FANDOM


Introduction Edit

Every definition starts with 21AE (which is displayed in an Hex-Editor as "". Next comes a 32-bit INT which shows the bytecount of the whole definition. (BA00 0000 = 186 bytes)
Each block or sub-block has its own bytecount.

Block 23AE is the label block, where the name of the definition is stored. (B2_poklop_03)

After the label, block 22AE defines the ID of the definition. 0600 0000 (ID 6)
For an overview of all definitions check the table below.

Definition OverviewEdit

ID 32-bit INT Code meaning MP usage
2 0200 0000 Mine
3 0300 0000 Soldier
4 0400 0000 Vehicle
5 0500 0000 Water drum
6 0600 0000 Door
7 0700 0000 Radio
8 0800 0000 Ladder
9 0900 0000 Supply box
10 0A00 0000 Spawnpoint  ?
11 0B00 0000 Item  ?
12 0C00 0000 Debris  ?
13 0D00 0000 Trigger
14 0E00 0000 Train
15 0F00 0000 photographable object
20 1400 0000 Submarine
21 1500 0000 stationary weapon
22 1600 0000 Place for explosives
23 1700 0000 Place for documents
25 1900 0000 Animation (.i3d)
27 1B00 0000 Clock  ?
28 1C00 0000 Pike
29 1D00 0000 Bird
30 1E00 0000 Dog
31 1F00 0000 Bike
32 2000 0000 Shoal of fish
33 2100 0000 Null actor (no attributes)  ?
34 2200 0000 Junkers 88
35 2300 0000 Wirecut  ?
36 2400 0000 Air attack  ?
37 2500 0000 Spawnzone
38 2600 0000 Explosion

All following blocks and values differ from definiton to definition, depending on its ID.
In the following definition types and values are listed that have been figured out yet. IDs which are not listed here are still unknown or undefined.

AttributesEdit

Mine (ID-2) Edit

Only Label and ID defined, no further attributes available.

Soldier (ID-3) Edit

Block 24AE meaning example
bytecount bytecount of block 24AE 4A00 0000 (74 bytes)
8-bit INT unknown 0F (15)
32-bit INT Human Type 0200 0000 (Enemy)
32-bit INT unknown 0100 0000
32-bit INT health 9001 0000 (400 health-points)
32-bit INT strength 5000 0000 (80 kg)
32-bit INT endurance 5000 0000 (0 - 100%, here: 80%)
32-bit INT morale 5000 0000 (0 - 100%, here: 80%; 0: Gives up immediately)
32-bit INT shooting 5A00 0000 (0 - 100%, here: 90%)
32-bit INT experience 5000 0000 (0 - 100%, here: 80%)
32-bit INT stealth 3200 0000 (0 - 100%, here: 50%)
32-bit INT first aid 1E00 0000 (0 - 100%, here: 30%)
32-bit INT lock picking 1400 0000 (20)
32-bit INT sight range 3200 0000 (50m)
32-bit INT Human Voice 0900 0000 (German 1)
32-bit INT hearing range 7800 0000 (120m)
32-bit INT unknown -
probably 3 x 8-bit INT unknown -
last 32-bit INT Human label CD19 0000 (6605 = "Enemy Soldier", acc. TEXTY.txt)
Human Voices
32-bit INT Voice
0100 0000 English 1
0200 0000 English 2
0300 0000 English 3
0400 0000 English 4
0500 0000 Italian
0600 0000 Japanese
0700 0000 Russian
0800 0000 Italian
0900 0000 German 1
0A00 0000 German 2
0B00 0000 German 3
0C00 0000 German 4
0D00 0000 Woman
0E00 0000 English 5
Human Type
Code Type
0200 0000 Enemy
0300 0000 Ally
0400 0000 Usable Ally
0500 0000 Unusable Enemy
Soldier Type (Displayed on hit/kill messages)
Code Header text
7150 Ally
6604 Enemy Sniper
Just have look into TEXTY.txt/TEXTY_DD.txt for all available codes

