Objects

This page lists documented moveable object properties.

Enemies

alligator

PropertyTR1 (11)TR2TR3 (32)Description
max_hit_points2042Maximum hit points.
damage100Damage dealt by the alligator bite.

ape

PropertyTR1 (15)TR2TR3Description
max_hit_points22Maximum hit points.
damage200Damage dealt by the ape bite.

atlantean_ground

PropertyTR1 (22)TR2TR3Description
max_hit_points50Maximum hit points.
charge_damage100Damage dealt by the atlantean's charge attack.
lunge_damage150Damage dealt by the atlantean's lunge attack.
punch_damage200Damage dealt by the atlantean's punch attack.
part_damage100Damage dealt by the atlantean's exploding body parts.

atlantean_shooter

PropertyTR1 (21)TR2TR3Description
max_hit_points50Maximum hit points.
charge_damage100Damage dealt by the atlantean's charge attack.
lunge_damage150Damage dealt by the atlantean's lunge attack.
punch_damage200Damage dealt by the atlantean's punch attack.
part_damage100Damage dealt by the atlantean's exploding body parts.

atlantean_winged

PropertyTR1 (20)TR2TR3Description
max_hit_points50Maximum hit points.
charge_damage100Damage dealt by the atlantean's charge attack.
lunge_damage150Damage dealt by the atlantean's lunge attack.
punch_damage200Damage dealt by the atlantean's punch attack.
part_damage100Damage dealt by the atlantean's exploding body parts.

bacon_lara

PropertyTR1 (6)TR2TR3Description
max_hit_points1000Maximum hit points.
anchor_room-1Room whose center Bacon Lara mirrors Lara's movement about. -1 uses the room she is placed in. Value range: minimum -1.

baldy

PropertyTR1 (32)TR2TR3Description
max_hit_points200Maximum hit points.
damage150Damage dealt by Baldy's shot.

bandit_1

PropertyTR1TR2 (48)TR3Description
max_hit_points45Maximum hit points.
damage8Damage dealt by the bandit's shot.

bandit_2

PropertyTR1TR2 (49)TR3Description
max_hit_points50Maximum hit points.
damage50Damage dealt by the bandit's shot.

bandit_2b

PropertyTR1TR2 (50)TR3Description
max_hit_points50Maximum hit points.
damage50Damage dealt by the bandit's shot.

barracuda

PropertyTR1TR2 (28)TR3Description
max_hit_points12Maximum hit points.
damage100Damage dealt by the barracuda bite.

bat

PropertyTR1 (9)TR2TR3Description
max_hit_points1Maximum hit points.
damage2Damage dealt by the bat attack.

bear

PropertyTR1 (8)TR2 (265)TR3Description
max_hit_points2030Maximum hit points.
charge_damage3Damage dealt while the bear charges into Lara.
slam_damage200Damage dealt if the falling bear slams into Lara.
attack_damage200Damage dealt by the bear bite attack.
pat_damage400Damage dealt by the bear paw swipe.

big_eel

PropertyTR1TR2 (27)TR3Description
max_hit_points20Maximum hit points.
damage500Damage dealt by the big eel bite.

big_spider

PropertyTR1TR2 (37)TR3Description
max_hit_points40Maximum hit points.
damage100Damage dealt by the big spider bite.

bird_guardian

PropertyTR1TR2 (46)TR3Description
max_hit_points200Maximum hit points.
damage200Damage dealt by the bird guardian punch.

boar

PropertyTR1TR2TR3Description
max_hit_points40Maximum hit points.
damage30Damage dealt by the boar's attack.

centaur

PropertyTR1 (23)TR2TR3Description
max_hit_points120Maximum hit points.
rear_damage200Damage dealt by the centaur rear attack.
part_damage100Damage dealt by the centaur death explosion.

civilian

PropertyTR1TR2TR3 (65)Description
max_hit_points15Maximum hit points.
punch_1_damage40Damage dealt by the civilian's first punch attack.
punch_2_damage40Damage dealt by the civilian's second punch attack.
punch_3_damage50Damage dealt by the civilian's third punch attack.

claw_mutant

PropertyTR1TR2TR3 (45)Description
max_hit_points130Maximum hit points.
damage100Damage dealt by the claw mutant melee attack.
plasma_ball_damage200Damage dealt by the claw mutant plasma ball.

cobra

PropertyTR1TR2TR3 (69)Description
max_hit_points8Maximum hit points.
damage80Damage dealt by the cobra bite.
alert_radius1.5Alert radius, in sectors.
attack_radius1Attack radius, in sectors.
forget_radius3Forget radius, in sectors.

compy

PropertyTR1TR2TR3 (34)Description
max_hit_points10Maximum hit points.
damage90Damage dealt by the compy attack.

cowboy

PropertyTR1 (31)TR2TR3Description
max_hit_points150Maximum hit points.
damage70Damage dealt by the cowboy's shot.

crawler_mutant

PropertyTR1TR2TR3 (42)Description
max_hit_points50Maximum hit points.

crocodile

PropertyTR1 (10)TR2TR3Description
max_hit_points2042Maximum hit points.
damage100Damage dealt by the crocodile bite.

crow

PropertyTR1TR2 (38)TR3 (27)Description
max_hit_points158Maximum hit points.
damage20Damage dealt by the bird attack.

cult_1

PropertyTR1TR2 (16)TR3Description
max_hit_points25Maximum hit points.
damage50Damage dealt by the cultist's shot.

cult_1a

PropertyTR1TR2 (17)TR3Description
max_hit_points25Maximum hit points.
damage50Damage dealt by the cultist's shot.

cult_1b

PropertyTR1TR2 (18)TR3Description
max_hit_points25Maximum hit points.
damage50Damage dealt by the cultist's shot.

