolbar, you can reeze and unreeze
objects or groups o objects. lreezing objects means that you can no longer do
any work on them at all, you may not een select them. 1he Select Objects
windows allow you a number o ways o displaying and iltering your objects,
making them easier to manage.
In addition to the icons mentioned already, the Object Management 1oolbar
allows you to align selections to objects, align them to the grid, or set the object
height. Aligning the selection to the grid will orce the object to snap to the grid
layout that you hae selected. Aligning the selection to object, will cause it to
become aligned to the next object you select. Setting the object height gies the
object a height aboe its placement o the number o game units that you enter as a
alue. 1his alue can be positie or negatie, and moes the object in relation to its
set position on the map, and is not an absolute alue.
Tip: you can
quickly generate
multiple ob]ects at
the same time by
pressing Ctrl and C
while having an
ob]ect selected to
clone it.
TP: snapping to
an ob]ect is very
useful when you
are trying to place
ob]ects upon other
ob]ects, such as a
ladder on the side
of a tower, or a
weapon pick-up on
the top of a table.
F A R C R Y
20 20 20 20
Placing Area Ob]ects

ligure 2.1 Create area objects by clicking each ertex point on the map.
Most objects are graphical entities o some kind, or at least a simple shape, that can
be placed on the map without any consideration or boundaries. Some objects,
howeer, are area based, and ollow dierent placement rules to simpler objects. I
you place an area object on the map, such as the objects in the Area list o the
Objects window, or the lorbidden Area o the AI list, then you will need to deine
the objects boundaries. \ou do this by placing a start point on the map, and then
indicating each ertex o the shape by clicking where you want it on the map.
\hen you hae inished deining the area o your shape, either double-click the last
point to automatically close the shape, or click the starting ertex. Lach point on
the area shape can be placed like any object, and can use the same locks. It is
usually best to lock the placement o ertices to the terrain.
All area objects hae a height alue, but it is not
usually necessary to gie them a particular height, as
a height o 0 means it`s only calculated as a two
dimensional shape. Assign a shape a height only i
you want to limit it in the third dimension, which
will be not necessary or most outdoor shapes. A
two dimensional shape is preerred to sae speed. 1o gie the area a height, simply
enter a alue in the leight parameter o the object in the RollupBar. Once placed,
you can also edit the area object in the same way as other objects. \ou can moe,
rotate and scale just like any other object placed on the map. In addition you can
edit any o the ertices o the area shape. 1o do so click the Ldit Shape button in
the Shape Parameters tab o the Objects window. Note that the ertices are at the
base o the area object, and so i they are under the terrain you will need to raise
them up beore editing, or turn collision detection o.
F A R C R Y
21 21 21 21
Organising Ob]ects
\ou will ind as your leels get bigger that you will create large numbers o objects
all oer the map, and keeping on top o them can become diicult. 1o help you
preent you becoming lost in a sea o objects the editor oers seeral ways o
organising your objects, as well as the way you iew them. It is possible to organise
your objects into multiple layers, to iew, sort and select them in list ormat, and to
hide objects on the map by their type. \ith careul planning, and appropriate use
o these methods o organisation, it is possible to keep een the most complex o
leels in a manageable state.
Layers
Layers can be organised in any way you eel suits
your map, or example you can hae a layer or
each section o the map, like opening beach,
hilltop battle, etc. \ou can create new layers in the
Layer Settings tab o the RollupBar by clicking the
plus icon and entering the layer's name. Once you
hae created a new layer, you can then lock the
layer, so you can't edit it in any way, or een hide it
rom the map completely. liding objects you
aren't currently working on can increase the speed o the editor signiicantly, and is
a real boon when you hae object heay maps. 1o add objects to your newly
created layer, you can select the object, or group o objects, and in the Objects tab
o the RollupBar click the multi-coloured three tiered layer icon and choose the
layer o your choice. lor example, i you want to add all the icons on a beach to a
Beach layer, drag a box around all the items, click the layer icon, and select Beach
rom the list.
8elect Ob]ect Window
1he object list window is also a powerul
way o organising, and maneuering
through, your growing array o objects.
\ou can access this object list by either
clicking the three lined icon to the right o
the snap to grid and angle icons on the tool
bar, or by selecting Select Objects rom the
Ldit menu. 1he Select Objects window
allows you to sort your objects by name,
type and layer. \ou can select multiple
layers, and hide them or reeze them, or
bring them back to normal editing status.
\ou can also ilter out certain object
names, and quickly search or them using
the last Select option. Possibly the greatest
unction o the Select Objects window is
locating particular objects in huge nests o objects on large leels. I you click on
the object you want to locate on the map in the Select Objects window, click ok,
and then click the Go to Selected Object icon on the let o the toolbar.
F A R C R Y
22 22 22 22
Note
I you jump to the select object window with an object or group o
objects selected, they will automatically be highlighted in the object
list.
Hide by Category
One inal way o keeping the map rom getting clogged up
with objects that you are not working on, or are not
interested in dealing with, are the lide by Category options
in the Display 1ag. 1hese allow you to hide objects by
classiication on your map, such as Lntities, AI Points and
Volumes. So, i you wanted to work on the placement o
scenery objects on a section o your map, without the
complicated links and tag points o the AI, you could switch
all o these o. 1his window also allows you the opportunity
to switch o rendering eatures on the map. 1his can gie
you a clearer iew, but can also signiicantly increase the
perormance o the editor when the leel becomes object
heay.
The Entity Library

ligure 2.2 1he Lntity Library is an excellent source o ready to go objects.
Many o the commonly used objects are stored, with appropriate parameters, in the
Lntity Library, which can be accessed by clicking Show Database View in the
\indow menu. 1he database will show up as a window on your work screen, and
can be shut down again once you hae inished with it. 1he database is ery useul
or quickly applying objects to your map that can be diicult to get to work
because they require particular parameters. 1he database proides ready-made
"cookie-cutter" objects o almost eerything that you might want in a lar cry leel,
including particle eects, destroyable objects, doors and switches. 1o access these
objects, click on the older icon in the database, and open any o the iles in the
LntityLibrary older. 1hese will then automatically be listed in the Archetype
Lntity list on the Object tab o the RollupBar or easy access. Once you hae
F A R C R Y
23 23 23 23
opened all the libraries you want, close the database to create more room or your
work.
Destroyable and Physicalized Ob]ects
Part o the dynamic object set are the destroyable and physicalized objects. 1he
destroyable objects consist o plain breakable objects, computer screens, and
explosie objects. All three types can be simply placed on the map, and will work
as is. Consideration only need be gien the explosie objects, as you don't want
them killing or destroying objects and entities that you need or your mission to be
successully completed. Physicalized objects hae physical properties that allow
them to moe about the map realistically. 1his means that you can push them,
shoot them, drop them in water, and they will react like they were in the real world.
Lmpty barrels loat, cans dance when shot, and cobwebs lutter when you brush
past them. 1here are also animated objects, like lames and ans, and een a
coconut that you can shoot.
Doors and 8witches
1he doors and switches older proides you with two quite dierent objects. 1he
doors can be just dropped onto the map, and they will work as expected,
automatically, with a push, or only with a keycard. \ou will obiously want to
make sure the door opens up onto something, and that there is a building or the
door, one that also its its shape and design. 1he switches are objects that the
player, or een the AI, can actiate in order to set o an eent, or example to set
o an alarm. 1hese switches are no use on their own, and need to be linked to an
eent, such as the alarm switch triggering an alarm sound, a lashing red light, and
the sending o reinorcement troops to the area. Lents will be described in a later
chapter. One thing to consider when placing switches, or doors that require key
cards, is to trigger a message when the player goes near, adising them o how to
operate the switch or door, or example "press to turn on the alarm".
Particle Effects
Some o the iner touches to your leel design can be added by the use o particle
eects. 1he CryLngine Sandbox proides you with a number o ready-made
eects or your map, including ire, smoke, spark, steam and water eects. 1hese
will add dynamism to your maps, but will usually need to be used in conjunction
with other static objects. lor example, you may want to use the steam with a
broken pipe, or the sparks near some broken computer terminals. Some o the
eects, like the cigarette smoke, are particular to one kind o action, and so will
probably require a trigger to actiate them, in order to work properly. 1he cigarette
smoke won't look any good unless there is a soldier standing by it pretending to
smoke one. See the chapters on AI and Lents to learn how to put these two
things together.
Elevators and Flying Foxes
1he eleators in lar cry are complex, but also ery lexible, beasts. 1hey take a lot
o eent programming in order to work properly, but you can hae a ery simple
one up and running in a couple o minutes. lirst place an AutomaticLleator
object on the map, rom the Lleator directory o the Lntity objects list in the
Object tab o the RollupBar. 1his Lleator object will be inisible, so you will need
F A R C R Y
24 24 24 24
to change it rom the deault "lit" model. 1o do this click on the Model
parameter, and then click the older that appears to select a dierent lit model.
\ou then need to make sure that the correct material is used, by changing the
MaterialDeault, MaterialUp and MaterialDown parameters to relect the new
model. 1o do this you need to change the ile names in these parameters to
include the new name. lor example, i the lit is lit_3x3x3m, then you need to
change the Material ile rom lit or research_lit to lit_3x3x3xm.
I you now test the lit, it should start moing up
the moment you enter it, but there is a problem.
\ith the current release the lit will reert back to
its original starting point the moment you enter the
ehicle beore moing upwards. 1hat starting point
deaults to zero, unless you reload the script, so
click the Reload Script button now beore you do
anything else. 1he speed at which the lit moes,
and the distance it moes can be altered by setting
the MoementDistance and MoementSpeed
parameters. I you want to change the direction the
lit moes, then change the Z alue in the directions
category o parameters to -1, or down, or 1, or up.
\ou can een make the lit go sideways, or
diagonally, by changing the alues o the X and \ axes rom zero in the same
category.
Note
1here are ar more parameters than this, and it requires a lot o
programming to get the lit to work with AIs and doors, but or now
this will be enough to gie you a working lit. Later on, once you
hae learned about AI and eents, you will eel happier about
inestigating the deeper aspects o lit design.
llying loxes are another way o changing altitude in lar cry, at least in the
downward direction, and are a lot simpler to set up than eleators. 1o create a
llying lox slide, you need a llying lox object rom the same directory as the
AutomaticLleator aboe, and a tag point. Drag and drop the llying lox on top
o the place you want the player to be able to get down rom, and place the tag
point at the bottom, where he will alight the llying lox. Gie the tag point a
name, and copy that name into the destination parameter o the llying lox, this
will tell it where to ly to. I you now test this, your player will be able to actiate
the llying lox and it will descend to the tag point destination. It will look strange,
because it will hae no cable or wire, so you will need to select one rom one o the
Brushes, and align it so that the llying lox careens down it rom start to inishing
tag point.
F A R C R Y
25 25 25 25
Other Ob]ects
1here is one inal set o interesting objects on the Objects tab, and that can be
ound in the Others directory o the Lntity ile list. 1hese include a ariety o
ascinating object types that ulil a number o dierent unctions. Probably the
most interesting o them all is the Chain object, a physicalised object which can be
used to hang other objects rom. 1here are also DI\ constructs or destroyable
objects, breakable objects, etc., that can be used as a base or your own creations, as
well as proximity damage objects, shoot targets and a number o other interesting
things.
1he Chain can be implemented airly easily, or simple
objects, but gets a little more complicated when you
want to start attaching the chains to complex objects, like
dead bodies, where you need to connect to indiidual
bones. Chains can be attached to pretty much any
object, as long as it has physical properties, like weight.
\hat they can't be attached to are liing objects, like
animals and soldiers, and the chain will just all to the
ground i you try this. 1o attach an object to a chain,
copy the name o the object you are attaching and place
it in the Attach1o parameter o the chain. It is best to
moe the attached object close to the chain, and hae the
chain actually hanging rom something, rather than thin
air. 1he chain will attach to the nearest part o the
attached object, and you can attach as many chains to the
object as you like.
Note
\ou may ind it easier to group chains and their attached objects
together in order to moe them around the map, but you will ind
that i you leae them grouped together, they will no longer work
properly. \ou can howeer link objects together to moe them, and
they will still work as expected.
DI\ objects, like breakable ones, can be customised to your own designs. lor
example, you can take the DestroyableObject entity rom the Other directory, and
change its Model to, say, an ammo_crate. 1hen you can change the
ModelDestroyed box to ammo_crate_open to create a whole new destroyable
object. \ou can also modiy almost eery aspect o its behaiour, including the
amount o damage it causes the player, its explosion radius, and the sound that the
explosion makes. Other objects, like Proximity damage objects can be simply
placed on the map. 1he ProximityDamagae object can deal out damage to the
player as he comes near to it. It can be used or ires, or een schools o piranha
ish.
F A R C R Y
26 26 26 26
Lighting
1here are two kinds o lighting that can be applied in the editor, dynamic and static.
Dynamic lighting is calculated in real-time, while the game is being played, and is
thereore highly expensie in terms o the computer's resources. Static lighting is
pre-calculated, and while it doesn't look as realistic, it reduces the processing
oerhead considerably. Because o the ease at which dynamic lighting can be
placed on the map, and the dramatic eects it can produce, it can be ery tempting
to throw them down eerywhere. loweer, careully planning and a good balance
between static and dynamic lighting is necessary in order to ensure the leel runs
on machines that aren't powered by super-cooled parallel processors.
Dynamic Lighting
1he Dynamic Light object has a number o parameters that can aect its
properties, the most important o which are those that aect how it projects light.
Ater all, what is the point in using dynamic lighting i you aren't going to show o
its greatest strengths by haing it plaster lourescent pulsating light on eery corner
o the room, while swinging iolently around its axis. 1he simplest parameters you
can change are the dynamic light's colour and style. 1he deault colour and style is
boring white and a plain direct beam. \ou can change the RGB alue o the light
in the Specular parameter, or example pink. In the LightStyle parameter you can
change the light style rom a steady beam to arious kinds o pulsating, lashing or
strobing lights.
Note
See the Objects Properties listing in Appendix or a more
detailed look at the Dynamic Light objects parameters.

ligure 2.3 Dynamic lights add amazing realism to your maps.
F A R C R Y
27 27 27 27
In addition to strobes and pink lashes, you can also make the light swing about its
axis, or een swing wildly in orbits around its axis. 1o do this you need to set the
light to shake. 1his can be achieed by setting the shakeReresh1ime parameter to
anything but zero, which is the deault. 1he light will then automatically shake
eery time the parameter is reset, thus the larger the alue you enter or
shakeReresh1ime the less oten the light will shake. 1he degree by which the light
shakes is determined by shakeAmount, which deaults to a rather large 100. \ou
can reduce the shaking by increasing the damping parameter, or increase the
shaking by increasing the max_step_time parameter. By deault the light is set to
the irst model type, which is usually an inisible box. \ou can alter the model type
by either pointing to a dierent model type, 1, 2, or 3, with the lighttype parameter,
or by changing the model types themseles.
Note
\ou need to reload the script ater changing the light-type, by clicking
the Reload Script button. I you don't, then the light may not look as
it should, and may rotate around a ery eccentric axis.
One inal parameter o dynamic lighting is the lightshader parameter, which can
dramatically aect the appearance o the light. \ou can choose a shader rom the
Select Shader window - light shaders usually start with the word Light, or example
Lightllicker_lare2. 1here are many dierent shaders, but they mostly all into
these groups: beam, licker, pules, and sway. Beam directs a strong direct beam o
light rom the source, licker makes the light source lash on and o, pules creates a
pulsing light source, and sway moes the swings the light source slowly rom side
to side, like a hanging lamp that has just been pushed. 1here are many o these
eects, some o which are not detailed here and some that are combinations o
eects. \ou will need to experiment to discoer the properties o them all.
8tatic Lights
Static lights and objects can hae their light and shadows mapped` beore the
leel has een been started, thus saing aluable processing power. 1he light map
itsel is a static texture, and should only be applied to static objects. \ou can apply
it to dynamic objects, but i they should moe during the game, the static lightmap
texture will remain, making the scene look unrealistic, with the light source acting
as i the object was still there. 1o produce the lightmap texture, all lighting must be
pre-calculated using the Generate Lightmaps unction in the Game menu.
\hen creating lightmaps the generator uses the ollowing parameters o each
object to calculate the correct texture:
CastLightMaps - Sets whether an object casts lightmap.
RecLightMaps - Sets whether an object receies light rom light casting
objects ,ignored or lights,.

Usually both paramaters are set to true.

F A R C R Y
28 28 28 28
\hen you are ready to generate your lightmaps, call the compiler with the
Generate Lightmaps unction.

ligure 2.4 1he Lightmap Compiler generates all the non-dynamic lightig or your map.
1here are a number o settings to consider beore running the compiler, the irst o
which being the quality o the lightmap. In the quality box is a 1exel Size slider and
an Subsampling check-box. A texel is a ratio o the size o lightmap to the world
map. 1he smaller the size o the texel the greater the quality o the texture, but the
greater the demand on the computer's resources. Larger sizes result in poorer
quality graphics, but greater speed. Subsampling determines whether shadow anti-
aliasing is applied, which again improes image quality, but drains processing
power. As subsampling can be turned o by the user in the options, you can turn
it o yoursel or testing purposes, and then turn it back on or the inal product,
to keep the testing enironment rom becoming too sluggish.
In the Misc box you can set the 1exture Resolution. 1he resolution you will want
depends on both the size o the objects that are being light mapped, and the size
you hae set your texels. I the texture size is set too low, you may ind errors
occurring during compiling. I it is too big, you will waste texture memory. \ou
will need to strike a balance which will create the best texture or the least
resources. In addition to the 1exture Resolution, you can set whether the compiler
uses sunlight and shadows in its calculations, by setting the appropriate check
boxes.
\hen you hae inally conigured your pre-compiler settings, you will want to run
the compiler itsel. 1here are three options or compilation, Selection, Changes
F A R C R Y
29 29 29 29
and All. Selection will only calculate light maps or the objects you hae selected.
1o get the correct shadow casting with this option, you may hae to select more
objects that you need to calculate or. 1he Changes compilation option reiews
the map or changes in light source properties, and recalculates the light map or
only the objects that need it. linally the All option recalculates the light map or all
objects. 1his creates a completely new light map ile, unlike the Selection and
Change options, and can take seeral hours to complete. 1his compilation time
means that is best resered or only inished leels where it can signiicantly
increase rendering speed.
F A R C R Y

Artificial ntelligence
. gviae to tacivg ava covtrottivg .rtificiat vtettigevce evtitie. iv ,ovr teret..
rtiicial Intelligence entities include ordinary soldier units, like mercenaries,
mutants, ehicles, like attack boats and gunships, and animals, like the pig.
\hile they do hae a large degree o autonomy programmed into them,
you need to tell them what to do, in order or them to do it. I not they
will tend to stand around and wait or something to happen, beore illing it with a
ton o lead.
Placing A Ob]ects
1here are two ways o placing AI objects on the map, the easy way and the hard
way. 1he easy way is simply a matter o dragging and dropping pre-designed AI
objects that are all set up to run and gun. 1he hard way is to drop an uninished AI
object, and set up all the parameters yoursel. 1he ormer is obiously quicker, but
the latter oers you more control oer the behaiour and properties o the objects
you place. 1o quickly place AI objects on the map, simply select the pre-designed
AI object rom the Archetype Lntity list o the Objects window in the RollupBar.
lor example, a MercLeader_Deensie_M4_ will proide you with a Mercenary
Leader who will protect a deined point, and will carry an M4 gun. 1o place an
undeined AI object on the map, select one rom the Lntity list, and set its
properties. Use the object property listing in the Reerence Manual to assist you.
\hen placing AI entities close to each other, you
may want to consider grouping them together.
\ou can do this simply by ensuring that each AI
you want in the same group has its groupid set to
the same alue as eery other member o the
group. \hen AI entities are grouped together
they behae dierently to when they are on their
own, especially i you include a Leader type AI.
Unless speciied otherwise, the AI group will not react until it spots an enemy, at
which point the leader takes oer, and the indiidual members ollow their
respectie roles. lor example, a deensie leader will moe to deend a pre-deined
spot on the map, while the Merc_Coer entities will proide coer or the AI
entities that try to lush the enemy out. It is important to consider what members
Chapter
3
A
Tip: in order for
your As to
respond correctly
when under fire,
they need to know
which ob]ects they
can hide behind for
cover. For every
ob]ect on your
map which an A
can hide behind
effectively, make
sure that the
Hideable property
is ticked and set
to True.
F A R C R Y
31 31 31 31
you include in your group, as a well balanced combination can result in eectie
AI, but badly combined groups can result in bumping and conusion.
Note
1o create a point on the map or a deensie leader to protect, then
place an AI Anchor on the map, and set its property to
AIANClOR_PRO1LC1_1lIS_POIN1. Make sure that the
Anchor point is not in a place that is inaccessible to the leader, such
as inside a lorbidden Area, or behind walls and objects that are
impassable or too complicated or the AI to calculate a path through.
Controlling A Actions
Anchor Points
I you don't tell the AI entities otherwise, they
will stand around doing nothing until they spot
and enemy. 1o gie the AI a more realistic
look, you will want to program them to do
something. 1he simplest way o creating actions
is to place AI Anchors on the map near to your
AI entities, and set the Anchor's property to
some orm o action or other. lor example, you
can place an AI Anchor down, and in the
Actions property o the object, select
AIANClOR_SMOKL. \hen you test the AI,
remembering to Generate AI 1riangulation irst,
nearby AI entities will walk towards the anchor and start smoking a cigarette. \ou
will probably want to place a cigarette smoking particle eect near to the soldier to
make it look more realistic.
Note
1he AI Anchor can be ound in the Objects window o the
RollupBar, in the AI listing. 1o access its Action property, click the
parameter alue, and then click the three dots that appear next to it to
select an Action property rom a list proided.

