Actors Defs Properties:
ai.maxRegenerations - only available in sobek.exe (not in editor.exe and will not set when placing actor in editor :( )
deadHeight - only available in editor.exe - sets actor StepHeight (not in sobek.exe So this will only take effect when placing actors on the map in the editor)
ai.sightRange - only available in editor.exe (not in sobek.exe So this will only take effect when placing actors on the map)
defaultEditorModel - editor.exe only
defaultEditorAnim - editor.exe only
classname "kexActor"
scriptClass "TurokGrunt"
headTrackDefinition "HeadTrack_Human"
footStepSound "FootStep_Common"
ai.meleeRange
ai.attackRange
ai.leashRadius
ai.sightFOV
ai.spanWidth
ai.loudRange - is used for when the player runs
ai.quietRange - is only used for when the player walks
ai.desiredYawSpeed
ai.drawDistanceFactor
ai.attackChance
ai.altstance
ai.noKnockBack
ai.teleport
ai.teleportMove
ai.noSharpTurning
ai.chaseInWater
ai.discoDances
clipFlag.edges
clipFlag.ignoreBlockers
clipFlag.dropOff
clipFlag.noEnterWater
clipFlag.noExitWater
clipFlag.noClipStatics
clipFlag.noClipActors
clipFlag.walkWalls
clipFlag.collideFloors
clipFlag.hitScan
clipFlag.allowClimb
clipFlag.allowCrawl
clipFlag.noStepDown
clipFlag.noSlopeStep
clipFlag.collideHeight
clipFlag.collideCorpses
clipFlag.noExitWalls
clipFlag.noCollideFunction
clipFlag.noFloorAdjust
clipFlag.noCeilingAdjust
clipFlag.collideWater
clipFlag.useWallRadius
clipFlag.collideTriggers
clipFlag.standOnObjects
clipFlag.greaseSlideObjects
clipFlag.allowRestrictedAreas
flags.castShadow
flags.avoidWater
flags.stayInWater
flags.removeOnCompletion
flags.noBlood
flags.seeTargetInWater
flags.alignToFloor
flags.hidden
flags.noDraw
flags.fullVolume
flags.canBeTouched
flags.alwaysActive
flags.allowTinyEnemyCheat
flags.noMovement
radius
height
stepHeight
wallRadius
mass
friction
airFriction
waterFriction
gravity
bounceDamp
animSpeed
sleepRange - The range when the actor will go to sleep/awake
health
impactType
modelVariation
initialModel
initialAnim
initialScale
knife.damage "15 15 15" // Vector
knife.backdamage 30 // int
knife.blood 1 // int. 0=none, 1=red, 2=green, 3=spark