Simulation Object Configuration Files


Contents
Related Links

Overview

Simulation object configuration files are used to configure all the physical objects that can be added to Prepar3D, excluding fixed wing aircraft and helicopters. This includes blimps, animals, ground vehicles, boats, and a range of miscellaneous objects such as flour bombs and food pallets. Fixed wing aircraft and helicopters use aircraft configuration files which allow control over additional parameters specific to these vehicles types.


Sections of the Configuration File

[fltsim.n]

Property Description Examples
title The title of the object. HumpbackWhale( title=HumpbackWhale )
cargoA( title=cargoA )
cargoA_hoop( title=cargoA_hoop )
cargoB( title=cargoB )
CaspianSeaMonster( title=CaspianSeaMonster )
model Specifies which model folder to reference. HumpbackWhale( model= )
Tower Controller( model=NoCab )
texture Specifies which texture folder to reference. HumpbackWhale( texture= )
sim Specifies which .air (flight model) file to use. HumpbackWhale( sim= )
panel Specifies which panel folder to reference. HumpbackWhale( panel= )
sound Specifies which sound folder to reference. HumpbackWhale( sound= )
script Specifies which script folder to reference. HumpbackWhale( script= )
kb_checklists Specifies which _check.txt file to use on the Checklists tab of the kneeboard. HumpbackWhale( kb_checklists= )
kb_reference Specifies which _ref.txt file to use on the Reference tab of the kneeboard. HumpbackWhale( kb_reference= )
atc_id_color Specifies, in RGB hexadecimal, the color of the tail number. The first two characters following the 0x specify the red value in hex, the second two characters the green, and the third set the blue. The final two characters are unused. Each value can be between 0 ff hex, which is 0 to 255 decimal. (Note: custom tail numbers burned into textures will not be modified by this). HumpbackWhale( atc_id_color= )
atc_id The tail number displayed on the exterior of the aircraft. This parameter can also be edited from the Select Vehicle dialog (if the atc_id_enable parameter is set to 1). Note that custom tail numbers burned into textures will not be modified by this. Bucket( atc_id= )
ui_manufacturer This value identifies the manufacturer sub-category. Bucket( ui_manufacturer="TestContainer" )
Tower Controller( ui_manufacturer="ATC Controller" )
Water Drop( ui_manufacturer="Liquid" )
ui_type This value identifies the type sub-category. Bucket( ui_type="Buckets" )
Tower Controller( ui_type="Tower Controller" )
Water Drop( ui_type="Water Drop" )
ui_variation This value identifies the variation sub-category used to group aircraft in the Select Vehicle dialog. Bucket( ui_variation=Variation A )
Tower Controller( ui_variation=Variation1 )
description The object description can be modified to say whatever you like about the object. Bucket( description="Test Container" )
Tower Controller( description="Tower Controller with Virtual Cockpit Cab Model" )
Water Drop( description="Test Water Drop" )
dis_entity_type The DIS entity type string specific to this object. The following is an example entity type string (without quotes): "1.2.225.1.6.1.0". Each integer of the string represents properties of the entity type in the following order: Kind, Domain, Country, Category, Subcategory, Specific, and Extra. ( dis_entity_type=1.2.225.1.6.1.0 )
ExternalSimID The GUID of the External Sim module that this SimObject works with. Must also have Category=ExternalSim in the [General] section. TestExternalSim( ExternalSimID={3E6B47E7-C706-4A10-BC88-6E7C199ED5A6} )
ExternalSimData Optional string data you want to pass to the External Sim module. Must also have Category=ExternalSim in the [General] section. TestExternalSim( ExternalSimData=75,75,100 )
ExternalSimVarCount Optional integer defining the number of custom SimVars to set aside for the External Sim to use. These SimVars are accessed via the SimVar name "External Primary Sim Vars Value:index" , where index can run from zero to one less than the value set in this item. Must also have Category=ExternalSim in the [General] section. ( ExternalSimVarCount=35 )
ExternalSimModule Optional SimConnect module to load when loading this SimObject. Must also have Category=ExternalSim in the [General] section. TestExternalSim( ExternalSimModule=Modules\TestExternalSim.dll )
ExternalSecondarySimID.0
to
ExternalSecondarySimID.n
The GUID of External Secondary Sim modules that this SimObject works with. ( ExternalSecondarySimID.0={3E6B47E7-C706-4A10-BC88-6E7C199ED5A6} )
ExternalSecondarySimData.0
to
ExternalSecondarySimData.n
Optional string data you want to pass to this External Secondary Sim module. ( ExternalSimData=75,75,100 )
ExternalSecondarySimVarCount.0
to
ExternalSecondarySimVarCount.n
Optional integer defining the number of custom SimVars to set aside for this External Secondary Sim to use. These SimVars are accessed via the SimVar name "External Secondary Sim Vars Value:index" , where index can run from zero to one less than the value set in this item. ( ExternalSecondarySimVarCount=35 )
ExternalSecondarySimModule.0
to
ExternalSecondarySimModule.n
Optional SimConnect module to load when loading this SimObject. ( ExternalSecondarySimModule=Modules\TestExternalSim.dll )
IsSelectableVehicle