A Paths
A more complex means o getting AI entities to moe around your map is to make
your entities ollow paths. 1he simplest path you can create or your AI is to set
down a number o AI Anchors, as in the preious section, and to set the AI
Anchor property to INVLS1IGA1L_lLRL. 1hen set the AI Behaiour
property o the AI entity that you want to control to Job_Inestigate. Ater
Tip: you can
quickly change the
group number, or
any shared
parameters of a
group of ob]ects.
8electing multiple
ob]ects shows you
the parameters
they share with
each other, in the
case of A entities
you can change
their group number
when selected
together, and
every entity
selected will be
given the same
group number.
F A R C R Y
32 32 32 32
generating the AI triangulation and testing the AI, the AI entity should wander
between the INVLS1IGA1L_lLRL AI Anchor points at random, until
interupted by the spotting o an enemy.

ligure 3.1 Create paths or the AI to patrol using only tag points.
Instead o using Anchor points, you can gain een more control by using 1ag
Points rom the 1agPoint list in the Objects window. In order to get the AI to
ollow your tag points, you must name the tag points and the AI correctly. Lach
tag point that is to be ollowed must ollow the naming conention name_Pn, or
example you may hae three tag points called beachpatrol_P0, beachpatrol_P1 and
beachpatrol_P2. 1hen the AI entity that needs to ollow these tag points must
share the same name o the tag points. In the example we are using here, the AI
entity ollowing the path must be called beachpatrol.
Simply giing the AI entity the same
name as the tag points isn't enough
on its own, as it also needs to know
how to negotiate the tag points.
Once the tag points and AI entity
hae been named, set the AI
Behaiour property o the AI entity to
Job_PatrolCircle, Job_PatrolLinear or
Job_PatrolNode. All o these patrol
behaiour results in the AI entities
walking randomly rom one tag point
to another, howeer the style
inluences the randomness. A circle
patrol results in a circular style o
patrol, linear will produce a linear patrol route, and node will simply result in the AI
entity wandering at random rom one tag point to another, with no particular route
at all.
F A R C R Y
33 33 33 33

ligure 3.2 Once grouped, AI entities will play ollow the leader, taking up their positions as accorded by their roles.
It is possible to use the tag points to create a patrol group, where a leader orms a
group that wanders rom one tag point to another. 1o create a patrol group,
ollow the instructions already gien, but instead o giing the AI entity an AI
Behaiour property o Job_PatrolCircle, etc., choose one o Job_lormPatrolCircle,
Job_lormPatrolLinear, or Job_lormPatrolNode. 1hese are exactly the same as
or single entities, but they cause the entity to be ollowed by other entities in the
same group. Make sure the entity with the orm patrol group behaiour is a leader,
and that the entities that you want to ollow hae the same groupid as the leader,
and hae the AI Behaiour properties set to Job_Obsere.

ligure 3.3 AI entities can also be programmed to ollow strict paths.
Tip: be careful
about the
constituents of
your group, as they
will influence the
way in which the
group forms and
moves from tag
point to tag point.
For example, a
Merc_Rear will
take up the rear of
the group, and if
you place him
initially in front of
the group, he will
get in everyone's
way as he makes
his way to the
back of the group.
F A R C R Y
34 34 34 34
\hen using tag points, the moement between the points is not exact, and the AI
will wander somewhat rom the route. I you want the AI entity to ollow an exact
path, you can create an AI Path. 1o do this select AIPath rom the AI list in the
Objects window. 1hen click on the map where you want the path to start, and
ollow that by clicking on all the points on the map you want your AI to go to.
\hen you are inished, double click the last point, and the loop will automatically
be closed. 1hen, similarly to the tag point patrol, name your AI Path by the
ollowing conention, name_PA1l, or example beachpatrol_PA1l. 1hen
ensure that the AI entity that needs to ollow this path has the same name, e.g.
beachpatrol. 1he AI entity also needs the correct AI Behaiour, and you can
choose between Job_PatrolPath and Job_PatrolPathNoIdle. Both options result in
the same patrol route, but with NoIdle the AI will not pause at each point in the
path.
Restricting A Movement

ligure 3.4 Keep AI entities caged and controlled with lorbidden Areas.
\hen wandering randomly between tag and anchor points, or when responding to
enemy moement, the AI entities can stray rom their positions and go places
where you don't want them to, such as wading into the sea, getting stuck on rocky
outcrops, or alling o clis. In order to preent them rom doing this you need
to create lorbidden Areas. lorbidden Areas can either preent an AI entity rom
entering, or rom leaing, depending on whether the area is created with the AI
inside or outside. 1o create the orbidden area, simply click on the lorbiddenArea
option rom the AI list in the Objects window. 1hen, on your map, click points to
outline the the area that you want to make into a orbidden area, beore double
clicking the last point to automatically enclose the area. Because the orbidden area
is likely to coer uneen ground on dierent leels, you will want to gie the area a
height in order to ensure that it coers eerything necessary. \ou may also want to
moe the entire area up or down, to gie complete coerage.
Tip: make sure
that forbidden
areas do not
overlap each
other, otherwise
the newest
forbidden zone will
be cancelled out
by the zone
already created.
F A R C R Y
35 35 35 35
Movement in Non-8tandard Areas
In certain areas o the map, such as on objects like bridges, and inside buildings, the
AI can get conused, or een reuse to enter. 1o sole this problem we need to
treat such areas dierently to others. \e also need to create lorbidden Areas to
preent the AI walking into these zones by accident, and risking getting in a mess,
and also to create means by which the AI can moe into the orbidden area
correctly. 1o do this we need to create an AI Naigation Modiier zone, to isolate
the non-standard area, as well as creating exits and entrances or the AI to moe
into the area saely. 1hese entrances and exits need to be linked to AI \aypoints,
to enable the AI to naigate its way through the non-standard area. 1he \aypoints
can also be augmented by lide Points, to gie the AI somewhere to seek coer
when under ire.

ligure 3.5 Allow AI entities to walk onto bridges, and into buildings, etc., using AI Naigation Modiers.
In order to acilitate moement in non-standard areas, you must irst create an area
called an AI Naigation Modiier. 1o do this select the AINaigationModiier
option rom the AI list in the Objects window. 1hen click on the map to outline
the area you want coered, just as with the orbidden area, double-clicking the last
point to automatically enclose it. \hen creating the AI Naigation Modiier it is
ital that the area oerlaps the area where the AI is allowed to walk, such as a
orbidden zone enclosing the AI. It needs to oerlap these areas where the AI can
both enter and exit. Once you hae created the AI Naigation Modiier, you must
gie it a height alue, 10 is usually suicient, in order that it coers eerything
suiciently. \ou may wish to moe the area up or down to gie better coerage.
F A R C R Y
36 36 36 36

ligure 3.6 Guide the AI around the Naigation Modiier, by placing way points in a path rom entry to exit.
Once the AI Naigation Modiier has been created, place an AI Point on the both
oerlaps where you want to place an exit and entry point. Set the 1ype property on
these AI Points to Lntry Point and Lxit Point. It is important where you place
these as the AI will enter and exit an Lntry Point, but only leae rom an Lxit
Point. \ith these points set, you want to place AI Points in all the places inside the
non-standard area that you want the AI to be able to moe to. lor each o these
points that you set, you want to set the type to \aypoint. Once placed you must
then link all o these points together. \ou may link them in any way you choose,
but there must be a continuous and uninterrupted link o waypoints rom the Lxit
Point to the Lxit Point, i there is a gap in-between, the AI won't enter the area.

ligure 3. \ay points must link in an uninterrupted path, rom entry to exit.
F A R C R Y
37 37 37 37
1he points can be linked by clicking Pick, underneath the Linked \aypoints list on
each \aypoint, Lxit Point, Lntry Point and lide Point, and then clicking on the
next point you want to link. \ou can link as many points as you like, and all points
that you link will automatically update their own Linked \aypoints list, so there is
no need to back link objects. In addition to the link types already explained you
can also augment the AI's behaiour with lide Points. \ou can place and link
these in the same way as the other points detailed, and they will allow your AI
somewhere to hide when needing to ind coer rom enemy ire. 1hese lide
Points must not replace way points in the continuous link between Lntry and Lxit
points, or the AI will reuse to enter.
A Vehicles
Land and 8ea Vehicles

ligure 3.8 Place drier and gunner near to the ehicle they will pilot.
1here are a number o land ehicles in the game, and they all ollow similar rules
when setting their behaior. Like AI entities, ehicles can be gien paths to ollow
or attack instructions, but they are obiously inanimate objects by themseles.
1hat means you need to gie them driers beore they can do anything. 1o gie
the ehicle a drier, place an AI entity by the ehicle, like a Merc_Coer_M4, and
gie the two objects the same group number. 1hat way the soldier will enter the
ehicle when it is actiated. As well as driers you can add gunners and passengers
in the same way. lor as many places there are on the ehicle, the number o AI
entities you place in the same group nearby will enter the ehicle in the arious
aailable positions. So, or example, i you place six soldiers near a lumee and
place them all in the same group as the lumee, they will all enter the ehicle as
drier, gunner and passengers.
F A R C R Y
38 38 38 38

ligure 3.9 Use Pick to link the trigger to the ehicle.
1o actiate the ehicle, you need to set up a trigger which will send an instruction
to the ehicle to start a speciic behaior. 1here are a number o triggers, with two
commonly used ones being the Proximity and Area triggers. 1he proximity trigger
can actiate the target object wheneer a player passes nearby. 1o program the
trigger to do this, irst place a Proximity 1rigger on the map where you want the
trigger to occur. \ou will ind the Proximity 1rigger in the 1riggers directory o
the Lntity list in the Objects window. Once the object has been placed, click the
On Lnter eent in the Proximity 1rigger tab o the Object window. \hen you do
this, you will see the Pick New button become aailable. Click this button, and then
click the ehicle that you want to trigger in the map work window. Underneath
On Lnter you will now see the name o the ehicle, ollowed by the deault trigger
in brackets. \ou will likely want a dierent trigger, so right click on this new entry,
and choose the correct trigger, such as GoPath.
F A R C R Y
39 39 39 39

ligure 3.10 Area linked to area trigger linked to ehicle.
1he Proximity 1rigger has an area the shape o a square or rectangle, which can be
set by altering the DimX, Dim\ and DimZ alues
in the object's parameters. Note that changing the
size o the area with the scaling tool doesn't alter
the area which is triggered through proximity, and
so you must use the X, \ and Z alues. Due to
the limitations o this shape, you may sometimes
want to use a sel-deined area to trigger the
response. Instead o a proximity to the trigger
actiating the ehicle, you can instead hae the
player's entry into an area o the map actiate the
trigger using an Area 1rigger, and the trigger in
turn actiating the ehicle. 1o do this, create an
area on the map with the Shape object in the Area
list o the Objects window ,see Object Placement
chapter,. Gie the Shape object a height, and
moe it so that it coers the area you want
triggered, without a gap. linally click the Pick
button under the list o 1arget Lntities, and click
on the Area 1rigger that you want to actiate. Program the Area trigger in the
same way as you did the Proximity 1rigger.
One o the simplest triggers you can send to the ehicle is GoChase, which will
result in the ehicle giing chase to the player as soon as it enters its iew. Make
sure to set the ehicle's sight range to a alue that will cause it to respond to the
player when he passes. 1he ehicle will gie chase until either it is destroyed or the
gunner is dead. 1o get the ehicle to ollow a path, you need to gie it a GoPath or
GoPatrol trigger. 1hese two triggers are ery similar, and can be set up in the same
way, but dier in the way the ehicle reacts to sighting the player. \ith GoPath
Tip: you may want
to put the Area
Trigger out of the
way of the area
that triggers it, to
make the map
clearer and avoid
confusion.
F A R C R Y
40 40 40 40
the ehicle will continue to ollow the path until the gunner is killed, but with
GoPatrol, the occupants o the ehicle will exit the moment they spot the player.

ligure 3.11 \ou can set up paths or buggies in a similar way to mercenaries.
1o set up a path, place tag points on the map like you would with a walking soldier.
lor ehicles there are no naming conentions to ollow, except or making sure
there is a number at the end o eery tag point name, and that each tag point has
the same name. lor example, you can hae three points on a path called
buggypath0, buggypath1 and buggypath2. 1o get the ehicle to ollow this path
you need to edit the pathname property in the ehicles property. Change the name
to whateer you named the tag points, minus any numbering, or example
buggypath. \ou will also need to tell it which number to start at, and how many
steps there are in the path. In the example gien the path start would need to be
set to 0, and the number o steps set to 3.
One thing you need to be wary o when setting up paths or land ehicles is the
sight range o the ehicles and their occupants. As the occupants o the ehicle
will exit when the player enters the ehicle's sight range, the sight range o the
ehicle and the occupants needs to be the same, otherwise you will get a situation
where the occupants will exit the ehicle when the player is ar away, and then
stand around idle, because they can no longer see him. I the sight range o the
ehicle is too ar, it can een result in the driers getting into the ehicle upon
being triggered, only to exit again immediately as they "spot" the player in the
distance. Usually it is best to reduce the sight range o the ehicle to the same as
the soldiers driing, to aoid bizarre behaior.
F A R C R Y
41 41 41 41

ligure 3.12 \ou can leae the pilot and gunner or a boat swimming in the water.
Sea ehicles, like boats and zodiacs, can be actiated in the same way as land
ehicles, with a ew considerations or the enironment. lirstly the soldiers you
group with the boat will oten hae to be placed in the water, so you will want to
make sure that you don't put more soldiers down than can it in the boat, otherwise
they will be let swimming uselessly. \ou also don't want the swimming soldiers to
be discoered by the player without irst being actiated, else they will likewise be
completely helpless. 1he only major dierence to the methods described in the
preious section is the way that boats are programmed to attack and gie chase.
Boats don't hae a GoChase trigger, instead they hae a GoAttack trigger, but apart
rom that they are practically identical.
F A R C R Y
42 42 42 42
Aircraft

ligure 3.13 Place passengers and gunner, just like you would or a land ehicle.
1here is one other AI ehicle type to consider in lar cry, and that is aircrat. 1here
are two key aircrat, and these are the Gunship and the V22. Both work almost
exactly the same way, and both can be programmed to work in the same way as
both land and sea ehicles, with a ew minor behaioral dierences. 1he key role
or the Gunship and V22 is in re-inorcement. \ou can use the Reinorcement
eent or any passenger carrying ehicle, but the aircrat perorm this role the best,
as they do not hae to worry about diicult terrain, and can reinorce rom almost
anywhere on the map. 1he V22 in particular is set up to reinorce in a special way,
unlike any other ehicle in the game.
In order to get the Gunship to re-inorce, simply set
up a trigger, as with other eents, using the
Reinorce eent. Place a 1ag Point where you want
the re-inorcement to take place, and make sure in
the Gunship properties the pointReinorce alue is
changed to match the name o your re-inorcement
tag point. 1he V22 works in exactly the same way,
except that instead o landing troops, it drops them ia ropes. 1hese ropes need to
be placed on your map, or soldiers will not drop rom the ehicle. \ou can ind
the ropes in the Lntities list o the Objects window in the RollupBar. It doesn't
matter where you place the ropes on the map, but you must place three o them,
and name them exactly as they appear in the three RopeName properties in the
entity's parameters. 1hese deault to Rope0, Rope1 and Rope2.
F A R C R Y
43 43 43 43
Concluding Words

ligure 3.14 Be careul where you tell your ehicles to go.
One inal consideration when placing AI ehicles on the map and getting them to
behae as you wish, and that is the terrain. All the ehicles operate with dierent
physics, or example the Boat has a small turning circle, and so you can set up path
points ery close to each other. 1he lumee has a much wider turning circle, and
so placing tight path points can result in the lumee missing its target. I you
place path points oer shallow water, the boat can get stuck, and i you place path
points or the lumee near water it can crash into the sea. Air ehicles hae less
problems with terrain, but een they can get stuck, so it is necessary to consider the
route between them and their target when deciding where to place them on the
map.
Animals
In order to populate your world with more realistic creatures than just grunts and
mutants, you will want a ariety o belieable auna, like pigs and birds. 1here are
animals or land, sea and air, and there are animals that can be placed on the map
and work as they are, like pigs, and others that must be triggered, like birds lying
rom the undergrowth. 1here are een sharks. All AI wildlie can be shot and
killed, and all can be programmed to ollow paths and other behaiour that both
human and ehicle AI can do.
F A R C R Y
44 44 44 44
Pigs

ligure 3.15 Gets pigs sniing around by giing them inestigation points to go to.
1he pig is one object that can just be placed on the map, and it will automatically
start doing something. 1hat deault behaiour is to head towards the player. It will
keep coming at the player een i it shoots it. \ou can change this behaiour to
anything you like, although i it hasn't got the animation it might not actually do
what you tell it. lor example, you can lay down a number o AI Anchor points
and set them to INVLS1IGA1L_lLRL, and the pig will walk between the AIs
inestigating them. \ou can also gie it path and patrol jobs to ollow.
BOD8
1O lOLLO\
F A R C R Y

Events
1bi. .ectiov ae.cribe. bor to covtrot tbe actiov. triggerea iv vav, of tbe
ob;ect. iv ar cr,.
Lents are the nerous system o a lar cry leel. 1hey control eerything, and can
be strung together to orm complex relationships that work like a program or script
to pull eerything together and bring the map to lie. \e touched upon eents in
the preious chapters, but there's ar more to eents than simply waking up AI
entities or opening doors, or they can be used to power an interactie storyline to
its conclusion. Lents glue the objects together into an interactie whole, rather
than as an experience made up o interacting with indiidually actiated
components. Lents can turn a walk through a tunnel, into an Indiana Jones
adenture, ducking booby traps, placing bombs, shooting down chains, and
escaping thundering boulders.

ligure 4.1 Objects can trigger objects that can trigger triggers that can trigger objects....
Lents can apply to any kind o entity: archetype entity, AI entity, simple entity,
etc., but not to brushes, tag points, areas, etc. Lntities can both receie and send
eent signals, and the signals that they can receie are the same ones as they can
send. 1hereore, i you need to know what eents a particular object can send, you
Chapter
4
F A R C R Y
46 46 46 46
can look at the object itsel and see what kinds o
eents it can act upon to ind the answer. As you
will hae probably learned rom earlier chapters
eents can be actiated by selecting the object that
you want to use to trigger the eent, and picking the
object that you want an eent triggered in, using the
Pick tool underneath the Input,Output eents in the
RollupBar. \ou'll want to select an eent signal you
want the picked object to act upon, and the eent
you want triggered. lor example, you could select
the On Lnter eent signal rom the Proximity 1rigger and pick an explodable gas
canister to send the Lxplode eent signal to.
Note
Many eents can only receie or send signals, while others can both
send and receie. lor example Die can receie an eent that results
in a mercenary dying, but On Die will not unction to send a signal
upon the death o the merc. \ou will need to use OnDeath or this.
8imple Events
1here are a number o simple eents common to many objects, that can be readily
understood and used. lirst o all there are the simple enable and disable eents,
which enable and disable entities until you want them to unction. lor example, i
you hae a proximity trigger that explodes a building only upon the player haing
saely exited it, you would want to hae the trigger disabled as the player enters the
building, and then enable it with an eent signal once the he is inside, so that when
he exits the building it will work, but not as he enters it. \ou may also want to
enable and disable objects that aren't in iew, because they are a heay drain on the
processor, like dynamic lights. 1he explode eent itsel is ery simple, and can be
used to propagate another eent, or example once you hae exploded the object in
the building, you may want to play a mission hint upon the On Lxplode eent
being triggered or the object.
Some other simple eents are lide and Unhide. 1hese eents do exactly as they
describe, and hide and unhide objects rom the player's iew. 1his can be
particularly useul when using AI entities, like mercenaries. \ou may, or example,
want to hae a scene where the player is exiting rom the building that has just
blown up, and he is intercepted by some mercenaries. \ou don't want these
mercenaries being there, or being seen by the player, until ater he has been in the
building, so you may want to hae them hidden, and then send the unhide eent
signal once the explosion in the building has been set o. Mercenaries themseles
hae a number o simple eents, in addition to those mentioned in the AI chapter.
\ou can kill an AI, by issuing a Die eent, or act upon that death by sending an
eent signal to another object when the mercenaries On Die eent is triggered. lor
F A R C R Y
47 47 47 47
example, you may want to send an eent signal to trigger a mercenary`s buddy to
say "what the..." when he sees the mercenary die.
Triggers
1he more complex mechanics behind eents that can allow you to run them more
like a script or programming language, than a series o interconnected actions, are
the triggers. 1riggers operate independently o objects, and can ire an eent
without any object being aected in any way. Objects can be triggered by the act
that a player enters a particular area, because a player is exiting the trigger, or simply
because another trigger has triggered the trigger. 1riggers can also trigger
themseles, or hae another entity trigger them, such as an mercenary walking into
an AI 1rigger, or an explosion sending an Input 1rigger to a Delay 1rigger.
1he Multiple trigger allows you to delay the triggering o an eent until the trigger
has receied the eent as many times as deined in its parameters. lor example,
you may hae seeral tasks you want the player to complete, each one sending an
eent to the same Multiple trigger, and when each completed eent has been
triggered, the multiple trigger can then open the door to the next leel. Like the
Delay 1rigger, the Multiple 1rigger is set o with the Input 1rigger. loweer, you
must send the signal or the next eent On Input1rigger, as no additional signal is
generated. 1he number o times the Multiple 1rigger needs to eents sent to it is
deined by the NumInputs alue. Once the Multiple 1rigger has counted that
many Input 1riggers, it will shut down and no longer be actie.
More Complex Events
Some o the eents triggered in the game take a little more setting up than the ones
discussed earlier in this section, like AddImpulse. Some objects hae eents that
need to be chained together in order to get the whole system to work properly, like
the Lleator. Some objects, like the eleator, hae eents that aren't immediately
apparent in their use. \e will discuss a ew o the more diicult, and commonly
used, eents like these here, but or the rest you will hae to work them out or
yoursel, by looking at the already coded game leels or inspiration, or through
trial and error. \ith the eents themseles being so lexible, you will likely inent
your own ways o doing things anyway.
Adding mpulse
\ou can easily add impulse to many objects, simply by sending the AddImpulse
eent to those objects that will accept it. In most cases, howeer, this will simply
result in the object wobbling slightly, or not een moing at all. 1hat is because the
deault impulse or objects is 1, 2, 3 in the X, \ and Z axes. In order to get the
AddImpulse to work more lexibly, and to get objects to catapult themseles oer
great distances, you will need to use speciic objects and set them up in a speciic
way. 1o create your own impulse parameters, you won't be able to use pre-made
entities like Archetypes, you will hae to choose a simple entity and code the
physics yoursel.
F A R C R Y
48 48 48 48
lirst place the simple entity on the map that you
want to launch, say a locker rom the
indoor,urniture,cabinets older. 1hen change the
physics properties to turn it into an object that can be
pushed around the map. In the object`s parameters,
irst check the RigidBody box, to gie the object a
physical presence, then gie the object a mass that
relects what it is. 1he deault weight is 00, which is
ar too much or something like a coconut, which is
better o with a mass o about 2. 1hen, in order to
get it to moe somewhere you you add impulse, you will need to change the X, \
and Z axes o the Impulse parameter. Adding impulse on the Z axis will push the
object up in the air, and the X and \ axis will gie it orward momentum. All you
need to do then is connect it up to something that can send it an AddImpulse
eent, like a Proximity 1rigger, and you can test launch the object.
Note
1here is a specialised trigger or launching boats, called the
Boat1rampoline1rigger.
Elevators
PLACLlOLDLR DIAGRAM: eleator moement ,open, opened, etc.,. ,4.2,
1he eleators eents need a little explaining, as they don't seem altogether clear at
irst iewing. 1he most conusing eents are Close, Closed, Open, and Opened, as
these appear to be pretty much the same thing. 1o understand these eents better,
take a look at the diagram below. 1he deault position or the eleator is stationary,
at its starting point. \hen the player sets the eleator in motion, the Open eent is
triggered, and hence to get the eleator moing you must trigger it with an Open
signal. Once the eleator reaches its secondary point, which is aboe or below the
starting point depending on how you set the lit up, it sends the Opened signal.
Once it has reached its destination, it will eentually return to its starting point.
\hen it starts this return journey, it will send the Close signal. Again, you can get
the eleator to start this journey by sending the Close signal to it. Once in the
eleator inally returns to its starting point it will send the Closed eent signal.
Tip: if you move an
elevator, you will
need to reload the
script, or it will
think it is still in
the last area it
was located. You
will also need to
do this when first
placing it, as the
last area a new
elevator ob]ect
was located was
0, 0, 0.
F A R C R Y
49 49 49 49

ligure 4.2 Link doors to eleators to cause them to moe up or down.
1he Open and Close signals are enough to get a basic eleator moing backwards
and orwards, but a real eleator is going to need more than that. Real eleators
hae buttons that you need to press in order to get them started. Real eleators
won't start moing until the door has closed completely. \ou will need eents to
make an eleator work like a real one. lor example, you may want to set the doors
so they send Open and Close eents to the eleator when they close, so that the
eleator will only moe in response to a door closing, rather than haing it respond
automatically. \ou can also put call buttons on each loor that will send the same
eents to the eleator, to cause it to moe to the loor the player is on. Len more
can be done or the eleator, including changing its materials depending on its
direction, changing the light, and allowing the eleator to be accessed with a
keycard.
Note
1he AutomaticLleator is set to automatically moe to its next point
by deault, the moment a player enters. \ou will want to turn o the
automatic option in the parameters i you want to control it with
eents.
F A R C R Y

nternal Areas
^ot att teret. are .et ovt iv tbe oev, .o ,ov ritt veea to tearv bor to create
teret. iv.iae bvitaivg. ava vvaergrovva.
Although lar cry has been designed to create impressie outdoor enironments,
no game would be complete without the ability to create indoor areas. 1he actual
creation o the indoor scenes is as simple as building the rooms with wall, loor,
ceiling and door objects. loweer, there are some technical aspects inoled in
making sure that a player, as well as AIs, can see inside these areas, as well as special
considerations or lighting, particularly in terms o how it aects the enclosed areas
and the portals that allow you to see into these enclosed spaces. Some consider
interior leel design to be almost completely separate rom outdoor enironments.

