while i tried to create as good as possible syntax highlightning for crimson editor on my own, i got this list of hardcoded constants and type-definitions in battlefield 1942 by running through all the cons out there (and the docs from ea games smile.gif )

objectTemplate.create type name
CODE
Camera
EntryPoint
RotationalBundle
PlayerControlObject
SimpleObject
DistCompareSelector2
DistCompareSelector
Bundle
Spring
Engine
FireArms
Projectile
DistanceSelector
AnimatedBundle
HandFireArms
EffectBundle
SpriteParticle
Emitter
Particle
TreeMesh
BFSoldier
KitPart
Wing
SeatObject
CompareSelector
SonarObject
SupplyDepot
FloatingBundle
SpawnPoint
ObjectSpawner
LodObject
LensFlare
LandingGear
DestroyTargetObjective
ANDCompositeObjective
TimerObjective
ObjectiveInfo


geometryTemplate.create type name
CODE
StandardMesh
AnimatedMesh
patchTerrain
TreeMesh


aiTemplatePlugIn.create type name
CODE
Armament
ControlInfo
ControlInfo3d
Cover
Mobile
Physical
Unit


aiTemplate.addType type
CODE
ITUnit
ITAir
ITGround
ITNaval
ITAirfield
ITTransportation
ITArtillery
ITFixed
ITCover
ITMobile
ITEditors
ITUnmanned
ITLowPriority
ITStructure
ITBiological
ITVegetation
ITSoldier
ITObstructedView
ITNoTemperature
ITNoChildRender
ITNoRender
ITScaleRender
ITSampling


aiTemplatePlugIn.setStrType type
CODE
Infantry
LightArmour
HeavyArmour
NavalArmour
Submarine
Air


weaponTemplate.setStrength type value
CODE
Infantry
LightArmour
HeavyArmour
NavalArmour
Submarine
Air
All


ammo bar types (ObjectTemplate.setPrimaryAmmoBar, ObjectTemplate.setSecondaryAmmoBar)
CODE
ABAmmoBar
ABAmmoBarOnly
ABAmmoBarHeatBar
ABAmmoBarReloadBar
ABHeatBarOnly
ABReloadBarOnly
ABIconOnly
ABNone


crosshair types (ObjectTemplate.setCrossHairType)
CODE
CHTCrossHair
CHTIcon
CHTNone


vehicle categories (ObjectTemplate.setVehicleCategory)
CODE
VCLand
VCAir
VCSea


vehicle types (ObjectTemplate.setVehicleType)
CODE
VTScoutCar
VTLightTank
VTApc
VTArtillery
VTBomber
VTDiveBomber
VTLcvp
VTCarrier
VTSubmarine
VTDestroyer
AAGun
VTStationaryMG
VTFighter
VTDefGun
VTBattleship

(note, that the AAGun hast no VT before its name, seems to be another hardcoded typo ...)

tooltip types (ObjectTemplate.setToolTipType)
CODE
TTSasWilly
TTM4A1
TTMunitionsPanzer
TTKettenkrad
TTRocketPlatform
TTHelicopter
TTPTRaft
TTPTBoat
TTRadarTower
TTGoblin
TTRocketPack
TTWasserfall
TTNatter
TTSchwimmwagen
TTR75
TTHD42
TTLVT4
TTC47
TTCommandoRaft
TTT34Calliope
TTFlakPanzer
TTSturmTiger
TTT95
TTHO229
TTAW52
TTM3GMC
TTSturmGeschutz
TTArmoredCar
TTATGun
TTMosquito
TTBF110
TTLcvp
TTSubmarine
TTCarrier
TTBattleship
TTDestroyer
TTStationaryMG
TTAAGun
TTBomber
TTDiveBomber
TTFighter
TTScoutCar
TTApc
TTArtillery
TTLightTank
TTHeavyTank


seatflags (ObjectTemplate.seatFlags)
CODE
c_SeatShowStandingSoldier
c_SeatShowFullBodySoldier
c_SeatShowHalfBodySoldier
c_SeatHalfBodySoldier
c_SeatIsOutside


ObjectTemplate.setEngineType type
CODE
c_ETLand
c_ETCar
c_ETTank
c_ETPlane
c_ETShip
c_ETTorpedo
c_ETRocket


ObjectTemplate.Grip type
CODE
c_PGFEngineGrip
c_PGFEngineDummyGrip
c_PGFRollGrip
c_PGFRollGripWhenOccupied


