Ok, you should be able to use all this in FPE file definitions:
FPE staments and settings
t.tryfield_s="aiinit";
t.tryfield_s="aimain";
t.tryfield_s="aidestroy";
t.tryfield_s="aishoot";
t.tryfield_s="soundset";
t.tryfield_s="soundset1";
t.tryfield_s="usekey";
t.tryfield_s="ifused";
t.tryfield_s="ifusednear";
t.tryfield_s="spawnmax";
t.tryfield_s="spawndelay";
t.tryfield_s="spawnqty";
t.tryfield_s="model";
t.tryfield_s="offsetx";
t.tryfield_s="offsety";
t.tryfield_s="offsetz";
t.tryfield_s="rotx";
t.tryfield_s="roty";
t.tryfield_s="rotz";
t.tryfield_s="scale";
t.tryfield_s="fixnewy";
t.tryfield_s="raisefactor";
t.tryfield_s="forwardfacing";
t.tryfield_s="defaultheight";
t.tryfield_s="defaultstatic";
t.tryfield_s="autoflatten";
if ( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].autoflatten = t.value1;
// collisionmode
// 0 ; default Box ( )
// 1 ; polygon shape
// 2 ; sphere??legacy
// 3 ; cylinder??legacy
// 9 ; convex hull reduction
// 11 ; no physics
// 12 ; no physics but can still be shot with intersectall check
// 21 ; player repell feature (for characters and other beasts/zombies)
// 40 ; collision boxes
// 41-49 ;reserved (collision poly list, sphere list,cylinder list)
// 50 // 51 // 52-59 // 1000-2000 ;only one limb has collision Box (1000=limb zero)
// 2000-3000 ;only one limb has collision polygons (2000=limb zero)
t.tryfield_s="collisionmode";
t.tryfield_s="collisionscaling";
t.tryfield_s="collisionoverride";
// forcesimpleobstacle
// -1 ; absolutely no obstacle
// 0 ; default
// 1 ; Box ( )
// 2 ; contour
// 3 ; full poly scan
t.tryfield_s="forcesimpleobstacle";
t.tryfield_s="notanoccluder";
t.tryfield_s="skipfvfconvert";
t.tryfield_s="resetlimbmatrix";
t.tryfield_s="reverseframes";
t.tryfield_s="fullbounds";
// cpuanims
// 0 ; GPU animation
// 1 ; CPU animation (for wide scope animations that need accurate ray detection)
// 2 ; Same as [1] but will hide any meshes that do not have animations
t.tryfield_s="cpuanims";
t.tryfield_s="ignoredefanim";
// materialindex
// 0 = GenericSoft
// 1 = Stone
//2 = Metal
//3 = Wood
//4 = Glass
//5 = Liquid Splashy Wet
//6 = Flesh (Bloody Organic)
//7 = Hollow Drum Metal
//8 = Small High Pitch Tin
//9 = Small Low Pitch Tin
//10 = Silly Material
//11 = Marble
//12 = Cobble
//13 = Gravel
//14 = Soft Metal
//15 = Old Stone
//16 = Old Wood
//17 = Shallow Water
//18 = Underwater
t.tryfield_s="materialindex";
t.tryfield_s="debrisshape";
t.tryfield_s="disablebatch";
t.tryfield_s="lod1distance";
t.tryfield_s="lod2distance";
// physics setup
t.tryfield_s="physics";
t.tryfield_s="phyweight";
t.tryfield_s="phyfriction";
t.tryfield_s="explodable";
t.tryfield_s="ragdoll";
t.tryfield_s="nothrowscript";
t.tryfield_s="coneheight";
t.tryfield_s="coneangle";
t.tryfield_s="conerange";
// visual info
t.tryfield_s="onetexture";
t.tryfield_s="texturepath";
t.tryfield_s="textured";
t.tryfield_s="texturealtd";
t.tryfield_s="effect";
// transparency modes;
// 0 - first-phase no alpha
// 1 - first-phase with alpha masking
// 2 and 3 - second-phase which overlaps solid geometry
// 4 - alpha test (only render beyond 0x000000CF alpha values)
// 5 - water Line ( object (seperates depth sort automatically) )
// 6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)
// 7 - very early draw phase no alpha
t.tryfield_s="transparency";
t.tryfield_s="canseethrough";
t.tryfield_s="specular";
if( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].cullmode = t.value1;
if ( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].reducetexture = t.value1;
if ( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].castshadow = t.value1;
if ( t.field_s == t.tryfield_s ) t.entityprofile[t.entid].smoothangle = t.value1;
t.tryfield_s="strength";
t.tryfield_s="lives";
t.tryfield_s="speed";
t.tryfield_s="animspeed";
t.tryfield_s="hurtfall";
t.tryfield_s="isimmobile";
t.tryfield_s="isviolent";
t.tryfield_s="isobjective";
t.tryfield_s="alwaysactive";