ligure 5.1 A our window layout will make it easier to see what you are placing.
\hen laying the oundations or your indoor leel, you will be best sered by
changing rom the usual iewing layout that you use or outdoor enironments.
1o better see what you are placing, switch to the our square layout rom the
Chapter
5
F A R C R Y
51 51 51 51
Layout Coniguration option in the Display menu. 1his will allow you to iew the
actual design, as it will appear in the game, along with top down, let side and
rontal iews, to help you better see the positioning o loors,ceilings, walls and
doors,portals respectiely. Lither work with all our windows at the same time, or
click on one to concentrate on that window, and gie yoursel more space to work.
Floors and Ceilings

ligure 5.2 Clone objects to place them more quickly.
1o place your loors, grab a loor object rom the Brush object list. \ou will ind a
lot o useul loor objects, as well as doors, etc. in the glm directory, or example
the loor4x4y rom the ww2_indust_set1 older. Place the loor objects to your
liking, making use o the Clone object unction ,Control-C, to build loor areas
quickly. Once you hae completed the basic loor layout, you may want to reeze
the loor objects, so that you don't accidentally moe them about as you build the
rest o the leel. \ou may also ind it easier, with the large number o objects
needed or indoor leels, to turn o the names displayed or each object. \ou can
do this by going to Preerences rom the 1ools menu, and disabling 1ext Labels in
the Viewports older. Ceilings can be placed in the exact same way, but you may
want to leae these until last.
Tip: change the
grid to the largest
size possible when
laying floor
ob]ects, for ease
of placement.
F A R C R Y
52 52 52 52
VisAreas and Portals

ligure 5.3 Check Portals and VisAreas ater placement to make sure they are at the correct height.
VisAreas deine areas o isibility, but also occlude areas rom being iewed rom
outside. Portals allow those outside VisAreas to iew inside, and those inside the
VisAreas to see out o the one VisArea and into another. \ou can work without
VisAreas and Portals, but you risk problems with light seepage, and other serious
issues, i you neglect them. 1hey are considered best practice, and aoid problems
later on in your interior design. 1o create your VisArea, place the VisArea as a
shape object, clicking each corner until they join up. It is ital that you push the
VisArea to the ery edges o the loor, so use a zoomed in top iew to ensure this.
Once you hae created the VisArea, you will need to check its position and height.
Make sure that it is placed just underneath the loor and coering the maximum
height o your building. Remember that any object, like loor tile or wall block, will
not show i its centre is outside the VisArea.
Tip: while
VisAreas should
be placed with the
largest grid,
Portals are best
placed with the
smallest.
F A R C R Y
53 53 53 53

ligure 5.4 Vis Areas, in orange, with connecting Portals, in green.
Portal placement needs to be ery exact, and een ater placing the object, you will
probably hae to alter its size and height a ew times to ensure that it doesn't
occlude any object that you place nearby. Place the points o the Portal between
the two VisAreas, like you placed the points o the VisArea itsel. Keep the Portal
as narrow as possible, and push its edges as close to the VisArea as possible. \hile
the Portal must traerse both VisAreas, you musn't hae the edges o the Portal
touching the edges o the VisArea. Use the proided image as a guide. Once you
hae placed the base o the Portal, using the top iew and smallest grid, you will
need to check the height to make sure that it coers as much o the gap between
the rooms as possible, without touching any edges. Moe the Portal i necessary.
PLACLlOLDLR DIAGRAM: VisArea occluding object when portal outside
player lOV ,5.1,
1he interaction o objects and portals can be problematic. I you hae an object
that traerses two VisAreas, through a portal, the player may not be able to see it.
I the centre o the portal is inside the VisArea that the portal links the player too,
as in Diagram 5.1 aboe, then the player will not be able to see the object, een i it
is inside his ield o iew, i the portal moes outside his ield o iew. 1o ix this,
any object that traerses two VisAreas, must hae the centre o its bounding box
inside the Portal. 1his means that great care must be taken when placing objects
around portals, especially objects like walls that are placed close up to the edges o
VisAreas. 1ry to ensure that wall objects inish at the edge o one VisArea and that
the next one starts in the next VisArea. 1his will help obiate signiicant problems
later on in your design.
F A R C R Y
54 54 54 54
Walls

ligure 5.5 Use the VisArea and portals to guide your wall placement.
It makes lie easier when placing walls to choose ones o the same size as the loor
objects you placed earlier, i.e. 4x4 loor objects and 300x400 wall objects. \alls
need to be comortably within your VisArea, and so you will want to place them
about hal a meter in rom the edge o your loor. Like with the placement o
loors, you will ind it easier to clone blocks o walls, rather than place lots o
indiidual pieces. I you work within the VisAreas, you will want to switch the
Brush Selector so that it selects only Brushes, otherwise you risk moing the
VisAreas and Portals about. I you ind it too dark inside the building to see what
you are placing, then increase gamma by entering the console command r_gamma
2 into the log command line.
Doors

ligure 5.6 Use door rame pieces to coer the gaps around doors.
F A R C R Y
55 55 55 55
Doors are probably the trickiest element to place, as you are unlikely to ind a door
that perectly its the gap you hae let between the walls. Instead you will hae to
it pieces together rom the indiidual pieces that you can ind in the directories.
\ou will ind the industrial ones are easy to work with, and you will ind pieces
named _sidestraight, _topstraight, _corner, etc. in the same older as the walls and
loors. I you ind you hae any gaps between the door and the walls, you should
hae enough play rom the gap you let between the wall and the outside to
manoeuer the objects into a perect it.
Once you hae itted the door, or jigsaw door pieces, into the gap, you will need to
check that the portal is the correct size to accommodate the new doorway. I the
portal is too big, then it will waste processor resources, and i it is too small, you
will ind that parts o the door will disappear. Again, like the VisArea, you must
make sure that the centre o any object is within the portal or it to be seen. \ou
can test whether the door object will be seen or not by de-selecting the portal and
iewing the door objects that you hae placed. Change the height, or een the
position, o the portal until eerything shows correctly.
Note
I the middle point o a door bounding box is inside the portal it will
actually disable the portal while it is closed.
Lighting
lor indoor areas lighting is itally important, and there are a number o light types
that you will want to consider when designing your indoor leels. \ou can see a
selection o settings or common types o these lights in Appendix .
1. Dynamic Lights
2. Radiosity Lights
3. Dynamic lake Lights
4. Non-Dynamic lake Lights
Tip: it is a good
idea to place the
basic ob]ect layout
in your room
before testing the
lights, so you get
an idea of how it
looks when
finished.
F A R C R Y
56 56 56 56
Dynamic Lights

ligure 5. Note where the light ends. Dynamic Light won't normally pass through portals.
One key aspect o Dynamic Lights to consider when designing interiors is that the
light rom these objects won't normally pass through portals, which can lead to
ery unrealistic looking rooms. \ou can set the Aect 1his Area Only parameter
to alse, but this is bad practice, as it is costly in terms o processor oerhead, and
can result in light seeping into the wrong areas. Better than this is to be careul in
your placement o dynamic lights, making sure that they either don't shine into
portals, or only a small amount that can be blurred by loor textures or light maps.
Radiosity Lights

ligure 5.8 Place radiosity lights on the ground to ill the light olume gaps let by dynamic lights.
\ou will ind that dynamic lights can ail to light up certain areas, due to the way in
which they work, and so you will need radiosity lights to cast light maps onto the
areas that dynamic lights cannot reach. Usually you will place the dynamic lights on
the ceiling, and the radiosity lights on the loor, but it will depend on the room
itsel. \ou will oten need seeral radiosity lights to cast light around the side o
F A R C R Y
57 57 57 57
large objects and into corridors. See the example in the picture aboe, or an idea
as to how these lights should be placed.
Radiosity Settings or Dynamic Light Object:
lake Radiosity: 1rue
Light 1ype: 1
Use in Real 1ime: lalse
Low Diuse Multiplier : 0.1 ,or any similarly low number,
Cast Light Map: 1rue

1o see the eect o any radiosity lights you place on your map, you will need to
generate light maps, by using the Generate Lightmaps unction in the Game menu.
See the Map Creation section or more details on this unction.
Fake Lights

ligure 5.9 Place ake lights in corridors to help blend light between VisAreas.
\ou can also create "ake lights" with the Dynamic Light object. lake lights cast a
shader, such as a beam o light, but don't create light which is used in the more
complex calculations which result in the rooms ambient and reractie light.
Because o this they use less processing power than ull dynamic lights, but can
create a similar eect.
Note
\ou can read more inormation on lights, and see some example
settings or their creation, in appendix .
Tip: decrease the
size of the Helper
parameter for the
ob]ect, when
dealing with small
ob]ects that get
obscured by the
ob]ects editor
frame.
F A R C R Y
58 58 58 58
Creating Holes in the Terrain

ligure 5.10 \ith the lole Brush, the red square denotes the area that will be cut rom the terrain.
In order or you to be able to interace the interior designs with the outside world,
you will need to place your internal objects inside the terrain and link them with the
external objects through a terrain hole. 1o create a hole you will need to use the
lole Brush rom the 1errain tab on the RollupBar. lrom there you will see that
you hae a brush, like when you are editing the terrain, only this time there are our
red squares under the circle. 1his shows you the size and shape o the hole you
will cut, because the hole is square, and not round like the brush. \ou can change
the size o your brush, the same way as you change the size o your terrain brush.

ligure 5.11 Cut holes can be replaced with the Remoe lole brush.
1o cut a hole, simply make sure that the brush selected is Make lole, and click
anywhere on the terrain. \ou can similarly patch holes by selecting the Remoe
lole brush, and clicking in the same place. \ou can switch quickly rom one
F A R C R Y
59 59 59 59
mode to the other by holding the Control key down. Cutting a hole allows the AI
and players to pass through, but the polygons that created the cut terrain are still
there, they just aren't drawn, or calculated during collision detection. 1o interace
the cut hole with your interior leel, you must place the entrance to the internal
building next to the hole, and use a portal to allow the players and AI to see into
the VisArea o the interior.
F A R C R Y

Multiplayer Maps
!itb att tbe /vorteage ,ov bare gaivea v to tbi. oivt, ,ov ritt vo aovbt
be itcbivg to create ,ovr fir.t teret. 1be ea.ie.t tace to .tart i. ritb a
vvttita,er va.
Multiplayer maps are a lot easier to set up than single player, as they don't need AI,
sae points, cut-scenes, and are in general a whole lot simpler to implement. O
course, the act that multiplayer maps don't need the likes o AI mercenaries
doesn't restrict you rom including these in your creations i you want. Multiplayer
maps are standalone leels that run oer a network, and come in three laours:
lree lor All ,Deathmatch,, 1eam Deathmatch and Assault. lree lor All and
1eam Deathmatch are essentially the same rom a design point o iew, and can
happily run on the same maps, but Assault is a brand new style o multiplayer
gaming unique to lar cry, and requires a little extra complexity in the design. Both,
howeer, are airly straight-orward, and i you hae a map already designed, it
should only take a ew minutes to implement multiplayer, although it will obiously
take you a lot longer to perect it.
Free For All and Team Deathmatch
1he irst thing you will need to do when creating any
multiplayer map is to create a multiplayer "mission".
\ou can do this by creating a new mission, and calling it
llA or 1DM. Being as you can play these two game
types on the same map, you may as well create a mission
or both. 1he best way to do this is to create your llA
map, and when you hae completed it, sae it, and then
duplicate it with the Mission | Duplicate unction, giing
it the name 1DM. I you orget to sae beore
duplicating, you will end up with a copy o what the map looked like when you last
loaded it, which will likely not be what you want. In that case you will need to
delete it, using Mission | Delete, and try again.
Chapter
6
Tip: if you want to
fully test the
multiplayer
aspects of your
game, like the
Assault
checkpoints, then
you will have to
export the level to
the game and set
up a multiplayer
game to run it in
the actual game
itself.
F A R C R Y
61 61 61 61

ligure 6.1 1he yellow arrow on spawn points shows the direction the spawning player will be acing.
1o gie your players a way o joining the map, you will need to create a number o
spawn points. \ou will need as many spawn points equialent to the maximum
number o players that can join your map, otherwise you might get players
spawning on top o each other. 1o create a spawn point on the map, take a
ReSpawn object rom the 1agPoint list in the Objects tab o the RollupBar. \ou
will need to name each one o them "players" - no number is necessary. In placing
them you will want to consider a ew things, such as height and location. \ou
won't want the spawn point too ar o the loor or the spawned player will die, you
also don't want to lump all the spawn points together, otherwise players will be
spawning into a bloodbath. \ell, that is unless you want that or some reason.

ligure 6.2 Spectator will join at your spawn points at random.
F A R C R Y
62 62 62 62
In addition to spawn points or the players, you will also want to add spectator
points so that players can iew the action. \ou can place spectator points in the
same way as spawn points, using the same object. Name the spectator spawn point
"spectators". Players will spawn at a spectator point at random, the same as
ordinary spawn points. \ou can control the direction that players ace when they
spawn, at either type o spawn point, by altering the direction o the yellow arrow
on the gizmo. 1o change the direction a player will ace on spawning select the
rotate pointer, and rotate the object around its X, \ and Z axes until a suitable
direction is ound.
1he map will be no un with just spawn points, and
so you will need to add some weapons so that
players can kill and maim each other. 1here are
two ways o giing players weapons, either as pick-
ups on the map, or in their starting inentory. Pick-
ups are placed just like any other object, and should
be placed liberally around the map, usually near
spawn points, as you don't generally want the player running around or eer
searching or a decent weapon. \ou will likely want to place pick-ups or weapons,
ammo, health and armour around the map, as well as special items like binoculars
or cryision goggles. Consider careully the items you place, or example you might
not want to place cryision goggles on sunny maps and sniper riles where there is
nowhere to snipe rom. linally, make sure that all your pick-ups can respawn by
setting the Respawn1ime parameter to a alue other than 0.

ligure 6.3 Set up equipment packs to gie your players weapons to start the game with.
F A R C R Y
63 63 63 63
\ou may also want your players to start with a weapon, possibly something basic
like a machete. In order to do this you will need to edit the Lquipment Packs or
the mission by selecting Mission | Ldit Lquipment-Packs. lrom this window click
Add, and gie your pack a name, like llA, beore adding whateer weapons you
want the players to start with. \hen inished click OK, and then select Mission
Properties rom the same menu. Click on Player-Lquipment pack and then select
the pack you just created, say llA, rom the pull down list at the top and press OK
again. \our players should now start with all the weapons you included in the
equipment-pack.

ligure 6.4 Pick the right equipment pack or your map in the Mission Properties window.
1o add een more un and dynamism to your maps, you may want ehicles on
your map, in addition to weapons and other pick-ups. \eapons, like pick-ups, can
simply be drag-and-dropped onto your map. Like weapons, ehicles usually need
to respawn, ater they hae been destroyed. Vehicles, howeer, hae a slightly
more complicated respawn procedure to weapons. In order to make a ehicle
respawn you will need to make use o the Phoenix object that can be ound in the
Multiplayer directory in the Lntity objects list. Place both the ehicle and the
Phoenix object on the map, and then create an eent link rom the ehicle to the
Phoenix object, so that the Phoenix object is reset when the ehicle's OnDeath
eent is triggered. Do this by clicking on the ehicle, scrolling down to the
Input,Output Lents list in the object's properties and selecting On OnDeath.
1hen click pick, and select the Phoenix object. Make sure to set a Respawn1ime in
the Phoenix object's parameters, so that it will respawn at regular interals ater it
has been destroyed.
F A R C R Y
64 64 64 64
Assault Maps

ligure 6.5 Airield is typical o Assault type multiplayer maps.
Assault maps work by haing three points which teams o players must capture and
deend. 1he attacking team has a set amount o time to capture all three points, in
order. \hen they capture one, the action moes to the next point, until the game
is oer. \hile you can set up Assault maps on Deathmatch maps, it is likely you
will want to create separate maps especially or these, as there are many dierences
in strategies and objects required. 1o create a new Assault map, all you need to get
started is to create a new mission. Select Mission | New, and name the mission
ASSAUL1, which will tell the game that this map can be played as an ASSAUL1
arient. I you hae already created the map, you can just rename it, as a new
mission will remoe all the objects you hae already placed.
Spawn points are required in assault maps too, but
they dier in their type and placement. Instead o
using ordinary ReSpawn objects you will need to
take one o the special ASSAUL1CheckPoints
rom the Multiplayer older o the Lntity objects
list. So that the game will know that this is a spawn
point, and not a check point, you will need to change the Visible setting to lalse.
1his will make it not show up on the map. In addition to this, you will need to
uncheck either AttackerSpawnPoint or DeenderSpawnPoint, depending on
whether it is a deender's spawn point or an attacker's. Remember that this is a
team map, and you don't want your players spawning in the enemy's camp, or they
won't be ery happy.
F A R C R Y
65 65 65 65

ligure 6.6 It is best to group spawn points or deenders and attackers separately, close to their allies and ar rom their enemies.
\ou can name your player spawn points whateer you like, and place them where
you like, but you should arrange them so that they are grouped both by their team
members, and near to the objectie they are attacking or deending. \ou will need
three groups o deender and attacker spawn points, one or each objectie, and to
make sure that players spawn at the correct point or the objectie, you will need to
set the CheckPoint_Number to 1 or the irst objectie, 2 or the second and 3 or
the last. \ou will want as many spawn points at the irst objectie as there are
players in the game, as they could all spawn at the same time. Later objecties can
make do with ar less, maybe hal as many.
Note
Spawn points or spectators can be set up in the exact same way as in
deathmatch maps.
F A R C R Y
66 66 66 66

ligure 6. Players need to complete three check-point objecties on Assault maps.
Once you hae the spawn points set up, you will need the objecties themseles.
Objecties utilise the same object as the spawn points, only these are isible. \ou
will also need to make sure that the AttackerSpawnPoint and DeenderSpawnPoint
parameters are set to alse, as these are not spawn points at all. Place the
ASSAUL1CheckPoint objects where you want the objecties to be, and name
them whateer you like. lor the irst objectie, set the CheckPoint_Number to 2,
the second to 3 and the last to 4. One inal consideration is the warm up time,
which deines how long it will take beore the objectie can be captured by the
enemy. 1he longer the warm up time, the more time the deenders will hae to
prepare.
In order to let your players know what is going on, you will need to adise them
when an objectie has been captured, and what they need to do next. 1o do this
you need CurrentMission objects, which can be linked to the objecties, and
triggered when they are captured, to present the player with an acknowledgement
and a message. \ou will need our CurrentMission objects, the irst will be linked
to an attacker spawn point or the irst objectie, and the remaining three will be
linked to each o the objecties, in order, with the inal object giing the ictory
message. \ou must name these CurrentMission0 through CurrentMission4.
F A R C R Y
67 67 67 67

ligure 6.8 Place CurrentMission objects on the objecties and link them rom attacker spawn point to closing CurrentMission
object.
Place the irst o these objects on the map, preerably near the irst objectie i you
want the radar beacon to work properly, and name it CurrentMission0. \ou can
link it to any o the attacker spawn points - it doesn't matter which as long as they
are spawn points or the irst objectie. Link the two by selecting the attacker
spawn point, and selecting the On Spawn eent rom the Input,Output Lents
list. 1hen click the Pick icon, and click on the CurrentMission0 object. Next, gie
the attackers and deenders a message, by editing the Mission1extAttacker and
Mission1extDeender parameters, or example tell the deenders to "deend the
tower". \ou can also add a sound or both teams, to indicate the game is
underway. \ou will want to place CurrentMission1 near the next objectie, and
link that to the irst objectie. Link the two by selecting the objectie and selecting
the On Spawn eent rom the Input,Output Lents list, and then picking the
CurrentMission1 object in the same way as beore.
Note
On Spawn works the same or both Objecties and Spawn Points
when actiating the CurrentMission objects, as the Objecties can't
spawn anything.
\ou might want to link up the objecties to eents, in addition to the
CurrentMission objects. Many o Assault maps link a pulsing particle eect to the
objectie, so when it is captured by the attackers it gies a isible alert, along with
the message and sound. \ou can achiee this by selecting the ParticleLect object
rom the Particles directory o the Lntity objects list, and placing it at the top o the
objectie's mast. 1hen make an eent link between the objectie and the particle
eect, by causing a Pulse eent in the particle eect, when the objectie Spawns
,On Spawn - Pulse,. \ou can also set it to alert the players in a similar way, or
F A R C R Y
68 68 68 68
when it is under threat o capture, by triggering a signal on the objectie's On
Capturing eent.

ligure 6.9 Buildable object base and selected unbuilt object.
One more ital component o an assault map are the buildable objects, such as
walls and turrets, that the engineer can build and repair. 1o create a buildable
object on your map, irst drag-and-drop a BuildableObject rom the Others
directory o the Lntity objects list. 1his will be the base that the engineer will build
the actual object rom with his wrench. lor this irst object, gie it the
model_building and model_unbuilt o whateer it is you are intending to built on
that spot, or example i you want a wall building, gie it a model such as
unbuilt_wall.cg. \ou won't want any models or the other build statuses, as you
want the irst object to be inisble at those points. Once that has been placed, you
will need the actual building that will be constructed, and or that you will need
another BuildableObject, the same as beore.
Note
wall models can be ound in the multiplayer,buildables, older o the
objects directory.
lor this one you will need to gie it a dierent
model, or eery model parameter except
model_unbuilt, as you don't want anything
displayed on the map beore an engineer starts
constructing it. \ou will want to choose models
rom the same amily as you did or the irst
BuildableObject, or example wall_building,
wall_built, wall_destroyed and wall_repairing, or
F A R C R Y
69 69 69 69
the building, built, damaged and repair model parameters respectiely. Once you
hae set this BuildingObject up, gie it an amount o health points that you think
reasonable, and link the irst BuildableObject to the second ia the On Building
and On Built eent triggers. lrom these send a building and built signal to the
second BuildableObject ,OnBuilt - Built,.
linally, you will want weapons and other objects on your map or the players to
use. Unlike in the deathmatch maps, you won't want to be placing weapons
around the map, as the players can only use the weapons that are associated with
the particular class they chose at the start o the game, or example an engineer can
carry medical kits and reoler. Because o this you will need to place a special
weapons pick-up object, called the ClassAmmoPickup, rom the same Pickups
directory as you ound the others. \ou can still place other objects on the map like
the cryision goggles, as these are not class based.
F A R C R Y

8ingle Player Missions
Yov cav v.e tbe Cr,vgive avabo eaitor to create evtire teret., ava tbev
tiv/ tbo.e teret. togetber to create av evtire gave.
\our single player missions are likely to be more complicated than any multiplayer
map that you create. \ou will need to tie a series o eents together, rom mission
start to mission end, and update the player on what he has to do, etc., een linking
one mission to another to create an entire game or sub-game. 1he missions are
also a lot more reeorm than multiplayer, and you will hae to decide or yoursel
how things will proceed. 1hat means that this section will coer as much as is
necessary to create a mission, but you will hae to decide what you will need or
yoursel.
8etting Up
1he irst thing you will need on any map is a respawn point. \ou need only one
respawn point, but placing additional ones at each saespot helps debugging the
mission. \ou can place a spawn point simply by placing a Respawn object rom
the 1agPoint list in the Objects tab. 1o make it work you must name it Respawn
and gie it a number, or example Respawn1. \ou need to number each
subsequent Respawn point sequentially, but the numbers don't need to ollow one
ater another, i.e. you can hae a sequence o spawn points numbered 1, 2, 4, 5, 8,
and they will be triggered in that order. 1he lowest number will always be the irst
one.
\ou will also need to gie the player some weapons, and tell the game what
weapons will be allowed or that mission. 1o tell the game what weapons the
player will hae at the start, you need to create an Lquipment Pack, the same way
as described in the Multiplayer Map section. Ater picking the equipment pack in
the Mission Properties window, you will then want to tell the game what weapons
can be collected on that leel. 1o do this click on the weapons tab, and add each
weapon that will be used in the mission. I you don't add the weapon, it is possible
that when the player picks it up in the game, it won't show in his inentory. \hen
you change the equipment pack the player is starting with, the weapon that is actie
will be the one the player is starting with in his hands.