Vehicle (ID-4) Edit

Block 24AE action taken from Jeep def
32-bit INT bytecount of block 24AE 410A 0000 (2625)
COMPO
... ... ...
32-bit FLOAT armour 1200
32-bit FLOAT  ? 55
32-bit FLOAT  ? 100
32-bit FLOAT  ? 5500
32-bit FLOAT  ? 6000
32-bit FLOAT  ? 800
32-bit FLOAT  ? 150
32-bit FLOAT  ? 100
32-bit FLOAT  ? 80
32-bit FLOAT  ? 2600
32-bit FLOAT  ? 3500
32-bit FLOAT  ? 80
32-bit FLOAT  ? 0.1
32-bit FLOAT  ? 300
32-bit FLOAT  ? 0.3
32-bit FLOAT  ? 0.3
32-bit FLOAT  ? 800
32-bit FLOAT  ? 800
32-bit FLOAT  ? 2500
32-bit FLOAT  ? 3
32-bit FLOAT  ? 20.1
8-bit FLOAT  ? 2
32-bit FLOAT  ? 20
32-bit FLOAT  ? 78
8-bit FLOAT  ? 2
32-bit FLOAT  ? 13.0
32-bit FLOAT  ? 75
32-bit FLOAT  ? 32
32-bit FLOAT  ? 9
32-bit FLOAT  ? 100
32-bit FLOAT  ? 36
32-bit FLOAT  ? 9.1
8-bit FLOAT  ? 2
32-bit FLOAT  ? 35.0
32-bit FLOAT  ? 1.05
32-bit FLOAT  ? 1.3
32-bit FLOAT  ? 0.9
32-bit FLOAT  ? 1
32-bit FLOAT  ? 1
32-bit FLOAT  ? 1
32-bit FLOAT  ? 40
32-bit FLOAT  ? 20
32-bit FLOAT  ? 13
32-bit FLOAT  ? 100
32-bit FLOAT  ? 190
32-bit FLOAT  ? 60
32-bit FLOAT  ? 100
32-bit FLOAT  ? 0.5
32-bit FLOAT  ? 0.1
32-bit FLOAT  ? 0.56
32-bit FLOAT  ? 10
32-bit FLOAT  ? 56
32-bit FLOAT  ? 13
32-bit FLOAT  ? 50
32-bit FLOAT  ? 0.18
32-bit FLOAT  ? 2600
32-bit FLOAT  ? 3500
32-bit FLOAT  ? 0.3
32-bit FLOAT  ? 0.9
32-bit FLOAT  ? 8
32-bit FLOAT  ? 3
8-bit FLOAT  ? 2
32-bit FLOAT  ? 12.0
32-bit FLOAT  ? 9
32-bit FLOAT  ? 30
32-bit FLOAT  ? 0.9
32-bit FLOAT  ? 0.5
32-bit FLOAT  ? 1.35
32-bit FLOAT  ? 1.35
32-bit FLOAT  ? 0.01
32-bit FLOAT  ? 12
32-bit FLOAT  ? 1
32-bit FLOAT  ? 1
32-bit FLOAT  ? 0.06
32-bit FLOAT  ? 100
8-bit FLOAT  ? 1
16-bit FLOAT  ? 1
32-bit FLOAT  ? 100
32-bit FLOAT  ? 100
32-bit FLOAT  ? 40
32-bit FLOAT  ? 40
32-bit FLOAT  ? 55
8-bit INT  ? 1
32-bit FLOAT  ? 50
32-bit FLOAT  ? 0.18
32-bit FLOAT  ? 2600
32-bit FLOAT  ? 3500
32-bit FLOAT  ? -0.83
32-bit FLOAT  ? -1.3
UNKNOWN  ? 0200 082A 02 ??
32-bit FLOAT  ? 12.0
32-bit FLOAT  ? 9
32-bit FLOAT  ? 30
32-bit FLOAT  ? 0.85
32-bit FLOAT  ? 0.5
32-bit FLOAT  ? 1.35
32-bit FLOAT  ? 1.35
32-bit FLOAT  ? 0.01
32-bit FLOAT  ? 12
32-bit FLOAT  ? 1
32-bit FLOAT  ? 1
32-bit FLOAT  ? 0.06
32-bit FLOAT  ? 100
3x8-bit INT  ? 01 00 01
32-bit FLOAT  ? 70
32-bit FLOAT  ? 70
32-bit FLOAT  ? 40
32-bit FLOAT  ? 9
32-bit FLOAT  ? 24
2x8-bit INT  ? 01 02
32-bit FLOAT  ? -1
32-bit FLOAT  ? -1
8-bit INT  ? 02
32-bit FLOAT  ? 30.01
32-bit FLOAT  ? 0.527
32-bit FLOAT  ? 1.2
tbc tbc tbc ~0x01F0