cult_2

PropertyTR1TR2 (19)TR3Description
max_hit_points60Maximum hit points.

cult_3

PropertyTR1TR2 (20)TR3Description
max_hit_points150Maximum hit points.
damage50Damage dealt by the cultist's shot.

dino_mutant

PropertyTR1 (25)TR2TR3Description
max_hit_points100Maximum hit points.
touch_damage1Damage dealt by body contact.
trample_damage10Damage dealt while trampling.
bite_damage10000Damage dealt by the bite attack.

diver

PropertyTR1TR2 (29)TR3 (26)Description
max_hit_points20Maximum hit points.

dog

PropertyTR1TR2 (15)TR3Description
max_hit_points10Maximum hit points.
bite_damage100Damage dealt by the dog bite.
lunge_damage100Damage dealt by the dog's lunge attack.

dragon_front

PropertyTR1TR2 (22)TR3Description
max_hit_points300Maximum hit points.
touch_damage10Damage dealt while Lara is touching the dragon.
swipe_damage250Damage dealt by the dragon swipe attack.

eagle

PropertyTR1TR2 (47)TR3Description
max_hit_points20Maximum hit points.
damage20Damage dealt by the bird attack.

eel

PropertyTR1TR2 (26)TR3Description
max_hit_points5Maximum hit points.
damage50Damage dealt by the eel bite.

fish_mutant

PropertyTR1 (26)TR2TR3Description
max_hit_points12Maximum hit points.
damage100Damage dealt by the barracuda bite.

huskie

PropertyTR1TR2TR3 (41)Description
max_hit_points16Maximum hit points.
lunge_damage50Damage dealt by the lunge attack.
bite_damage12Damage dealt by the bite attack.

hybrid_mutant

PropertyTR1TR2TR3 (46)Description
max_hit_points90Maximum hit points.
jump_damage20Damage dealt by the hybrid mutant jump attack.
slash_damage100Damage dealt by the hybrid mutant slash attack.
kick_damage80Damage dealt by the hybrid mutant kick attack.

jelly

PropertyTR1TR2 (35)TR3Description
max_hit_points10Maximum hit points.
damage5Damage dealt by the jelly sting.

larson

PropertyTR1 (27)TR2TR3Description
max_hit_points50Maximum hit points.
damage50Damage dealt by Larson's shot.

lion

PropertyTR1 (12)TR2TR3Description
max_hit_points30Maximum hit points.
pounce_damage150Damage dealt by the pounce attack.
bite_damage250Damage dealt by the bite attack.

lioness

PropertyTR1 (13)TR2TR3Description
max_hit_points25Maximum hit points.
pounce_damage150Damage dealt by the pounce attack.
bite_damage250Damage dealt by the bite attack.

lizard

PropertyTR1TR2TR3 (35)Description
max_hit_points36Maximum hit points.
bite_damage100Damage dealt by the lizard bite.
swipe_damage120Damage dealt by the lizard swipe attack.

monkey

PropertyTR1TR2TR3 (71)Description
max_hit_points8Maximum hit points.
damage40Damage dealt by bite attacks.
jump_damage50Damage dealt by the jumping bite attack.

monk_1

PropertyTR1TR2 (53)TR3Description
max_hit_points30Maximum hit points.
damage150Damage dealt by melee attacks.
enemy_damage5Damage dealt by melee attacks against non-player targets.

monk_2

PropertyTR1TR2 (54)TR3Description
max_hit_points30Maximum hit points.
damage150Damage dealt by melee attacks.
enemy_damage5Damage dealt by melee attacks against non-player targets.

monk_3

PropertyTR1TR2 (267)TR3Description
max_hit_points30Maximum hit points.
damage150Damage dealt by melee attacks.
enemy_damage5Damage dealt by melee attacks against non-player targets.

mouse

PropertyTR1TR2 (21)TR3 (23)Description
max_hit_points4Maximum hit points.
damage20Damage dealt by the bite attack.

mp_1

PropertyTR1TR2TR3 (60)Description
max_hit_points25Maximum hit points.
punch_1_damage80Damage dealt by punch 1.
punch_2_damage80Damage dealt by punch 2.
punch_3_damage100Damage dealt by punch 3.
kick_damage150Damage dealt by the kick attack.

mp_2

PropertyTR1TR2TR3 (61)Description
max_hit_points28Maximum hit points.
damage32Damage dealt by gun shots.

mummy

PropertyTR1 (24)TR2TR3Description
max_hit_points18Maximum hit points.

natla

PropertyTR1 (33)TR2TR3Description
max_hit_points400Maximum hit points.

patrol_dog

PropertyTR1TR2TR3 (22)Description
max_hit_points16Maximum hit points.
lunge_damage50Damage dealt by the lunge attack.
bite_damage12Damage dealt by the bite attack.

pierre

PropertyTR1 (28)TR2TR3Description
max_hit_points70Maximum hit points.
damage50Damage dealt by shots.

prisoner

PropertyTR1TR2TR3 (62)Description
max_hit_points20Maximum hit points.
punch_1_damage40Damage dealt by punch 1.
punch_2_damage40Damage dealt by punch 2.
punch_3_damage50Damage dealt by punch 3.

puma

PropertyTR1 (14)TR2TR3Description
max_hit_points45Maximum hit points.
pounce_damage150Damage dealt by the pounce attack.
bite_damage250Damage dealt by the bite attack.

punk_1

PropertyTR1TR2TR3 (53)Description
max_hit_points20Maximum hit points.
hit_damage80Damage dealt by punches 1 and 2.
swipe_damage100Damage dealt by punch 3.