Chapter
7
F A R C R Y
71 71 71 71
Note
1he actie weapon in the Lquipment Pack is the one that is
highlighted when you accept the weapons you hae chosen.
1he last thing you will want to do in setting up the leel is to trigger the irst
objectie. 1o understand how to do this, you must irst understand how the game
processes the mission script.
Mission 8cripts
1he mission script is a LUA script which lists all
the unctions associated with the Mission
landler in the game. Lach unction in the
Mission landler can be actioned in the same
way as an eent triggered in another object.
Instead o picking another object, and selecting
and eent to trigger in that object, you can
instead inoke the Mission landler, and select
rom a set o mission eents instead. lor
example, you could set up a Proximity 1rigger to
set o a mission eent which clears an objectie
rom your objectie list that instructed the player
to reach the point the Proximity 1rigger is
coering. Lery one o these mission eents is
deined within the mission script.

ligure .1 Use the Mission Properties \indow to create your mission script.
F A R C R Y
72 72 72 72
1o create a new mission script, select the Main tab in the Mission Properties
window, and click the Create button next on the top tool bar. Mission Scripts are
usually stored in the root directory o each leel's directory, and gien the leel
name, with the ".lua" extension. lor example, the lort leel is stored in the lort
older o the Leels directory, and called, simply, ort.lua. Once you hae created
this script, it should be listed in the script ile name box. \ou can then click the
Ldit button, and you will be presented with the deault script or any leel,
consisting o mission opening lines, and three unctions, OnInit, OnUpdate and
linish.
1he mission script itsel is simply a list o unction that create mission eents or
the Mission landler. 1here are our types o key script instructions that you will
need to create a basic mission script, and these are:
1. lUD instructions, inormation presented to the player on screen.
2. Game instructions, game related eents like starting a new leel.
3. Moie instructions, playing cut scenes.
4. Console instructions, actions console commands in the script.
1here are also a number o other instruction types, some that relate speciically to
the game, and some that are purely LUA related. Anything o particular use will be
detailed in this section.
All mission eent unctions can be deined in the same way, and can include as
many commands as required. lirst you must start the unction with the ollowing
header:
unction Mission:Lent_eentname,,
All you need to do is replace eentname with the name you wish to call the eent,
the eent name will appear in the Mission landler eents list exactly as stated here.
Ater this unction header, you can list as many commands as you want, delimited
by the "end" statement. 1he header, each command statement, and the end
delimiter should all be on separate lines. \ou can also comment the code by using
a double dash "--". Lerything ater the double dash will be ignored by the script
compiler.
Note
Ater changing the script you hae to reload the script so the changes
are registered.
HUD instructions
lud instructions relate to the inormation presented to the player ia the screen,
but the instructions aren't limited to simply passing messages to the player. 1hey
F A R C R Y
73 73 73 73
can also include setting and resetting radar points to direct a player to a new
position, setting, completing, and clearing objecties. All lud instructions are pre-
ixed by "lud:". 1he ollowing are a list o common lud instructions, and
explanations or their usage.
va:.aaMe..age;tet, .ecova.);
1his instruction will pass a message, text, that will display on the players screen or
as many seconds as are speciied in the seconds parameter.
va:Pv.bOb;ectire;, tet);
PushObjectie adds the message, text, to the player`s objecties list, the one that is
accessed by pressing the 1ab key. 1he irst parameter is empty and can be ignored,
although you must include the empty brackets.
va:CovteteOb;ectire;tet);
1his completes the objectie by greying it out on the player's objectie screen. 1he
text must match the text o the objectie that has been completed, or example i
you pushed an object with the text "get here!" then you must complete it with the
text "get here!".
va:ta.bOb;ectire.;, );
1his simply clears all objecties rom the objecties list.
va:etRaaarOb;ectire;tagoivtvave);
It isn`t necessary to hae a radar point or eery object, but i you want the player
to know where he is meant to go, you must gie him a radar point to moe to. \ou
can tell the game where the radar point is by placing a tag point object on the map,
and giing it a name. 1here are no naming conentions or this type o object, but
you will probably ind lie easier i you gie it a name like Radar1, Radar2, etc.
\ith the radar tag point on the map, just enter that tag point name in the
instruction aboe to set it or the player. Setting a radar objectie remoes any
preious radar objectie set.
F A R C R Y
74 74 74 74
va:etRaaarOb;ectire;vit);
Sometimes you won't want to gie the player any particular objectie on the radar.
In that case you can clear the object, rather than changing it, by passing the "nil"
parameter in to SetRadarObjectie.
Game nstructions
1here are two major game instructions that you will want to use, and both relate to
starting a new leel. Both are actioned by sending a particular message to the
game, rather than to the player, and will both be used at the end o your leels.
1hey are both detailed below.
Cave:evaMe..age;tarteretaae teretvave);
1his instruction starts the next leel, named by leelname, and ades into it
graceully.
Cave:evaMe..age;tarteret teretvave);
Lssentially this is the same as the aboe instruction, only it starts the next leel
abruptly, without any ading.
Movie nstructions
\ou can play moie sequences, i.e. cut scenes, with the ollowing instruction:
Morie:Pta,eqvevce;vorievave);
lere moiename deines the name o the cut scene to be played.
Console Commands
All console commands can be used in the mission script, or example "o~90"
sets the player's ield o iew to 90. 1hese console commands can be particularly
useul or initialising a leel.
Miscellaneous
1here are much more to scripting a mission than can be explained here, and or a
more detailed list see appendix . 1here is one useul command that
doesn't it under the preious headings, and that is:
_localplayer.cntSaePlayerLlements,,,
1his command, when used at the end o a mission, will sae all the equipment that
a player has collected in the just completed leel, and allow him to use this in the
next. I you hae set up an equipment pack in the next mission, this instruction
will oerride that.
F A R C R Y
75 75 75 75
8ave Points

ligure .2 Connect GameLents to triggers to create sae game points.
\ou will want to hae a number o sae points in your game, and you will usually
connect these up to completed objecties, as it can conuse a player to hae to re-
complete objecties. 1o sae the game, you need a GameLent object, and you
need to trigger this with an eent. \ou can use any kind o object to trigger this,
een the death o an mercenary, but you will usually want to trigger the
GameLent rom an area trigger that coers the point where you hae placed your
objectie radar tag point.
1o place your sae point on the map, simply drop a
GameLent object somewhere, it doesn't matter
where, but you will likely want it close to your
objectie. 1hen place the object that will trigger it,
such as an area trigger, and then link the trigger to
the GameLent by picking the Sae eent. 1o preent the trigger rom re-saing
the game repeatedly, or example i the player walks back into the trigger area, you
will want to make sure that the trigger's 1riggerOnce parameter is set to true. In
the parameters or the GameLent object you will need to gie the object a unique
ID. 1he ID must be unique or the leel, as it is used in deining the sae game
name.
Note
1he GameLent object is used as a spawn point or when the player
dies ater the game has been saed. Like all spawn points you can
alter the direction the player is acing by rotating the arrow, this time
an anchor arrow, to point in the direction you want the player to be
acing.
F A R C R Y
76 76 76 76
Testing your Mission
\ou will want to test your completed mission in the ull game. \ou will want to do
this een beore it is inished, as some aspects o the game will simply not work in
the editor, and only unction properly in the ull game. 1o test the game this way
you must irst export it, using the Lxport to engine unction in the lile menu. \ou
will then need to load the game, and rom the main menu call up the console by
pressing the ` key. lrom the console type the ollowing console command:
`map mapname
replacing mapname with the name o your map.
F A R C R Y


F A R C R Y
78 78 78 78
Ob]ect Properties List
. aetaitea ti.t of att tbe /vorv roertie. of ob;ect. at tive of aocvvevtatiov.
BU11ON AI

.Patb: aefive. a atb for . evtitie..
Naming conention: n_PA1l

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Sets height o path, must be zero or path to work.
AreaID Unknown or this tool.
GroupID Unknown or this tool.
Closed Determines i area is closed, i.e. no gap. 1,l
Di.ta,ittea Unknown or this tool. 1,l

orbiaaev.rea: aefive. tbe area rbere av . cav or cav`t rat/.

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Always 0
AreaID Unknown or this tool.
GroupID Unknown or this tool.
Closed Determines i area is closed, i.e. no gap. 1,l
Di.ta,ittea Display closed area illed. 1,l

.^arigatiovMoaifier: aefive. av area ritbiv orbiaaev .rea to attor . evtit, to trarer.e it.

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Sets height o Area. I 0 and closed it will generate a space where the AI will work as i indoors, with waypoints,
etc. I it has a alue it will generate this space at this height. Lerything aboe or below will be considered
outdoor. Lerything inside will be considered indoor.

AreaID Unknown or this tool.
GroupID Unknown or this tool.
Closed Determines i area is closed, i.e. no gap. 1,l
Di.ta,ittea Display closed area illed. 1,l

.oriovtatPtave: aefive. a tave for tbe oceav ava rater tbat tbe . ritt .ee a. .oftcorer.
1hat means a plane will block the AI`s iew, like dense oliage.

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Unknown or this tool..
AreaID Unknown or this tool.
GroupID Unknown or this tool.
Closed Determines i area is closed, i.e. no gap. 1,l
Di.ta,ittea Display closed area illed. 1,l

Appendix
A
F A R C R Y
79 79 79 79
.Poivt: oivt for . varigatiov ritbiv av area, v.vatt, ^arigatiovMoaifier area.

Parameter Lxplanation Range
\aypoint Deines object as being used as a point or the AI entity to moe to. Radio
lide Point Deines object as being used as a point or the AI entity to hide at. Radio
Lntry Point Deines object as being used to allow the AI entity to enter or exit a NaigationModiier area. Radio
it Poivt Deines object as being used to allow the AI entity to enter or exit a NaigationModiier area. Radio

..vcbor: actiov voaifier for vearb, . evtitie..

Parameter Lxplanation Range
.ctiov Determines he action carried out by AI entity. List

F A R C R Y
80 80 80 80
BU11ON Area

bae: aefive. av area to be v.ea iv cov;vvctiov ritb avotber ob;ect, e.g. area trigger.

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Sets height o shape.
AreaID Unknown or this tool.
GroupID Unknown or this tool.
Closed Determines i area is closed, i.e. no gap. 1,l
Di.ta,ittea Unknown or this tool. 1,l

.reao: .ave a. .bae, bvt ritb a faae roert, ava a .et rectavgvtar .bae.

Parameter Lxplanation Range
AreaID Unknown or this tool.
ladeInZone Determines i there is a ade area inside the box.
\idth Sets width o the zone.
Length Sets length o zone.
leight Sets height o the zone.
CrovD Unknown or this tool.

.reabere: .ave a. .reao, bvt a .et .bere .bae.

Parameter Lxplanation Range
AreaID Unknown or this tool.
ladeInZone Determines i there is a ade area inside the box.
Radius Deines radius o sphere.
CrovD Unknown or this tool.

!ater1otvve: aefive. a rotvve of rater.
Note: must be used in conjunction with Database material editor or water speciications.

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Sets height o water, must be negatie as olume goes below surace.
AreaID Unknown or this tool.
GroupID Unknown or this tool.
Closed Determines i area is closed, i.e. no gap. 1,l
Displaylilled Unknown or this tool. 1,l
Shader Deines shader used or surace texture. lile
Speed Deines how ast the water will low.
1riMinSize Unknown or this tool.
1riMaxSize Unknown or this tool.
.ffect1o1otog Unknown or this tool.

1i..rea: aefive. for tbe evgive rbat are ivtervat area..

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Sets height o area, must not be zero.
AreaID Unknown or this tool.
GroupID Unknown or this tool.
Closed Determines i area is closed, i.e. no gap. 1,l
Displaylilled Unknown or this tool. 1,l
AmbientColor Deines ambient colour within the VisArea RGB
DynAmbientColor Deines the dynamic ambient colour wiith the VisArea. RGB
AectedBySun Determines i area is aected by the sun. 1,l
ViewDistRatio Deines the iew distance within the area.
/,Ovt, I a player is inside the VisArea,, determines i only the sky will be rendered. Used or some kind o windows at
ceilings.
1,l

Portat: aefive. a rier area for ivtervat,etervat area..
Note: must oerlap a VisArea.

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Sets height o water, must not be zero.
AreaID Unknown or this tool.
GroupID Unknown or this tool.
F A R C R Y
81 81 81 81
Closed Determines i area is closed, i.e. no gap. 1,l
Displaylilled Unknown or this tool. 1,l
AmbientColor Deines ambient colour within the VisArea RGB
DynAmbientColor Deines the dynamic ambient colour wiith the VisArea. RGB
AectedBySun Determines i area is aected by the sun. 1,l
ViewDistRatio Deines the iew distance within the area.
SkyOnly Unknown or this tool. 1,l
UseDeepness Unknown or this tool. 1,l
Dovbteiae Lnables or disables iewing rom both sides o portal. 1,l

Occtvaer.rea: aefive. av area tbat ritt vot be ararv vvtit ta,er i. iv actvatt, iv area.

Parameter Lxplanation Range
\idth Unknown or this tool.
leight Sets height o water, must not be zero.
AreaID Unknown or this tool.
GroupID Unknown or this tool.
Closed Determines i area is closed, i.e. no gap. 1,l
Displaylilled Unknown or this tool. 1,l
AmbientColor Deines ambient colour within the VisArea RGB
DynAmbientColor Deines the dynamic ambient colour wiith the VisArea. RGB
AectedBySun Determines i area is aected by the sun. 1,l
ViewDistRatio Deines the iew distance within the area.
SkyOnly Unknown or this tool. 1,l
UseDeepness Unknown or this tool. 1,l
Dovbteiae Lnables iewing rom both sides o portal. 1,l

og1otvve: |^K^O!^ 1OO

Parameter Lxplanation Range
\idth Unknown or this tool.
Length Unknown or this tool.
leight Unknown or this tool.
ViewDistance Unknown or this tool.
Shader Unknown or this tool. lile
Cotor Unknown or this tool. RGB

F A R C R Y
82 82 82 82
BU11ON Brush

Ceveric Paraveter.: att ob;ect. bare tbe fottorivg roertie. b, aefavtt ava cav be re.iea

Parameter Lxplanation Range
Preab Deines 3D model o object. lile
OutdoorOnly Determines i the object is only seen outdoors. I the object belongs outdoors, it will be orced outside een i
physically inside.
1,l
CastShadowVolume Determines i object casts a olumetric shadow. 1,l
SelShadow Determines i the object can cast a shadow on itsel. 1,l
CastShadowMap Determines i there will be a shadow texture o the object cast on the enironment. 1,l
RecShadowMap Determines i the object can receie shadow textures rom other objects. 1,l
CastLightMap Determines i the object can cast a light map upon other objects. 1,l
ReceieLightMap Determines i the object can receie a light map cast by other objects. 1,l
lideable Determines i the object can be used by AI entities to hide behind. 1,l
LodRatio Deines the distance at which the object reerts to low detail.
ViewDistanceRatio Deines the distance at which the object will no longer be isible to the player.
Not1riangulate Determines i object will not be included in AI triangulation. I set the AI will disregard the object. 1,l
igbtMaQvatit, Determines the quality o the light map cast.
F A R C R Y
83 83 83 83
BU11ON Lntity

Ceveric Paraveter.: att ob;ect. bare tbe fottorivg roertie. b, aefavtt ava cavvot be re.iea

Parameter Lxplanation Range
CastShadowVolume Determines i object casts a olumetric shadow. 1,l
SelShadow Determines i the object can cast a shadow on itsel. 1,l
CastShadowMap Determines i there will be a shadow texture o the object cast on the enironment. 1,l
RecShadowMap Determines i the object can receie shadow textures rom other objects. 1,l
CastLightMap Determines i the object can cast a light map upon other objects. 1,l
ReceieLightMap Determines i the object can receie a light map cast by other objects. 1,l
LodRatio Deines the distance at which the object reerts to low detail.
ViewDistanceRatio Deines the distance at which the object will no longer be isible to the player.
SkipOnLowSpec Determines i the object will appear on low spec computers. 1,l
iaaevvCave Determines i the object will be inisible in the game. 1,l

AI Iolder

.bere: |^K^O!^ 1OO

Parameter Lxplanation Range
vverRaaiv. Determines radius o the AI Sphere

CreatvreCeverator: .arv. a vvvber of . evtitie..

Parameter Lxplanation Range
Creature1ype Name o creature to be generated. 1ext
MaCreatvre. Deines the maximum number o creatures to be created.

Crvvt: ba.ic .otaier.

Parameter Lxplanation Range
GunReady Determines i the weapon starts in the grunt`s hand. 1,l
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
lelmetProtection Determines i the grunt receies protection rom a headshot. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
AectSOM Determines i the AI will aect the radar. 1,l
AnimPack Names the animation pack the AI will use. 1ext
DropPack Names the equipment the AI will drop upon death. Lquip
Lquipment Names the equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
KL\lRAML_1ABLL Unknown or this tool. 1ext
Model Points to the 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Names the tag point used by AI or reinorcement eent. 1ext
SOUND_1ABLL Unknown or this tool.
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
SoundPack Names the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1akeProximityDamage Determines i the AI takes proximity damage. 1,l
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed Deines the speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
Lye_height Unknown or this tool.
lorward_speed Deines the speed at which the AI can walk orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart Sets the number o the irst path node.
Pathsteps Deines the number o steps inoled in the path.
Responsieness Unknown or this tool.
Special Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
F A R C R Y
84 84 84 84
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

Cvv.bi: eticoter attac/ .bi ava troo carrier.

Parameter Lxplanation Range
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
AttackAltitude 1he height rom which the helicopter AI will attack rom.
Bendlorce Unknown or this tool.
DropPack Unknown or this tool.
DmgScaleBullet Damage modiier or the helicopter`s gun ire.
DmgScaleLxplosion Damage modiier or the explosions rom this helicopter.
ladeLngineSound Sets whether the engine sounds ades in and out with the distance o the AI rom the player. 1,l
llightAltitude Sets the maximum altitude or the helicopter.
llightAltitudeMin Sets the minimum altitude or the helicopter.
Grouplostility Unknown or this tool.
GunModel Deines the 3D model o the gun mounted on the helicopter. lile
IgnoreCollisions Determines i the helicopter can ignore collisions. 1,l
IsKiller Unknown or this tool. 1,l
KillDist Unknown or this tool.
Model Deines the 3D model or the helicopter lile
Pathloop Determines i the helicopter will loop at the end o its path. 1,l
Persistence Unknown or this tool.
SoundOutdoorOnly Determines i the you will only hear the sound o the object outside o buildings. 1,l
Specieslostility Unknown or this tool.
StartDelay Unknown or this tool.
1rackable Unknown or this tool. 1,l
Attackrange Sets how close the AI must be to target beore it will start iring.
Back_speed 1he speed at which the AI can moe backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
DropAltitude Unknown or this tool.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can moe orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointAttack Deines the name o the tag point that the helicopter will attack once ordered. 1ext
PointBackO Deines the name o the tag point that the helicopter will return to ater inishing its job, losing its pilot, or
taking damage.
1ext
PointReinorce Deines the name o the tag point that the helicopter will reinorce once ordered. 1ext
Responsieness Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Vertical_o Sets the ertical ield o iew or the helicopter. 0-180
to.iovParav. Settings or the explosion caused by the helicopter`s destruction.
Damage Damage caused when the helicopter is destroyed.
ImpulsiePressure Unknown or this tool.
Radius Unknown or this tool.
RadiusMax Deines maximum radius o explosion.
RadiusMin Deines minimum radius o explosion
CvvverParav. Settings or the helicopter`s gunner.
AttackRange Sets how close the gunner must be to target beore it will start iring.
lorizontal_o Deines the horizontal ield o iew or the gunner. 0-360
Responsieness Responsieness o the turret to enemy moement.
igbtravge Deines the sight range o the gunner.

MercCorer: vercevar, .otaier tbat roriae. corer for otber .otaier. rbev grovea.

Parameter Lxplanation Range
GunReady Determines i the weapon starts in the grunt`s hand. 1,l
lasLight Determines i the Mercenary holds a light or not. 1,l
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
lelmetProtection Determines i the grunt receies protection rom a headshot. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
SpecialIno Unknown or this tool.
AectSOM Unknown or this tool. 1,l
F A R C R Y
85 85 85 85
AnimPack 1he name o the animation pack the AI will use. 1ext
AwareOPlayer1arget Unknown or this tool. 1,l
DamageMultiplier Unknown or this tool.
DropPack 1he equipment the AI will drop upon death. Lquip
DumbRocket Determines whether the merc can ire a rocket. 1,l
Lquipment 1he equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
lasShield Determines i the AI has a shield. 1,l
Inulnerable Determines i the AI can be killed. 1,l
KL\lRAML_1ABLL Unknown or this tool. 1ext
MeleeDistance Deines the melee range o the merc.
Model 1he 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
RocketDamageOerride Unknown or this tool.
RocketSpeed Unknown or this tool.
RushPercentage Unknown or this tool.
SOUND_1ABLL Unknown or this tool.
ShootSmartRocketlorward Determines i the merc can ire a seeker missile orward o its position. 1,l
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
SoundPack 1he name o the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1akeProximityDamage Determines i the AI takes proximity damage. 1,l
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed 1he speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
CustomParticle Unknown or this tool. 1ext
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can walk orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
Responsieness Unknown or this tool.
Special Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Suppressed1hrhld Unknown or this tool.
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

MercRear: vercevar, .otaier tbat aefeva. tbe rear of a grov.

Parameter Lxplanation Range
GunReady Determines i the weapon starts in the grunt`s hand. 1,l
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
lelmetProtection Determines i the grunt receies protection rom a headshot. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
AectSOM Unknown or this tool. 1,l
AnimPack 1he name o the animation pack the AI will use. 1ext
DropPack 1he equipment the AI will drop upon death. Lquip
Lquipment 1he equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
KL\lRAML_1ABLL Unknown or this tool. 1ext
Model 1he 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SOUND_1ABLL Unknown or this tool.
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
SoundPack 1he name o the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1akeProximityDamage Determines i the AI takes proximity damage. 1,l
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
F A R C R Y
86 86 86 86
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed 1he speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can walk orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
Responsieness Unknown or this tool.
Special Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Suppressed1hrhld Unknown or this tool.
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

Merccovt: vercervar, .otaier tbat ta,. tbe rote of .covt for a grov.
See MercRear

Mercvier: vercevar, .otaier tbat ta,. tbe rote of .vier for a grov.
See MercRear

Mvtavteer/er: vot /vorv to ror/

Parameter Lxplanation Range
lelmetProtection Determines i the grunt receies protection rom a headshot. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
AectSOM Unknown or this tool. 1,l
AnimPack 1he name o the animation pack the AI will use. 1ext
DropPack 1he equipment the AI will drop upon death. Lquip
Lquipment 1he equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
KL\lRAML_1ABLL Unknown or this tool. 1ext
MeleeDamage Deines the amount o melee damage caused by monkey.
MeleeDistance Deines the range o the melee attack.
Model 1he 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SOUND_1ABLL Unknown or this tool.
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
SoundPack 1he name o the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed 1he speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can walk orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
Responsieness Unknown or this tool.
Special Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Suppressed1hrhld Unknown or this tool.
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

MvtavtCorer: vot /vorv to ror/

F A R C R Y
87 87 87 87
Parameter Lxplanation Range
lelmetProtection Determines i the grunt receies protection rom a headshot. 1,l
Scale Unknown or this tool.
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
AectSOM Unknown or this tool. 1,l
AnimPack 1he name o the animation pack the AI will use. 1ext
DropPack 1he equipment the AI will drop upon death. Lquip
DumbRockets Determines whether the mutant can ire a rocket. 1,l
Lquipment 1he equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
KL\lRAML_1ABLL Unknown or this tool. 1ext
MeleeDamage Deines the amount o melee damage caused by monkey.
MeleeDistance Deines the range o the melee attack.
Model 1he 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SOUND_1ABLL Unknown or this tool.
ShootSmartRockets Determines i the mutant can ire a seeker missile. 1,l
SingleMeleeKillAI Unknown or this tool. 1,l
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
SoundPack 1he name o the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed 1he speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can walk orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
Responsieness Unknown or this tool.
Special Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Suppressed1hrhld Unknown or this tool.
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

MvtavtMov/e,: vot /vorv to ror/

Parameter Lxplanation Range
lelmet Protection Determines i the grunt receies protection rom a headshot. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
AectSOM Unknown or this tool. 1,l
AnimPack 1he name o the animation pack the AI will use. 1ext
DropPack 1he equipment the AI will drop upon death. Lquip
Lquipment 1he equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
JUMP_1ABLL Unknown or this tool. 1ext
JumpAngle Unknown or this tool. 1ext
KL\lRAML_1ABLL Unknown or this tool. 1ext
MeleeDamage Deines the amount o melee damage caused by monkey.
MeleeDistance Deines the range o the melee attack.
Model 1he 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SOUND_1ABLL Unknown or this tool.
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
F A R C R Y
88 88 88 88
SoundPack 1he name o the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed 1he speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can walk orwards.
GraityMultiplier Unknown or this tool.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
Responsieness Unknown or this tool.
Special Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Suppressed1hrhld Unknown or this tool.
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

MvtavtRear: vot /vorv to ror/

Parameter Lxplanation Range
lelmetProtection Determines i the grunt receies protection rom a headshot. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
AectSOM Unknown or this tool. 1,l
AnimPack 1he name o the animation pack the AI will use. 1ext
AwareOPlayer1arget Unknown or this tool. 1,l
DropPack 1he equipment the AI will drop upon death. Lquip
Lquipment 1he equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
KL\lRAML_1ABLL Unknown or this tool. 1ext
MeleeDamage Deines the amount o melee damage caused by monkey.
MeleeDistance Deines the range o the melee attack.
Model 1he 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SOUND_1ABLL Unknown or this tool.
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
SoundPack 1he name o the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed 1he speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
CustomParticle Unknown or this tool.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can walk orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
Responsieness Unknown or this tool.
Special Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Suppressed1hrhld Unknown or this tool.
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

Mvtavtcovt: vot /vorv to ror/

F A R C R Y
89 89 89 89
Parameter Lxplanation Range
lelmetProtection Determines i the grunt receies protection rom a headshot. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
AectSOM Unknown or this tool. 1,l
AnimPack 1he name o the animation pack the AI will use. 1ext
AwareOPlayer1arget Unknown or this tool. 1,l
DropPack 1he equipment the AI will drop upon death. Lquip
Lquipment 1he equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
JUMP_1ABLL Unknown or this tool. 1ext
JumpAngle Unknown or this tool.
KL\lRAML_1ABLL Unknown or this tool. 1ext
MeleeDamage Deines the amount o melee damage caused by monkey.
Model 1he 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SOUND_1ABLL Unknown or this tool.
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
SoundPack 1he name o the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed 1he speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can walk orwards.
Graity_multiplier Unknown or this tool.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
Responsieness Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Suppressed1hrhld Unknown or this tool.
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

^PC: vov ta,er cbaracter.