Water drum (ID-5) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 7D00 0000 (125)
sub-block 3039
32-bit INT bytecount 7700 0000 (119)
sub-block D007
32-bit INT bytecount 0B00 0000 (11)
STRING unknown "dekl"
sub-block B80B
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT water level 6666 663F (0.9)
sub-block A00F
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown CDCC 4C3E (0.2)
sub-block 8813
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown 0AD7 A33B (0.005)
sub-block 7017
32-bit INT bytecount 0A00 0000 (10)
32-bit INT Particle ID shooting water surface 5900 0000 (89)
sub-block 581B
32-bit INT bytecount 0B00 0000 (11)
STRING unknown "body"
sub-block 401F
32-bit INT bytecount 0700 0000 (7)
8-Bit INT/STRING unknown 00
sub-block 2823
32-bit INT bytecount 0A00 0000 (10)
32-bit INT armor (body) 1027 0000 (10000)
sub-block 1027
32-bit INT bytecount 0A00 0000 (10)
8-bit INT unknown 00
sub-block C832
32-bit INT bytecount 0A00 0000 (10)
8-bit INT/STRING unknown 00
sub-block F82A
32-bit INT bytecount 0A00 0000 (10)
32-bit INT Particle ID when drum destroyed 1400 0000 (20)
sub-block E02E
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown CDCC 4C3E (0.2)

Door (ID-6) Edit

Definitions for doors are commonly stored in scene2.bin.

Block 24AE action example
bytecount bytecount of block 24AE 9700 0000 (151)
32-bit INT door type 0(swing door) or 1(slide door)
32-bit INT open or closed at mission start 0(closed) or 1(open)
32-bit FLOAT distance door slides away, roation angle (swing door) 2,98
32-bit FLOAT motion speed 1,6 (higher means faster)
3 x 32-bit INT/FLOAT direction of motion 0,1,0 (default for swing doors)
32-bit INT Key for door

F000 0000 Key1

F100 0000 Key2

F200 0000 Key3

32-bit INT lock attribute 0000 0000 (unlocked), 0100 0000 (locked)
sub-block 6500
32-bit INT bytecount 2A00 0000 (42)
3 x 32-bit INT unknown 60/61/62
6 x 32-bit INT/FLOAT unknown 6 x FFFF FFFF
sub-block 6600
32-bit INT bytecount 0700 0000 (7)
8-bit INT unknown 00 OR 01
sub-block 6800
32-bit INT bytecount 0700 0000 (7)
8-bit INT close-door-automatism 00 (off), 01 (on)
sub-block 6900
32-bit INT bytecount 0700 0000 (7)
8-bit INT unknown 00 OR 01
sub-block 6A00
32-bit INT bytecount 1200 0000 (18)
3 x 32-bit INT/FLOAT unknown
sub-block 6B00
32-bit INT bytecount 0700 0000 (7)
8-bit INT unknown 00 OR 01
sub-block 6C00
32-bit INT bytecount 0700 0000 (7)
8-bit INT pricking ability 0(can't be pricked open) or 1(pricking allowed)
sub-block 6D00
32-bit INT bytecount 0B00 0000 (11)
32-bit INT Door Type FC1B 000 (7164 = "Hatch" acc. TEXTY.txt)
8-bit INT unknown 01 OR 00
sub-block 20B8
32-bit INT bytecount 0600 0000 (6)
sub-block 10B8
32-bit INT bytecount 0600 0000 (6)