This flag can be used to override whether or not a SimObject can be selected by the user via the Select Vehicle user interface. This flag will also be used to override whether or not the user's avatar can attach to the vehicle. This flag takes precedence over the IsSelectableVehicle value in the [General] section.


[general]

Property Description Examples
category The basic category of the object. HumpbackWhale( category=Boat )
GEN_flour_bomb( category=SimpleObject )
Automobile( category = GroundVehicle )
VEH_air_bagcart1( category=GroundVehicle )
Bucket( category = Container )
TestExternalSim( category=ExternalSim )
atc_type This is the specific aircraft type that the ATC system recognizes for this type of aircraft. HumpbackWhale( atc_type= )
atc_model This is the specific aircraft model that the ATC system recognizes for this type of aircraft. HumpbackWhale( atc_model= )
editable Legacy. Does not do anything.  
performance The performance description for the aircraft can be edited. The \t is a tab character, and the \n is a new-line character. As the flight model for all variations is the same, the performance of each variation should also be identical. HumpbackWhale( performance= )
IsSelectableVehicle

This flag can be used to override whether or not a SimObject can be selected by the user via the Select Vehicle user interface. This flag will also be used to override whether or not the user's avatar can attach to the vehicle.


By default, vehicles are considered user selectable if the following conditions are true:

  • The object's Category is present in the User Objects list of the Prepar3D.cfg.
  • The object has valid model, panel, and texture directories with valid configuration files respectively.
If this configuration entry is present, the default behavior will be overridden .

Tracker Sample( IsSelectableVehicle=True )
RecordAndPlaybackDefinitionGuid Used to specify a custom RecordAndPlayback.xml file. See the Simulation Recording and Playback article.
DISArticulatedPartDefinitionGuid Used to specify a custom DISArticulatedParts.xml file. See the Custom Articulated Parts XML File section of the DIS article.
CigiArticulatedPartDefinitionGuid Used to specify a custom CigiArticulatedParts.xml file. See the Custom Articulated Parts XML File section if the CIGI article.

[contact_points]

Property Description Examples
static_compression Static compression of ground reaction spring. AC_Unit_sm( static_compression = 0.5 )
damping_ratio Damping ratio of ground reaction. AC_Unit_sm( damping_ratio = 0.8 )
destroy_on_impact_threshold Velocity (feet/sec) above which the object will destroy on impact. Bucket( destroy_on_impact_threshold = 15 )
static_pitch The static pitch of the object when at rest on the ground (degrees). The program uses this value to position the object at startup, in slew, and at any other time when the simulation is not actively running. HumpbackWhale( static_pitch=0.0 )
CaspianSeaMonster( static_pitch=1.0 )
static_cg_height The static height of the object when at rest on the ground (feet). The program uses this value to position the object at startup, in slew, and at any other time when the simulation is not actively running. HumpbackWhale( static_cg_height=0.0 )
CaspianSeaMonster( static_cg_height=12.0 )
cruise_linerA_sm( static_cg_height=40.0 )
cruise_linerB_sm( static_cg_height=20.0 )
ferry2( static_cg_height=10.0 )
Flour_bomb_floating_dock( static_cg_height=3.0 )
wheel_radius The radius of the wheels in feet when used to calculate the rpm for graphics purposes. Need not exactly match the true radius. Automobile( wheel_radius=3.0 )
VEH_jetTruck( wheel_radius=4.0 )
destroy_on_impact Set to 1 if the object is to be removed after an impact. Flour_bomb( destroy_on_impact=1 )
ignore_waves For water, always use the default calm water height with this flag set. Otherwise the height of the animated waves will be used. VEH_carrier01( ignore_waves=1 )