Parameter Lxplanation Range
lelmetModel Deines the 3D model used or this object`s helmet. lile
lelmetOnStart Determines i the grunt starts with a helmet or not. 1,l
lelmetProtection Determines i the grunt receies protection rom a headshot. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the grunt`s group.
Sightrange Deines the maximum sight range o the grunt.
Soundrange Deines the maximum hearing range o the grunt.
AectSOM Unknown or this tool. 1,l
AnimPack 1he name o the animation pack the AI will use. 1ext
DropPack 1he equipment the AI will drop upon death. Lquip
Lquipment 1he equipment the AI will use. Lquip
Grouplostility Unknown or this tool.
lasArmor Determines i the AI has armour. 1,l
KL\lRAML_1ABLL Unknown or this tool. 1ext
Model 1he 3D model o the AI. lile
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SOUND_1ABLL Unknown or this tool.
SleepOnSpawn Determines i the AI is actiated once the map starts. 1,l
SoundPack 1he name o the sound pack the AI uses. 1ext
Specieslostility Unknown or this tool.
1akeProximityDamage Determines i the AI takes proximity damage. 1,l
1rackable Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
F A R C R Y
90 90 90 90
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Back_speed 1he speed at which the AI can walk backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can walk orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
Responsieness Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Suppressed1hrhld Unknown or this tool.
.viRefeea. Determines the moement speed o the AI.
SpeedScales Determines the aect upon speed o AI stances.

Pig: . avivat.
See NPC

bar/: . avivat.
See NPC

ovvavre..or: .vre..e. .ovva iv a certaiv ravge.

Parameter Lxplanation Range
Raaiv. Deines the range o the sound suppression.

122: 11O troo carrier.

Parameter Lxplanation Range
Rope1Name Deines the name o the irst rope used by descending troops. 1ext
Rope2Name Deines the name o the second rope used by descending troops. 1ext
Rope3Name Deines the name o the third rope used by descending troops. 1ext
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
AttackAltitude 1he height rom which the helicopter AI will attack rom.
Bendlorce Unknown or this tool.
DropPack Unknown or this tool.
DmgScaleBullet Damage modiier or the helicopter`s gun ire.
DmgScaleLxplosion Damage modiier or the explosions rom this helicopter.
ladeLngineSound Sets whether the engine sounds ades in and out with the distance o the AI rom the player. 1,l
llightAltitude Sets the maximum altitude or the helicopter.
llightAltitudeMin Sets the minimum altitude or the helicopter.
Grouplostility Unknown or this tool.
GunModel Deines the 3D model o the gun mounted on the helicopter. lile
IgnoreCollisions Determines i the helicopter can ignore collisions. 1,l
IsKiller Unknown or this tool. 1,l
KillDist Unknown or this tool.
Model Deines the 3D model or the helicopter lile
Pathloop Determines i the helicopter will loop at the end o its path. 1,l
Persistence Unknown or this tool.
SoundOutdoorOnly Determines i the you will only hear the sound o the object outside o buildings. 1,l
Specieslostility Unknown or this tool.
StartDelay Unknown or this tool.
1rackable Unknown or this tool. 1,l
Attackrange Sets how close the AI must be to target beore it will start iring.
Back_speed 1he speed at which the AI can moe backwards.
Character Sets the job o the AI. List
Commrange Deines the communication o the AI.
DropAltitude Unknown or this tool.
Lye_height Unknown or this tool.
lorward_speed 1he speed at which the AI can moe orwards.
lorizontal_o Deines the horizontal ield o iew o the AI in degrees. 0-360
Max_health Sets the starting health o the AI.
Path_name Deines the name o the path that the AI will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointAttack Deines the name o the tag point that the helicopter will attack once ordered. 1ext
PointBackO Deines the name o the tag point that the helicopter will return to ater inishing its job, losing its pilot, or
taking damage.
1ext
F A R C R Y
91 91 91 91
PointReinorce Deines the name o the tag point that the helicopter will reinorce once ordered. 1ext
Responsieness Unknown or this tool.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Vertical_o Sets the ertical ield o iew or the helicopter. 0-180
to.iovParav. Settings or the explosion caused by the helicopter`s destruction.
Damage Damage caused when the helicopter is destroyed.
ImpulsiePressure Unknown or this tool.
Radius Unknown or this tool.
RadiusMax Deines maximum radius o explosion.
RadiusMin Deines minimum radius o explosion
CvvverParav. Settings or the helicopter`s gunner.
AttackRange Sets how close the gunner must be to target beore it will start iring.
lorizontal_o Deines the horizontal ield o iew or the gunner. 0-360
Responsieness Unknown or this tool.
igbtravge Deines the sight range o the gunner.

!orv: . avivat.
Model no longer in editor.

Boids Iolder

ira.: avivatea bira. tbat ft, acro.. tbe va.

Parameter Lxplanation Range
ActiateOnStart Determines i the birds will ly as soon as the map loads. 1,l
BoidlOV lield o iew o the birds. 0-360
BoidSize Size o the Boid.
lactorAlign Unknown or this tool.
lactorAoidLand Unknown or this tool.
lactorCohesion Unknown or this tool.
lactorOrigin Unknown or this tool.
lactorSeparation Unknown or this tool.
lollowPlayer Determines i the birds will ollow player. 1,l
InnerRadius Unknown or this tool.
MaxAnimSpeed Unknown or this tool.
MaxAttractDist Unknown or this tool.
Minleight Unknown or this tool.
MaxSpeed Unknown or this tool.
Model Deines 3D model used by birds. lile
NoLanding Determines i the birds can land on the ground or not. 1,l
NumBirds Deines number o birds in the sphere.
ObstacleAoidance Unknown or this tool. 1,l
OuterRadius Unknown or this tool.
VisibilityDistance Deines the distances at which bugs will be displayed.
Boid_mass Unknown or this tool.
Boid_radius Unknown or this tool.
Crarit,_at_aeatb Unknown or this tool.

vg.: avivatea iv.ect..

Parameter Lxplanation Range
ActiateOnStart Determines i the birds will ly as soon as the map loads. 1,l
Animation Unknown or this tool.
AnimationSpeed Unknown or this tool.
Behaiour Unknown or this tool.
Character Unknown or this tool.
lactorOrigin Unknown or this tool.
lollowPlayer Unknown or this tool.
leightMax Unknown or this tool.
leightMin Unknown or this tool.
Model1 Deines irst 3D model or bugs. lile
Model2 Deines second 3D model or bugs. lile
Model3 Deines third 3D model or bugs. lile
Model4 Deines ourth 3D model or bugs. lile
Model5 Deines ith 3D model or bugs. lile
NoLanding Determines i the bugs can land on the ground or not. 1,l
NumBugs Deines the number o bugs used.
Radius Unknown or this tool.
RandomMoement Unknown or this tool.
Scale Unknown or this tool.
SpeedMax Deines the maximum moement speed.
SpeedMin Deines the minimum moement speed.
1i.ibitit,Di.t Deines the distances at which bugs will be displayed.
F A R C R Y
92 92 92 92

i.b: avivatea fi.b for vvaerrater.

Parameter Lxplanation Range
ActiateOnStart Determines i the ish will be animated as soon as the map loads. 1,l
BoidlOV lield o iew o the ish. 0-360
BoidSize Size o the Boid.
lactorAlign Unknown or this tool.
lactorAoidLand Unknown or this tool.
lactorCohesion Unknown or this tool.
lactorOrigin Unknown or this tool.
lactorSeparation Unknown or this tool.
lollowPlayer Determines i the birds will ollow player. 1,l
InnerRadius Unknown or this tool.
MaxAnimSpeed Unknown or this tool.
MaxAttractDist Unknown or this tool.
Minleight Unknown or this tool.
MaxSpeed Unknown or this tool.
Model Deines 3D model used by ish. lile
NoLanding Unknown or this tool 1,l
Numlish Deines number o ish in the sphere.
ObstacleAoidance Unknown or this tool. 1,l
1i.ibitit,Di.tavce Deines the distances at which bugs will be displayed.

Doors Iolder

.vtovaticDoor: aoor rbicb oev. avtovaticatt, rbev ta,er aroacbe..

Parameter Lxplanation Range
AnimatedModel Unknown or this tool. lile
Automatic Determines i door opens by itsel, or i the player needs to press the use key. 1,l
CloseDelay Deines the time beore the door closes ater player passes through.
CloseSound Deines the sound played upon closing. lile
Close1imer Sets whether the door closes or not ater a period o time. 1,l
Lnabled Sets whether the door can be opened or not. 1,l
Model_Let Deines the let hand door model. lile
Model_Right Deines the right hand door model lile
MoingDistance Deines how ar the door will moe into the wall.
MoingSpeed Deines the speed at which the door will open.
NeededKey Deines the number o the key needed to open door, -1 ~ none.
OpenSound Deines the sound made when door is opened. lile
PlayerBounce Unknown or this tool.
PlayerOnly Determines i only the player can open the door. 1,l
1extInstruction Deines the text to be displayed on the lUD when the player is in the doors bounding box. 1ext
UnlockSound Deines the doors unlocking sound. lile
UseAnimatedModel Unknown or this tool. 1,l
UsePortal Unknown or this tool. 1,l
. ovva revt Unknown or this tool.
Lnabled Unknown or this tool. 1,l
Radius Unknown or this tool.
O`_ie Deines the size o the bounding box.
X Size o bounding box on the X axis.
\ Size o bounding box on the \ axis.
Z Size o bounding box on the Z axis.
Directiov Deines the direction the door will open in.
X Direction the door will moe on the X axis.
\ Direction the door will moe on the X axis.
Z Direction the door will moe on the X axis.

.vtovaticDoor1Piece: |^K^O!^ 1OO

Parameter Lxplanation Range
Automatic Determines i door opens by itsel, or i the player needs to press the use key. 1,l
CloseDelay Deines the time beore the door closes ater player passes through.
CloseSound Deines the sound played upon closing. lile
Close1imer Sets whether the door closes or not ater a period o time. 1,l
Lnabled Sets whether the door can be opened or not. 1,l
Model Deines the 3D door model. lile
MoingDistance Deines how ar the door will moe into the wall.
MoingSpeed Deines the speed at which the door will open.
NeededKey Deines the number o the key needed to open door, -1 ~ none.
OpenSound Deines the sound made when door is opened. lile
PlayerBounce Unknown or this tool.
F A R C R Y
93 93 93 93
PlayerOnly Determines i only the player can open the door. 1,l
O`_ie Deines the size o the bounding box.
X Size o bounding box on the X axis.
\ Size o bounding box on the \ axis.
Z Size o bounding box on the Z axis.
Directiov Deines the direction the door will open in.
X Direction the door will moe on the X axis.
\ Direction the door will moe on the X axis.
Z Direction the door will moe on the X axis.

Door: vovavtovatic aoor.

Parameter Lxplanation Range
AnimatedModel Unknown or this tool. lile
AnimationClose Unknown or this tool. 1ext
AnimationOpen Unknown or this tool. 1ext
AnimationOpenBack Unknown or this tool. 1ext
AnimationSpeed Deines the speed at which the door opens.
Automatic Determines whether the player requires the use key in order to open door. 1,l
Bounds Deines the bounding box parameters or the door. X\Z
CloseDelay Deines the delay beore the door closes.
Lnabled Sets whether the door can be used or not. 1,l
NeededKey Deines the number o the key needed to open door, -1 ~ none.
PlayerOnly Determines i only the player can open the door. 1,l
1extInstruction Deines the text to be displayed on the lUD when the player is in the doors bounding box. 1ext
UsePortal Unknown or this tool. 1,l
ovva Deines sound properties or object.
Close Closing sound. lile
InnerRadius Radius at which sound can be heard at ull olume.
Open Opening sound. lile
OuterRadius Radius at which sound can be heard at ading olume.
Unlock Unlocking sound. lile
1otvve Volume o sound.

Llevator Iolder

.vtovaticterator: eterator rbicb oerate. avtovaticatt,.

Parameter Lxplanation Range
Actie Sets eleator to actie or inactie. 1,l
Automatic Determines whether eleator operates automatically or not. 1,l
CloseDelay Sets the delay beore the eleator will automatically close`, i.e. moe to its second location.
LoopSound Deines sound played when eleator moes, must be a loop. lile
MapVisMask Unknown or this tool.
MaterialDeault Material used when eleator is stationary. 1ext
MaterialDown Material used when eleator is moing down. 1ext
MaterialUp Material used when eleator is moing up. 1ext
Model Deines 3D model used by eleator. lile
MoingDistance Deines the distance the eleator will moe upon actiation by player.
MoingSpeed Deines the speed at which the eleator will moe.
OpenDelay Sets the delay beore the eleator will automatically open`, i.e. moe to its irst location.
RetriggerDelay Deines the amount o time beore the eleator can be used again.
StartSound Deines the sound when the eleator starts. lile
LndSound Deines the sound when the eleator stops. lile
Directiov Deines the direction the eleator traels in.
X Moement on the X axis.
\ Moement on the \ axis.
Z Moement on the Z axis, -1 ~ down.
!arvigbt Deines parameters or the warning light.
Aects1hisAreaOnly Aects only the inside o eleator. 1,l
lakeLight Use non-dynamic light. 1,l
las\arnLight Lleator has warning light. 1,l
leatSource Light is considered a heat source. 1,l
LightDiuse 1he diuse colour o the light. RGB
LightRadius Radius o the light.
LightRotSpeed. Speed at which light rotates.
LightSpecular 1he specular colour o the light. RGB
ProjectInAllDirections Light will be projected in all directions. 1,l
ProjectorlOV 1he angle at which light will be projected.
Projected1exture 1he texture the light will project. lile
UsedInReal1ime Unknown or this tool. 1,l
LightShader Shader used or light. List
igbt.vgte. Angle o the light source. X\Z

F A R C R Y
94 94 94 94
t,ivgo: .tiae v.ea for carr,ivg ta, aorv raiat,.

Parameter Lxplanation Range
Lnabled Determines i the lying ox can be used or not. 1,l
LimitedRAngle Sets the limits o the player`s ield o iew when on the lying ox.
Model Deines the 3D model used or the lying ox. lile
Acceleration Deines the acceleration speed o the lying ox.
Destination Deines the name o the tag point that the lying ox will moe to. 1ext
Message Sets the text message to be used when player is in proximity to the lying ox. 1ext
1etocit, Deines the maximum speed o the lying ox.

aaaer: ob;ect v.ea for vavvat vorevevt v ava aorv.

Parameter Lxplanation Range
AngleOset Unknown or this tool.
langleLimit Unknown or this tool.
LadderCGl Deines 3D model or ladder. lile
LockDist Deines the distance rom the ladder at which the player is considered to be on it.
Pb,.icatie Determines i the ladder is a physicalized object or not. 1,l

Lights Iolder

D,vavicigbt: geveric a,vavic tigbt ob;ect for v.e iv att va..

Parameter Lxplanation Range
Actie Sets the light on or o. 1,l
Aects1hisAreaOnly Determines i light aects only the area in which it is placed. 1,l
AnimName Name o animation applied to light. 1ext
AnimationSpeed Deines the speed at which the light is animated.
CoronaScale Unknown or this tool.
Diuse Deines the diuse colour o light. RGB
DiuseMultiplier Deines brightness o light.
Dot31ype Determines i light will be a Dot3 type. 1,l
lakeLight Determines i the light will use a non-dynamic source. 1,l
lakeRadiosity Determines i ake radiosity will be pre-calculated or light. 1,l
leatSource Sets whether the light is treated as a heat source or not. 1,l
Ignore1errain Determines i the light will aect the terrain or not. 1,l
LightDir Deines the direction o the light. X\Z
LightStyle Sets the style o the light, e.g. lashing, pulsating, etc.
Model01 Deines the model used or types 0 and 1. lile
Model2 Deines the model used or type 2. lile
Model3 Deines the model used or type 3. lile
OuterRadius Unknown or this tool.
ProjectInAllDirections Determines i the light will shine in all directions. 1,l
ProjectorlOV Deines the angle at which the light will be projected.
Projector1exture Deines the texture to be used by the light. lile
RndPoslreq Unknown or this tool.
Specular Deines the colour o the specular light. RGB
SpecularMultiplier Deines the brightness o the specular light.
UseAnimation Unknown or this tool.
UsedInReal1ime Unknown or this tool.
Damping Deines how much the impulse eects on the light will be reduced ,dampened,.
LightShader Deines the shader or the light, e.g. beam. List
Light1ype Selects which o the 3D models to use. 0-3
Max_time_step Unknown or this tool.
ShakeAmount Deines how much impulse the light is gien each time it is shaken.
ShakeReresh1ime Deines how oten the light is shaken, 0 is the deault and means the light will not be shaken.
SleepSpeed Unknown or this tool.
\eight Unknown or this tool.
Otiviatiov Optimizations or low-spec machines.
OnlylorlighSpec Determines i the light is used only on high-spec machines. 1,l
ecvtarOvt,origbec Determines i specular light is used only on high-spec machines 1,l

Mines Directory

.reaMive: vive rbicb etoae. rbev ta,er evter. av area .bae tiv/ea to it.

Parameter Lxplanation Range
vabtea Determines i mine is actie or not. 1,l

rogMive

F A R C R Y
95 95 95 95
Parameter Lxplanation Range
Delay Deines the amount o time beore the mine explodes.
Lnabled Determines i the mine is actie or not. 1,l
OnlyPlayer Determines i only the player can actiate the mine. 1,l
Raaiv. Deines the radius size that will set o the mine.

Proivit,Mive: vive tbat etoae. rbev ta,er i. vear.

Parameter Lxplanation Range
ActiationSound Deines sound to be played when mine is triggered. lile
Delay Deines the amount o time beore the mine explodes.
Lnabled Determines i the mine is actie or not. 1,l
LxplosionDamage Deines how much damage the explosion will cause.
Model Deines the 3D model or the mine. lile
OnlyPlayer Determines i only the player can actiate the mine. 1,l
Raaiv. Deines the radius size that will set o the mine.

Multiplayer Iolder

..|1Cbec/Poivt: .arv oivt ava cbec/ oivt ov a..avtt voae.

Parameter Lxplanation Range
AttackerSpawnPoint Sets the spawn point to be attacker. 1,l
CheckPoint_Number Sets the check point number.
DeenderSpawnPoint. Sets the spawn point to be deender. 1,l
Visible Determines i the spawn point is isible or not. 1,l
!arv|1ive Deines how much time there is beore each game starts.

vitaPoivt: C1O^ O 1 O]C1 CR. D1OR

C.tag: |^K^O!^ 1OO

Parameter Lxplanation Range
1imeDelay Unknown or this tool.
Blend1ype Unknown or this tool.
Bouncyness Unknown or this tool.
Count Unknown or this tool.
Draw_last Unknown or this tool.
ladeintime Unknown or this tool.
locus Unknown or this tool.
lrames Unknown or this tool.
Lietime Unknown or this tool.
Particle_time Unknown or this tool.
Physics Unknown or this tool.
Size Unknown or this tool.
Size_speed Unknown or this tool.
Speed Unknown or this tool.
1ail_length Unknown or this tool.
1urbulence_size Unknown or this tool.
1urbulence_speed Unknown or this tool.
Graity Unknown or this tool. X\Z
Rotatiov Unknown or this tool. X\Z

C1tag: ftag for C1 gave..

Parameter Lxplanation Range
1eav Deines colour o the team the lag belongs to, i.e. red or blue. 1ext

CvrrevtMi..iov: v.ea iv ..|1 gave. to ivaicate to ta,er rbat tbeir vet ob;ectire i..

Parameter Lxplanation Range
Mission1extAttacker Sets the text the attacker will see in their lUD or the mission ,lag,. 1ext
Mission1extDeender Sets the text the deender will see in their lUD or the mission ,lag,. 1ext
RadarBeacon Determines i there is a beacon objectie on the radar. 1,l
StartSoundAttacker Deines the sound the attacker will hear upon actiating the objectie. lile
tartovvaDefevaer Deines the sound the deender will hear upon actiating the objectie. lile

eativgPoivt: a oivt ov tbe va tbat beat. ta,er. ivcrevevtatt,.

Parameter Lxplanation Range
F A R C R Y
96 96 96 96
Amount Deines the amount o healing to be gien each tick.
Amount2 Unknown or this tool.
AwakePhysics Unknown or this tool.
lade1ime Unknown or this tool.
PlayerOnly Determines i the healing is or the player only. 1,l
Respawn1ime Deines the respawn time o the player attached to the point.
ShowlloatingIcon Unknown or this tool. 1,l
1eav Deines colour o the team the point belongs to, i.e. red or blue. 1ext

Pboevi: a toot for va/ivg av evtit, re.arv.

Parameter Lxplanation Range
Respawn1ime Deines the time beore the entity attached can respawn.
!itbRe.arvC,cte Determines i the entity will respawn at the same time as player. 1,l

|vitigbigbt: |^K^O!^ 1OO

Others Iolder

.Crate: a crate tbat tbe . cav vore arovva.

Parameter Lxplanation Range
Density Deines density o the object.
Mass Deines the crate`s mass.
Moaet Deines the 3D model used by the crate. lile

.vivOb;ect: |^K^O!^ 1OO

Parameter Lxplanation Range
AlwaysUpdate Unknown or this tool. 1,l
Animation Unknown or this tool. 1ext
Model Unknown or this tool. lile
Physicalize Unknown or this tool. 1,l
Playing Unknown or this tool. 1,l
.ttacbvet1 Unknown or this tool.
Object Unknown or this tool. lile
BoneName Unknown or this tool. 1ext
.ttacbvet2 Unknown or this tool.
Object Unknown or this tool. lile
BoneName Unknown or this tool. 1ext
.ttacbvet Unknown or this tool.
Object Unknown or this tool. lile
BoneName Unknown or this tool. 1ext
.ttacbvet1 Unknown or this tool.
Object Unknown or this tool. lile
ove^ave Unknown or this tool. 1ext

a.icvtit,: v.ea iv va/ivg av ob;ect b,.icatiea.

