Generally available IDs

Most of the IDs can be found within the mission editor, by going to:
Left menu ➔ Scripting Menu </> ➔ ID Tables.

From here you can obtain:
• Loadout IDs (Useful for scripting)
• Squad ID (Useful for scripting)
• Item ID (Useful for scripting and vehicle/weapon modding
• Ammo ID (Useful for scripting and vehicle/weapon modding)
• Vehicle ID (Useful for scripting)
• Faction ID (Useful for scripting)

Ammo Types

Ammos that a weapon or a magazine can be compatible to.
Can Be aquired from the Copy Ammo ID and Copy Item ID menus.
Notice: A vehicle turret can either load ammos (Copy Ammo ID) or magazines (Copy Item ID).

Can be set in the parameters:
• GenericGun ➔ Compatible Ammo
• Magazine ➔ Compatible Ammo
• Vehicle turret ammos

Weapon TPS Animations

Package of TPS animations depending on the held weapon.

Can be set in the parameters:
• GenericGun ➔Tps Anims ➔ User Controller
Possible valuesDescriptionPossible valuesDescription
CCV2_rifleTPS Animation set for bolt action rifleCCV2_BARTPS Animation set for assault rifle.
CCV2_rifle_gerTPS Animation set for bolt action rifle. Use the german sprint where the rifle is held with one hand.CCV2_bazookaTPS Animation set for rocket launcher with back reloading.
CCV2_rifle_japTPS Animation set for bolt action rifle. Us the japanese charge sprint animation.CCV2_garandTPS Animation set for semi auto gun without magazine.
CCV2_shotgunTPS Animation set for shotgun.CCV2_MGTPS Animation set for heavy MG.
CCV2_BrenTPS Animation set for weapon with top magazine.CCV2_mp40TPS Animation set for SMG with charging handle on the left side.
CCV2_stenmk2TPS Animation set for weapon with side magazine.CCV2_pistolTPS Animation set for hand gun.
CCV2_thompsonTPS Animation set for SMG with charging handle on the right side.CCV2_flamethrowerTPS Animation set for flamethrowers.
CCV2_ATRifleTPS Animation set for AT rifle.

Explosion FX

Explosion FX and damage setup

Can be set in the parameters:
• ItemGrenade ➔ FPSthrowAnimation
• Scripting
(More uses to come)
Possible valuesBundle originPossible valuesBundle origin
Big Water Explosion 1er2fxsexplosion_molotover2fxs
Big Water Explosion 2er2fxsexplosion_mortarer2fxs
explosion_aper2fxsexplosion_ricocheter2fxs
explosion_biger2fxsexplosion_smaller2fxs
explosion_flaker2fxsexplosion_smokegrenadeer2fxs
explosion_grenadeer2fxsExplosion_vehicle_biger2fxs
explosion_hugeer2fxsSmokeArtilleryer2fxs
explosion_mediumer2fxsSmokeGrenadeer2fxs

Grenade Throw Animations

First person throw animation for grenade

Can be set in the parameters:
• ItemGrenade ➔ FPSthrowAnimation
Possible valuesDescriptionPossible valuesDescription
throw_grenade_1Throw US like grenadethrow_dynamiteThrow dynamite like grenade
throw_grenade_2Throw German like grenadethrow_molotov
throw_grenade_3Throw Russian like grenadethrow_grenade_3_stickyThrow No74 like grenade
throw_grenade_4Throw Egg grenade like grenade

Vehicle seat animations

Animation sets for vehicle seat.

