function exist both in the list in the debugger executable and in the Objects.rfa file from mod: bf1942
function only exist in the list in the debugger executable
function only exist in the Objects.rfa file from mod: bf1942 (I suspect that most of these are called without any effect because they don't belong to the class-type, according to the debugger executable)
Bundle
Camera
EffectBundle
Emitter
Engine
EntryPoint
FloatingBundle
LensFlare
Light
Particle
RotationalBundle
SimpleObject
Spring
Wing
FreeCamera
Item
BFSoldier
FireArms
Projectile
Kit
HandFireArms
FireArmsBundle
Flag
AnimatedBundle
SpawnPoint
SpriteParticle
ObjectSpawner
FlagBase
KitPart
SupplyDepot
ControlPoint
LodObject
LandingGear
Obstacle
AreaObject
DestroyTargetObjectiveTemplate
ANDCompositeObjectiveTemplate
TimerObjectiveTemplate
ActiveKitPart
PlayerControlObject
SeatObject
SonarObject
DummyObject
objectTemplate.name -> string
ObjectTemplate.create string string -> objectTemplate
ObjectTemplate.listTemplateClasses -> string
objectTemplate.saveInSeparateFile [bool] -> bool
objectTemplate.createNotInGrid [bool] -> bool
objectTemplate.createInvisible [bool] -> bool
objectTemplate.createVisibleInEditor [bool] -> bool
objectTemplate.isNotSaveable [bool] -> bool
objectTemplate.templateHasBeenUsed [bool] -> bool
objectTemplate.preCacheObject [bool] -> bool
objectTemplate.removeAtRestart [bool] -> bool
objectTemplate.networkableInfo [string] -> string
objectTemplate.cullRadiusScale [float] -> float
objectTemplate.mesh [string] -> string
objectTemplate.hasMobilePhysics [bool] -> bool
objectTemplate.hasCollisionPhysics [bool] -> bool
objectTemplate.hasPointPhysics [bool] -> bool
objectTemplate.addToCollisionGroup U32 -> void
objectTemplate.hasResponsePhysics [bool] -> bool
objectTemplate.physicsFrequency [int] -> int
objectTemplate.isBundable [bool] -> bool
objectTemplate.drag [float] -> float
objectTemplate.dragOffset [Vec3] -> Vec3
objectTemplate.mass [float] -> float
objectTemplate.centerOfMassOffset [Vec3] -> Vec3
objectTemplate.inertiaModifier [Vec3] -> Vec3
objectTemplate.hasDynamicShadow [bool] -> bool
objectTemplate.hasDecalEmitter [bool] -> bool
objectTemplate.geometry [string] -> string
objectTemplate.grip [int] -> int
objectTemplate.aiTemplate [string] -> string
objectTemplate.hasArmor [bool] -> bool
objectTemplate.material [int] -> int
objectTemplate.hitPoints [float] -> float
objectTemplate.maxHitPoints [float] -> float
objectTemplate.damageMod [float] -> float
objectTemplate.speedMod [float] -> float
objectTemplate.angleMod [float] -> float
objectTemplate.addArmorEffect int string Vec3 -> void
objectTemplate.timeToLiveAfterDeath [float] -> float
objectTemplate.fadeAtTimeToLiveAfterDeath [bool] -> bool
objectTemplate.timeToStartFadeAfterDeath [float] -> float
objectTemplate.resetWhenRemoved [bool] -> bool
objectTemplate.damageFromWater [bool] -> bool
objectTemplate.waterDamageDelay [float] -> float
objectTemplate.criticalDamage [float] -> float
objectTemplate.explosionRadius [float] -> float
objectTemplate.explosionDamage [float] -> float
objectTemplate.explosionMaterial [int] -> int
objectTemplate.explosionForce [float] -> float
objectTemplate.explosionForceMod [float] -> float
objectTemplate.explosionForceMax [float] -> float
objectTemplate.sinkInToLandAfterDeathSpeed [float] -> float
objectTemplate.hpLostWhileCriticalDamage [float] -> float
objectTemplate.hpLostWhileUpSideDown [float] -> float
objectTemplate.hpLostWhileDamageFromWater [float] -> float
objectTemplate.destroyed [bool] -> bool
objectTemplate.noCollisionAsDestroyed [bool] -> bool
objectTemplate.canBeRepairedAndDestroyed [bool] -> bool
objectTemplate.stayAsDestroyed [bool] -> bool