Radio (ID-7) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 1400 0000 (20)
sub-block 6400
32-bit INT bytecount 0E00 0000 (14)
32-bit INT Object Manipulation Sound ID 3200 0000 (50)
32-bit INT "Use" function neg. values = active, pos. values (incl. 0) = inactive

Ladder (ID-8)Edit

Block 24AE action example
bytecount bytecount of block 24AE 1800 0000 (24)
8-bit INT unknown 03
32-bit INT/FLOAT unknown FFFF FFFF
32-bit INT sound climb (Puppet Movement Sound ID) 2700 0000 (39)
32-bit INT sound Fast-Down (Puppet Movement Sound ID) 2900 0000 (41)
32-bit INT unknown 0100 0000
8-bit INT unknown 00


Supply Box (ID-9)Edit

Block 24AE action example
bytecount bytecount of block 24AE 1800 0000 (24)
8-bit INT unknown 00
32-bit INT crate type (0: ammo; 1: item) 0000 0000 (ammo type)
32-bit INT actor state 1: in position, 0,2: hidden (no collision), 3: crate closed
32-bit INT inventory restriction 0800 0000
32-bit INT amount of item in crate FFFF FFFF
32-bit INT time until new box spaws (parachute) whenever empty 1400 0000 (20sec)
10x 32-bit INT item code (axis) FFFF FFFF
10x 32-bit INT item code (allies) 2700 0000 (39 = M1 Bazooka)
32-bit INT in-game label 1905 0000 (1305 = "Box with ammunition" acc. TEXTY.txt/TEXTY_DD.txt)


Spawnpoint (ID-10) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 4200 0000 (66)
sub-block 0000
32-bit INT bytecount 0A00 0000 (10)
32-bit INT unknown always 0300 0000 (3)
sub-block 0100
32-bit INT bytecount 0A00 0000 (10)
32-bit INT/FLOAT Spawnpoint type (0=singleplayer, 1=multiplayer) 0000 0000 (0)
sub-block 0200
32-bit INT bytecount 0A00 0000 (10)
32-bit INT/FLOAT unknown always 0000 0000
sub-block 0300
32-bit INT bytecount 0A00 0000 (10)
32-bit INT unknown for SP always 7700 0000 (119), DM always 7600 0000 (118), others always 0000 0000 (0)
sub-block 0400
32-bit INT bytecount 0A00 0000 (10)
32-bit INT/FLOAT unknown always 0000 0000
sub-block 0500
32-bit INT bytecount 0A00 0000 (10)
32-bit INT/FLOAT unknown always 0000 0000

Item (ID-11) Edit

Only Label and ID defined, no further attributes available.


Debris (ID-12) Edit

Only Label and ID defined, no further attributes available.


Trigger (ID-13)Edit

Block 24AE action example
bytecount bytecount of block 24AE 1A00 0000 (26)
sub-block 0000
32-bit INT bytecount 0A00 0000 (10)
32-bit INT trigger position (on/off, up/down) 0100 0000
sub-block 0100
32-bit INT bytecount 0A00 0000 (10)
32-bit INT Object Manipulation Sound ID 1400 0000

Train (ID-14) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 1A01 0000 (282)
sub-block 0100
32-bit INT bytecount 0A00 0000 (10)
32-bit INT unknown must be 0200 0000 (2) or 0300 0000 (3)
sub-block 0A00
32-bit INT bytecount 1200 0000 (18)
STRING unknown "la_J_Tendr_"
sub-block 1400
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown 3333 4B41 (12.7)
sub-block 1E00
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown 0000 4040 (3.0)
sub-block 0800
32-bit INT bytecount 0700 0000 (7)
STRING unknown ""

Photographable object (ID-15) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 1000 0000 (16)
sub-block 6400
32-bit INT bytecount 0A00 0000 (10)
32-bit INT in-game label 1405 0000 (1300 in TEXTY.txt/TEXTY_DD.txt)

Submarine (ID-20) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 1A00 0000 (26)
sub-block 0000
32-bit INT bytecount 0A00 0000 (10)
32-bit INT actor version must be 0200 0000
sub-block 0100
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT maximum depth 9A99 D9C0 (-6.8)

Stationary Weapon (ID-21)Edit

Only Label and ID defined, no further attributes available.