punk_2

PropertyTR1TR2TR3 (54)Description
max_hit_points20Maximum hit points.
hit_damage80Damage dealt by punches 1 and 2.
swipe_damage100Damage dealt by punch 3.

raptor

PropertyTR1 (19)TR2TR3 (288)Description
max_hit_points2090Maximum hit points.
lunge_damage100Damage dealt by the lunge attack.
charge_damage100Damage dealt by the charge attack.
bite_damage100Damage dealt by the bite attack.

rat

PropertyTR1 (16)TR2TR3Description
max_hit_points5Maximum hit points.
bite_damage20Damage dealt by the bite attack.
charge_damage20Damage dealt by the charge attack.

rx_worker_1

PropertyTR1TR2TR3 (39)Description
max_hit_points34Maximum hit points.
damage35Damage dealt by shots.

rx_worker_2

PropertyTR1TR2TR3 (40)Description
max_hit_points30Maximum hit points.
damage28Damage dealt by shots.

rx_worker_3

PropertyTR1TR2TR3 (50)Description
max_hit_points36Maximum hit points.

security_guard

PropertyTR1TR2TR3 (56)Description
max_hit_points28Maximum hit points.
damage32Damage dealt by shots.
final_shot_damage64Damage dealt by the death-state final shot.

shark

PropertyTR1TR2 (25)TR3Description
max_hit_points30Maximum hit points.
damage400Damage dealt by bite attacks.

shiva

PropertyTR1TR2TR3 (70)Description
max_hit_points100Maximum hit points.
pincer_damage150Damage dealt by the pincer attack.
chopper_damage180Damage dealt by the chopper attack.

skate_kid

PropertyTR1 (30)TR2TR3Description
max_hit_points125Maximum hit points.
stop_shot_damage50Damage dealt by shots while stopped.
skate_shot_damage40Damage dealt by shots while skating.

skidoo_driver

PropertyTR1TR2 (52)TR3Description
max_hit_points1Maximum hit points.
shot_damage50Damage dealt by shots when Lara is not mounted.
mounted_shot_damage10Damage dealt by shots when Lara is mounted.

sophia

PropertyTR1TR2TR3 (57)Description
max_hit_points300Maximum hit points.
knockback_damage200Damage dealt by the knockback shockwave.
laser_bolt_damage30Damage dealt by regular laser bolt direct hits.
big_laser_bolt_damage542Damage dealt by the big laser bolt direct hit.
laser_bolt_splash_damage16Maximum splash damage dealt by regular laser bolts.
big_laser_bolt_splash_damage64Maximum splash damage dealt by the big laser bolt.
plasma_ball_damage25Damage dealt by plasma ball direct hits.

spider

PropertyTR1TR2 (36)TR3Description
max_hit_points5Maximum hit points.
damage25Damage dealt by bite attacks.

sthpac_mercenary

PropertyTR1TR2TR3 (37)Description
max_hit_points30Maximum hit points.
damage28Damage dealt by the mercenary's shot.

swat_1

PropertyTR1TR2TR3 (51)Description
max_hit_points45Maximum hit points.
damage28Damage dealt by shots.
final_shot_damage84Damage dealt by the death-state final shot.

swat_2

PropertyTR1TR2TR3 (52)Description
max_hit_points45Maximum hit points.
damage28Damage dealt by shots.
final_shot_damage84Damage dealt by the death-state final shot.

swat_3

PropertyTR1TR2TR3 (63)Description
max_hit_points45Maximum hit points.
damage28Damage dealt by shots.
final_shot_damage84Damage dealt by the death-state final shot.

tiger

PropertyTR1TR2 (39)TR3 (28)Description
max_hit_points2024Maximum hit points.
damage10090Damage dealt by bite attacks.

tony

PropertyTR1TR2TR3 (73)Description
max_hit_points100Maximum hit points.
fire_ball_damage200Damage dealt by direct fire ball hits.

torso

PropertyTR1 (34)TR2TR3Description
max_hit_points500Maximum hit points.
touch_damage5Damage dealt by body contact.
attack_damage500Damage dealt by swipe attacks.
part_damage250Damage dealt by the death explosion.

trex

PropertyTR1 (18)TR2 (214)TR3Description
max_hit_points100Maximum hit points.
touch_damage1Damage dealt by body contact.
trample_damage10Damage dealt while trampling.
bite_damage10000Damage dealt by the bite attack.

trex_alpha

PropertyTR1TR2TR3 (287)Description
max_hit_points800Maximum hit points.
touch_damage1Damage dealt by body contact.
trample_damage10Damage dealt while trampling.
bite_damage10000Damage dealt by the bite attack.
raptor_damage50Damage dealt to raptors by the bite attack.

tribe_axeman

PropertyTR1TR2TR3 (20)Description
max_hit_points28Maximum hit points.
attack_2_damage8Damage dealt by attack 2.
attack_3_damage32Damage dealt by attack 3.
attack_4_damage8Damage dealt by attack 4.
attack_5_damage8Damage dealt by attack 5.
attack_6_damage32Damage dealt by attack 6.
enemy_damage2Damage dealt to non-player targets.

tribe_boss

PropertyTR1TR2TR3 (36)Description
max_hit_points200Maximum hit points.
head_beam_damage10000Damage dealt by the head electric beam.

tribe_pipeman

PropertyTR1TR2TR3 (21)Description
max_hit_points28Maximum hit points.
damage100Damage dealt by melee attacks.
enemy_damage5Damage dealt to non-player targets.

vole

PropertyTR1 (17)TR2TR3Description
max_hit_points5Maximum hit points.
bite_damage20Damage dealt by the bite attack.
charge_damage20Damage dealt by the charge attack.