Can be set in the parameters:
• VehicleSeat ➔ OnSeatAnimator_id

Notice:
Animations marked with a Preview Pose use a new animation system designed to be reliably aligned to the transform pivot.
• For Standing animations, the pivot represents the midpoint between the feet in the idle loop pose.
• For Seated animations, the pivot represents the center point where the character sits on the seat.
Possible valuesPreview posePossible valuesPreview pose
OnVehicleSeat_Pak40_userOnVehicleSeat_LCVP_6
OnVehicleSeat_Pak40_secondplaceOnVehicleSeat_LCVP_8
grayhoun_gun_userOnVehicleSeat_LCVP_9
grayhoun_mg_userOnVehicleSeat_MG_1
m10wolverine_gun_userOnVehicleSeat_MG_Crouch
mortar_reload_1OnVehicleSeat_MG_Crouch_2
OnVehicleSeat_Glider_1OnVehicleSeat_MG_turret
OnVehicleSeat_Glider_2OnVehicleSeat_M2_Browning
OnVehicleSeat_Glider_3OnVehicleSeat_M2_Browning_Grayhound
OnVehicleController_BaseOnVehicleSeat_M2_Browning_Grayhound_EnterExitAnim
OnVehicleSeat_beufighter_drivingOnVehicleSeat_M2_Browning_Grayhound_EnterExitAnim_NoLean
OnVehicleSeat_beufighter_gunnerOnVehicleSeat_M2_Browning_Priest_EnterExitAnim
OnVehicleSeat_DriverOnVehicleSeat_M2_Browning_Priest_NoLean
OnVehicleSeat_drivingOnVehicleSeat_MG_1
OnVehicleSeat_sittedOnVehicleSeat_MG_1_NoLean
OnVehicleSeat_sitted_halftrackSeat_LCVP_1Standing
OnVehicleSeat_sitted_planeSmallSeat_LCVP_2Standing
OnVehicleSeat_sitted_truckSeat_LCVP_3Standing
VCC_JeepDriverSeat_LCVP_4Standing
VCC_JeepPassSeat_LCVP_5Standing
VCC_JeepPassBackLSeat_LCVP_6Standing
VCC_JeepPassBackRSeat_LCVP_7Standing
OnVehicleSeat_LCVP_1VCC_CarDriverFrontLeftSitted
OnVehicleSeat_LCVP_2VCC_CarDriverFrontRightSitted
OnVehicleSeat_LCVP_2_lVCC_CarPassengerFrontLeftSitted
OnVehicleSeat_LCVP_3VCC_CarPassengerFrontRightSitted
OnVehicleSeat_LCVP_4_rVCC_CarPassengerBackJeepSitted
OnVehicleSeat_LCVP_5

Vehicle turret scope sprite

Sprite texture of the turret scope when aiming down sight.

Can be set in the parameters:
• TurretGun➔ ScopeSprite_id
• TurretMG➔ ScopeSprite_id
Possible values/Possible values/
tank_scope_1tank_scope_commander
tank_scope_2tank_scope_flak
tank_scope_3tank_scope_ita_1
tank_scope_4tank_scope_fr1
tank_scope_5tank_scope_soviet
tank_scope_6_uktank_scope_mg_ger
tank_scope_clear

Turret supported magazines

Magazine ammos for a turret.
If a turret utilize a magazine, it’s likely going to me a TurretMG so it’s suggested to choose an high rate of fire for it.

Can be set in the parameters:
• TurretGun➔ Weapons➔Ammos➔Bullet_id
• TurretMG➔ Weapons➔Ammos➔Bullet_id

Turret supported ammos

Individual gun bullet for a turret.
If a turret utilize an ammo like this, it’s likely going to me a TurretGun so it’s suggested to choose an low rate of fire for it.

Can be set in the parameters:
• TurretGun➔ Weapons➔Ammos➔Bullet_id
• TurretMG➔ Weapons➔Ammos➔Bullet_id

Plane Bombs (Bomb Bay)

Bomb accepted by Bomb Bay on VehiclePlane

Can be set in the parameters:

• VehiclePlane➔ BombBay➔bomb_id
Values
PlaneBomb30
PlaneBomb60
PlaneBomb100
PlaneBomb250
PlaneBomb500

Add items inside vehicle inventory

You can add items inside the vehicle inventory too assigning the script InventoryManagerFiller to the root of a vehicle, and compiling it with items ID you want to add.
To add custom items the list you will haver to call it “<bundle name>_<item name>”.
For example l’ets say your bundle name is “custom bundle” and your item name is “my item”, the ID will be “custom bundle_my item” (Notice: it will include the spaces too if they appears in bundle or item name!)