unique_keys { // These keys will have their string value automatically changed to be unique for each room instance placed into the map "key" "Actor" "key" "airboat_gun_model" "key" "AlienOrderTargetName" "key" "altpath" "key" "APCVehicleName" "key" "assaultpoint" "key" "attach1" "key" "attach2" "key" "barrel_volume" "key" "bottomtrack" "key" "Branch01" "key" "Branch02" "key" "Branch03" "key" "Branch04" "key" "Branch05" "key" "Branch06" "key" "Branch07" "key" "Branch08" "key" "Branch09" "key" "Branch10" "key" "Branch11" "key" "Branch12" "key" "Branch13" "key" "Branch14" "key" "Branch15" "key" "Branch16" "key" "constraintsystem" "key" "contexttarget" "key" "control_volume" "key" "cpoint1" "key" "cpoint10" "key" "cpoint11" "key" "cpoint12" "key" "cpoint13" "key" "cpoint14" "key" "cpoint15" "key" "cpoint16" "key" "cpoint17" "key" "cpoint18" "key" "cpoint19" "key" "cpoint2" "key" "cpoint20" "key" "cpoint21" "key" "cpoint22" "key" "cpoint23" "key" "cpoint24" "key" "cpoint25" "key" "cpoint26" "key" "cpoint27" "key" "cpoint28" "key" "cpoint29" "key" "cpoint3" "key" "cpoint30" "key" "cpoint31" "key" "cpoint32" "key" "cpoint33" "key" "cpoint34" "key" "cpoint35" "key" "cpoint36" "key" "cpoint37" "key" "cpoint38" "key" "cpoint39" "key" "cpoint4" "key" "cpoint40" "key" "cpoint41" "key" "cpoint42" "key" "cpoint43" "key" "cpoint44" "key" "cpoint45" "key" "cpoint46" "key" "cpoint47" "key" "cpoint48" "key" "cpoint49" "key" "cpoint5" "key" "cpoint50" "key" "cpoint51" "key" "cpoint52" "key" "cpoint53" "key" "cpoint54" "key" "cpoint55" "key" "cpoint56" "key" "cpoint57" "key" "cpoint58" "key" "cpoint59" "key" "cpoint6" "key" "cpoint60" "key" "cpoint61" "key" "cpoint62" "key" "cpoint63" "key" "cpoint7" "key" "cpoint8" "key" "cpoint9" "key" "damagefilter" "key" "defaulttarget" "key" "DestinationGroup" "key" "directionentityname" "key" "Dustoff1" "key" "Dustoff2" "key" "Dustoff3" "key" "Dustoff4" "key" "Dustoff5" "key" "Dustoff6" "key" "emittername" "key" "EndTargetName" "key" "enemyfilter" "key" "EntityTemplate" "key" "filtername" "key" "FollowTarget" "key" "goalent" "key" "ignoredEntity" "key" "IgnoredName01" "key" "IgnoredName02" "key" "IgnoredName03" "key" "IgnoredName04" "key" "IgnoredName05" "key" "IgnoredName06" "key" "IgnoredName07" "key" "IgnoredName08" "key" "IgnoredName09" "key" "IgnoredName10" "key" "IgnoredName11" "key" "IgnoredName12" "key" "IgnoredName13" "key" "IgnoredName14" "key" "IgnoredName15" "key" "IgnoredName16" "key" "JumpDestName" "key" "landmark" "key" "landmark" "key" "LandTarget" "key" "laserentity" "key" "LaserTarget" "key" "LaunchPositionName" "key" "levitategoal_bottom" "key" "levitategoal_top" "key" "lightingorigin" "key" "LightningEnd" "key" "LightningStart" "key" "locationproxy" "key" "lookatname" "key" "m_iszEntity" "key" "m_iszNextScript" "key" "magnetname" "key" "MainSoundscapeName" "key" "MeasureReference" "key" "MeasureTarget" "key" "missilehint" "key" "moveto" "key" "newtarget" "key" "nextassaultpoint" "key" "NextKey" "key" "node_exit" "key" "node01" "key" "node02" "key" "node03" "key" "node04" "key" "node05" "key" "node06" "key" "node07" "key" "node08" "key" "node09" "key" "node10" "key" "node11" "key" "node12" "key" "node13" "key" "node14" "key" "node15" "key" "node16" "key" "node17" "key" "node18" "key" "node19" "key" "node20" "key" "npc_man_point" "key" "NPCTemplate" "key" "NPCTemplate2" "key" "NPCTemplate3" "key" "NPCTemplate4" "key" "NPCTemplate5" "key" "NPCTemplate6" "key" "panelpropname" "key" "panelpropname" "key" "parentname" "key" "PathCornerName" "key" "PointCamera" "key" "position0" "key" "position1" "key" "position2" "key" "position3" "key" "position4" "key" "position5" "key" "position6" "key" "position7" "key" "rallypoint" "key" "referencename" "key" "RollermineTemplate" "key" "safezone" "key" "scene0" "key" "scene1" "key" "scene10" "key" "scene11" "key" "scene12" "key" "scene13" "key" "scene14" "key" "scene15" "key" "scene2" "key" "scene3" "key" "scene4" "key" "scene5" "key" "scene6" "key" "scene7" "key" "scene8" "key" "scene9" "key" "SecurityCam1Name" "key" "slavename" "key" "SnapToEnt" "key" "source" "key" "SourceEntityName" "key" "SpeakerName" "key" "SpecificResupply" "key" "subject" "key" "target" "key" "target1" "key" "target2" "key" "target3" "key" "target4" "key" "target5" "key" "target6" "key" "target7" "key" "target8" "key" "targetname" "key" "targetentityname" "key" "TargetReference" "key" "Template01" "key" "Template02" "key" "Template03" "key" "Template04" "key" "Template05" "key" "Template06" "key" "Template07" "key" "Template08" "key" "Template09" "key" "Template10" "key" "Template11" "key" "Template12" "key" "Template13" "key" "Template14" "key" "Template15" "key" "Template16" "key" "TemplateName" "key" "toptrack" "key" "train" "key" "Turret1Name" "key" "usetargetname" "key" "vehicle" "key" "vortigaunt" "key" "WaitPointName" // strings "key" "AlienNameTag" "key" "AlienOrderTargetName" "key" "bullseyename" "key" "BurningLinkName" "key" "DownloadObjectiveName" "key" "fighttarget" "key" "followtarget" "key" "goal" "key" "InitialOwner" "key" "m_SourceEntityName" "key" "NPCName" "key" "NPCSquadname" "key" "NPCTargetname" "key" "objectivemarkername" "key" "slavename" // NOTE: There are a few extra really generic string keys that should probably be made unique, but this system should be extended to match by class too, to avoid corrupting other classes that have a key with the same name // node IDs are automatically made unique in code // These keys will have their value remapped to the new node values //"NodeID" "nodeid" "NodeID" "EndNode" "NodeID" "StartNode" "NodeID" "TargetNode" }