von_croy

PropertyTR1TR2TR3Description
max_hit_points15Maximum hit points.
guides_larafalseWhether he waits for Lara and lectures her at the markers he walks to, rather than running them on his own.

vulture

PropertyTR1TR2TR3 (29)Description
max_hit_points18Maximum hit points.
damage20Damage dealt by the bird attack.

wasp_mutant

PropertyTR1TR2TR3 (44)Description
max_hit_points24Maximum hit points.
damage50Damage dealt by the sting attack.

willard

PropertyTR1TR2TR3 (49)Description
max_hit_points200Maximum hit points.
touch_damage10Damage dealt by body contact.
bite_damage220Damage dealt by bite attacks.
lunge_damage440Damage dealt by the lunge attack.
plasma_ball_damage10000Damage dealt by direct plasma ball hits.

winston

PropertyTR1 (191)TR2 (260)TR3 (360)Description
max_hit_points1Maximum hit points.

winston_army

PropertyTR1TR2TR3 (361)Description
max_hit_points20Maximum hit points.

wolf

PropertyTR1 (7)TR2 (266)TR3Description
max_hit_points610Maximum hit points.
pounce_damage50Damage dealt by the pounce attack.
bite_damage100Damage dealt by the bite attack.

worker_1

PropertyTR1TR2 (30)TR3Description
max_hit_points25Maximum hit points.
damage150Damage dealt by gun shots.

worker_2

PropertyTR1TR2 (31)TR3Description
max_hit_points20Maximum hit points.
damage30Damage dealt by gun shots.

worker_3

PropertyTR1TR2 (32)TR3Description
max_hit_points27Maximum hit points.
hit_damage80Damage dealt by punch attacks.
swipe_damage100Damage dealt by the swipe attack.

worker_4

PropertyTR1TR2 (33)TR3Description
max_hit_points27Maximum hit points.
hit_damage80Damage dealt by punch attacks.
swipe_damage100Damage dealt by the swipe attack.

worker_5

PropertyTR1TR2 (34)TR3Description
max_hit_points20Maximum hit points.
damage30Damage dealt by gun shots.

xian_knight

PropertyTR1TR2 (43)TR3Description
max_hit_points80Maximum hit points.
damage300Damage dealt by sword slashes.

xian_spearman

PropertyTR1TR2 (41)TR3Description
max_hit_points100Maximum hit points.
hit_1_damage75Damage dealt by attack 1.
hit_2_damage75Damage dealt by attacks 2 to 4.
hit_5_damage75Damage dealt by attack 5.
hit_6_damage120Damage dealt by attack 6.

yeti

PropertyTR1TR2 (45)TR3Description
max_hit_points30Maximum hit points.
punch_damage100Damage dealt by attack 1.
thump_damage150Damage dealt by attack 2.
charge_damage200Damage dealt by attack 3.

Traps

blade

PropertyTR1TR2 (81)TR3 (111)Description
damage100Damage dealt while Lara is touching the blade trap.

ceiling_spikes

PropertyTR1TR2 (87)TR3 (116)Description
speed5Offset applied each frame while the ceiling spikes descend.
damage20Damage dealt while Lara is touching the ceiling spikes.

damocles_sword

PropertyTR1 (43)TR2TR3Description
damage100Damage dealt when Lara is struck by the falling Damocles sword.

dart

PropertyTR1 (39)TR2TR3Description
damage50Damage dealt on hit.
poisonfalseApply poison buildup in addition to hit damage.

disc

PropertyTR1TR2 (61)TR3Description
damage50Damage dealt on hit.
poisonfalseApply poison buildup in addition to hit damage.

falling_block_1

PropertyTR1 (35)TR2 (55)TR3 (83)Description
requires_heavy_triggerfalseWhether the block can only be activated from heavy triggers.

falling_block_2

PropertyTR1TR2 (56)TR3 (84)Description
requires_heavy_triggerfalseWhether the block can only be activated from heavy triggers.

falling_block_3

PropertyTR1TR2 (57)TR3 (85)Description
requires_heavy_triggerfalseWhether the block can only be activated from heavy triggers.

falling_ceiling_1

PropertyTR1 (53)TR2 (79)TR3 (107)Description
damage300Damage dealt while Lara is touching the falling ceiling.

falling_ceiling_2

PropertyTR1 (54)TR2TR3Description
damage300Damage dealt while Lara is touching the falling ceiling.

flame_emitter_side

PropertyTR1TR2TR3 (333)Description
interval2Interval between flame bursts, in seconds.

generic_trap_1

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_2

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_3

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_4

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_5

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_6

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_7

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_8

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_9

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

generic_trap_10

PropertyTR1TR2TR3Description
touch_mask-1A bitmask of damaging mesh numbers. The default value indicates all meshes are damaging.
damage50Damage dealt when Lara touches the trap. Value range: minimum 0.
blood_intensity3The intensity of blood to spawn when Lara is damaged. Value range: minimum 0; maximum 10.
push_laratrueWhether or not Lara should be pushed when colliding with the trap.

hook

PropertyTR1TR2 (78)TR3 (106)Description
damage50Damage dealt while Lara is touching the hook.

icicle

PropertyTR1TR2 (84)TR3 (113)Description
damage200Damage dealt when Lara is struck by the falling icicle.

killer_statue

PropertyTR1TR2 (82)TR3Description
damage20Damage dealt while Lara is struck by the killer statue.

lava_wedge

PropertyTR1 (180)TR2TR3Description
speed25Offset applied each frame while the lava wedge advances.

lightning_emitter

PropertyTR1 (46)TR2TR3Description
damage400Damage dealt when Lara is struck by the lightning emitter.

pendulum_1

PropertyTR1TR2 (58)TR3 (86)Description
damage50Damage dealt while Lara is touching the pendulum.