[designspecs]

Property Description Examples
max_speed_mph The maximum speed of the object. HumpbackWhale( max_speed_mph = 30 )
CaspianSeaMonster( max_speed_mph = 350 )
Flour_bomb_floating_dock( max_speed_mph = 0 )
VEH_water_sailboat1_sm( max_speed_mph = 10 )
Automobile( max_speed_mph = 115 )
acceleration_constants Time constant (effects responsiveness), and max acceleration (Gs). HumpbackWhale( acceleration_constants = 0.5, 0.4 )
CaspianSeaMonster( acceleration_constants = 2.5, 1.4 )
Automobile( acceleration_constants = 0.3, 0.4 )
VEH_flatbed( acceleration_constants = 0.4, 0.2 )
VEH_jetTruck( acceleration_constants = 7.0, 1.9 )
VEH_safari_truck( acceleration_constants = 0.6, 0.4 )
deceleration_constants Time constant (effects responsiveness), and max acceleration (Gs). HumpbackWhale( deceleration_constants = 2.0, 0.5 )
CaspianSeaMonster( deceleration_constants = 4.0, 1.5 )
Automobile( deceleration_constants = 0.2, 0.4 )
VEH_flatbed( deceleration_constants = 2.0, 1.0 )
VEH_jetTruck( deceleration_constants = 5.0, 3.0 )
VEH_safari_truck( deceleration_constants = 2.0, 1.5 )
sternposition The distance in feet relative to the datum reference position, where a wake effect should start. HumpbackWhale ( SternPosition = 0 )
cargoA (SternPosition = 50)
cargoB ( SternPosition = 42)
Submersible Specific Entries
land_height The vertical distance in feet relative to the datum reference position where this object touches the ground ( land_height = 1.975 )
max_engine_rpm Used to provide a simple mapping between throttle position and engine RPM value.  Default value is 9750. ( max_engine_rpm = 9375 )
max_prop_rpm Used to provide a simple mapping between throttle position and propeller RPM value.  Default value is (max_engine_rpm / 4). ( max_prop_rpm = 2745 )

[views]

Property Description Examples
eyepoint (feet) longitudinal, lateral, vertical distance from reference datum. Tower Controller( eyepoint= 0.0, 0.0, 0.0 )

[effects]

Property Description Examples
wake The wake effect name, followed by an optional 1 if the effect is to be run for a single iteration. Set this number to zero or leave blank (the default), for the effect to continue as long as the respective action is active. This optional 1 applies to all effects in this table. HumpbackWhale( wake = fx_wake_ss )
cargoA( wake = fx_wake_l )
CaspianSeaMonster( wake=fx_wakeCSM )
cruise_linerA_sm( wake = fx_wake_xl )
PBoat_57ft_Bluehull_sm( wake = fx_wake_s )
impactland The effect to display if the object impacts with land. Flour_bomb( ImpactLand = fx_FlourBombLand )
impactwater The effect to display if the object impacts with water. Flour_bomb( ImpactWater = fx_FlourBombWater )
impactdestroyland An additional effect to display if the object is destroyed on impact with land. For example, after being dropped at too great a height or speed from a sling or hoist. Bucket( ImpactDestroyLand = fx_dirtcrash )
impactdestroywater An additional effect to display if the object is destroyed on impact with water. Bucket( ImpactDestroyWater = fx_spray )
Killed When health points drop below 0, the object is determined to be killed. An effect such as smoke or fire is most typically played. This effect is only applied when the object is in the air. fx_FlamingDebris
KilledGround When health points drop below 0, the object is determined to be killed. An effect such as smoke or fire is most typically played. This effect is only applied when the object is on the ground. fx_FlamingDebrisGround

[lights]

Each light that requires a special effect should be entered in this section. The following table gives the codes for the switches that will turn on the lights.

