KEY:
0+ = Integer value from 0 to a number (limit not explored)
1+ = Integer value from 1 to a number (limit not explored)
0.0+ = Decimal value from 0 to a number (limit not explored)
->+ = Integer value from a negative number to a positive number (limit not explored)
-.>+ = Decimal value from a negative number to a positive number (limit not explored)
0/1 = Boolean, true = 1, false = 0 (trying other values nonsensical)
0.0-1.0 = Decimal value from 0.0 to 1.0 (trying other values not recommended)
TXT = Text, alphanumeric and ! " # $ % ' ( ) + , - . / : ; < = > ? [ \ ] ^ _  { | } Check Base.rte/GUIs/Skins/MainMenu/smallfont.bmp for more strange characters.



AddAmmo
	This is used for things you want to fire out of Rounds. It is also customarily used for any MOPixels, MOSParticles, and MOSRotatings that you may define, though I think AddEffect might also work for them. Works for MOPixels, MOSParticles, MOSRotatings, and AEmitters.

PresetName
	The name of the thing, used for both in-script references as well as in-game names for buyable objects. TXT

ParticleCount
	Used in Rounds to say how many of the defined particle you want to spawn per shot. 0+

Mass
	How heavy the particle in question is. -.>+

RestThreshold
	I believe this is the inertia threshold at which a particle settles, and I believe inertia is probably Mass X Velocity(instantaneous) ->+

LifeTime
	How long in MS this particle will last after spawned. The particle simply disappears at the end, no gibbing or anything. 0+, (Grif) -1 for theoretical infinity

Sharpness
	How sharp this particle is. This is really only useful for MOSParticles and MOPixels.

HitsMOs
	Does this object affect other MO's? 0/1

GetsHitByMOs
	Is this object affected by other MO's with HitsMOs = 1? 0/1

Color
	Color of the MOPixel, see Base.rte/Ammo.ini for exact syntax

Atom
	Defines the collision point and material of an MOPixel or MOSParticle.

Material
	Determines such things as bounce, density, etc. See Base.rte/Materials.ini for exact things affected and see Base.rte/Ammo.ini for examples.

Trailcolor
	Color of the trail of an MOPixel, same as Color.

TrailLength
	Length of the trail of an MOPixel in pixels. 0+

Shell
	Object thrown out of the EjectionOffset on a HDFirearm.

FireVelocity
	Velocity ((Grif) ingame meters per second, 20px = 1 ingame meter) the Particle of a Round is spawned at. (Grif)Ingame seconds fluctuate rapidly depending on how well the game is running. ->+

ShellVelocity
	Velocity ((Grif) ingame meters per second, 20px = 1 ingame meter) the Shell of a Round is spawned at. (Grif)Ingame seconds fluctuate rapidly depending on how well the game is running. ->+

Separation
	Variance in pixels the Particle of a Round will be spawned at in a line from the MuzzleOffset. Both in front and in back of the MuzzleOffset. ->+

SpriteFile
	Sprite the MO will take. Uses FilePath = to point to the file. Remember to use / in your path instead of any \.

FilePath
	The path, starting in the top directory of Cortex Command. Referring to a file without any .rtes or folders will simply look for it where CortexCommand.exe is.

FrameCount
	The number of frames in your object. Setting it to 1 will cause Cortex to look for the exact name you specified in the FilePath. Setting to greater than 1 will cause Cortex to look for sprites ending in 000.bmp, 001.bmp, and xxx.bmp where xxx is the number of frames - 1, so that a FrameCount of 20 will look for 000.bmp through 019.bmp. 1+

SpriteOffset
	Accepts Vector. Offset in pixels away from the BOTTOM RIGHT corner of your sprite. Remember that computers use the fourth quadrant for graphics, so the upper left corner is 0,0, going right is positive, going left is negative, going down is positive, going up is positive. Also the center of gravity of your MO (will rotate around this point). Each component (X or Y) is ->+

EntryWound
	Accepts an emitter, or Null (Grif). The wound emitter that should be attached at the impact location when an MOPixel or MOSParticle hits with enough force to pierce the MO. (Grif) Setting to null will cause Cortex to not attach a wound at all.

ExitWound
	Same as EntryWound, but the wound that should be attached at the exit locaiton of an MOPixel or MOSParticle continues through the MO. (Grif) Setting to null will cause Cortex to not attach a wound at all.

AtomGroup
	Defines a group of collision Atoms for the MO. Much the same as Atom, but you have to define the density of the detecting atoms with Resolution and the depth from the edge of the sprite with Depth. Those two values are 0+ in pixels

DeepGroup
	Same as AtomGroup, but for a different purpose. When a DeepGroup Atom touches terrain, it causes Cortex to clear the terrain the MO currently occupies. See rockets burrowing into the ground.