objectTemplate.damageFromDeepWater [bool] -> bool
objectTemplate.deepWaterDamageDelay [float] -> float
objectTemplate.deepWaterLevel [float] -> float
objectTemplate.hpLostWhileDamageFromDeepWater [float] -> float
objectTemplate.loadSoundScript string -> void
objectTemplate.attachToListener [bool] -> bool
objectTemplate.isPortalPassing [bool] -> bool
objectTemplate.portalPassingPosition [Vec3] -> Vec3
objectTemplate.listTemplates -> string
objectTemplate.clearTemplateList -> void
objectTemplate.getTemplate [int] -> string
objectTemplate.addTemplate string -> void
objectTemplate.removeTemplate int -> void
objectTemplate.setActiveTemplate int -> void
objectTemplate.setRandomGeometries int [int] -> void
objectTemplate.setPosition Math::Vec3 [int] -> void
objectTemplate.setRotation Math::Vec3 [int] -> void
objectTemplate.getPosition [int] -> Math::Vec3
objectTemplate.getRotation [int] -> Math::Vec3
objectTemplate.setExplodePartAtDestroy bool -> void
ObjectTemplate.setObjectiveCompletetionString1 string int -> void
ObjectTemplate.active [objectTemplate] -> objectTemplate
ObjectTemplate.info [objectTemplate] -> string
ObjectTemplate.delete [objectTemplate] -> void
ObjectTemplate.update [objectTemplate] -> void
ObjectTemplate.updateAll -> void
ObjectTemplate.list [string] -> string
ObjectTemplate.printScript [objectTemplate] -> string
ObjectTemplate.saveAll -> bool
ObjectTemplate.save [objectTemplate] -> bool
ObjectTemplate.loadAll -> bool
ObjectTemplate.type [objectTemplate] -> string
ObjectTemplate.defaultSaveFile [string] -> string
objectTemplate.minRotation [Math::Vec3] -> Math::Vec3
objectTemplate.maxRotation [Math::Vec3] -> Math::Vec3
objectTemplate.PivotPosition [Math::Vec3] -> Math::Vec3
objectTemplate.maxSpeed [Math::Vec3] -> Math::Vec3
objectTemplate.acceleration [Math::Vec3] -> Math::Vec3
objectTemplate.continousRotationSpeed [Math::Vec3] -> Math::Vec3
objectTemplate.inputToYaw [int] -> int
objectTemplate.inputToPitch [int] -> int
objectTemplate.inputToRoll [int] -> int
objectTemplate.automaticReset [bool] -> bool
objectTemplate.rememberExcessInput [bool] -> bool
objectTemplate.lesserYawAtSpeed [float] -> float
objectTemplate.automaticYawStabilization [bool] -> bool
objectTemplate.automaticPitchStabilization [bool] -> bool
objectTemplate.setHasTarget bool -> void
objectTemplate.pcoId [int] -> int
objectTemplate.cameraId [int] -> int
objectTemplate.CVMInside [bool] -> bool
objectTemplate.CVMChase [bool] -> bool
objectTemplate.CVMFrontChase [bool] -> bool
objectTemplate.CVMFlyBy [bool] -> bool
objectTemplate.CVMTrace [bool] -> bool
objectTemplate.CVMExternTrace [bool] -> bool
objectTemplate.toggleMouseLook [bool] -> bool
objectTemplate.outsideHudOffset [Vec3] -> Vec3
objectTemplate.setStartOnEffects int [int] -> void
objectTemplate.setStopOnEffects int [int] -> void
objectTemplate.getStartOnEffects [int] -> int
objectTemplate.getStopOnEffects [int] -> int
objectTemplate.timeToLive [RandomDistribution] -> RandomDistribution
objectTemplate.minDistanceUnderWaterSurface [float] -> float
objectTemplate.maxDistanceUnderWaterSurface [float] -> float
objectTemplate.addWorkOnMaterial int -> void
objectTemplate.template [string] -> string
objectTemplate.useCameraOrientation [bool] -> bool
objectTemplate.looping [bool] -> bool
objectTemplate.startAtCreation [bool] -> bool
objectTemplate.intensityAtSpeed [float] -> float
objectTemplate.addEmitterSpeed [bool] -> bool
objectTemplate.emitterSpeedScale [float] -> float
objectTemplate.startProbability [float] -> float
objectTemplate.lodDistance [float] -> float
objectTemplate.intensityOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.delay [RandomDistribution] -> RandomDistribution