Code Switch
1 Beacon
2 Strobe
3 Navigation or Position
4 Cockpit
5 Landing
6 Taxi
7 Recognition
8 Wing
9 Logo
10 Cabin
11 General
12 Headlight
13 Brake

Property Description Examples
light.0
to
light.n
The first entry of the line defines which circuit, or switch, the light is connected to (see the code table above). Multiple lights may be connected to a single switch. The next three entries are the longitudinal, lateral, and vertical positions of the light in feet. The final entry is the special effect file name that is triggered (for example, fx_navred). These files have .fx extensions and should be placed in the Prepar3D/effects folder. Automobile( light.0 = 13, 9.5, 3.1, 3.0, fx_navred )
VEH_air_FuelTruck100LL( light.0 = 13 )
Tower Controller( light.0 = 11, 0.00, 0.00, 10.00, fx_vclight )

[radios]

Property Description Examples
audio.1 Set to 1 if there is an audio 1 panel. Tower Controller( Audio.1 = 1 )
audio.2 Set to 1 if there is an audio 2 panel. There cannot be audio 2 without audio 1 Tower Controller( Audio.2 = 1 )
com.1 Set to 1 if there is a Com 1 radio, and a second 1 if it supports a standby frequency. Tower Controller( Com.1 = 1, 0 )
com.2 Set to 1 if there is a Com 2 radio, and a second 1 if it supports a standby frequency. There cannot be Com 2 without Com 1. Tower Controller( Com.2 = 1, 0 )
nav.1 Set to 1 if there is a Nav 1 receiver, a second 1 if it supports a standby frequency, and a third 1 if it supports a glideslope indication. Tower Controller( Nav.1 = 0, 0, 0 )
nav.2 Three flags, set the first to 1 if there is a Nav2 receiver, the second if it supports a standby frequency, and the third if it supports a glideslope indication. You cannot have Nav2 without Nav1. ( Nav.2 = 1, 1, 0 )
adf.1 Set to 1 if there is an ADF panel. Tower Controller( Adf.1 = 0 )
adf.2 If there is an ADF2 receiver, set to 1. ( Adf.2 = 1 )
tacan.1 Set to 1 if there is a Tacan panel. ( Tacan.1 = 0 )
tacan.2 If there is a Tacan2 receiver, set to 1. ( Tacan.2 = 1 )
transponder.1 Set to 1 if there is a transponder. Tower Controller( Transponder.1 = 0 )
marker.1 Set to 1 if there is a marker beacon receiver. Tower Controller( Marker.1 = 0 )

[aircraft_elevators]

The following parameters can be used to define aircraft elevators for a SimObject using the Boat category:

Property Description Examples
number_of_elevators This value defines the number of aircraft elevators on the carrier. number_of_elevators = 4
elevator.0
to
elevator.n
Four values: the up and down rate in percent per second (where 0.0 is completely up and 1.0 is completely down) and the position relative to datum reference point (currently used for sound). elevator.0 = 0.083, 200.0, -100.0, 25.0
elevator.1 = 0.083, 50.0, -100.0, 25.0
elevator.2 = 0.2, -210.0, -100.0, 25.0
elevator.3 = 0.4, -225.0, 90.0, 25.0

[cameraconfiguration]

This section shows the global camera configuration properties that can be set on a per object basis.

Property Description Examples
CenterOffsetXyz The global offset of the camera Origin in meters for all camera definitions with Origin type Center. This value will be overridden by the CenterOffsetXyz value of a Camera Definition if present. CenterOffsetXyz = ( 0.0, 1.5, 0.0 )

[cameradefinition.n]

This section shows the camera properties used by the Tower Controller. A simulation object can have multiple cameradefinition sections, which should be numbered from 0 to n. For a full definition of all the properties that can be set for a camera definition, refer to the Camera Configuration document. All of the properties described in that document can be used in a camera definition in a simulation object configuration file.

Property Examples
title Tower Controller( title = Station 1 )
guid Tower Controller( Guid = {13605371-4065-417d-8DB8-3FC66A3DBE7B} )
description Tower Controller( Description = Tower Cab Position 1 )
origin Tower Controller( Origin = Virtual Cockpit )
snappbhadjust Tower Controller( SnapPbhAdjust = Swivel )
snappbhreturn Tower Controller( SnapPbhReturn = FALSE )
panpbhadjust Tower Controller( PanPbhAdjust = Swivel )
panpbhreturn Tower Controller( PanPbhReturn = FALSE )
track Tower Controller( Track = None )
showaxis Tower Controller( ShowAxis = FALSE )
allowzoom Tower Controller( AllowZoom = TRUE )
initialzoom Tower Controller( InitialZoom = 1.0 )
showweather Tower Controller( ShowWeather = Yes )
initialxyz Tower Controller( InitialXyz = 0.0, 0.0, 0.0 )
initialpbh Tower Controller( InitialPbh = 0.0, 0.0, 0.0 )
xyzadjust Tower Controller( XyzAdjust = TRUE )
category Tower Controller( Category=VC )
zoompanscalar Tower Controller( ZoomPanScalar = 1.0 )
showlensflare Tower Controller( ShowLensFlare=FALSE )