t.tryfield_s="ischaracter";
t.tryfield_s="isthirdperson";
t.tryfield_s="canfight";
t.tryfield_s="custombiped";
t.tryfield_s="cantakeweapon";
t.tryfield_s="isweapon";
t.tryfield_s="rateoffire";
t.tryfield_s="ishudlayer";
t.tryfield_s="isequipment";
t.tryfield_s="isammo";
t.tryfield_s="hasweapon";
t.tryfield_s="hasequipment";
t.tryfield_s="ishealth";
t.tryfield_s="isflak";
t.tryfield_s="fatness";
// marker extras
// 1=player
// 2=lights
// 3=trigger zone
// 4=decal particle emitter
// 5=entity lights
// 6=checkpoint zone
// 7=multiplayer start
t.tryfield_s="ismarker";
t.tryfield_s="markerindex";
t.tryfield_s="addhandle";
// light extras t.tryfield_s="lightcolor";
t.tryfield_s="lightrange";
t.tryfield_s="lightoffsetup";
t.tryfield_s="lightoffsetz";
// trigger extras
t.tryfield_s="stylecolor";
// extra decal offset (ideal for placing flames in torches, etc) t.tryfield_s="decalangle";
t.tryfield_s="decaldist";
t.tryfield_s="decaly";
// entity body part list (20/01/11 - refeatured for V118)
t.tryfield_s="limbmax";
t.strwork = "";
t.strwork = t.strwork + "limb"+Str(t.q);
// determine if entity has a head, and which limbs represent it t.tryfield_s="headlimbs";
// entity decal refs
t.tryfield_s="decalmax";
t.tryfield_s = cstr((cstr("decal")+Str(t.q)) );
// entity animation sets
t.tryfield_s="playanimineditor";
t.tryfield_s="animstyle";
t.tryfield_s="animmax";
t.tryfield_s=cstr("anim")+Str(t.q);
darkai_assignanimtofield ( );
t.tryfield_s=cstr("footfall")+Str(t.q);
// more data
t.tryfield_s="quantity";
More added from updates from the changelog.txt file.
conerange = 400
coneheight = 53
endcollision = 0
IGNOREDEFANIM = 0
;thirdperson
jumpmodifier = 250
jumphold = 747
jumpresume = 755
jumpvaulttrim = 0
isspinetracker
Remove ISTHIRDPERSON field from Wizard FPE's as not used any more
Allowed melee action to intercept move/run so Third Person Mode can instant attack
Added 'meleerange' and meleehitangle' to FPE to control TPP melee attack metrics
Added 'meleestrikest' and 'meleestrikefn' to FPE to define 'deadly' melee anim frames
Added 'meleedamagest' and 'meleedamagefn' to FPE to define range of damage per strike
NOTE: Above commands override defaults used by stock characters that don't have them
'forceobstaclepolysize' to FPE to allow control of 'obstacle slice' resolution
fatness = 100
2017.03.10
Added 'forceobstaclesliceheight' to FPE fields to allow AI obstacle plane height to be set
Added 'notanoccludee' to FPE so entities can be designed to never get occluded by occluder
Adjusted blood splat decal effect so only used if NO 'materialindex' specified in FPE
Added 'explodedamage' to FPE to specify the default explosion yeild of specfic entities
Added 'hoverfactor' to FPE to give hovering capability to 'flying' entities (drones)
2017.02.28
Added 'dontfindfloor' field to FPE to initially ignore floor finder (roof pieces)
Added new special value to 'smoothangle' FPE field over 101 which 'GENERATES SMOOTH' normals
Added new 'isspinetracker' to FPE to control new spine tracker for modern character anims
1.14
Added new field to FPE called "offyoverride" which overrides Y offset to correct models
1.133
Added new field to FPE called 'endcollision' which when set to zero will disable collision of ragdolls
1.132
Added new 'zdepth' field to entity FPE file which can disable the zdepth render order (it will draw like a HUD weapon)
1.13
Added MATRIXMODE to FPE fields which adds a transform with the original model matrix per limb
1.121
Added 'noxzrotation' to FPE to deactivate XZ rotation on spraying this entity
1.112 xmas beta
* NOTE: Remember to use FULLBOUNDS=1 in your FPE if you want to detect limbs that move out of range of the original frame zero bound box
RIP
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.
New:
Intel(R) Core(TM) i5-8400 CPU @ 2.81GHz, 12GB RAM, Nvidia gtx1050ti 4gb, Windows 10 Home 64bit, Screen resolution 1920 x 1080. System Passmark 3774