parameter = value
| parameter | description |
| name | name for the BotLab |
| description | description for the BotLab |
| dir | directory to find the gmf and preview |
| preview | preview image for BotLab |
| type | power, extenders, mechanics, mobility, weapons, extras |
| base | C++ base class (for component's logic) values: AirTank, Battery, BurstMotor, BurstPiston, Chassis, ControlBoard, ServoMotor, ServoPiston, SpinMotor, Weapon, Wheel |
| model | GMF filename |
| master | name of "master" rigid body primitive that attachment points are oriented toward, etc. |
| passthru | name of |
| attaching | name of display body that accepts attachments (for components with multiple parts) |
| styles | Additional components of this kind default style-name, filename.txt, short description, filename.txt, ... |
| material() | name of material (damage scalar) values: rubber, arenium, metal Note: Wheels default to rubber |
| contact | name of primitive object For wheel traction zones only |
| sort | integer value to determine the order of components in the botlab; low to high (default is zero); sorted first by this value, then by name of component. See Component Ordering. |
| hitpoints | component's undamaged hitpoint value (integer) |
| fracture | damage amount (float) that will cause this component to break off after it has 0 hitpoints (default is 0 -- ie, does not fracture) |
| hidden | "true" or "false" (default) to hide this component from the user |
| elecMaxInOutRate? | amount of electrical power produced or used (+ means produced, - means used) |
| airMaxInOutRate? | amount of air power produced or used (+ means produced, - means used) |
| electotal | starting amount of total electric power for an electric generator (battery) |
| airtotal | starting amount of total air power for an air generator (airtank) |
| damagesounds | comma-separated pathnames for sounds that will play when component is damaged |
| runsequence | 2 or 3 comma-separated pathnames for sounds that should play sequentially (start sound, looping sound, stop sound) when a servomotor or servopiston is running |
| motorsound | pathname of sound that a spinmotor should play when running |
| firesound | pathname of sound to be played when a burst motor or piston is fired |
| attachsound | pathname of sound to be played when a component is attached in the botlab |
| prismatic | name of body, name of slider, (body's slide vector) x, y, z, start limit, end limit, artificial tensor scale only works for Pistons tensor scale: sets attachment's inertia tensor to the base object's scaled by this amount; set to 0 to leave tensor unchanged |
| power | max_velocity gain (separated by spaces) motor defaults: 5.0 1.0 piston defaults: 1.0 60.0 |
| burst | force max_velocity gain force to apply once; max velocity and gain to use briefly (uses normal motor power to retract) burst motor only defaults: 300 20.0 2.0 |
| power | gain default: 1.0 |
| resistance | Tire resistance(affects maximum speed and turning angle) Default Value: 120.0 Note: As values are decreased, the turning angle for the bot will become wider |
| grip | The amount of grip the tire has during turning Default Value: 0.05 Decreasing the grip will cause the bot to slide more during and coming out of turns |
| normal | local direction in which this weapon does damage bidirectional x y z x y z bidirectional: normals damage in both directions second normal is optional if no damaging normal is entered, weapon defaults to damage in all directions |
| decal | graphic this weapon will apply to opponent chassis filename rx ry rz sx sy type rx ry rz: right-vector of weapon, so decal has correct orientation sx sy: size of decal type: 0 = alpha, 1 = additive |