objectTemplate.intensity [RandomDistribution] -> RandomDistribution
objectTemplate.relativePositionInDof [RandomDistribution] -> RandomDistribution
objectTemplate.relativePositionInUp [RandomDistribution] -> RandomDistribution
objectTemplate.relativePositionInRight [RandomDistribution] -> RandomDistribution
objectTemplate.positionalSpeedInDof [RandomDistribution] -> RandomDistribution
objectTemplate.positionalSpeedInUp [RandomDistribution] -> RandomDistribution
objectTemplate.positionalSpeedInRight [RandomDistribution] -> RandomDistribution
objectTemplate.rotationalSpeedInDof [RandomDistribution] -> RandomDistribution
objectTemplate.rotationalSpeedInUp [RandomDistribution] -> RandomDistribution
objectTemplate.rotationalSpeedInRight [RandomDistribution] -> RandomDistribution
objectTemplate.startRotation [RandomDistribution] -> RandomDistribution
objectTemplate.hasOverDamage [bool] -> bool
objectTemplate.noPhysics [bool] -> bool
objectTemplate.showInFirstPerson [bool] -> bool
objectTemplate.showInThirdPerson [bool] -> bool
objectTemplate.addChild [bool] -> bool
objectTemplate.moveToWaterSurface [bool] -> bool
objectTemplate.isSpawnEffect [bool] -> bool
objectTemplate.engineType [int] -> int
objectTemplate.torque [float] -> float
objectTemplate.differential [float] -> float
objectTemplate.numberOfGears [int] -> int
objectTemplate.gearUp [float] -> float
objectTemplate.gearDown [float] -> float
objectTemplate.gearChangeTime [float] -> float
objectTemplate.noPropellerEffectAtSpeed [float] -> float
objectTemplate.heatIncrement [float] -> float
objectTemplate.coolingFactor [float] -> float
objectTemplate.inverseHeatBar [bool] -> bool
objectTemplate.setHeatBarType heatBarType -> void
objectTemplate.getHeatBarType -> int
objectTemplate.setEntryRadius float -> void
objectTemplate.setWaterHeight float -> void
objectTemplate.setDragModifier float -> void
objectTemplate.setHullHeight float -> void
objectTemplate.setFloatMaxLift float -> void
objectTemplate.setFloatMinLift float -> void
objectTemplate.setFlareTexture string int -> void
objectTemplate.setFlareSize Vec2 int -> void
objectTemplate.setFlareSize2 Vec2 int -> void
objectTemplate.setFlareRot float int -> void
objectTemplate.setFlareColor Vec4 int -> void
objectTemplate.setFlareColor2 Vec4 int -> void
objectTemplate.setFlareFadeAngleFactor float int -> void
objectTemplate.setCoronaTexture string int -> void
objectTemplate.setCoronaSize Vec2 int -> void
objectTemplate.setCoronaSize2 Vec2 int -> void
objectTemplate.setCoronaRot float int -> void
objectTemplate.setCoronaColor Vec4 int -> void
objectTemplate.setCoronaColor2 Vec4 int -> void
objectTemplate.setCoronaFadeAngleFactor float int -> void
objectTemplate.setLensFlareCount int -> void
objectTemplate.setCoronaCount int -> void
objectTemplate.setIsSun bool -> void
objectTemplate.getNumFlares -> int
objectTemplate.getNumCoronas -> int
objectTemplate.getTotSprites -> int
objectTemplate.initLensFlares -> void
objectTemplate.flareScaleDistance [float] -> float
objectTemplate.enable [bool] -> bool
objectTemplate.setAmbient Math::Vec3 -> void
objectTemplate.size [RandomDistribution] -> RandomDistribution
objectTemplate.gravityModifier [RandomDistribution] -> RandomDistribution
objectTemplate.drag [RandomDistribution] -> RandomDistribution
objectTemplate.sizeModifierX [float] -> float
objectTemplate.sizeModifierY [float] -> float
objectTemplate.sizeModifierZ [float] -> float
objectTemplate.sizeModifier [Vec3] -> Vec3
objectTemplate.sizeOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.gravityModifierOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.dragOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.alphaOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.setPositionalFixation Math::Vec3 -> void
