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The Hand Held Item
Editor is used to add and modify .itm files. The window has a list
of all currently active hand held items (mod dependent). You can
select any of these to load its properties into the fields. Use the
New button to add a new itm file to the list, Apply to apply any
changes made, and Close to exit the Editor.
Here is a picture of the Claymore Hand Held Item Editor in IGOR:

And here is the
Claymore in Notepad:

Version:
This is the current version of the itm file currently loaded.
Name Token:
This is the internal identifier that GR uses.
IMPORTANT: This name
has to be added by hand to the strings.txt file that is located in
the Data\Shell folder. You will have to make your own (including the
folders "Data\Shell") when creating a mod with custom items in it.
Without it in the strings.txt file you will get the !findkey error
displayed in the kit.
Type:
There are five different types: Binoculars, Sensor, PDA, Demo
Charge, and Claymore. PDA appears to be one of the items that was
abandoned during production prior to release like the helicopter
vehicle type.
Human Model:
This is the model that is used in the game on the actor.
Sim Model:
This is the model that is used in the game when it is not on the
actor.
Weight:
This is the weight of the item in Kilograms.
Edit Explosion:
Click the Edit Explosion button to edit the explosion of the Hand
Held Item. The Edit Explosion Data Editor can also be accessed from
the Projectile Editor.
NOTE: All distances and Radii are in meters unless otherwise
specified.
Here is a picture of the Claymore in the Explosion Data Editor
window in IGOR:

Version:
This is the current version of the explosion data currently loaded.
Visual Explosion Type:
The explosion choices are None, Frag Grenade, AT4 Missile, and
Claymore. This tells the engine which explosion to display during
runtime.
Blast Radius:
This is the range of the blast in meters.
Combat Equations:
Type:
There are four different types of explosions to choose from: Blast
Sphere, Back Blast Sphere, Front Zone, & Back Blast Zone.
Velocity:
This is a mathematical formula used by the engine to determine the
speed of the explosion when it impacts the target. The first field
is the velocity of the explosion in meters/sec. The second field and
third fields are variables in the formula: Velocity + [(x)*Range] +
[(y)*Range^2]. The second value (y) should be negative to simulate
the explosion losing it's energy rapidly the further it gets away
from the center of the explosion.
KillEnergy:
This is a mathematical formula used by the engine to determine the
Kill Energy (Penetration) when the explosion impacts the target.
There are only two fields here and here is the mathematical formula:
[(x)*Range] + [(y)*Range^2].
Damage Through Walls Multiplier:
A variable other than 0 should be entered here if the explosion can
penetrate walls.
Directional Explosion:
Directional:
Check this box if the explosion is directional like that of the
Claymore or a shaped charged demolition charge.
Back Blast Radius:
This is the radius of the Back Blast from the explosion.
Front and Back Zone:
The properties entered here tell the engine the Width, Height, and
Length of the explosion in the instance of a directional blast
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