DeepCheck
	Whether to check the DeepGroup or not.

JointStrength
	The impulse strength of a joint to breakage. Most likely is measured in Mass X Velocity of the object colliding. 0+

JointStiffness
	(Geti) A multiplier for how much impulse is transferred through the joint to the parent object. If 0.5 and an attachment recieves 100 impulse, the parent would experience 50 impulse in the same direction. 0.0-1.0

JointOffset
	Offset (Vector) of a Joint on the MO from the SpriteOffset. If your SpriteOffset X is -3 and your JointOffset X is -2, the full offset of your Joint is -5 from the bottom right corner.

DrawAfterParent
	Whether to draw after the parent (on top of visually) or before (under visually) the attaching object. Doesn't quite work yet, but when it does, Attachments with DrawAfterParent = 0 will be drawn under the object it is attached to. 0/1

RoundCount
	Number of rounds and tracers in this Magazine. 1+

RTTRatio
	Number of RegularRounds to fire before firing a TracerRound. 0+

RegularRound
	The round to use as the RegularRound

TracerRound
	The round to use as the TracerRound

AddDevice
	Begins the definition of a HeldDevice.

InstanceName
	Depreciated. Use PresetName instead.

AddToGroup
	Add to a group in the build menu. Also for the buy menu, but only Actors, Brains (special group, any actor placed here will be a brain), Bombs, Weapons, Tools, and Crafts.

RateOfFire
	Rate of fire of Rounds, in rounds per minute. 0+

StanceOffset
	Offset of the primary hand when not in sharp mode, from the body's SpriteOffset.

JointOffset
	For HDFirearms, where the primary hand should be placed on the gun.

SupportOffset
	Where the secondary hand should be placed on the gun.

AddGib
	Begins the definition of a Gib. Must be AddGib = Gib.

GibWoundLimit
	Number of wounds this MO can take before gibbing. 0+

GibImpulseLimit
	Impulse this MO can take before gibbing. 0+

GlobalAccScalar
	Gravity's affect on this MO. 0.5 is half gravity. -0.5 is half negative gravity. -.>+

AirResistance
	Amount of this MO's velocity to subtract every tick. 0.1 would be 10% current lost per tick. -.>+

OrientToVel
	Amount to orient this MO to it's velocity. 0 is no orientation, 0.5 is somewhat slowly, 1 is instantly. 0.0-1.0

EmissionAngle
	Angle from emitter's current angle to emit. In degrees, 0 is right, -90 is down, 90 is up, 180 or -180 is left. You can use any angle, but those are most common.

ScreenEffect
	Defines a glow should be attached to this MO. Glows are attached at their center to the MO's SpriteOffset, or in the case of MOPixels and MOSParticles, their atom. Most useful on MOPixels and MOSParticles because sometimes they'll be hidden behind MOSRotatings and the like.

BurstTriggered
	Is this emitter off until the first burst? 0/1

EmittedParticle
	The particle emitted in this definition.

BurstSize
	The number of particles to emit at the burst. 0+

Spread
	Spread in radians to throw emissions or gibs. 3.14 is a full circle around the original point.

PushesEmitter
	Does this emission affect the velocity of the emitter (and therefore anything this emitter is attached to)? 0/1

EmissionEnabled
	Are regular emissions (not burst) enabled? 0/1

EmissionsIgnoreThis
	(Grif)Causes emissions to ignore collisions with the parent and all of its parents. 0/1

ParticlesPerMinute
	How many of the EmittedParticle to spawn per minute. Under 60, this becomes a random chance, as in 30 would cause a particle to spawn on average every other second but in reality means that every second there is a 50% chance of a particle being spawned. 0+

BurstScale
	What to multiply the BurstSize, Spread, and Min/MaxVelocity of all emissions by when bursting. (Geti)Might only affect velocities. 1+

BurstDamage
	How much damage should this emitter do to attached Actors when bursting? (only affects actors) 0+

FlashOnlyOnBurst
	Should the Flash only appear during a burst (as opposed to the entire time it is emitting)? 0/1

FireIgnoresThis
	(Grif)Causes gun fire to ignore collisions with the parent and all of its parents. Thus on most weapons, having the firing offset inside the gun isn't going to cause any problems. 0/1

LifeVariation
	(Geti)A multiplier for how much variance the LifeTime of an Emission of Gib can vary. Setting to 0.5 will allow the Emission or Gib to be 150% lived or 50% lived. 0.0-1.0