objectTemplate.setAxisFixation Math::Vec3 -> void
objectTemplate.strength [float] -> float
objectTemplate.damping [float] -> float
objectTemplate.setPitchOffset float -> void
objectTemplate.setPositionOffset Math::Vec3 -> void
objectTemplate.setWingLift float -> void
objectTemplate.setFlapLift float -> void
objectTemplate.setRegulateToLift float -> void
objectTemplate.setWingToRegulatorRatio float -> void
objectTemplate.itemType [int] -> int
objectTemplate.yawSpeed [float] -> float
objectTemplate.team [int] -> int
objectTemplate.teamChange [bool] -> bool
objectTemplate.createSkeleton string -> void
objectTemplate.bindToSkeletonPart string int -> void
objectTemplate.setPoseCameraPos int Vec3 -> void
objectTemplate.setSkeletonCollisionBone string float float int -> void
objectTemplate.setIsFirstPersonPart int -> void
objectTemplate.setLodDistance float -> void
objectTemplate.setLodValue float -> void
objectTemplate.setAnimationState int string -> void
objectTemplate.setTurnLeftRightAngle float float -> void
objectTemplate.setPointUpDownAngle float float -> void
objectTemplate.setLiePointUpDownAngle float float -> void
objectTemplate.setCharacterHeight float -> void
objectTemplate.center1pHands [Math::Vec3] -> Math::Vec3
objectTemplate.set1pFov float -> void
objectTemplate.setParachuteDrag float -> void
objectTemplate.setParachuteSpeed float -> void
objectTemplate.healFactor [float] -> float
objectTemplate.selfHealFactor [float] -> float
objectTemplate.repairFactor [float] -> float
objectTemplate.repairDistance [float] -> float
objectTemplate.disarmMinesDistance [float] -> float
objectTemplate.healDistance [float] -> float
objectTemplate.id [int] -> int
objectTemplate.soldierStandingIcon [string] -> string
objectTemplate.soldierCrouchIcon [string] -> string
objectTemplate.soldierProneIcon [string] -> string
objectTemplate.controlPointIcon [string] -> string
objectTemplate.minimapIcon [string] -> string
objectTemplate.ticketIcon [string] -> string
objectTemplate.teamFlagIcon [string] -> string
objectTemplate.radioLanguage [string] -> string
objectTemplate.slowDownMod [float] -> float
objectTemplate.bindToSkeletonPart string -> void
objectTemplate.useSkeletonPartAsMain string -> void
objectTemplate.buildSkin string string -> void
objectTemplate.buildSkeleton string -> void
objectTemplate.useAsBone Vec3 -> void
objectTemplate.setCheckBoneDistance float -> void
objectTemplate.setBoneOriginOffset Vec3 -> void
objectTemplate.setAnimatedTextureSpeed Vec2 -> void
objectTemplate.addSkeletonIK string Vec3 Vec3 -> void
objectTemplate.setAnimationState string -> void
objectTemplate.setTracerTemplate string RandomDistribution -> void
objectTemplate.projectileTemplate [string] -> string
objectTemplate.projectile2Template [string] -> string
objectTemplate.visibleDummyProjectileTemplate [string] -> string
objectTemplate.visibleBarrelTemplate [string] -> string
objectTemplate.projectilePosition [Math::Vec3] -> Math::Vec3
objectTemplate.weaponLink [int] -> int
objectTemplate.magSize [int] -> int
objectTemplate.type [int] -> int
objectTemplate.magType [int] -> int
objectTemplate.ammoType [int] -> int
objectTemplate.numOfMag [int] -> int
objectTemplate.reloadTime [float] -> float
objectTemplate.roundOfFire [float] -> float
objectTemplate.inputFire [int] -> int
objectTemplate.inputReload [int] -> int
objectTemplate.autoReload [bool] -> bool
objectTemplate.selfDestroy [bool] -> bool
objectTemplate.fireInCameraDof [bool] -> bool
objectTemplate.rotationalSpeed [Vec3] -> Vec3
objectTemplate.velocity [float] -> float