Parameter Lxplanation Range
AIAction Deines the job that the AI will perorm. List
AnchorRadius Deines the radius which will act upon the AI.
AnimStart Unknown or this tool. lile
AnimLnd Unknown or this tool. lile
Model Deines the 3D model or the object. lile
DamagePlayer Unknown or this tool.
.vivatiov Deines the animation parameters or the object.
Animation Name o the animation. 1ext
Loop \hether the animation loops or not. 1,l
Playing Is the animation playing. 1,l
Speed 1he speed at which the animation plays.
Pb,.ic. Deines the physical parameters o the object.
ActiateOnDamage \hether the physics will be actiated on damage caused to object. 1,l
Density Density o object.
lixedDamping Unknown or this tool.
Impulse Deines the direction and amount o impulse gien to object upon AddImpulse eent signal being receied. X\Z
Mass 1he mass o the object.
Resting Unknown or this tool. 1,l
RigidBody \hether the object has a rigid body. 1,l
RigidBodyActie Unknown or this tool. 1,l
1ype Unknown or this tool.
Damping 1he damping to be applied to the impulse o the object`s moement.
F A R C R Y
97 97 97 97
Max_time_step Unknown or this tool.
Sleep_speed Unknown or this tool.
\ater_damping Unknown or this tool.
\ater_density Unknown or this tool.
\ater_resistance Unknown or this tool.
orec Deines the parameters applied to the object on low-spec machines.
Density Unknown or this tool.
KeepMassAnd\ater Unknown or this tool. 1,l
KeepRigidBody Unknown or this tool. 1,l
Mass Unknown or this tool.
RigidBody Unknown or this tool. 1,l
Max_time_step Unknown or this tool.
Sleep_speed Unknown or this tool.
\ater_density Unknown or this tool.
!ater_re.i.tavce Unknown or this tool.

rea/abteOb;ect: cav be ae.tro,ea ava ritt teare articte. ov tbe va for a tive.

Parameter Lxplanation Range
BreakImpuls Unknown or this tool.
Damage Deines how much damage is caused by the explosion.
Lxplosion Determines i the object can be exploded or not. 1,l
LxplosionRadius Deines the range o the explosion.
Model Deines the 3D model or the explosion. lile
1riggeredOnlyByLxplosion Determines whether the object will only be triggered by an explosion. 1,l
ImpulsiePressure Unknown or this tool.
Rmax Unknown or this tool.
Rmin Unknown or this tool.
D,ivgovva Deines the sound o the object being destroyed.
lilename Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
Volume Volume o sound.
Part. Unknown or this tool.
Density Unknown or this tool.
Lie1ime Unknown or this tool.
RigidBody Unknown or this tool. 1,l
.vivatiov Deines the animation parameters or the object.
Animation Name o the animation. 1ext
Loop \hether the animation loops or not. 1,l
Playing Is the animation playing. 1,l
Speed 1he speed at which the animation plays.
Pb,.ic. Deines the physical parameters o the object.
ActiateOnDamage \hether the physics will be actiated on damage caused to object. 1,l
Density Density o object.
lixedDamping Unknown or this tool.
Impulse Deines the direction and amount o impulse gien to object upon AddImpulse eent signal being receied. X\Z
Mass 1he mass o the object.
Resting Unknown or this tool. 1,l
RigidBody \hether the object has a rigid body. 1,l
RigidBodyActie Unknown or this tool. 1,l
1ype Unknown or this tool.
Damping 1he damping to be applied to the impulse o the object`s moement.
Max_time_step Unknown or this tool.
Sleep_speed Unknown or this tool.
\ater_damping Unknown or this tool.
\ater_density Unknown or this tool.
\ater_resistance Unknown or this tool.

vitaabteOb;ect: cav be cov.trvctea.
lor use on assault mode maps and single players.

Parameter Lxplanation Range
InitialState Deines the initial state o the object.
Model_building Deines the 3D model or the object being built. lile
Model_built Deines the 3D model o the completed building. lile
Model_damaged Deines the 3D model o the building when damaged. lile
Model_repair Deines the 3D model o the building while under repair. lile
Model_unbuilt Deines the 3D model o the building when not built. lile
Max_builtpoints Deines how long it takes to build the object.
Max_hitpoints Deines the number o hit points the building has beore being destroyed.
Ma_reairoivt. Deines how long it takes to repair the object.

Caveraovrce: |^K^O!^ 1OO
F A R C R Y
98 98 98 98

Cavera1argetPoivt: |^K^O!^ 1OO

Catvre: C1O^ O 1 O]C1 CR. D1OR

Cbaivrivg: b,.icatiea cbaiv. tbat cav be attacbea to otber ob;ect..

Parameter Lxplanation Range
Attach1o Deines name o object to attach chain to. 1ext
Attach1oPart Unknown or this tool.
Attach1oPartUp Unknown or this tool.
Attach1oUp Unknown or this tool. 1ex t
Awake Unknown or this tool. 1,l
CheckCollision Determines i chain checks or collisions with player. 1,l
Check1errainCollision Determines i chain checks or collisions with terrain. 1,l
DetachOnDamage Determines i chain detaches rom object upon being damaged. 1,l
Model Deines the 3D model or chain. lile
Shootable Determines i shooting chain will break it. 1,l
Coll_dist Deines the size o the collision detection box around the chain.
Damping Deines how much the chain`s impulse is aected by damping.
lriction Unknown or this tool.
Mass Deines the mass o the chain.
Material Unknown or this tool. 1ext
Max_time_step Unknown or this tool.
Num_ropes Unknown or this tool.
Rope_name Unknown or this tool. 1ext
Sleep_speed Unknown or this tool.
orec Deines parameters or low-spec machines
KeepCollision Keep collision or low-spec machines. 1,l
Max_time_step Unknown or this tool.
Sleep_speed Unknown or this tool.
Crarit, Deines the strength o graity through each axis.
X Graity on the X axis.
\ Graity on the \ axis.
Z Graity on the Z axis.

Davage.rea: av area tbat ritt aavage ta,er.

Parameter Lxplanation Range
Lnabled Determines i damage is enabled. 1,l
DavageRate Deines how much damage is dealt to the player.

Deaaoa,: av ob;ect for aeaa boaie. ritb b,.ic..

Parameter Lxplanation Range
Collides\ithPlayers Determines i the object can collide with players. 1,l
Mass Deines the mass o the dead body.
Model Deines the 3D model used by the dead body. lile
PushableByPlayer Determines i the player can push the dead body around. 1,l
Resting Unknown or this tool. 1,l
Lying_damping Unknown or this tool.
,ivg_grarit, Unknown or this tool.

De.tro,abteOb;ect: teare. rrec/age bebiva after ae.trvctiov.

Parameter Lxplanation Range
AllowMeleeDamage Sets whether the player can inlict damage to object with melee weapons. 1,l
Damage Deines the damage caused by the object exploding.
Lxplosion Determines whether the object makes an explosion upon destruction. 1,l
LxplosionRadius Deines the range o explosion.
Lxplosion1able Unknown or this tool. 1ext
lidden Determines whether the object is hidden in the game or not. 1,l
Model Deines the 3D model or the object. lile
ModelDestroyed Deines the 3D model or the object when destroyed. lile
PlayerDamage Unknown or this tool.
PlayerDamageRadius Unknown or this tool.
PlayerOnly Determines i the explosion will damage only the player. 1,l
1riggeredOnlyByLxplosion Determines i the destruction can only be caused by an explosion. 1,l
ImpulsiePressure Deines the strength o the explosion.
Rmax Unknown or this tool.
Rmin Unknown or this tool.
1imer Unknown or this tool.
F A R C R Y
99 99 99 99
.tireovvaoo Deines the parameters o the object sound when not destroyed.
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
Volume Volume o sound.
Deaaovvaoo Deines the parameters o the object sound when destroyed.
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
Volume Volume o sound.
.vivatiov Deines the parameters o the object sound when being destroyed.
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
Volume Volume o sound.
Pb,.ic. Deines the physical parameters o the object.
ActiateOnDamage \hether the physics will be actiated on damage caused to object. 1,l
Density Density o object.
lixedDamping Unknown or this tool.
Impulse Deines the direction and amount o impulse gien to object upon AddImpulse eent signal being receied. X\Z
Mass 1he mass o the object.
Resting Unknown or this tool. 1,l
RigidBody \hether the object has a rigid body. 1,l
RigidBodyActie Unknown or this tool. 1,l
1ype Unknown or this tool.
Damping 1he damping to be applied to the impulse o the object`s moement.
Max_time_step Unknown or this tool.
Sleep_speed Unknown or this tool.
\ater_damping Unknown or this tool.
\ater_density Unknown or this tool.
!ater_re.i.tavce Unknown or this tool.

tagvtit,: for v.e a. av avivatea ftag.

Parameter Lxplanation Range
Moaet_.vorter Deines the 3D model o the lagpole. lile

Caverevt: cbec/oivt for .arivg gave.

Parameter Lxplanation Range
AllowedDeath Deines the number o deaths beore diiculty change when auto diiculty` is being used.
Id Deines the Game Lent`s identiication number.
RespawnAt1agpoint Determines whether player will respawn at his tag point. 1,l
|viqve^ave Deines the unique name o the sae point. 1ext

etitatic: av avivatea gvv.bi tbat cavvot be vorea.

Parameter Lxplanation Range
DmgScaleBullet Unknown or this tool.
DmgScaleLxplosion Unknown or this tool.
Mass Deines the mass o the helicopter.
RigidBodyActie Unknown or this tool. 1,l
1rackable Unknown or this tool. 1,l
Lngine_ile Points to the sound ile or the engine. lile
Max_health Deines the amount o health or the helicopter.
to.iovParav. Deines the parameters or the helicopter`s explosion
Damage 1he amount o damage caused by the explosion.
ImpulsiePressure 1he amount o impulse generated by the explosion.
Radius Unknown or this tool.
RadiusMax Unknown or this tool.
Raaiv.Miv Unknown or this tool.

Piece: |^K^O!^ 1OO

Parameter Lxplanation Range
Behaiour Unknown or this tool. List
GroupID Unknown or this tool.
SightRange Unknown or this tool.
SoundRange Unknown or this tool.
Grouplostility Unknown or this tool.
Specieslostility Unknown or this tool. 1,l
1rackable Unknown or this tool.
Aggression Unknown or this tool.
F A R C R Y
100 100 100 100
Attackrange Unknown or this tool.
Character Unknown or this tool. List
Cohesion Unknown or this tool.
Commrange Unknown or this tool.
Lye_height Unknown or this tool.
lorward_speed Unknown or this tool.
lorizontal_o Unknown or this tool.
Responsieness Unknown or this tool.
ecie. Unknown or this tool.

Proivit,Davage: cav.e. a aegree of aavage to a ta,er iv roivit, to tbe ob;ect.

Parameter Lxplanation Range
DamageRate Deines the damage caused per second.
Damage1ype Unknown or this tool.
Lnabled Sets proximity damage on or o. 1,l
leight Deines the height o the damage object.
Radius Deines the radius o the damage object.
ShakeOnly Sets the object to only shake the player`s iew. 1,l
Shake1ype Deines the type o shake applied to the iew.
SkipAI Determines whether AI entities are aected by damage object. 1,l
SkipPlayer Determines whether players are aected by damage object. 1,l
1rigger Sets the damage object to trigger once or repeatedly. 1,l

Pv.ber: gire. a v.b to a b,.icatiea ob;ect.

Parameter Lxplanation Range
Lnabled 1urns the object on or o. 1,l
Impulse Deines the amount o push` gien to the object.
Ovce Sets the pusher to work once or repeatedly. 1,l

Raaio: v.ea b, . to catt for reivforcevevt..

Parameter Lxplanation Range
Damage Deines damage caused in explosion area.
DimX Unknown or this tool.
Dim\ Unknown or this tool.
DimZ Unknown or this tool.
Lxplosion Determines i there is an explosion or not. 1,l
LxplosionLect Deines the name o the explosion eect. 1ext
LxplosionRadius Deines the radius o the explosion.
LxplosionScale Deines the size o the explosion.
Model Points to the ile name o the 3D model or the radio. lile
ModelDestroyed Points to the ile name o the 3D model or the radio when destroyed. lile
OnlyAICan1rigger Determines i only AI entities can trigger the radio alarm. 1,l
1rackable Unknown or this tool. 1,l
1riggeredOnlyByLxplosion Determines whether the alarm can be triggered only by explosions. 1,l
ImpulsiePressure Deines the strength o the explosion.
Rmax Deines the maximum range o the pressure.
Rmin Deines the minimum range o the pressure.
.tireovvaoo Deines the sound o the radio loop when not destroyed.
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
Volume Volume o sound.
DeaaParticte. Deines the parameters o the particles used when the radio is destroyed.
Actie Sets the particles on or o. 1,l
AdditieBlend 1he particle light will blend additiely with the enironment lighting. 1,l
Bounciness low much bounce` the particles will hae.
ChildSpawnPeriod low long the particles will subside on the screen.
ColorLnd Colour at the end o the particle spray. RGB
ColorStart Colour at the start o the particle spray. RGB
Count Number o particles
DrawOrder Unknown or this tool.
ladeIn1ime 1he ade out time or the particles.
locus Unknown or this tool.
lrames 1he speed that the particles go up.
Lie1ime low long the particles last.
LinearSizeSpeed 1he speed o the particle will be constant or not. 1,l
Physics 1he particles are aected by physics, e.g. wind. 1,l
ShaderName 1he name o the particle shader. 1ext
Size Size o the particles.
SizeSpeed 1he speed at which the size will change.
Speed 1he speed at which particles will be born.
F A R C R Y
101 101 101 101
1ail Unknown or this tool.
1imeDelay 1ime delay between each particle creation.
1ype 1ype o particle used.
1urbulence_size low much turbulence will aect the particles.
1urbulence_speed low quickly turbulence will aect the particles.
CbitaProce..
Graity 1he direction the particles will trael. X\Z
Objects Unknown or this tool. lile
Rotation Angle and axis o particle rotation, i any. X\Z
1extures 1he dierent textures o the smoke eects. lile
Deaaovvaoo Deines the sound o the radio when it is dead.
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
Volume Volume o sound.
D,ivgovva Deines the sound o the radio as it is dying
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
1otvve Volume o sound.

Rai.ivg!ater: for creativg av area of ri.ivg rater.

Parameter Lxplanation Range
Speed Deines the speed at which the water will rise.
Update1ime Unknown or this tool.
\aterVolume Unknown or this tool.
leight_end Deines the inal height o the water.
eigbt_.tart Deines the starting height o the water.

Rigiaoa,: v.ea to create av, /iva of b,.icatiea rigia boa,.

Parameter Lxplanation Range
ActiateOnRocketDamage Sets whether the physics will actiate when damaged ater hit by a rocket. 1,l
Density Deines the density o the rigid body.
Mass Deines the mass o the rigid body.
Model Points to the 3D model o the rigid body. lile
Resting Unknown or this tool. 1,l
Visible Determines whether the object is isible in the game or not. 1,l
Damping Deines the amount o damping put on the object`s inertia.
Max_time_step Unknown or this tool.
Sleep_speed Unknown or this tool.
\ater_damping Unknown or this tool.
\ater_resistance Unknown or this tool.
vvt.e Unknown or this tool.

Roe: v.ea b, . evtitie. to ctivb aorv frov bvitaivg. ava beticoter..

Parameter Lxplanation Range
RetrieeRope Unknown or this tool. 1,l
Dro^ave Deines the name o the AI entity that will use the rope. 1ext

Rotator: C1O^ O 1 O]C1 CR. D1OR

boot1arget: |^K^O!^ 1OO

Parameter Lxplanation Range
Density Unknown or this tool.
Mass Unknown or this tool.
Model Unknown or this tool. lile
Name Unknown or this tool. 1ext
Pb,.icatiea Unknown or this tool. 1,l

rivgivgOb;ect: v.ea to create ob;ect. tbat .rivg.

Parameter Lxplanation Range
Model Pointer to 3D model used by the swinging object. lile
Resting Determines whether the object is swinging on initialisation, or at rest. 1,l
Shootable Determines whether the object can be shot or not. 1,l
ActiationImpulse Deines the strength o the irst swing upon actiation.
Coll_dist Deines the size o the collision box around the object.
F A R C R Y
102 102 102 102
Damage_player Deines the amount o damage caused to a player on contact.
Damage_scale Deines the size o the damage caused to the player on contact.
Damping Deines how much damping aects the inertia o the swinging object.
Mass Sets the mass o the swinging object.
Material Names the material used by the swinging object. 1ext
Max_time_step Unknown or this tool.
Sleep_speed Unknown or this tool.
Crarit, Sets the direction the swinging object will be attracted to. X\Z

riritCbair: |^K^O!^ 1OO

Parameter Lxplanation Range
Moaet Points to the 3D model used or the object. lile

1e.tCtotb: .oft boa, ob;ect.

Parameter Lxplanation Range
Model Points to the 3D model or the object. lile
Accuracy Unknown or this tool.
Air_resistance Deines the resistance o air against this object.
Collision_impulsion Deines how much impulse is gien to the object upon collision.
Damping Deines the eect o damping upon the objects inertia.
Damping_ratio Unknown or this tool.
Density Sets the density o the object.
Lxplosion_scale Unknown or this tool.
lriction Deines the riction leel o the object.
Impulse_scale Unknown or this tool.
Mass Sets the mass o the object.
Max_iters Unknown or this tool.
Max_sae_step Unknown or this tool.
Max_time_step Unknown or this tool.
Sleep_speed Unknown or this tool.
Stiness Deines the stiness o the cloth.
1hickness Deines the thickness o the cloth.
\ater_resistance Deines the leel o water resistance against the cloth.
Graity Sets the direction o graity or the object. X\Z
!iva Sets the wind direction or the object. X\Z

11: av ivgave 11.
Can only be destroyed by explosion - must add collision manually.

Parameter Lxplanation Range
Damage Deines the amount o health the 1V has.
Model Points to the 3D model o the 1V. lile
ModelDestroyed Points to the 3D model o the 1V ater destruction. lile
SndRadius Deines the radius at which the 1V can be heard.
SndVolume Sets the olume or the 1V.
.tireovvaoo Deines the parameters o the object sound when not destroyed.
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
Volume Volume o sound.
Deaaovvaoo Deines the parameters o the object sound when destroyed.
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
Volume Volume o sound.
.vivatiov Deines the parameters o the object sound when being destroyed.
lileName Points to the ilename o the sound. lile
InnerRadius Inner radius o the sound, ull olume.
OuterRadius Maximum range o sound.
1otvve Volume o sound.

Particle Iolder

Particteffect: eto.iov., ctova., etc.

Parameter Lxplanation Range
Actie Determines whether the particle eect is actie or not. 1,l
ParticleLect Names the shader eect used with the object. 1ext
Scale Sets the size o the eect.
SpawnPeriod Deines how long the eect will last.
F A R C R Y
103 103 103 103
|aateRaaiv. Deines the expansion rate o the eect.

Partictera,: ftave., .vo/e, raterfatt., etc.

Parameter Lxplanation Range
Actie Sets the particles on or o. 1,l
AdditieBlend 1he particle light will blend additiely with the enironment lighting. 1,l
Bounciness low much bounce` the particles will hae.
ChildSpawnPeriod low long the particles will subside on the screen.
ColorLnd Colour at the end o the particle spray. RGB
ColorStart Colour at the start o the particle spray. RGB
Count Number o particles
DrawOrder Unknown or this tool.
ladeIn1ime 1he ade out time or the particles.
locus Unknown or this tool.
lrames 1he speed that the particles go up.
Lie1ime low long the particles last.
LinearSizeSpeed 1he speed o the particle will be constant or not. 1,l
Physics 1he particles are aected by physics, e.g. wind. 1,l
ShaderName 1he name o the particle shader. 1ext
Size Size o the particles.
SizeSpeed 1he speed at which the size will change.
Speed 1he speed at which particles will be born.
1ail Unknown or this tool.
1imeDelay 1ime delay between each particle creation.
1ype 1ype o particle used.
UpdateRadius Unknown or this tool.
1urbulence_size low much turbulence will aect the particles.
1urbulence_speed low quickly turbulence will aect the particles.
CbitaProce.. Deines the parameters or the child process.
Actie Sets the particles on or o. 1,l
AdditieBlend 1he particle light will blend additiely with the enironment lighting. 1,l
Bounciness low much bounce` the particles will hae.
ChildSpawnPeriod low long the particles will subside on the screen.
ColorLnd Colour at the end o the particle spray. RGB
ColorStart Colour at the start o the particle spray. RGB
Count Number o particles
DrawOrder Unknown or this tool.
ladeIn1ime 1he ade out time or the particles.
locus Unknown or this tool.
lrames 1he speed that the particles go up.
Lie1ime low long the particles last.
LinearSizeSpeed 1he speed o the particle will be constant or not. 1,l
Physics 1he particles are aected by physics, e.g. wind. 1,l
ShaderName 1he name o the particle shader. 1ext
Size Size o the particles.
SizeSpeed 1he speed at which the size will change.
Speed 1he speed at which particles will be born.
1ail Unknown or this tool.
1imeDelay 1ime delay between each particle creation.
1ype 1ype o particle used.
Graity 1he direction the particles will trael. X\Z
Rotation Angle and axis o particle rotation, i any. X\Z
Crarit, 1he direction the particles will trael. X\Z
Ob;ect. Unknown or this tool. lile
Rotatiov Angle and axis o particle rotation, i any. X\Z
aceoooie Unknown or this tool. X\Z
1exture 1he dierent textures o the smoke eects. lile

Pickups Iolder

.vvoreaovvave : att avvo ic/v. for reaovvave reaov.

Parameter Lxplanation Range
Amount1 Deines the amount o ammo gien in a pick-up.
Amount2 Not used or this tool.
Aailability Unknown or this tool.
AwakePhysics Unknown or this tool. 1,l
lade1ime Unknown or this tool.
PlayerOnly Determines i this pick-up is or player only. 1,l
Respawn1ime Deines the amount o time beore the pick-up respawns.
bortoativgcov Unknown or this tool. 1,l

.rvor: arvovr ic/v.
F A R C R Y
104 104 104 104

Parameter Lxplanation Range
Amount1 Deines the amount o armour gien in a pick-up.
Amount2 Not used or this tool.
Aailability Unknown or this tool.
AwakePhysics Unknown or this tool. 1,l
lade1ime Unknown or this tool.
PlayerOnly Determines i this pick-up is or player only. 1,l
Respawn1ime Deines the amount o time beore the pick-up respawns.
bortoativgcov Unknown or this tool. 1,l

Cbec/oivt: |^K^O!^ 1OO

Parameter Lxplanation Range
Amount2 Unknown or this tool.
Aailability Unknown or this tool.
AwakePhysics Unknown or this tool. 1,l
lade1ime Unknown or this tool.
Id Unknown or this tool.
PlayerOnly Determines i this pick-up is or player only. 1,l
Respawn1ime Deines the amount o time beore the pick-up respawns.
bortoativgcov Unknown or this tool. 1,l

Cta...vvoPic/v: v.ea for ..|1 cta.. avvvvitiov.

Parameter Lxplanation Range
Amount2 Deines the amount o ammo gien in a pick-up.
Aailability Unknown or this tool.
AwakePhysics Unknown or this tool. 1,l
lade1ime Unknown or this tool.
Model Points to the 3D model or the pick-up. lile
PlayerOnly Determines i this pick-up is or player only. 1,l
Respawn1ime Deines the amount o time beore the pick-up respawns.
bortoativgcov Unknown or this tool. 1,l

eattb: beattb ic/v.

Parameter Lxplanation Range
Amount1 Deines the amount o health gien in a pick-up.
Amount2 Not used or this tool.
Aailability Unknown or this tool.
AwakePhysics Unknown or this tool. 1,l
lade1ime Unknown or this tool.
PlayerOnly Determines i this pick-up is or player only. 1,l
Respawn1ime Deines the amount o time beore the pick-up respawns.
bortoativgcov Unknown or this tool. 1,l

Ke,Carav: ic/v. for /e,cara v.

Parameter Lxplanation Range
Amount2 Unknown or this tool.
Aailability Unknown or this tool.
AwakePhysics Unknown or this tool. 1,l
lade1ime Unknown or this tool.
KeyNumber Sets the ID o the key.
Model Points to the 3D model or the key card pick-up. lile
PlayerOnly Determines i this pick-up is or player only. 1,l
Respawn1ime Deines the amount o time beore the pick-up respawns.
ShowlloatingIcon Unknown or this tool. 1,l
ovva Points to the sound ile or the pick-up. lile

Pic/vreaovvave: ic/v for reaovvave.

Parameter Lxplanation Range
Amount1 Deines the amount o ammo gien or this weapon`s primary attack.
Amount2 Deines the amount o ammo gien or this weapon`s secondary attack.
Aailability Unknown or this tool.
AwakePhysics Unknown or this tool. 1,l
lade1ime Unknown or this tool.
PlayerOnly Determines i this pick-up is or player only. 1,l
Respawn1ime Deines the amount o time beore the pick-up respawns.
bortoativgcov Unknown or this tool. 1,l
F A R C R Y
105 105 105 105

Pic/vCeveric: ob;ect for creativg otber ic/v..