Place for explosives (ID-22)Edit

Block 24AE action example
bytecount bytecount of block 24AE 4200 0000 (66)
sub-block 6400
32-bit INT bytecount F91B 0000 (7161)
32-bit INT in-game label F91B 0000 (7161 = "Location for explosives")
8-bit INT if defined time elapses (1) or not (0) 01(1)
sub-block 6500
32-bit INT bytecount 0A00 0000 (10)
32-bit INT Item code 4400 0000 (68 = dynamite, acc. List of items)
sub-block 6600
32-bit INT bytecount 0A00 0000 (10)
32-bit INT time until detonation e.g. 20BF 0200 (180000ms), here: 0000 0000 for disabling timer
sub-block 6700
32-bit INT bytecount 1600 0000 (22)
32-bit INT Explosion Sound ID 1000 0000 (16)
32-bit INT Particle ID 2400 0000 (36)
32-bit INT explosion strength 401F 0000 (8000)
32-bit INT explosion radius 0F00 0000 (15m)
sub-block 6800
32-bit INT bytecount 0700 0000 (7)
8-bit INT explosives state 0: not set, 1: placed

Place for documents/beacon (ID-23) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 1400 0000 (20)
sub-block 6400
32-bit INT bytecount 0E00 0000 (14)
32-bit INT label E704 0000 (1255 in TEXTY.txt/TEXTY_DD.txt)
32-bit INT item ID EF00 0000 (239 = DOCUMENTS SMALL)
sub-block 6500 (beacon only)
32-bit INT bytecount 0A00 0000 (10)
32-bit INT label 551A 0000 (6741)

Animation (ID-25) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 5700 0000 (87)
sub-block 0000
32-bit INT bytecount 1400 0000 (20)
STRING animation filename "la_ma200A.I3D" Note: filenames end with .I3D instead of .4DS!
sub-block 0500
32-bit INT bytecount 0A00 0000 (10)
STRING unknown ""
sub-block 0100
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT hitpoints 0080 BB44 (1500.0)
sub-block 0700
32-bit INT bytecount 0700 0000 (7)
8-bit INT permanent collision refresh or "show no info" flag 00 or 01
sub-block 0200
32-bit INT bytecount 0700 0000 (7)
8-bit INT permanent collision refresh or "show no info" flag 00 or 01
sub-block 0300
32-bit INT bytecount 0A00 0000 (10)
32-bit INT Explosion Sound ID 0600 0000 (6)
sub-block 0400
32-bit INT bytecount 0A00 0000 (10)
32-bit INT Particle ID 3500 0000 (53)
sub-block 0600
32-bit INT bytecount 0A00 0000 (10)
32-bit INT label unknown 4705 0000 (1351 = "Barrels" acc. TEXTY.txt), FFFF FFFF (none)

Clock (ID-27) Edit

Only Label and ID defined, no further attributes available.


Pike (ID-28) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 2A00 0000 (42)
32-bit INT/FLOAT unknown 0000 0000
32-bit FLOAT unknown 1FC9 A93F (1.32645)
32-bit FLOAT unknown A961 1C3F (0.6108652)
3x 32-bit FLOAT unknown
3x 32-bit INT unknown