objectTemplate.recoilSpeed [float] -> float
objectTemplate.recoilSize [float] -> float
objectTemplate.autoFire [bool] -> bool
objectTemplate.zoomFov [float] -> float
objectTemplate.soldierZoomFov [float] -> float
objectTemplate.soldierZoomPosition [Vec3] -> Vec3
objectTemplate.soldierCameraPosition [Vec3] -> Vec3
objectTemplate.useScope [bool] -> bool
objectTemplate.unZoomBetweenFireTime [float] -> float
objectTemplate.GUIIndex [int] -> int
objectTemplate.crossHairIcon [string] -> string
objectTemplate.scopeIcon [string] -> string
objectTemplate.sightIcon [string] -> string
objectTemplate.sniperSight [bool] -> bool
objectTemplate.setCrossHairType dice::ref2::world::CrossHairType -> void
objectTemplate.setHudAmmoType dice::ref2::world::AmmoType -> void
objectTemplate.ammoIcon [string] -> string
objectTemplate.ammoBar [string] -> string
objectTemplate.ammoBarFill [string] -> string
objectTemplate.ammoBarSize [int] -> int
objectTemplate.ammoBarPosX [int] -> int
objectTemplate.ammoBarPosY [int] -> int
objectTemplate.ammoBarTextPosX [int] -> int
objectTemplate.ammoBarTextPosY [int] -> int
objectTemplate.hasMag [bool] -> bool
objectTemplate.hideDuringFireTime [float] -> float
objectTemplate.fireDelay [float] -> float
objectTemplate.heatAddWhenFire [float] -> float
objectTemplate.coolDownPerSec [float] -> float
objectTemplate.fireOnce [bool] -> bool
objectTemplate.altFireOnce [bool] -> bool
objectTemplate.delayToUse [float] -> float
objectTemplate.addRootSpeed [bool] -> bool
objectTemplate.fireingForce [float] -> float
objectTemplate.asynchronyFire [bool] -> bool
objectTemplate.setFireDev float float float -> void
objectTemplate.setMinDev float -> void
objectTemplate.setRecoilForceUp RandomDistribution -> void
objectTemplate.setRecoilForceLeftRight RandomDistribution -> void
objectTemplate.setHasRecoilForce bool -> void
objectTemplate.setGoBackOnRecoil bool -> void
objectTemplate.changeWeaponWhenNoAmmo [bool] -> bool
objectTemplate.destroyVehicleWhenNoAmmo [bool] -> bool
objectTemplate.velocityDependentOnHeat [bool] -> bool
objectTemplate.timeDelayOnOverHeat [float] -> float
objectTemplate.timeToNotAllowChange [float] -> float
objectTemplate.blastAmmoCount [bool] -> bool
objectTemplate.selectInhibitLink [int] -> int
objectTemplate.startUnloaded [bool] -> bool
objectTemplate.allowReloadOnEmptyClipOnly [bool] -> bool
objectTemplate.disableWhenFired [bool] -> bool
objectTemplate.ejectClipTime [float] -> float
objectTemplate.setFireCameraShakeAnimationState string -> void
objectTemplate.addFireArmsPosition Math::Vec3 Vec3 -> void
objectTemplate.damageType [int] -> int
objectTemplate.explodeNearEnemyDistance [float] -> float
objectTemplate.gravityModifier [float] -> float
objectTemplate.endEffectTemplate [string] -> string
objectTemplate.startEffectTemplate [string] -> string
objectTemplate.hasCollisionEffect [bool] -> bool
objectTemplate.hasOnTimeEffect [bool] -> bool
objectTemplate.invisibleAtEndEffect [bool] -> bool
objectTemplate.dieAfterColl [bool] -> bool
objectTemplate.dieAtObjectHit [bool] -> bool
objectTemplate.stopAtEndEffect [bool] -> bool
objectTemplate.invisible [bool] -> bool
objectTemplate.material2 [int] -> int
objectTemplate.radius [int] -> int
objectTemplate.minDamage [float] -> float
objectTemplate.distToStartLoseDamage [float] -> float
objectTemplate.distToMinDamage [float] -> float
objectTemplate.isSticky [bool] -> bool
objectTemplate.damageOwner [bool] -> bool
objectTemplate.detonateOnWaterCollision [bool] -> bool
objectTemplate.forceOnExplosion [float] -> float
objectTemplate.tracerScaler [float] -> float
objectTemplate.fadeOnDist [bool] -> bool
objectTemplate.minDist [float] -> float
objectTemplate.maxDist [float] -> float