Parameter Lxplanation Range
Amount2 Deines the amount o ammo gien or this weapon`s secondary attack.
Aailability Unknown or this tool.
AwakePhysics Unknown or this tool. 1,l
lade1ime Unknown or this tool.
Message Details the message to be displayed when player picks up object. 1ext
Model Points to the 3D model o the object. lile
Objects Details the kind o object to be picked up. 1ext
PlayerOnly Determines i this pick-up is or player only. 1,l
Respawn1ime Deines the amount o time beore the pick-up respawns.
ShowlloatingIcon Unknown or this tool. 1,l
ovva Points to the sound ile to be played upon pick-up.

Player Iolder

Pta,er: co, of tbe ta,er evtit,.

Parameter Lxplanation Range
lasArmor Determines i the player entity has armour or not. 1,l
lelmetOnStart Sets whether the player entity has a helmet on start-up. 1,l
1rackable Unknown or this tool. 1,l
Lye_sight Unknown or this tool.
GroupID 1he group number o the player entity.
Max_health Deines the health points o the player.
ecie. Deines the species number o the entity or the player entity, or when determining enemy status or the AI.

ectator: .ectator oivt.
Rename spectator, without capitals or additional text o any kind.

Render Iolder

ft,: tac/t, ob;ect.

Parameter Lxplanation Range
ft,^vvber Deines the number o blackly.

vrCotor: evrirovvevt cotovr for av area.

Parameter Lxplanation Range
Cotor Deines the new enironment colour.

og: aaa fog to av area.

Parameter Lxplanation Range
Color Deines the colour o the og.
LndDist Deines the point at which the og will end.
StartDist Deines the distance rom the player at which the og will start.
XSkyLnd Unknown or this tool.
`/,tart Unknown or this tool.

Cra..boer: gra..boer ob;ect.

Parameter Lxplanation Range
CGl1 Points to the 3D model or grasshopper.
CGl2 Points to the 3D model or grasshopper.
CGl3 Points to the 3D model or grasshopper.
CGl4 Points to the 3D model or grasshopper.
Cra..boer^vvber Deines the number o grasshoppers or the object.

torv: aaa. raiv to av area.

Parameter Lxplanation Range
Distancelrom1errain Deines the altitude that the rain starts to appear.
RainAmount Deines the amount o rain.
Randomlrequency Sets the random seed or the rain.
SoundDistortion1ime Unknown or this tool.
F A R C R Y
106 106 106 106
1!ivaDir las no changeable alue.

1ierDi.t: cbavge. tbe rier ai.tavce for av area.

Parameter Lxplanation Range
Ma1ierDi.tavce Sets the new maximum iew distance or an area.

Sound Iolder ^O DCRP1O^ OR .^Y O 1 O]C1

.`.rea

Parameter Lxplanation Range
LAXLnironment Unknown or this tool.
aRererbProertie. LAX reerb parameters.
AirAbsorptionll Unknown or this tool.
DecayllRatio Unknown or this tool.
DecayLlRatio Unknown or this tool.
Decay1ime Unknown or this tool.
Density Unknown or this tool.
Diusion Unknown or this tool.
LchoDepth Unknown or this tool.
Lcho1ime Unknown or this tool.
LnDiusion Unknown or this tool.
LnSize Unknown or this tool.
Lnironment Unknown or this tool.
llags Unknown or this tool.
llReerence Unknown or this tool.
LlReerence Unknown or this tool.
ModulationDepth Unknown or this tool.
Modulation1ime Unknown or this tool.
Relections Unknown or this tool.
RelectionsDelay Unknown or this tool.
Reerb Unknown or this tool.
ReerbDelay Unknown or this tool.
Room Unknown or this tool.
Roomll Unknown or this tool.
RoomLl Unknown or this tool.
RoomRollolactor Unknown or this tool.
RelectionsPan Unknown or this tool. X\Z
fRererbPav Unknown or this tool. X\Z

.`Pre.et.rea2

Parameter Lxplanation Range
LAXPreset Unknown or this tool. List
Off!bevearivg Unknown or this tool. 1,l

Mi..iovivt2

Parameter Lxplanation Range
Allowed1oSkip Unknown or this tool.
Lnabled Unknown or this tool. 1,l
Loop Unknown or this tool. 1,l
Once Unknown or this tool. 1,l
SkipAcknowledge Unknown or this tool. lile
Volume Unknown or this tool.
lints lint soundiles. liles

Mv.icMooaetector2

Parameter Lxplanation Range
Mooa Unknown or this tool.

Mv.ic1beveetector2

Parameter Lxplanation Range
DeaultMood Unknown or this tool.
IndoorOnly Unknown or this tool. 1,l
Mood Unknown or this tool.
OutdoorOnly Unknown or this tool. 1,l
1beve Unknown or this tool.
F A R C R Y
107 107 107 107

Ravaov.vbievtovva1

Parameter Lxplanation Range
LAXLnironment Unknown or this tool.
LIndoorOnly Unknown or this tool. 1,l
LoutdoorOnly Unknown or this tool. 1,l
Scale Unknown or this tool.
aRererbProertie. LAX reerb parameters.
AirAbsorptionll Unknown or this tool.
DecayllRatio Unknown or this tool.
DecayLlRatio Unknown or this tool.
Decay1ime Unknown or this tool.
Density Unknown or this tool.
Diusion Unknown or this tool.
LchoDepth Unknown or this tool.
Lcho1ime Unknown or this tool.
LnDiusion Unknown or this tool.
LnSize Unknown or this tool.
Lnironment Unknown or this tool.
llags Unknown or this tool.
llReerence Unknown or this tool.
LlReerence Unknown or this tool.
ModulationDepth Unknown or this tool.
Modulation1ime Unknown or this tool.
Relections Unknown or this tool.
RelectionsDelay Unknown or this tool.
Reerb Unknown or this tool.
ReerbDelay Unknown or this tool.
Room Unknown or this tool.
Roomll Unknown or this tool.
RoomLl Unknown or this tool.
RoomRollolactor Unknown or this tool.
RelectionsPan Unknown or this tool. X\Z
ReerbPan Unknown or this tool. X\Z
ovvav Deines parameters or sound n.
Centered Unknown or this tool. 1,l
ChanceOOccurring Unknown or this tool.
DoNotOerlap Unknown or this tool. 1,l
Sound Unknown or this tool. lile
1otvve Unknown or this tool.

Ravaov.vbievtovvaPre.et

Parameter Lxplanation Range
LIndoorOnly Unknown or this tool. 1,l
LOutdoorOnly Unknown or this tool. 1,l
Once Unknown or this tool. 1,l
PlaylromCenter Unknown or this tool. 1,l
Scale Unknown or this tool.
ovvaPre.et Unknown or this tool. List

ovvactv.ire1

Parameter Lxplanation Range
Soundn Deines parameters or sound n.
AreaID Unknown or this tool.
Centered Unknown or this tool. 1,l
ChanceOOccuring Unknown or this tool.
DoNotOerlap Unknown or this tool. 1,l
Sound Unknown or this tool. lile
1otvve Unknown or this tool.

ovvaot

Parameter Lxplanation Range
Lnabled Unknown or this tool. 1,l
ladeValue Unknown or this tool.
InnerRadius Unknown or this tool.
Loop Unknown or this tool. 1,l
Once Unknown or this tool. 1,l
OuterRadius Unknown or this tool.
Play Unknown or this tool. 1,l
F A R C R Y
108 108 108 108
Source Unknown or this tool. lile
1otvve Unknown or this tool.

1riggers Iolder

.1rigger: trigger. a cbavge iv . bebariovr rbev evterea b, av . evtit,, .ivitar to av avcbor.

Parameter Lxplanation Range
AIAction Deines the action the AI will perorm when entering trigger.
AILadder Allows the AI to climb a ladder. 1,l
AnchorRadius Radius o eect or this trigger.
DimX Sets the size o the X axis or trigger.
Dim\ Set the size o the \ axis or trigger.
DimZ Sets the size o the Z axis or trigger.
Lnabled Sets the trigger actie or not. 1,l
LxitDelay Deines how long it takes or the AI entity to leae the trigger ater actiating it.
Model Points to the 3D model used by the trigger. lile
SkipSpecialAI Unknown or this tool. 1,l
1oggleStance Unknown or this tool. 1,l
1riggerOnce Sets the trigger to be actiated once or repeatedly. 1,l
igvat Deines the parameters or signalling another AI entity.
Readibility Unknown or this tool. 1,l
SendSignal Determines whether a signal will be sent or not. 1,l
SignalRadius Deines the radius within which all other AI entities will receie the signal.
igvat1et Details the system text sent as a signal. 1ext

.rea1rigger: trigger. av erevt rbev a ta,er evter. tbe attacbea area .bae.

Parameter Lxplanation Range
Lnabled Sets the trigger on or o. 1,l
ScriptCommand Details any special script to be run on being triggered. 1ext
1riggerOvce Sets the trigger to be actiated once or repeatedly. 1,l

oat1ravotive1rigger: trigger for va/ivg boat ;vv tbat ror/. .ivitart, to v.ber ob;ect.

Parameter Lxplanation Range
DimX Sets the size o the X axis or trigger.
Dim\ Set the size o the \ axis or trigger.
DimZ Sets the size o the Z axis or trigger.
Lnabled Sets the trigger actie or not. 1,l
ImpulseDuration Deines how long the push will last.
ImpulseladeIn1ime Deines how much the push will degrade oer time.
ImpulseStrength Sets the initial impulse strength o the push.
KillOn1rigger Unknown or this tool. 1,l
MaxAngleOImpact Sets the maximum angle o the push.
MinSpeed Sets the minimum speed the boat must be traelling in order to actiate the trigger.
PlaySequencce Names a sequence to play upon actiation. 1ext
ScriptCommand Details a special LUA script to add. 1ext
1riggerOvce Sets the trigger to be actiated once or repeatedly. 1,l

Deta,1rigger: trigger ritb a tiveaeta, before actiratiov.

Parameter Lxplanation Range
Delay Sets the amount o time that the trigger is delayed by.
Lnabled Sets the trigger to be actiated once or repeatedly. 1,l
PlaySequence Names a sequence to play upon actiation. 1ext
ScriptCommand Details a special LUA script to add. 1ext
1riggerOvce Sets the trigger to be actiated once or repeatedly. 1,l

vvt.e 1rigger: gire. a v.b to av ob;ect b, aaaivg ivvt.e.

Parameter Lxplanation Range
DimX Sets the size o the X axis or trigger.
Dim\ Set the size o the \ axis or trigger.
DimZ Sets the size o the Z axis or trigger.
Lnabled Sets the trigger actie or not. 1,l
ImpulseDuration Deines how long the push will last.
ImpulseladeIn1ime Deines how much the push will degrade oer time.
ImpulseStrength Sets the initial impulse strength o the push.
KillOn1rigger Unknown or this tool. 1,l
OnlyAI Determines i the trigger only aects AI. 1,l
OnlyMyPlayer Determines i the trigger only aects the player currently under control, or mp,sp. 1,l
F A R C R Y
109 109 109 109
OnlyPlayer Determines i the trigger aects all players, or mp,sp. 1,l
1riggerOvce Sets the trigger to be actiated once or repeatedly. 1,l

Mvttite1rigger: trigger tbat ritt ror/ ovt, a certaiv vvvber of tive. before aeactirativg.

Parameter Lxplanation Range
Lnabled Sets the trigger actie or not. 1,l
NumInputs Deines the number o times the trigger will work beore deactiation.
PlaySequence Names a sequence to play upon actiation. 1ext
critCovvava Details a special LUA script to add. 1ext

Ptaceabteto: a trigger for taceabte eto.ire..

Parameter Lxplanation Range
Actie Determines i the explosion will trigger or not. 1,l
AutomaticPlaceable Sets the explosion to be placed automatically. 1,l
DimX Sets the size o the X axis or trigger.
Dim\ Set the size o the \ axis or trigger.
DimZ Sets the size o the Z axis or trigger.
LxplosionLect Names the explosion eect to be used. 1ext
LxplosionScale Deines the size o the explosion .
InitiallyVisible Determines i the bomb placeholder will be isible. 1,l
Model Points to a 3D model o the bomb beore destruction. lile
ModelDestroyed Points to a 3D model o the bomb ater destruction. lile
PlaySequence Names a sequence to play upon actiation. 1ext
ScriptCommand Details a special LUA script to add. 1ext
1extInstruction Details the text instruction to the player when near the bomb placeholder. 1ext
Countdown Sets the countdown or ater the bomb is placed.
DummyModel Points to the 3D model o the bomb placeholder. 1ext
LxplDamage Deines the amount o damage caused by the explosion.
LxplImpulsie_Pressure Deines the impulsie impact o the explosion.
LxplRadius Deines the radius o the explosion.
LxplRmax Deines the maximum range o the impact.
tRviv Deines the minimum range o the impact.

PtaceabteCeveric: tevtate trigger for otber taceabte ob;ect..

Parameter Lxplanation Range
Actie Determines i the explosion will trigger or not. 1,l
AutomaticPlaceable Sets the explosion to be placed automatically. 1,l
DimX Sets the size o the X axis or trigger.
Dim\ Set the size o the \ axis or trigger.
DimZ Sets the size o the Z axis or trigger.
InitiallyVisible Determines i the bomb placeholder will be isible. 1,l
Model Points to a 3D model o the bomb beore destruction. lile
ModelDestroyed Points to a 3D model o the bomb ater destruction. lile
PlaceableObject Names the object that will be placed 1ext
PlaySequence Names a sequence to play upon actiation. 1ext
ScriptCommand Details a special LUA script to add. 1ext
Dvvv,Moaet Points to the 3D model o the bomb placeholder. 1ext

Proivit,1rigger: actiratea b, roivit, to tbe trigger ob;ect.

Parameter Lxplanation Range
AIAction Deines the action the AI will perorm when entering trigger.
Actiate\ithUseButton Determines whether the trigger will be actiated by a use button. 1,l
AnchorRadius Radius o eect or this trigger.
DimX Sets the size o the X axis or trigger.
Dim\ Set the size o the \ axis or trigger.
DimZ Sets the size o the Z axis or trigger.
Lnabled Sets the trigger actie or not. 1,l
LnterDelay Deines how long it takes ater the player,entity has entered the trigger beore it is actiated.
LxitDelay Deines how long it takes or the AI to leae the trigger ater actiating it.
InVehicleOnly Determines i trigger will only work i entity or player is in a ehicle. 1,l
KillOn1rigger Unknown or this tool. 1,l
OnlyAI Determines i the trigger only aects AI. 1,l
OnlyMyPlayer Determines i the trigger only aects the player currently under control, or mp,sp. 1,l
OnlyPlayer Determines i the trigger aects all players, or mp,sp. 1,l
OnlySpecialAI Unknown or this tool. 1,l
ScriptCommand Details a special LUA script to add. 1ext
1extInstruction Details the text instruction to the player when near the bomb placeholder. 1ext
1riggerOvce Sets the trigger to be actiated once or repeatedly. 1,l

F A R C R Y
110 110 110 110
1i.ibitit,1rigger: ritt trigger vov beivg .eev b, tbe ta,er.

Parameter Lxplanation Range
DimX Sets the size o the X axis or trigger.
Dim\ Set the size o the \ axis or trigger.
DimZ Sets the size o the Z axis or trigger.
Distance Deines how ar away player beore he can see the trigger.
Lnabled Sets the trigger actie or not. 1,l
LnterDelay Deines how long it takes ater the player,entity has entered the trigger beore it is actiated.
LxitDelay Deines how long it takes or the AI to leae the trigger ater actiating it.
PlaySequence Names a sequence to play upon actiation. 1ext
ScriptCommand Details a special LUA script to add. 1ext
1extInstruction Details the text instruction to the player when near the bomb placeholder. 1ext
1riggerOnce Sets the trigger to be actiated once or repeatedly. 1,l
|.eKe, Unknown or this tool. 1,l

Vehicles Iolder

igtrac/: targe vtitit, rebicte.

Parameter Lxplanation Range
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
Abandoned1ime Sets the amount o time beore the ehicle is considered abandoned.
Actie Determines whether the ehicle is considered actie or not. 1,l
ApproachPlayer Determines whether the ehicle will approach player or not. 1,l
DmgScaleAIBullet Damage modiier or the AI`s bullet.
DmgScaleAILxplosion Damage modiier or the AI`s gun ire explosions.
DmgScaleBullet Damage modiier or the ehicle`s gun ire.
DmgScaleLxplosion Damage modiier or the explosions rom this ehicle.
DrawDrier Unknown or this tool. 1,l
Grouplostility Deines the hostility towards the group the ehicle belongs to.
LightsOn Sets the ehicle`s lights on or o. 1,l
LimitLRAngle Deines limit o the player`s let,right mouse look angle when inside ehicle.
LimitUDMaxAngle Deines limit o the maximum up,down mouse look angle when inside ehicle.
LimitUDMinAngle Deines limit o the minimum up,down mouse look angle when inside ehicle.
Model Points to 3D model o the ehicle. lile
Pathloop Determines i the helicopter will loop at the end o its path. 1,l
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
Specieslostility Unknown or this tool.
StartDelay Unknown or this tool.
1rackable Unknown or this tool. 1,l
Usable Determines whether the ehicle can be used by the player or not. 1,l
UsePathlind Sets whether the ehicle will use pathinding AI. 1,l
Aggression Deines aggression leel o the AI.
Attackrange Sets the range the player must be within beore the ehicle will gie chase.
Bodypos Unknown or this tool.
Character Names the AI script the ehicle will use. List
Cohesion Unknown or this tool.
Commrange Deines the communication range o the ehicle.
Damage_player Deines how much damage is inlicted upon player when rammed.
Lye_height Unknown or this tool.
lorward_speed Sets the orward speed o the ehicle.
lit_upward_elocity Unknown or this tool.
lorizontal_o Sets the horizontal ield o iew or the ehicle.
Max_health Sets the maximum hit points or the ehicle.
Pathname Names the path the ehicle will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointBackO Names the tag point the ehicle will retreat to when called. 1ext
PointReinorce Names the tag point the ehicle will moe to when requested to reinorce. 1ext
Responsieness Deines the ease o handling o the ehicle.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Vertical_o Deines the ertical ield o iew or the ehicle.
.CarDef Parameters or AI ehicle control.
AI_use Unknown or this tool. 1,l
Damping_ehicle Unknown or this tool.
Dyn_riction_ratio Unknown or this tool.
landbraking_alue Unknown or this tool.
Max_braking_riction Unknown or this tool.
Max_steer_0 Unknown or this tool.
F A R C R Y
111 111 111 111
Steer_relaxation_0 Unknown or this tool.
Steer_speed Unknown or this tool.
Steer_speed_min Unknown or this tool.
to.iovParav. Deines the parameters or the ehicle`s explosion when destroyed.
Damage Damage caused by explosion.
ImpulsiePressure Impulse o explosion.
Radius Radius o explosion.
RadiusMax Maximum range o impact.
Raaiv.Miv Minimum range o impact.

oat: gvv boat.

Parameter Lxplanation Range
Usable Determines i the ehicle can be used by the player or not. 1,l
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
AISoundRadius Unknown or this tool.
Abandoned1ime Sets the amount o time beore the ehicle is considered abandoned.
Actie Determines whether the ehicle is considered actie or not. 1,l
ApproachPlayer Determines whether the ehicle will approach player or not. 1,l
DmgScaleAIBullet Damage modiier or the AI`s bullet.
DmgScaleAILxplosion Damage modiier or the AI`s gun ire explosions.
DmgScaleBullet Damage modiier or the ehicle`s gun ire.
DmgScaleLxplosion Damage modiier or the explosions rom this ehicle.
DrawDrier Unknown or this tool. 1,l
DrierName Names the AI entity that will drie the boat. 1ext
Grouplostility Deines the hostility towards the group the ehicle belongs to.
LightsOn Sets the ehicle`s lights on or o. 1,l
LimitLRAngle Deines limit o the player`s let,right mouse look angle when inside ehicle.
LimitUDMaxAngle Deines limit o the maximum up,down mouse look angle when inside ehicle.
LimitUDMinAngle Deines limit o the minimum up,down mouse look angle when inside ehicle.
Name Points to 3D model o the ehicle. lile
Persistence Unknown or this tool.
SameGroupID Unknown or this tool. 1,l
SetInestigate Sets the ehicle to go inestigate when actiated. 1,l
Specieslostility Unknown or this tool.
StartDelay Unknown or this tool.
1rackable Unknown or this tool. 1,l
UsePathlind Sets whether the ehicle will use pathinding AI. 1,l
UseRL Unknown or this tool. 1,l
UseRLGuided Unknown or this tool. 1,l
Accuracy Sets the shooting accuracy o the AI.
Aggression Sets the aggression o the AI.
Attackrange Sets the range within which the target must come beore the AI will start shooting.
Bodypos Unknown or this tool.
Character Names the AI script the ehicle will use. List
Cohesion Unknown or this tool.
Commrange Deines the communication range o the ehicle.
Damage_player Deines how much damage is inlicted upon player when rammed.
Lye_height Unknown or this tool.
lorward_speed Sets the orward speed o the ehicle.
lorizontal_o Sets the horizontal ield o iew or the ehicle.
Max_health Sets the maximum hit points or the ehicle.
Pathname Names the path the ehicle will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointBackO Names the tag point the ehicle will retreat to when called. 1ext
PointReinorce Names the tag point the ehicle will moe to when requested to reinorce. 1ext
Responsieness Deines the ease o handling o the ehicle.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Vertical_o Deines the ertical ield o iew or the ehicle.
\aterDamping Unknown or this tool.
\ater_resistance Deines the leel o water resistance against the boat.
\ater_sleep_speed Unknown or this tool.
AttackParams Deines the attack parameters or the boat.
lorizontal_o lorizontal ield o iew.
Sightrange Sight range.
to.iovParav. Deines the parameters or the ehicle`s explosion when destroyed.
Damage Damage caused by explosion.
ImpulsiePressure Impulse o explosion.
Radius Radius o explosion.
RadiusMax Maximum range o impact.
RadiusMin Minimum range o impact.
F A R C R Y
112 112 112 112
CvvverParav. Deines parameters or the boat`s gunner.
AttackRange low close the gunner must be to target beore it will start iring.
lorizontal_o lorizontal ield o iew or the gunner. 0-360
Responsieness Responsieness o the turret to enemy moement.
igbtravge Sight range o the gunner.

oatPatrot

Parameter Lxplanation Range
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
Abandoned1ime Sets the amount o time beore the ehicle is considered abandoned.
ApproachPlayer Determines whether the ehicle will approach player or not. 1,l
DmgScaleBullet Damage modiier or the ehicle`s gun ire.
DmgScaleLxplosion Damage modiier or the explosions rom this ehicle.
DrawDrier Unknown or this tool. 1,l
Grouplostility Deines the hostility towards the group the ehicle belongs to.
LimitLRAngle Deines limit o the player`s let,right mouse look angle when inside ehicle.
LimitUDMaxAngle Deines limit o the maximum up,down mouse look angle when inside ehicle.
LimitUDMinAngle Deines limit o the minimum up,down mouse look angle when inside ehicle.
Name Points to 3D model o the ehicle. lile
Pathloop Determines i the helicopter will loop at the end o its path. 1,l
Persistence Unknown or this tool.
Specieslostility Unknown or this tool.
1rackable Unknown or this tool. 1,l
Usable Determines whether the ehicle can be used by the player or not. 1,l
UsePathlind Sets whether the ehicle will use pathinding AI. 1,l
Aggression Deines aggression leel o the AI.
Attackrange Sets the range the player must be within beore the ehicle will gie chase.
Bodypos Unknown or this tool.
Character Names the AI script the ehicle will use. List
Cohesion Unknown or this tool.
Commrange Deines the communication range o the ehicle.
Damping Unknown or this tool.
Lye_height Unknown or this tool.
lorizontal_o Sets the horizontal ield o iew or the ehicle.
Max_health Sets the maximum hit points or the ehicle.
Pathname Names the path the ehicle will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointBackO Names the tag point the ehicle will retreat to when called. 1ext
PointReinorce Names the tag point the ehicle will moe to when requested to reinorce. 1ext
Responsieness Deines the ease o handling o the ehicle.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Vertical_o Deines the ertical ield o iew or the ehicle.
\aterDamping Unknown or this tool.
\ater_resistance Deines the leel o water resistance against the boat.
\ater_sleep_speed Unknown or this tool.
to.iovParav. Deines the parameters or the ehicle`s explosion when destroyed.
Damage Damage caused by explosion.
ImpulsiePressure Impulse o explosion.
Radius Radius o explosion.
RadiusMax Maximum range o impact.
Raaiv.Miv Minimum range o impact.

vgg,: tigbt fovr rbeetea rebicte.