pendulum_2

PropertyTR1TR2 (96)TR3 (121)Description
damage50Damage dealt while Lara is touching the pendulum.

poison_dart

PropertyTR1TR2TR3 (90)Description
damage25Damage dealt on hit.
poisontrueApply poison buildup in addition to hit damage.

power_saw

PropertyTR1TR2 (77)TR3 (105)Description
damage200Damage dealt while Lara is touching the power saw.

propeller_1

PropertyTR1TR2 (76)TR3Description
damage200Damage dealt while Lara is touching the propeller.

propeller_2

PropertyTR1TR2 (94)TR3 (119)Description
damage200Damage dealt while Lara is touching the propeller.

propeller_3

PropertyTR1TR2 (95)TR3 (120)Description
damage200Damage dealt while Lara is touching the propeller.

rolling_ball_1

PropertyTR1 (38)TR2 (60)TR3 (88)Description
air_damage100Damage dealt when Lara is clipped by a moving boulder without being crushed.

rolling_ball_2

PropertyTR1TR2 (83)TR3 (112)Description
air_damage100Damage dealt when Lara is clipped by a moving boulder without being crushed.

rolling_ball_3

PropertyTR1TR2 (101)TR3 (126)Description
air_damage100Damage dealt when Lara is clipped by a moving boulder without being crushed.

rolling_ball_4

PropertyTR1TR2TR3 (89)Description
air_damage100Damage dealt when Lara is clipped by a moving boulder without being crushed.

rotating_laser

PropertyTR1TR2TR3 (291)Description
damage25Damage dealt while Lara is touching the rotating laser.

scaled_spikes

PropertyTR1TR2TR3Description
damage8Damage dealt when Lara hits the spikes without dying instantly.
orientation4The orientation configuration of the spikes. Value range: minimum 0; maximum 15.
scaled_spikes_mode0The behavior of the spikes when triggered - 0: looping; 1: permanently extended; 2: one-shot.

security_laser_alarm

PropertyTR1TR2TR3 (66)Description
max_hit_points1Maximum hit points.

security_laser_deadly

PropertyTR1TR2TR3 (67)Description
damage10Damage dealt when Lara crosses the security laser.
max_hit_points1Maximum hit points.

security_laser_killer

PropertyTR1TR2TR3 (68)Description
max_hit_points1Maximum hit points.

sentry_gun

PropertyTR1TR2TR3 (64)Description
damage10Damage dealt when the sentry gun hits Lara.
requires_alerttrueRequire an alert, such as a security laser Lara has crossed, before the sentry gun opens fire. With this off, it fires for as long as its own trigger is active.
max_hit_points100Maximum hit points.

spikes

PropertyTR1 (37)TR2 (59)TR3 (87)Description
damage15Damage dealt when Lara hits the spikes without dying instantly.

spike_wall

PropertyTR1TR2 (85)TR3 (114)Description
speed16Offset applied each frame while the spike wall advances.
damage20Damage dealt while Lara is touching the spike wall.

spinning_blade

PropertyTR1TR2 (80)TR3 (108)Description
damage100Damage dealt while Lara is touching the spinning blade.

swinging_axe

PropertyTR1 (36)TR2TR3Description
damage100Damage dealt while Lara is touching the swinging axe.

teeth_trap

PropertyTR1 (42)TR2 (64)TR3 (94)Description
damage400Damage dealt while Lara is caught in the teeth trap.

General

ai_ambush

PropertyTR1TR2TR3 (75)Description
max_hit_points0Maximum hit points.

ai_follow

PropertyTR1TR2TR3 (78)Description
max_hit_points0Maximum hit points.

ai_guard

PropertyTR1TR2TR3 (74)Description
max_hit_points0Maximum hit points.

ai_modify

PropertyTR1TR2TR3 (77)Description
max_hit_points0Maximum hit points.

ai_patrol_1

PropertyTR1TR2TR3 (76)Description
max_hit_points0Maximum hit points.

ai_patrol_2

PropertyTR1TR2TR3 (79)Description
max_hit_points0Maximum hit points.

ai_x1

PropertyTR1TR2TR3 (80)Description
max_hit_points0Maximum hit points.

ai_x2

PropertyTR1TR2TR3 (81)Description
max_hit_points0Maximum hit points.

ai_x3

PropertyTR1TR2TR3 (82)Description
max_hit_points0Maximum hit points.

animating_1

PropertyTR1TR2TR3 (349)Description
collidabletrueWhether or not Lara can collide with the animating.

animating_2

PropertyTR1TR2TR3 (350)Description
collidabletrueWhether or not Lara can collide with the animating.

animating_3

PropertyTR1TR2TR3 (351)Description
collidabletrueWhether or not Lara can collide with the animating.

animating_4

PropertyTR1TR2TR3 (352)Description
collidabletrueWhether or not Lara can collide with the animating.

animating_5

PropertyTR1TR2TR3 (353)Description
collidabletrueWhether or not Lara can collide with the animating.

animating_6

PropertyTR1TR2TR3 (354)Description
collidabletrueWhether or not Lara can collide with the animating.

animating_7

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_8

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_9

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_10

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_11

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_12

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_13

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_14

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_15

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_16

PropertyTR1TR2TR3Description
collidabletrueWhether or not Lara can collide with the animating.

animating_ext_1

PropertyTR1TR2TR3 (370)Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_2

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_3

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_4

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_5

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_6

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_7

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_8

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_9

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

animating_ext_10

PropertyTR1TR2TR3Description
kill_on_triggerfalseKill the item immediately while its trigger is inactive.

assault_target

PropertyTR1TR2TR3 (30)Description
max_hit_points8Maximum hit points.