objectTemplate.minDistAlpha [float] -> float
objectTemplate.maxDistAlpha [float] -> float
objectTemplate.YModOnExplosion [float] -> float
objectTemplate.useMMOnEndEffect [bool] -> bool
objectTemplate.noFFSound [bool] -> bool
objectTemplate.timeToRemoveTK [float] -> float
objectTemplate.addToProjectileList [bool] -> bool
objectTemplate.projectileType [int] -> int
objectTemplate.ProximityFusePrimer [float] -> float
objectTemplate.timeToLiveAftherDeath [float] -> float
objectTemplate.type [bf::KitType] -> bf::KitType
objectTemplate.kitTeam [int] -> int
objectTemplate.healthBarIcon [string] -> string
objectTemplate.healthBarFullIcon [string] -> string
objectTemplate.addWeaponIcon string -> void
objectTemplate.setKitIcon int string -> void
objectTemplate.setKitName int string -> void
objectTemplate.setKitActiveName int string -> void
objectTemplate.itemIndex [int] -> int
objectTemplate.cantSelectWhenNoAmmo [bool] -> bool
objectTemplate.setTurnDev float float float float -> void
objectTemplate.setSpeedDev float float float float -> void
objectTemplate.setMiscDev float float float -> void
objectTemplate.setDevMod float float float -> void
objectTemplate.fireAllAtOnce [bool] -> bool
objectTemplate.radius [float] -> float
objectTemplate.timeToReSpawn [float] -> float
objectTemplate.setSpawnRotation Math::Vec3 -> void
objectTemplate.setSpawnPositionOffset Math::Pos3 -> void
objectTemplate.setSpawnPreventionDelay float -> void
objectTemplate.setSpawnId unsigned int -> void
objectTemplate.setGroup int -> void
objectTemplate.getSpawnId -> unsigned int
objectTemplate.getGroup -> int
objectTemplate.setSpawnAsParaTroper bool -> void
objectTemplate.setAIEnterOnSpawn bool -> void
objectTemplate.setEnterOnSpawn bool -> void
objectTemplate.setMinSpawnHeight float -> void
objectTemplate.texture [string] -> string
objectTemplate.useMipMaps [bool] -> bool
objectTemplate.turnsInMovingDirection [bool] -> bool
objectTemplate.useUVRotation [bool] -> bool
objectTemplate.initRotation [RandomDistribution] -> RandomDistribution
objectTemplate.srcBlendMode [dice::ref2::rend::BlendMode] -> dice::ref2::rend::BlendMode
objectTemplate.destBlendMode [dice::ref2::rend::BlendMode] -> dice::ref2::rend::BlendMode
objectTemplate.initAnimationFrame [RandomDistribution] -> RandomDistribution
objectTemplate.numAnimationFrames [int] -> int
objectTemplate.animationSpeed [RandomDistribution] -> RandomDistribution
objectTemplate.animationSpeedOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.XYSizeRatioOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.rotationSpeedOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.XYSizeRatio [RandomDistribution] -> RandomDistribution
objectTemplate.rotationSpeed [RandomDistribution] -> RandomDistribution
objectTemplate.colorRGBAOverTime [OverTimeVec4Distribution] -> OverTimeVec4Distribution
objectTemplate.alphaTestRef [RandomDistribution] -> RandomDistribution
objectTemplate.alphaTestRefOverTime [OverTimeDistribution] -> OverTimeDistribution
objectTemplate.hasStaticColor [bool] -> bool
objectTemplate.setObjectTemplate int string -> void
objectTemplate.setSpawnDelay float -> void
objectTemplate.spawnDelay float -> void
objectTemplate.spawnDelayAtStart [bool] -> bool
objectTemplate.timeToLive [float] -> float
objectTemplate.distance [float] -> float
objectTemplate.team [U32] -> U32
objectTemplate.objectTemplate [string] -> string
objectTemplate.nrOfObjectToSpawn [int] -> int
objectTemplate.maxNrOfObjectSpawned [U32] -> U32
objectTemplate.maxSpawnDelay [float] -> float
objectTemplate.minSpawnDelay [float] -> float
objectTemplate.useButtonRadius [float] -> float
objectTemplate.effectOnSpawn [string] -> string