[geometry]

Property Description Examples
length The length, width and height of a simple object that can be used to estimate moments of inertia, along with the [mass properties] settings. In particular this applies to objects being carried by a sling or hoist. Units are in feet. AC_Unit_sm( Length = 8 )
Bucket( Length = 2 )
CableCar_Wheel_sm( Length = 5 )
Climber_sm( Length = 6 )
Fisherman_sm( Length = 1 )
Generator_sm( Length = 12 )
Humvee_sm( Length = 10 )
shipping_container_sm( Length = 20 )
width In feet. AC_Unit_sm( Width = 6 )
Bucket( Width = 2 )
CableCar_Wheel_sm( Width = 5 )
Generator_sm( Width = 4 )
Humvee_sm( Width = 7 )
pallet_of_Boxes_sm( Width = 10 )
Propane_Tank_sm( Width = 3 )
shipping_container_sm( Width = 8 )
height In feet. AC_Unit_sm( Height = 6 )
Bucket( Height = 3 )
CableCar_Wheel_sm( Height = 2 )
Climber_sm( Height = 1 )
Generator_sm( Height = 5 )
pallet_of_Boxes_sm( Height = 4 )
shipping_container_sm( Height = 10 )

[HoistPoint]

If a HoistPoint entry is not present in the configuration file, a default connection position of just above the center of the object will be used.

Property Description Examples
position Offset in feet of the connection position for a sling or hoist, from the datum reference point. The default datum reference point of an object that is not an aircraft is its center point on all three axes. Bucket( position = 0, 0, 1.0 )

[mass properties]

Property Description Examples
empty weight In lbs, used with the [geometry] settings to estimate moments of inertia. AC_Unit_sm( Empty Weight = 4500 )
Bucket( Empty Weight = 300 )
CableCar_Wheel_sm( Empty Weight = 500 )
Climber_sm( Empty Weight = 200 )
Generator_sm( Empty Weight = 2000 )
Humvee_sm( Empty Weight = 1500 )
pallet_of_Boxes_sm( Empty Weight = 800 )
Propane_Tank_sm( Empty Weight = 1800 )

[stability coefficients]

Property Description Examples
ground translational damping Damping and stability co-efficients are used to estimate the behavior of an object when it is being transported on a sling or hoist. AC_Unit_sm( ground translational damping = -4.0, -4.0, -0.2 )
ground rotational damping AC_Unit_sm( ground rotational damping = -200.0, -200.0, -200.0 )
ground rotational stability AC_Unit_sm( ground rotational stability = -150.0, -40.0, -0.0 )
air translational damping AC_Unit_sm( air translational damping = -0.2, -0.2, -0.1 )
air rotational damping AC_Unit_sm( air rotational damping = -100.0, -100.0, -100.0 )
air rotational stability AC_Unit_sm( air rotational stability = -75.0, -20.0, -0.0 )


Avatar Specific Sections

[BlendTable]

Property Description Examples
DefaultBlendDuration The default blend duration in seconds between animations for cases not present in the table. Avatar( DefaultBlendDuration=0.3 )
EntryCount The number of entries in the blend table. Avatar( EntryCount=58 )
Entry.0 to Entry.n A blend table entry specifying the active animation, the next animation, and the duration to blend between the two. Animations in the blend table use their respective GUID representation. The example entry shows the AvatarDefaultIdle animation blending to the AvatarDefaultWalk animation over a period of 0.1 seconds. Avatar( Entry.0 = {1B2098C6-FDE5-4039-8612-22ED1377A5BB}, {B4CA039D-8741-30F5-8E11-A517F757DE0F}, 0.1 )

[Collision]

Property Description Examples
Point.0 to Point.n Represents a collision point on the Avatar. Offset values should be specified in feet and in the form longitude, latitude, and vertical. Avatar( Point.0 = -0.5, 0.0, -1.0 )
ReactionTimer Represents the amount of the time in seconds that the Avatar will be accelerated away from an object when colliding. Avatar( ReactionTimer = 1.0 )
ReactionAcceleration Represents the amount of acceleration in feet/seconds^2 applied to the Avatar when colliding with an object. Avatar( ReactionAcceleration = 36.0 )