autos_ammo_item

PropertyTR1 (249)TR2 (144)TR3 (387)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

autos_item

PropertyTR1 (248)TR2 (137)TR3 (386)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

big_bowl

PropertyTR1TR2 (71)TR3Description
pour_time7The amount of time hot liquid is poured from the bowl, in seconds. Value range: minimum 3.
flip_slot4The flip map slot to alter once liquid has finished pouring. -1 = no flipmap is performed. Value range: minimum -1; maximum 9.

binoculars_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

boat

PropertyTR1TR2 (14)TR3Description
is_heavytrueWhether or not this vehicle can activate heavy triggers.

ceiling_trapdoor_1

PropertyTR1TR2TR3Description
auto_opentrueWhether the trapdoor opens automatically when triggered.

ceiling_trapdoor_2

PropertyTR1TR2TR3Description
auto_opentrueWhether the trapdoor opens automatically when triggered.

crossbow_ammo_1_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

crossbow_ammo_2_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

crossbow_ammo_3_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

crossbow_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

crowbar_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

desert_eagle_ammo_item

PropertyTR1 (252)TR2 (289)TR3 (170)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

desert_eagle_item

PropertyTR1 (251)TR2 (288)TR3 (162)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

door_1

PropertyTR1 (57)TR2 (106)TR3 (131)Description
crowbarfalseWhether the door must be pried open with the crowbar.
liftfalseWhether the door rises vertically while activated instead of playing its open animation.

door_2

PropertyTR1 (58)TR2 (107)TR3 (132)Description
crowbarfalseWhether the door must be pried open with the crowbar.
liftfalseWhether the door rises vertically while activated instead of playing its open animation.

door_3

PropertyTR1 (59)TR2 (108)TR3 (133)Description
crowbarfalseWhether the door must be pried open with the crowbar.
liftfalseWhether the door rises vertically while activated instead of playing its open animation.

door_4

PropertyTR1 (60)TR2 (109)TR3 (134)Description
crowbarfalseWhether the door must be pried open with the crowbar.
liftfalseWhether the door rises vertically while activated instead of playing its open animation.

door_5

PropertyTR1 (61)TR2 (110)TR3 (135)Description
crowbarfalseWhether the door must be pried open with the crowbar.
liftfalseWhether the door rises vertically while activated instead of playing its open animation.

door_6

PropertyTR1 (62)TR2 (111)TR3 (136)Description
crowbarfalseWhether the door must be pried open with the crowbar.
liftfalseWhether the door rises vertically while activated instead of playing its open animation.

door_7

PropertyTR1 (63)TR2 (112)TR3 (137)Description
crowbarfalseWhether the door must be pried open with the crowbar.
liftfalseWhether the door rises vertically while activated instead of playing its open animation.

door_8

PropertyTR1 (64)TR2 (113)TR3 (138)Description
crowbarfalseWhether the door must be pried open with the crowbar.
liftfalseWhether the door rises vertically while activated instead of playing its open animation.

examine_item_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

examine_item_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

examine_item_3

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

flares_box_item

PropertyTR1 (187)TR2 (151)TR3 (178)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

flare_item

PropertyTR1 (193)TR2 (152)TR3 (179)Description
burn_time6030How long the flare burns for, in seconds.

floor_trapdoor_1

PropertyTR1TR2TR3Description
auto_opentrueWhether the trapdoor opens automatically when triggered.

floor_trapdoor_2

PropertyTR1TR2TR3Description
auto_opentrueWhether the trapdoor opens automatically when triggered.

grenade_ammo_2_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

grenade_ammo_3_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

grenade_ammo_item

PropertyTR1 (245)TR2 (148)TR3 (175)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

grenade_gun_item

PropertyTR1 (242)TR2 (141)TR3 (167)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

harpoon_gun_ammo_item

PropertyTR1 (246)TR2 (146)TR3 (172)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

harpoon_gun_item

PropertyTR1 (243)TR2 (139)TR3 (164)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

kayak

PropertyTR1TR2TR3 (14)Description
is_heavytrueWhether or not this vehicle can activate heavy triggers.

key_item_1

PropertyTR1 (129)TR2 (193)TR3 (224)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_1_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_1_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_2

PropertyTR1 (130)TR2 (194)TR3 (225)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_2_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_2_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_3

PropertyTR1 (131)TR2 (195)TR3 (226)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_3_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_3_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_4

PropertyTR1 (132)TR2 (196)TR3 (227)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_4_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_4_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_5

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_5_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_5_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_6

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_6_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_6_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_7

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_7_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_7_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_8

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_8_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_8_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_9

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_10

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_11

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

key_item_12

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

lara

PropertyTR1 (0)TR2 (0)TR3 (0)Description
max_hit_points1000Maximum hit points.

large_medipack_item

PropertyTR1 (94)TR2 (150)TR3 (177)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

lasersight_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

lead_bar_item

PropertyTR1 (126)TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

lift

PropertyTR1TR2 (65)TR3 (95)Description
wait_time3The time to wait before the lift begins moving, in seconds. Value range: minimum 1.
travel_distance22The vertical distance the lift will travel, in clicks. Value range: minimum 1.
speed16The speed at which the lift moves, in world units. Value range: minimum 1; maximum 64.

m16_ammo_item

PropertyTR1 (244)TR2 (147)TR3 (392)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

m16_item

PropertyTR1 (241)TR2 (140)TR3 (391)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

magnums_ammo_item

PropertyTR1 (90)TR2 (283)TR3 (382)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

magnums_item

PropertyTR1 (86)TR2 (282)TR3 (381)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

mine_cart

PropertyTR1TR2TR3 (17)Description
track_1-1 (MX_MINE_CART_THEME)12 (MX_MINE_CART_THEME)Random music track pool, slot 1. -1 = disabled.
track_2-1Random music track pool, slot 2. -1 = disabled.
track_3-1Random music track pool, slot 3. -1 = disabled.
track_4-1Random music track pool, slot 4. -1 = disabled.