objectTemplate.spawnOffset [Vec3] -> Vec3
objectTemplate.damageWhenLost [float] -> float
objectTemplate.holdObject [bool] -> bool
objectTemplate.teamOnVehicle [bool] -> bool
objectTemplate.flagTemplate [string] -> string
objectTemplate.setFlagLocation Vec3 Vec3 -> void
objectTemplate.boneName [string] -> string
objectTemplate.copyLinksCount [int] -> int
objectTemplate.setTeamGeometry int string -> void
objectTemplate.addAmmoType int int float float -> void
objectTemplate.addVehicleType string int float float -> void
objectTemplate.setHealth int float float -> void
objectTemplate.workOnVehicles [bool] -> bool
objectTemplate.workOnSoldiers [bool] -> bool
objectTemplate.timeToGetControl [float] -> float
objectTemplate.timeToLoseControl [float] -> float
objectTemplate.disableIfEnemyInsideRadius [bool] -> bool
objectTemplate.disableWhenLosingControl [bool] -> bool
objectTemplate.loseControlWhenEnemyClose [bool] -> bool
objectTemplate.loseControlWhenNotClose [bool] -> bool
objectTemplate.spawnGroupId [int] -> int
objectTemplate.secondSpawnGroupId [int] -> int
objectTemplate.objectSpawnerId [int] -> int
objectTemplate.areaValueTeam1 [U32] -> U32
objectTemplate.areaValueTeam2 [U32] -> U32
objectTemplate.setAreaValue U32 -> void
objectTemplate.areaValue U32 -> void
objectTemplate.unableToChangeTeam [bool] -> bool
objectTemplate.onlyTakeableByTeam [U32] -> U32
objectTemplate.minNrToTakeControl [U32] -> U32
objectTemplate.controlPointName [string] -> string
objectTemplate.lodSelector [string] -> string
objectTemplate.gearDownHeight [float] -> float
objectTemplate.gearUpHeight [float] -> float
objectTemplate.gearDownEngineInput [float] -> float
objectTemplate.gearUpEngineInput [float] -> float
objectTemplate.damage [float] -> float
objectTemplate.addLinePoint Vec2 -> void
objectTemplate.triggerRadius [float] -> float
objectTemplate.objectiveDelay [float] -> float
objectTemplate.objectiveName [string] -> string
objectTemplate.targetName [string] -> string
objectTemplate.addObjectiveSpawnerToComposite string -> void
objectTemplate.timeLimit [float] -> float
objectTemplate.setActiveAcceleration ref2::Vec3 -> void
objectTemplate.setPassiveAcceleration ref2::Vec3 -> void
objectTemplate.addToPossitiveMask BFSoldierTemplate::AsmFlags -> void
objectTemplate.addToNegativeMask BFSoldierTemplate::AsmFlags -> void
objectTemplate.setTrigger io::PlayerInputMap -> void
objectTemplate.setActivater io::PlayerInputMap -> void
objectTemplate.setInAirFallbackAnimOverride string -> void
objectTemplate.setDefaultFallbackAnimOverride string -> void
objectTemplate.setCrouchingFallbackAnimOverride string -> void
objectTemplate.setLyingFallbackAnimOverride string -> void
objectTemplate.setDefaultAnims string string -> void
objectTemplate.setInAirAnims string string -> void
objectTemplate.setCrouchingAnims string string -> void
objectTemplate.setLyingAnims string string -> void
objectTemplate.activeHeatIncrement [float] -> float
objectTemplate.passiveHeatIncrement [float] -> float
objectTemplate.burstTime [float] -> float
objectTemplate.burstFrequency [float] -> float
objectTemplate.overrideAirMovementInhibitations [bool] -> bool
objectTemplate.activeEffectPersistance [float] -> float
objectTemplate.defaultEffectTemplate [string] -> string
objectTemplate.pcoFlags [int] -> int
objectTemplate.setSoldierExitLocation Vec3 Vec3 -> void
objectTemplate.vehicleIcon [string] -> string
objectTemplate.vehicleIconPos [Vec2] -> Vec2
objectTemplate.numberOfWeaponIcons [int] -> int
objectTemplate.primaryAmmoIcon [string] -> string
objectTemplate.secondaryAmmoIcon [string] -> string
objectTemplate.hasTurretIcon [bool] -> bool
objectTemplate.setPrimaryAmmoBar dice::ref2::world::AmmoBar -> void
