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