[Movement]

Property Description Examples
MinWalkSpeed The minimum walking speed of the Avatar in feet/second. Avatar( MinWalkSpeed = 1.0 )
MaxWalkSpeed The maximum walking speed of the Avatar in feet/second. Avatar( MaxWalkSpeed = 5.5 )
MinRunSpeed The minimum running speed of the Avatar in feet/second. Avatar( MinRunSpeed = 14.5 )
MaxRunSpeed The maximum running speed of the Avatar in feet/second. Avatar( MaxRunSpeed = 17.0 )
MinStrafeSpeed The minimum strafing speed of the Avatar in feet/second. Avatar( MinStrafeSpeed = 3.0 )
MaxStrafeSpeed The maximum strafing speed of the Avatar in feet/second. Avatar( MaxStrafeSpeed = 8.0 )
MaxTurnRate The maximum turn rate of the Avatar in degrees/second. Avatar( MaxTurnRate = 120.0 )
ThirdPersonTurnScalar A scalar applied to the MaxTurnRate when in a third-person view. Avatar( ThirdPersonTurnScalar = 4.0 )
MinFallHeight The minimum height above ground level that is required before the falling animation occurs in feet. Avatar( MinFallHeight = 3.0 )
MinFallSpeed The minimum speed of the avatar before the falling animation occurs in feet/second. Avatar( MinFallSpeed = 5.0 )
MaxSwimHeight The maximum height above ground level that the swimming animation will occur in feet. Avatar( MaxSwimHeight = 3.5 )
MinSwimSpeed The minimum speed that must be reached before the moving swim animation occurs in feet/second. Avatar( MinSwimSpeed = 5.0 )
SwimIdleOffset The amount of feet below the surface that the avatar's lowest point is when the avatar is swimming but not moving. Avatar( SwimIdleOffset = 4.05 )
SwimOffset The amount of feet below the surface that the avatar's lowest point is when the avatar is swimming and moving. Avatar( SwimOffset = 3.4 )
MinCrouchWalkSpeed The minimum crouched walking speed of the avatar in feet per second. Avatar( MinCrouchWalkSpeed = 1.0 )
MaxCrouchWalkSpeed The maximum crouched walking speed of the avatar in feet per second. Avatar( MaxCrouchWalkSpeed = 5.5 )
MinCrouchStrafeSpeed The minimum crouched strafe speed of the avatar in feet per second. Avatar( MinCrouchStrafeSpeed = 3.0 )
MaxCrouchStrafeSpeed The maximum crouched strafe speed of the avatar in feet per second. Avatar( MaxCrouchStrafeSpeed = 8.0 )
DeathOffset The amount of feet above the surface that the death animation occurs at. Avatar( DeathOffset = 0.6 )

[Effects]

Property Description Examples
EnterWaterEffect The effect that occurs when the avatar enters water (effect only occurs if avatar did not fall into water). Avatar( EnterWaterEffect = fx_waterSplashSml )
FallWaterEffect The effect that occurs when the avatar falls into water. Avatar( FallWaterEffect = fx_waterSplashMed )

[AnimationDurations]

WARNING: All amounts of time that are entered into the animation duration configuration file must subtract the blend duration of that animation with other animations. For example: if the Jump Standing Animation is 1.0 seconds long, and the blend duration for Jump Standing to all other animations is 0.3 seconds (the default value) then the user should input "JumpStandingDuration = 0.7", not "JumpStandingDuration = 1.0".

Property Description Examples
JumpStandingDuration The length of time in seconds of the jump animation when the avatar is not moving. Avatar( JumpStandingDuration = 1.933 )
JumpRunningDuration The length of time in seconds of the jump animation when the avatar is moving. Avatar( JumpRunningDuration = 0.9 )
CrouchToStandDuration The length of time in seconds of the crouch to stand animation. Avatar ( CrouchToStandDuration = 0.6275 )
CrouchFromStandDuration The length of time in seconds of the crouch from stand animation. Avatar ( CrouchFromStandDuration = 0.6275 )
DeathDuration The length of time in seconds of the death animation. Avatar ( DeathDuration = 3.313 )