mp5_ammo_item

PropertyTR1 (254)TR2 (294)TR3 (173)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

mp5_item

PropertyTR1 (253)TR2 (293)TR3 (165)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_1

PropertyTR1 (141)TR2 (205)TR3 (236)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_1_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_1_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_2

PropertyTR1 (142)TR2 (206)TR3 (237)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_2_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_2_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_3

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_3_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_3_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_4

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_4_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pickup_item_4_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

piranhas

PropertyTR1TR2TR3 (338)Description
range((XYZ_32) { 1, 1, 1 })Swim range, in quarter tiles. Value range: minimum 1 on each axis.
use_room_lightingtruefalseWhether the shoal uses the surrounding room lighting.

pistols_ammo_item

PropertyTR1 (88)TR2 (142)TR3 (168)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

pistols_item

PropertyTR1 (84)TR2 (135)TR3 (160)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

player_1

PropertyTR1 (77)TR2 (123)TR3 (148)Description
max_hit_points1Maximum hit points.

player_2

PropertyTR1 (78)TR2 (124)TR3 (149)Description
max_hit_points1Maximum hit points.

player_3

PropertyTR1 (79)TR2 (125)TR3 (150)Description
max_hit_points1Maximum hit points.

player_4

PropertyTR1 (80)TR2 (126)TR3 (151)Description
max_hit_points1Maximum hit points.

player_5

PropertyTR1TR2 (127)TR3 (152)Description
max_hit_points1Maximum hit points.

player_6

PropertyTR1TR2 (128)TR3 (153)Description
max_hit_points1Maximum hit points.

player_7

PropertyTR1TR2 (129)TR3 (154)Description
max_hit_points1Maximum hit points.

player_8

PropertyTR1TR2 (130)TR3 (155)Description
max_hit_points1Maximum hit points.

player_9

PropertyTR1TR2 (131)TR3 (156)Description
max_hit_points1Maximum hit points.

player_10

PropertyTR1TR2 (132)TR3 (157)Description
max_hit_points1Maximum hit points.

portacabin

PropertyTR1 (162)TR2TR3Description
flip_slot3The flip map slot to alter once the cabin has landed. -1 = no flipmap is performed. Value range: minimum -1; maximum 9.

puzzle_done_1

PropertyTR1 (122)TR2 (186)TR3 (217)Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_2

PropertyTR1 (123)TR2 (187)TR3 (218)Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_3

PropertyTR1 (124)TR2 (188)TR3 (219)Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_4

PropertyTR1 (125)TR2 (189)TR3 (220)Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_5

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_6

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_7

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_8

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_9

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_10

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_11

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_done_12

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_1

PropertyTR1 (118)TR2 (182)TR3 (213)Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_2

PropertyTR1 (119)TR2 (183)TR3 (214)Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_3

PropertyTR1 (120)TR2 (184)TR3 (215)Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_4

PropertyTR1 (121)TR2 (185)TR3 (216)Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_5

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_6

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_7

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_8

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_9

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_10

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_11

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_hole_12

PropertyTR1TR2TR3Description
collidable_when_donetrueWhether or not Lara can collide with the slot after using it.

puzzle_item_1

PropertyTR1 (110)TR2 (174)TR3 (205)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_1_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_1_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_2

PropertyTR1 (111)TR2 (175)TR3 (206)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_2_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_2_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_3

PropertyTR1 (112)TR2 (176)TR3 (207)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_3_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_3_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_4

PropertyTR1 (113)TR2 (177)TR3 (208)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_4_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_4_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_5

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_5_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_5_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_6

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_6_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_6_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_7

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_7_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_7_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_8

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_8_combo_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_8_combo_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_9

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_10

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_11

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

puzzle_item_12

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

quad_bike

PropertyTR1TR2TR3 (16)Description
track_1-1Random music track pool, slot 1. -1 = disabled.
track_2-1Random music track pool, slot 2. -1 = disabled.
track_3-1Random music track pool, slot 3. -1 = disabled.
track_4-1Random music track pool, slot 4. -1 = disabled.
is_heavytrueWhether or not this vehicle can activate heavy triggers.
test_static_collisionfalseWhether or not this vehicle can collide with static meshes.

quest_item_1

PropertyTR1TR2TR3 (240)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

quest_item_2

PropertyTR1TR2TR3 (241)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

quest_item_3

PropertyTR1TR2TR3 (242)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

quest_item_4

PropertyTR1TR2TR3 (243)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

quest_item_5

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

quest_item_6

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

revolver_ammo_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

revolver_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

rib

PropertyTR1TR2TR3 (15)Description
track_1-1 (MX_RIB_THEME)12 (MX_RIB_THEME)Random music track pool, slot 1. -1 = disabled.
track_2-1Random music track pool, slot 2. -1 = disabled.
track_3-1Random music track pool, slot 3. -1 = disabled.
track_4-1Random music track pool, slot 4. -1 = disabled.
is_heavytrueWhether or not this vehicle can activate heavy triggers.

rocket_ammo_item

PropertyTR1 (256)TR2 (300)TR3 (174)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

rocket_gun_item

PropertyTR1 (255)TR2 (299)TR3 (166)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

save_crystal_item

PropertyTR1 (83)TR2 (269)TR3 (180)Description
bobfalsetrueWhether the crystal hovers and bobs in place.
glow_color(0, 0, 0)Color of the light the crystal casts. Black picks one from the save crystal mode.
mesh_index-1Mesh the crystal is drawn with. -1 picks one from the save crystal mode.
heal_amount500Health restored by a healing crystal.