objectTemplate.setSecondaryAmmoBar dice::ref2::world::AmmoBar -> void
objectTemplate.setVehicleCategory dice::ref2::world::VehicleCategory -> void
objectTemplate.setVehicleType dice::ref2::world::VehicleType -> void
objectTemplate.setToolTipType dice::ref2::world::ToolTipType -> void
objectTemplate.setMinimapIcon string -> void
objectTemplate.setMinimapIconSize int -> void
objectTemplate.artPos [bool] -> bool
objectTemplate.dirBarXScale [float] -> float
objectTemplate.dirBarYScaleAbove [float] -> float
objectTemplate.dirBarYScaleBelow [float] -> float
objectTemplate.dirBarRotate [float] -> float
objectTemplate.dirBarYScaleMin [float] -> float
objectTemplate.dirBarYScaleMax [float] -> float
objectTemplate.nameTagOffset [Vec3] -> Vec3
objectTemplate.hasRestrictedExit [bool] -> bool
objectTemplate.altSoldierExitPosition [Vec3] -> Vec3
objectTemplate.addPcoPosId int -> void
objectTemplate.subPos [bool] -> bool
objectTemplate.sonarPos [bool] -> bool
objectTemplate.submarineData float float float float float float float -> void
objectTemplate.submarineHudDepthModifier [float] -> float
objectTemplate.submarineHudDirModifier [float] -> float
objectTemplate.exitSpeedMod [float] -> float
objectTemplate.disableSpawnPointsOnEnter [bool] -> bool
objectTemplate.dontClearTeamOnExit [bool] -> bool
objectTemplate.destroyOnExit [bool] -> bool
objectTemplate.damageForBeingOutSideWorld [float] -> float
objectTemplate.vehicleCameraShake [CameraShakeTriggers] -> CameraShakeTriggers
objectTemplate.vehicleFov [float] -> float
objectTemplate.cameraDelayTime [float] -> float
objectTemplate.cameraDelayDistance [float] -> float
objectTemplate.forwardMod [float] -> float
objectTemplate.seatFlags [int] -> int
objectTemplate.seatAnimationUpperBody [string] -> string
objectTemplate.seatAnimationLowerBody [string] -> string
objectTemplate.leftAngleMultiplier [float] -> float
objectTemplate.rightAngleMultiplier [float] -> float
objectTemplate.headMaxAngleMultiplier [float] -> float
objectTemplate.upAngleMultiplier [float] -> float
objectTemplate.downAngleMultiplier [float] -> float
objectTemplate.detectionRadius [float] -> float
objectTemplate.scanForEnemySonars [bool] -> bool
objectTemplate.enableRadarMode [bool] -> bool

These functions only exist in the Objects.rfa file from mod: bf1942:
(For laziness reasons I didn't include them in above table)
(And because im not convinced that all of them are correct)

Bundle:
21: noCollisionsAsDestroyed
24: setHasCollisionPhysics
25: setHasResponsePhysics
26: setInputId
31: startoneffects
FireArms:
0: addDevFire
35: startoneffects
39: visibleDummyProjectileTemplate
FloatingBundle:
13: setSinkingSpeedMod
HandFireArms:
0: addDevFire
1: addDevJump
2: addDevPitch
3: addDevRun
4: addDevStrafe
5: addDevWalk
6: addDevYaw
36: maxDeviation
39: minDevCrouching
40: minDeviation
41: minDevLying
42: minDevStanding
48: projectileVisible
60: setAmomBarPosX
61: setAmomBarPosY
62: setAmomBarTextPosX
63: setAmomBarTextPosY
71: setInputId
86: startoneffects
87: subDev
88: subDevCrouching
89: subDevLying
90: subDevStanding
PlayerControlObject:
6: CanBeRepaiedAsDestroyed
11: deathEffectName
23: exitTimer
51: setHasCollisionPhysics
52: setHasResponsePhysics
56: setNetworkableInfo
Projectile:
25: hasStartEffect
41: setHasCollisionPhysics
42: setHasMobilePhysics
43: setHasPointPhysics
44: setHasResponsePhysics
49: timeOnEndEffect
RotationalBundle:
12: setAutomaticPitchStabilization
14: setAutomaticYawStabilization
16: setHasCollisionPhysics
23: setNetworkableInfo
SimpleObject:
22: setHasCollisionPhysics
23: setHasResponsePhysics
25: startoneffects
SpriteParticle:
23: UseMipMap
Wing:
12: setNetworkableInfo