Bird (ID-29) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 4C00 0000 (76)
sub-block 0000
32-bit INT bytecount 0A00 0000 (10)
32-bit INT unknown must be 0100 0000 (1)
sub-block 0100
32-bit INT bytecount 0A00 0000 (10)
32-bit INT unknown 0100 0000 (1) or 0200 0000 (2)
sub-block 0200
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT radius within birds are spread 0000 0040 (2.0)
sub-block 0300
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT distance when birds will fly away on approaching 0000 A040 (5.0)
sub-block 0400
32-bit INT bytecount 0A00 0000 (10)
32-bit INT number of birds 0500 0000 (5)
sub-block 0500
32-bit INT bytecount 1400 0000 (20)
STRING bird filename "ptacekletacek" Note: filenames have no extension (".4DS")

Dog (ID-30) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 1A00 0000 (26)
32-bit INT unknown 0100 0000 (1)
4x 32-bit INT unknown

Bike (ID-31) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 1A00 0000 (26)
32-bit INT/FLOAT unknown
32-bit INT/FLOAT unknown

Shoal of fish (ID-32)Edit

Block 24AE action example
bytecount bytecount of block 24AE 1200 0000 (18)
32-bit FLOAT radius in which fish do move 0000 1041 (9.0m)
32-bit FLOAT size of object 0000 C03F (1.5m)
32-bit INT number of fish 3200 0000 (50)

Does not work for server clients.


Null actor (ID-33) Edit

Only Label and ID defined, no further attributes available.


Junkers 88 (ID-34) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE
sub-block 6400
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown 0040 9C45 (5000.0)
sub-block C800
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown 0040 1C46 (10000.0)
sub-block 2C01
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown 0000 3443 (180.0)
sub-block 9001
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown C2B8 B23F (1.396263)
sub-block F401
32-bit INT bytecount 0A00 0000 (10)
32-bit INT unknown FFFF FFFF (-1)

Wirecut (ID-35) Edit

Only Label and ID defined, no further attributes available.


Air attack (ID-36) Edit

Block 24AE action example
32-bit INT bytecount of block 24AE 1A00 0000 (26)
sub-block 0200
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown 0000 1644 (600.0)
sub-block 0400
32-bit INT bytecount 0A00 0000 (10)
32-bit FLOAT unknown 0000 4842 (50.0)

Spawnzone (ID-37)Edit

Block 24AE action example
bytecount bytecount of block 24AE 5300 0000 (83)
4 bytes unknown always 0180 0000
32-bit INT Zone ID 0-N
32-bit INT unknown always 0100 0000
32-bit INT Team ID who holds flag 0=Axis, 1=Allied, 2=neutral
32-bit INT label FC21 0000 (8700 = "ZONE 1 - ALLIED" acc. TEXTY.txt)
15 bytes Axis flag "d_gerflag_01" if not used: 15xCD
00 End string marker 00
15 bytes Allied flag "d_gbflag_01" if not used: 15xCD
00 End string marker 00
15 bytes neutral flag "d_neutralflag01" if not used: 15xCD
00 End string marker 00
32-Bit INT/FLOAT unknown always FFFF FFFF
32-Bit INT capturing time[s] 0F00 0000 (15s)
8-Bit INT unknown always 01

If flags have to be captured in order or not is set in the mpmaplist code.
e.g
<MAP name="Normandy2B" dir="Normandy2b_mp_zone" mode="FRONTLINE">
If mode="FRONTLINE" present, order matters.

Explosion (ID-38)Edit

The definition can applied to any dummy or object. You can give the object any explosion sound and particle effect by editing its definition.
The explosion can be controlled by script with following command line:

SetActorState(frame, 1);


Block 24AE effect example
bytecount bytecount of block 24AE 2700 0000 (39 bytes)
8-bit INT unknown 01
32-bit INT sound #1 explosion sound ID 0800 0000 (8)
32-bit INT time between sound #1 and explosion 8403 0000 (900ms)
32-bit INT sound #2 explosion sound ID 0200 0000 (2)
32-bit FLOAT explosion range 0000 A041 (20m)
32-bit FLOAT explosion strength 0000 9644 (1200)
32-bit INT particle #1 Particle ID 3500 0000
32-bit INT particle #2 Particle ID 3000 0000

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