Parameter Lxplanation Range
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
Abandoned1ime Sets the amount o time beore the ehicle is considered abandoned.
Actie Determines whether the ehicle is considered actie or not. 1,l
ApproachDist Unknown or this tool.
ApproachPlayer Determines whether the ehicle will approach player or not. 1,l
DrawDrier Unknown or this tool. 1,l
Grouplostility Deines the hostility towards the group the ehicle belongs to.
LightsOn Sets the ehicle`s lights on or o. 1,l
LimitLRAngle Deines limit o the player`s let,right mouse look angle when inside ehicle.
LimitUDMaxAngle Deines limit o the maximum up,down mouse look angle when inside ehicle.
LimitUDMinAngle Deines limit o the minimum up,down mouse look angle when inside ehicle.
Pathloop Determines i the helicopter will loop at the end o its path. 1,l
F A R C R Y
113 113 113 113
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SameGroupID Unknown or this tool. 1,l
SetInestigate Sets the ehicle to go inestigate when actiated. 1,l
Specieslostility Unknown or this tool.
StartDelay Unknown or this tool.
1rackable Unknown or this tool. 1,l
Usable Determines whether the ehicle can be used by the player or not. 1,l
UsePathlind Sets whether the ehicle will use pathinding AI. 1,l
Aggression Deines aggression leel o the AI.
Attackrange Sets the range the player must be within beore the ehicle will gie chase.
Bodypos Unknown or this tool.
Character Names the AI script the ehicle will use. List
Cohesion Unknown or this tool.
Commrange Deines the communication range o the ehicle.
Damage_player Deines how much damage is inlicted upon player when rammed.
Lye_height Unknown or this tool.
lorward_speed Sets the orward speed o the ehicle.
lit_upward_elocity Unknown or this tool.
lorizontal_o Sets the horizontal ield o iew or the ehicle.
Max_health Sets the maximum hit points or the ehicle.
Pathname Names the path the ehicle will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointBackO Names the tag point the ehicle will retreat to when called. 1ext
PointReinorce Names the tag point the ehicle will moe to when requested to reinorce. 1ext
Responsieness Deines the ease o handling o the ehicle.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Vertical_o Deines the ertical ield o iew or the ehicle.
.CarDef Parameters or AI ehicle control.
AI_use Unknown or this tool. 1,l
Damping_ehicle Unknown or this tool.
Dyn_riction_ratio Unknown or this tool.
landbraking_alue Unknown or this tool.
Max_braking_riction Unknown or this tool.
Max_steer_0 Unknown or this tool.
Steer_relaxation_0 Unknown or this tool.
Steer_speed Unknown or this tool.
Steer_speed_min Unknown or this tool.
to.iovParav. Deines the parameters or the ehicle`s explosion when destroyed.
Damage Damage caused by explosion.
ImpulsiePressure Impulse o explosion.
Radius Radius o explosion.
RadiusMax Maximum range o impact.
Raaiv.Miv Minimum range o impact.

or/tift

Parameter Lxplanation Range
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
Abandoned1ime Sets the amount o time beore the ehicle is considered abandoned.
Actie Determines whether the ehicle is considered actie or not. 1,l
ApproachDist Unknown or this tool. 1,l
DmgScaleAIBullet Damage modiier or the AI`s bullet.
DmgScaleAILxplosion Damage modiier or the AI`s gun ire explosions.
DmgScaleBullet Damage modiier or the ehicle`s gun ire.
DmgScaleLxplosion Damage modiier or the explosions rom this ehicle.
DrawDrier Unknown or this tool. 1,l
Grouplostility Deines the hostility towards the group the ehicle belongs to.
LightsOn Sets the ehicle`s lights on or o. 1,l
LimitLRAngle Deines limit o the player`s let,right mouse look angle when inside ehicle.
LimitUDMaxAngle Deines limit o the maximum up,down mouse look angle when inside ehicle.
LimitUDMinAngle Deines limit o the minimum up,down mouse look angle when inside ehicle.
Model Points to 3D model o the ehicle. lile
Pathloop Determines i the helicopter will loop at the end o its path. 1,l
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
Specieslostility Unknown or this tool.
StartDelay Unknown or this tool.
1rackable Unknown or this tool. 1,l
Usable Determines whether the ehicle can be used by the player or not. 1,l
UsePathlind Sets whether the ehicle will use pathinding AI. 1,l
F A R C R Y
114 114 114 114
Aggression Deines aggression leel o the AI.
Attackrange Sets the range the player must be within beore the ehicle will gie chase.
Bodypos Unknown or this tool.
Character Names the AI script the ehicle will use. List
Cohesion Unknown or this tool.
Commrange Deines the communication range o the ehicle.
Damage_player Deines how much damage is inlicted upon player when rammed.
Damage_scale Sets the damage modiier.
Lye_height Unknown or this tool.
lorward_speed Sets the orward speed o the ehicle.
lit_upward_elocity Unknown or this tool.
lorizontal_o Sets the horizontal ield o iew or the ehicle.
Max_health Sets the maximum hit points or the ehicle.
Pathname Names the path the ehicle will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointBackO Names the tag point the ehicle will retreat to when called. 1ext
PointReinorce Names the tag point the ehicle will moe to when requested to reinorce. 1ext
Responsieness Deines the ease o handling o the ehicle.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Vertical_o Deines the ertical ield o iew or the ehicle.
.CarDef Parameters or AI ehicle control.
AI_use Unknown or this tool. 1,l
Damping_ehicle Unknown or this tool.
Dyn_riction_ratio Unknown or this tool.
landbraking_alue Unknown or this tool.
Max_braking_riction Unknown or this tool.
Max_steer_0 Unknown or this tool.
Steer_relaxation_0 Unknown or this tool.
Steer_speed Unknown or this tool.
Steer_speed_min Unknown or this tool.
to.iovParav. Deines the parameters or the ehicle`s explosion when destroyed.
Damage Damage caused by explosion.
ImpulsiePressure Impulse o explosion.
Radius Radius o explosion.
RadiusMax Maximum range o impact.
Raaiv.Miv Minimum range o impact.

vvree

Parameter Lxplanation Range
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
Abandoned1ime Sets the amount o time beore the ehicle is considered abandoned.
Actie Determines whether the ehicle is considered actie or not. 1,l
ApproachDist Unknown or this tool.
ApproachPlayer Determines whether the ehicle will approach player or not. 1,l
AttackStickDist Unknown or this tool.
DisabledMessage Sets text message to be displayed when ehicle is disabled.
DrawDrier Unknown or this tool. 1,l
Grouplostility Deines the hostility towards the group the ehicle belongs to.
LightsOn Sets the ehicle`s lights on or o. 1,l
LimitLRAngle Deines limit o the player`s let,right mouse look angle when inside ehicle.
LimitUDMaxAngle Deines limit o the maximum up,down mouse look angle when inside ehicle.
LimitUDMinAngle Deines limit o the minimum up,down mouse look angle when inside ehicle.
LockUser
Pathloop Determines i the helicopter will loop at the end o its path. 1,l
Persistence Unknown or this tool.
ReinorcePoint Name o tag point used by AI or reinorcement eent. 1ext
SameGroupID Unknown or this tool. 1,l
SetInestigate Sets the ehicle to go inestigate when actiated. 1,l
Sleeping Unknown or this tool. 1,l
Specieslostility Unknown or this tool.
StartDelay Unknown or this tool.
1rackable Unknown or this tool. 1,l
Usable Determines whether the ehicle can be used by the player or not. 1,l
UsePathlind Sets whether the ehicle will use pathinding AI. 1,l
Aggression Deines aggression leel o the AI.
Attackrange Sets the range the player must be within beore the ehicle will gie chase.
Character Names the AI script the ehicle will use. List
Cohesion Unknown or this tool.
Commrange Deines the communication range o the ehicle.
Damage_player Deines how much damage is inlicted upon player when rammed.
F A R C R Y
115 115 115 115
Lye_height Unknown or this tool.
lorward_speed Sets the orward speed o the ehicle.
lit_upward_elocity Unknown or this tool.
lorizontal_o Sets the horizontal ield o iew or the ehicle.
Max_health Sets the maximum hit points or the ehicle.
Pathname Names the path the ehicle will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointBackO Names the tag point the ehicle will retreat to when called. 1ext
PointReinorce Names the tag point the ehicle will moe to when requested to reinorce. 1ext
Responsieness Deines the ease o handling o the ehicle.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
.CarDef Parameters or AI ehicle control.
AI_use Unknown or this tool. 1,l
Damping_ehicle Unknown or this tool.
Dyn_riction_ratio Unknown or this tool.
landbraking_alue Unknown or this tool.
Max_braking_riction Unknown or this tool.
Max_steer_0 Unknown or this tool.
Steer_relaxation_0 Unknown or this tool.
Steer_speed Unknown or this tool.
Steer_speed_min Unknown or this tool.
to.iovParav. Deines the parameters or the ehicle`s explosion when destroyed.
Damage Damage caused by explosion.
ImpulsiePressure Impulse o explosion.
Radius Radius o explosion.
RadiusMax Maximum range o impact.
RadiusMin Minimum range o impact.
CvvverParav. Deines parameters or the boat`s gunner.
AttackRange low close the gunner must be to target beore it will start iring.
lorizontal_o lorizontal ield o iew or the gunner. 0-360
Responsieness Responsieness o the turret to enemy moement.
igbtravge Sight range o the gunner.

Paragtiaer: vvorerea rebicte.

Parameter Lxplanation Range
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
Abandoned1ime Sets the amount o time beore the ehicle is considered abandoned.
DmgScaleAIBullet Modiier to damage caused by AI bullet.
DmgScaleAILxplosion Modiier to damage caused by AI weapon explosions.
DmgScaleBullet Modiier to damage caused by player bullet.
DmgScaleLxplosion Modiier to damage caused by player weapon explosions.
LimitLRAngle Deines limit o the player`s let,right mouse look angle when inside ehicle.
LimitUDMaxAngle Deines limit o the maximum up,down mouse look angle when inside ehicle.
LimitUDMinAngle Deines limit o the minimum up,down mouse look angle when inside ehicle.
Name Points to 3D model o ehicle. lile
1rackable Unknown or this tool. 1,l
UserPassenger Unknown or this tool. 1,l
Damping Unknown or this tool.
\ater_damping Unknown or this tool.
!ater_re.i.tavce Unknown or this tool.

Zoaiac: .vatt ivftatabte boat.

Parameter Lxplanation Range
Behaiour Sets the behaiour or the unit. List
Groupid Sets the ID number o the ehicle`s group.
Sightrange Deines the maximum sight range o the ehicle.
Soundrange Deines the maximum hearing range o the ehicle.
AISoundRadius
Abandoned1ime Sets the amount o time beore the ehicle is considered abandoned.
Actie Determines whether the boat can be used by a player,AI or not. 1,l
DmgScaleAIBullet Modiier to damage caused by AI bullet.
DmgScaleAILxplosion Modiier to damage caused by AI weapon explosions.
DmgScaleBullet Modiier to damage caused by player bullet.
DmgScaleLxplosion Modiier to damage caused by player weapon explosions.
DrawDrier Unknown or this tool. 1,l
Grouplostility Deines the hostility towards the group the ehicle belongs to.
LimitLRAngle Deines limit o the player`s let,right mouse look angle when inside ehicle.
LimitUDMaxAngle Deines limit o the maximum up,down mouse look angle when inside ehicle.
LimitUDMinAngle Deines limit o the minimum up,down mouse look angle when inside ehicle.
F A R C R Y
116 116 116 116
Name Points to 3D model o the ehicle. lile
Persistence Unknown or this tool.
ReinorcePoint Unknown or this tool.
Specieslostility Unknown or this tool.
1rackable Unknown or this tool. 1,l
UserPassenger 1,l
Accuracy Deines the accuracy o the AI.
Aggression Deines aggression leel o the AI.
Attackrange Sets the range the player must be within beore the ehicle will gie chase.
Bodypos Unknown or this tool.
Character Names the AI script the ehicle will use. List
Cohesion Unknown or this tool.
Commrange Deines the communication range o the ehicle.
Damping Unknown or this tool.
Lye_height Unknown or this tool.
lorward_speed Deines the orward moement speed o the ehicle.
lorizontal_o Sets the horizontal ield o iew or the ehicle.
Max_health Sets the maximum hit points or the ehicle.
Pathname Names the path the ehicle will ollow. 1ext
Pathstart 1he number o the irst path node.
Pathsteps 1he number o steps inoled in the path.
PointBackO Names the tag point the ehicle will retreat to when called. 1ext
PointReinorce Names the tag point the ehicle will moe to when requested to reinorce. 1ext
Responsieness Deines the ease o handling o the ehicle.
Species Sets the species number or this AI, or use when calculating the hostility o other AIs.
Vertical_o Deines the ertical ield o iew or the ehicle.
\aterDamping Unknown or this tool.
\ater_resistance Deines the leel o water resistance against the boat.
to.iovParav. Deines the parameters or the ehicle`s explosion when destroyed.
Damage Damage caused by explosion.
ImpulsiePressure Impulse o explosion.
Radius Radius o explosion.
RadiusMax Maximum range o impact.
Raaiv.Miv Minimum range o impact.

Weapons Iolder

Special eects or special projectile weapons - no additional properties detailed.

BU11ON 1agPoint

Re.arv: v.ea a. a .arv oivt for tbe ta,er.
Numbered object, where number ~ target saepoint.

1agPoivt: geveric target oivt for rariov. gave fvvctiov..

Covvevt: ivactire ob;ect v.ea for tearivg tet ve..age. iv tbe va.

Parameter Lxplanation Range
Comment Details the text o the comment. 1ext
iea Unknown or this tool. 1,l


F A R C R Y
117 117 117 117
Events List
. vore aetaitea eavivatiov of att tbe erevt. iv tbe eaitor at tive of aocvvevtatiov.
Input/Output Lvents

Ceveric erevt.: covvov to vav, ob;ect..

Lent Lxplanation
Actiate Actiates an entity.
AddImpulse Adds a physical impulse as a ector ,x, y, z, to the object.
Awake Used to actiate dead bodies. 1hey get updated by the physics and will start moing.
Deactiate Deactiates an entity.
Lnable Lnables an Lntity ,input eent,.
Lnter Object`s bounding box entered.
Lxplode Object explodes.
lide Object becomes hidden.
IsDead Object is dead ,cannot signal rom On Die, so must use this,.
Picked Pickup got picked up
Reset Reset to deault state.
Spawn Player has spawned or objectie has been captured.
1rigger
Use
Unhide Object becomes unhidden.

AI Iolder

otaier,Mvtavt,^PC,.vivat

Lent Lxplanation
AcceptSound Lntity will accept a sound spot to be redirected to the AI. AI will hae Lipsync i lipsync iles are generated and
the sound will come rom this spot.
Die Lntity is ordered to die.
DisablePhysics Disable the physics or the Lntity - no bounding box anymore. 1his eent was requested or Valerie` to
perorm a special animation. AI cannot moe with disabled physics.
LnablePhysics Lnable physics - bounding box is back and player will bounce.
lollow Special behaiour that makes AI ollow the player. \ill only work i AI has species 0`, i.e. the same as the player.
GoDumb AI will behae as i there is no enemy is around. Used to make AI make certain actions, or example to approach
an anchor and perorm a certain animation.
lallealthLet Lntity is reduced to hal health.
loldSpot Lntity is ordered to hold position. AI will try to get to SPLCIAL_lOLD_SPO1` anchor.
LastGroupMemberDied Lery AI rom this group got killed. 1here is no AI in this map anymore with the same group ID. Used to trigger
other eents. Note: eery single AI in the group must trigger that eent.
Lead AI will lead, special case or Valerie to lead the player to special points.
MakeVulnerable AI becomes ulnerable.
OnDeath 1riggered ater the AI died, can be used to trigger other eents
Relocate AI can be relocated to 1agPoints. Must use tag point naming conention: |name|_RLLOCA1L .
Ressurect AI will be resurrected.
SPLCIAL_ANIM_S1AR1 A special animation has started. Only tested with Valerie and PLAN1_BOMB_lLRL` anchor.
toeciat AI will stop any behaiour.

.ircraft

Appendix
B
F A R C R Y
118 118 118 118
Lent Lxplanation
lly Aircrat is ordered to ly.
GoAttack Aircrat is ordered to go into attack mode. \ill try to get to the tag point deined in the pointAttack parameter or
attack any target ,player or dierent species,.
GoPath Aircrat is ordered to ollow path.
GoPathUL1IMA1L
IsDead Lent ater the entity got killed.
Kill Lntity is ordered to die. \ill explode.
Land Aircrat is ordered to land. \ill land at once and turn o engine.
LoadPeople AI will get inside the aircrat. AI needs to hae same group ID as aircrat.
Lowlelath
Reivforcevevt Aircrat is ordered to reinorce point. All AI in the same group will try to enter aircrat.

Doors Iolder

Door.

Lent Lxplanation
Close Door is in the process o closing.
Closed Door is ully closed.
lorceClose Door will close een something is blocking it, like dead bodies.
Open Door is in the process o opening.
Opened Door is ully open.
|vtoc/ea I a door is locked it can be orced to unlock, by a trigger or eent. \ill stay unlocked.

Llevator Iolder

terator

Lent Lxplanation
Close Lleator is in the process o returning to original position.
Closed Lleator has returned to original position.
lorceClose
Open Lleator is in the process o moing to next position.
Opened Lleator has reached next position.
RestartAnimation
tart.vivatiov

Lights Iolder

D,vavicigbt

Lent Lxplanation
Shake Light is shaken - triggers the shake eent o the phys light model.
SwitchMaterial1 1his can be used to change materials or the light model, i.e. the geometry o the light. It will try to switch to the
material with the original material name - 1.
SwitchMaterial2 1his can be used to change materials or the light model, i.e. the geometry o the light. It will try to switch to the
material with the original material name - 1.
ritcb1oMateriatOrigivat 1his can be used to change materials or the light model, i.e. the geometry o the light. It will try to switch to the
material with the original material.

Multiplayer Iolder

..|1Cbec/Poivt

Lent Lxplanation
Attacker1ouch
Aerted
Blocked
Capturing Check point is being captured.
Spawn Check point has been captured.
1ouched
Untouched
!arvv

C.tag |vv.ea Mvttita,er Moae

Lent Lxplanation
Blue
Neutral
F A R C R Y
119 119 119 119
Rea

Others Iolder

.vivOb;ect

Lent Lxplanation
lideAttached
ShowAttached
StartAnimation Start the animation
to.vivatiov Stop the animation

a.icvtit,

Lent Lxplanation
Actiate Actiates an entity.
AddImpulse Adds an physical impulse as a ector ,x,y,z, to the object.
lide lide object.
ResetAnimation
StartAnimation
StopAnimation
Switch1oMaterial1 Used to change material. \ill switch to material with number 1.
Switch1oMaterial2 Used to change material. \ill switch to material with number 2.
Switch1oMaterialOriginal Used to change material. \ill switch to original material.
|vbiae Unhide object.

vitaabteOb;ect

Lent Lxplanation
building Object is building.
built Object is completed.
damaged Object has been damaged.
hidden Object is hidden.
repair Object is being repaired.
vvbvitt Object is not built.

Cbaivrivg

Lent Lxplanation
Cbaivro/ev Chain`s attachment to object is broken.

De.tro,abteOb;ect

Lent Lxplanation
Lxplode Object explodes.
OnDamage
Switch1oMaterial1
Switch1oMaterial2
ritcb1oMateriatOrigivat

Caverevt

Lent Lxplanation
are 1rigger to sae game.

Pv.ber

Lent Lxplanation
Pv.b Object is gien impulse.

Rai.ivg!ater

Lent Lxplanation
Raise\ater Start to raise or lower the water olume.
!atertoea Output trigger i the water olume has stopped rising, or alling.

Rigiaoa,

F A R C R Y
120 120 120 120
Lent Lxplanation
Ov1ovcb

Roe

Lent Lxplanation
DoRoe

11

Lent Lxplanation
O
On
OvDavage

Particle Iolder

Particteffect

Lent Lxplanation
Pvt.e Pulses the particle eect.

Pickups Iolder

Pic/v.

Lent Lxplanation
Pic/ea Pickup is collected by player.

Ke,cara

Lent Lxplanation
KeyCardPickup Keycard is collected by the player.
Pic/ea

Sound Iolder

Mi..iovivt

Lent Lxplanation
Play \ill play the sound.
to

Mv.icMooaetector

Lent Lxplanation
ResetDeaultMood
SetDeaultMood
etMooa

Mv.ic1beveetector

Lent Lxplanation
et1beve

ovvaot

Lent Lxplanation
Play \ill play the sound.
Redirect Redirect the sound to an AI. AI needs to Accept` the sound to work.
to

1riggers Iolder

.tt 1rigger.

F A R C R Y
121 121 121 121
Lent Lxplanation
Lnter 1rigger`s bounding box is entered.
eare 1rigger`s bounding box is exited.

.1rigger

Lent Lxplanation
igvat

Deta,1rigger,Mvttite1rigger

Lent Lxplanation
Input1rigger 1rigger this eent to actiate the delay or trigger something on this eent.
Ovtvt1rigger 1riggered ater the delay inished.

Ptaceabteto

Lent Lxplanation
DeActiateAndlide
to.irePtacea 1riggered ater explosie got placed.

PtaceabteCeveric

Lent Lxplanation
to.irePtacea 1riggered ater explosie is placed.

1i.ibitit,1rigger

Lent Lxplanation
Inisible 1rigger is inisible to player.
1i.ibte 1rigger is isible to player.

Vehicles Iolder

ava 1ebicte.

Lent Lxplanation
Abandonded Vehicle is abandoned.
AIDrierIn AI drier ordered to enter ehicle.
AIDrierOut AI dries ordered to exit ehicle.
AILntered 1riggered wheneer AI enters the ehicle.
Disablelumee Disable lumee. Player can not use it anymore.
DrierIn
Lnablelumee Lnable lumee.
LeryoneOut
GoChase Vehicle is ordered to enter chase player stance.
GoPath Vehicle is ordered to ollow path.
GoPatrol Vehicle is ordered to patrol path.
Grenade
Kill1riger Destroy ehicle. Vehicle will explode.
MakePlayerGunner
OnDeath 1riggered ater ehicle is destroyed.
PathLnd Vehicle reached destination.
PausePath Vehicle will pause on the path. \ou need to cause eent trigger GoPath again.
PlayerLntered 1riggered wheneer player entered the ehicle.
Reinorcement Vehicle is ordered to reinorce point.
!a/ev

ea 1ebicte.

Lent Lxplanation
Abandonded Vehicle is abandoned.
AddPlayer
DrierIn
GoAttack Vehicle is ordered to enter attack mode.
GoPath Vehicle is ordered to ollow path.
GoPatrol Vehicle is ordered to patrol path.
Kil1riger Destroy ehicle. \ill explode.
Load Order AI with same group AI into the ehicle.
OnDeath 1riggered ater ehicle is destroyed.
F A R C R Y
122 122 122 122
Reinorcement Vehicle is ordered to reinorce point.
Release
StartAniPath
StopAttack
1.rgetOvava

Paragtiaer

Lent Lxplanation
Abandonded Vehicle is abandoned.
DrierIn
OvDeatb




123 123 123 123
ndex
A
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
Index 3, 3
ndex 1, 1
ndex 1, 1
B
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
C
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
ndex 1, 1
ndex 1, 1
ndex 1, 1
D
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
L
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
ndex 1, 1
ndex 1, 1
ndex 1, 1
G
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
l
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
K
ndex 1, 1
L
ndex 1, 1
ndex 2, 2
ndex 1, 1
ndex 1, 1
ndex 2, 2
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
M
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
N
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
ndex 1, 1
ndex 1, 1
ndex 1, 1
R
ndex 1, 1
ndex 1, 1
S
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
ndex 1, 1
ndex 1, 1
ndex 1, 1
1
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
\
ndex 1, 1
ndex 1, 1
ndex 1, 1
ndex 2, 2
ndex 1, 1
ndex 1, 1
ndex 1, 1


124 124 124 124

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