scion_item_1

PropertyTR1 (143)TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

scion_item_2

PropertyTR1 (144)TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

scion_item_3

PropertyTR1 (145)TR2TR3Description
max_hit_points5Maximum hit points.

secret_1

PropertyTR1TR2 (190)TR3 (221)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

secret_2

PropertyTR1TR2 (191)TR3 (222)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

secret_3

PropertyTR1TR2 (192)TR3 (223)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

shotgun_ammo_2_item

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

shotgun_ammo_item

PropertyTR1 (89)TR2 (143)TR3 (169)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

shotgun_item

PropertyTR1 (85)TR2 (136)TR3 (161)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

skidoo_armed

PropertyTR1TR2 (51)TR3Description
max_hit_points100Maximum hit points.

skidoo_fast

PropertyTR1TR2 (13)TR3Description
track_1-1 (MX_SKIDOO_THEME)48 (MX_SKIDOO_THEME)-1 (MX_SKIDOO_THEME)Random music track pool, slot 1. -1 = disabled.
track_2-1Random music track pool, slot 2. -1 = disabled.
track_3-1Random music track pool, slot 3. -1 = disabled.
track_4-1Random music track pool, slot 4. -1 = disabled.
battle_track_1-1 (MX_BATTLE_THEME)49 (MX_BATTLE_THEME)-1 (MX_BATTLE_THEME)Random battle music track pool, slot 1. -1 = disabled.
battle_track_2-1Random battle music track pool, slot 2. -1 = disabled.
battle_track_3-1Random battle music track pool, slot 3. -1 = disabled.
battle_track_4-1Random battle music track pool, slot 4. -1 = disabled.
is_heavytrueWhether or not this vehicle can activate heavy triggers.
test_static_collisionfalseWhether or not this vehicle can collide with static meshes.

small_medipack_item

PropertyTR1 (93)TR2 (149)TR3 (176)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

strobe_light

PropertyTR1TR2TR3 (318)Description
requires_alarm_activefalseRequire an alert event before the light activates.

switch_type_generic_1

PropertyTR1TR2TR3Description
switch_mode0Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove

switch_type_generic_2

PropertyTR1TR2TR3Description
switch_mode0Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove

switch_type_generic_3

PropertyTR1TR2TR3Description
switch_mode0Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove

switch_type_generic_4

PropertyTR1TR2TR3Description
switch_mode0Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove

switch_type_generic_5

PropertyTR1TR2TR3Description
switch_mode0Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove

switch_type_generic_6

PropertyTR1TR2TR3Description
switch_mode0Switch animation mode - 0: normal; 1: hidden reach; 2: hidden pickup; 3: single-use shove

switch_type_pulley

PropertyTR1TR2TR3Description
required_pulls1The number of pulls required before activating the trigger under the pulley. Value range: minimum 1
is_single_usefalseWhether or not the pulley can only be used once.

trapdoor_1

PropertyTR1 (65)TR2 (114)TR3 (139)Description
auto_opentrueWhether the trapdoor opens automatically when triggered.

trapdoor_2

PropertyTR1 (66)TR2 (115)TR3 (140)Description
auto_opentrueWhether the trapdoor opens automatically when triggered.

trapdoor_3

PropertyTR1 (67)TR2 (116)TR3 (141)Description
auto_opentrueWhether the trapdoor opens automatically when triggered.

tropical_fish

PropertyTR1TR2TR3 (339)Description
sprite_offset0Texture offset in `O_TROPICAL_FISH_GFX`.
range((XYZ_32) { 1, 1, 1 })Swim range, in quarter tiles. Value range: minimum 1 on each axis.
use_room_lightingtruefalseWhether the shoal uses the surrounding room lighting.

upv

PropertyTR1TR2TR3 (19)Description
is_heavytrueWhether or not this vehicle can activate heavy triggers.

uzis_ammo_item

PropertyTR1 (91)TR2 (145)TR3 (171)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

uzis_item

PropertyTR1 (87)TR2 (138)TR3 (163)Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterfall_1

PropertyTR1TR2TR3Description
loop_sound0The sound the waterfall loops while it runs - 0: none; 1: sand; 2: water
hide_when_inactivefalseHide the waterfall while its trigger is inactive.

waterfall_2

PropertyTR1TR2TR3Description
loop_sound0The sound the waterfall loops while it runs - 0: none; 1: sand; 2: water
hide_when_inactivefalseHide the waterfall while its trigger is inactive.

waterfall_3

PropertyTR1TR2TR3Description
loop_sound0The sound the waterfall loops while it runs - 0: none; 1: sand; 2: water
hide_when_inactivefalseHide the waterfall while its trigger is inactive.

waterskin_1_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_1_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_1_3

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_1_empty

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_2_1

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_2_2

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_2_3

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_2_4

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_2_5

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.

waterskin_2_empty

PropertyTR1TR2TR3Description
pickup_mode0Pickup animation mode - 0: normal; 1: low pedestal; 2: high pedestal; 3: hidden reach-in; 4: crowbar; 5: hidden sarcophagus; 6: scion pedestal.
show_pickup_aidtrueShow a twinkle effect above the item; applies only to normal and pedestal pickup modes.
snap_to_sectortrueMove the item to the middle of its sector where a carrier drops it.
keep_simulatedfalseSimulate the item again once it becomes visible, so that it goes on rotating, glowing and showing its twinkle after a carrier drops it or a trigger brings it back.
rotation0How much to rotate the item by each frame while it's active, in engine angle units. Value range: minimum -16384; maximum 16384.
glow_color(0, 0, 0)The color of the item's glow while it's active. Black infers no glow.