NetworkableInfo.setPredictionMode mode
CODE
PMUsePhysics
PMCubic
PMLinear
PMNone


steering types (any kind of input settings)
CODE
c_PIThrottle
c_PIThrottle
c_PIMouseLookY
c_PIMouseLookX
c_PIMouseLook
c_PIYaw
c_PIPitch
c_PIRoll
c_PIFire
c_PIAltFire
c_PINone
c_PIAction
c_PICrouch
c_PIWalk
c_PIMenuSelect1
c_PIMenuSelect2
c_PIMenuSelect3
c_PIMenuSelect4
c_PIMenuSelect5
c_PIMenuSelect6
c_PIMenuSelect7
c_PIMenuSelect8
c_PIMenuSelect9
c_PISayAll
c_PISayTeam
c_PIUse
c_PIMap
c_PIZoomMap
c_PIShowScoreBoard
c_PICameraMode1
c_PICameraMode2
c_PICameraMode3
c_PICameraMode4
c_PIToggleCameraMode
c_PIRadio1
c_PIRadio2
c_PIRadio3
c_PIRadio4
c_PIRadio5
c_PIRadio6
c_PIRadio7
c_PIRadio8
c_PIScreenShot
c_PIToolTip
c_PICameraX
c_PICameraY
c_PIShowMapVote
c_PIVoteYes
c_PIVoteNo
c_PILie
c_PIDrop
c_PINextItem
c_PIReload
c_PIRun

PIYaw
PIPitch
PIRoll
PIThrottle
PIMouseLookX
PIMouseLookY
PIFire
PIAction
PIUse
PIMouseLook
PIMenuSelect1
PIMenuSelect2
PIMenuSelect3
PIMenuSelect4
PIMenuSelect5
PIMenuSelect6
PIMenuSelect7
PIMenuSelect8
PIMenuSelect9
PIAltFire
PIReload
PILie
PICrouch
PINone


ai condition types
CODE
Crisp
Fuzzy
FuzzySqr


ai condition compare settings
CODE
Equal
EqualGreater
EqualSmaller
Quotient
QuotientGreater
QuotientSmaller
Difference
DifferenceGreater
DifferenceSmaller


ai condition compare sources
CODE
Carrier
HeavyNaval
LCVP
Naval
Bomber
Fighter
AntiAir
Air
Infantery
Artillery
AntiTank
HeavyAttack
FastAttack
Security
AverageStrategicStrength
AttackStrategicStrength
DefenceStrategicStrength
Ticket
ControlPoint
Time
StartTime
Attacks
Defences
NumberOfFriendlyAreas
NumberOfNeutralAreas
NumberOfHostileAreas
Flank
Base
Close
Centre
Remote
Route
Bridge
North
West
South
East
FrontFlank
FrontBase
FrontClose
FrontCentre
FrontRemote
FrontNeutral
Front
Safe
EnemyObject
UnReachable
UnitConstant


ai sides
CODE
Hostile
Neutral
Owned

Friendly
Enemy
Both


ai strategic area flags (aiStrategicArea.addObjectTypeFlag, aiStrategy.setStrategicObjectsModifier)
CODE
Flank
Centre
Base
Close
Remote
AirSpawner
LandSpawner
NavalSpawner
SoldierSpawner
StrongPoint
ChokePoint
Bridge
AirField
SupplyPoint
Route
ControlPoint
North
West
South
East
Front
Safe
Enemy
Neutral
UnReachable


aiStrategy.setConditionStrength strength
CODE
Required
RequiredPositive
RequiredNegative
Advisory
AdvisoryPositive
AdvisoryNegative


tree modifier (aistrategy.setTreeModifierCombatStrength)
CODE
TTNAirfield
TTNControlPoint
TTNDefensivePos
TTNDynamic
TTNEditors
TTNFixedWeapons
TTNFriendAir
TTNFriendAirFixed
TTNFriendAirMobile
TTNFriendArtillery
TTNFriendGround
TTNFriendGroundAndNaval
TTNFriendGroundFixed
TTNFriendGroundMobile
TTNFriend
TTNFriendNaval
TTNFriendNavalFixed
TTNFriendNavalMobile
TTNHostile
TTNHostileAir
TTNHostileAirFixed
TTNHostileAirMobile
TTNHostileArtillery
TTNHostileGround
TTNHostileGroundAndNaval
TTNHostileGroundFixed
TTNHostileGroundMobile
TTNHostileNaval
TTNHostileNavalFixed
TTNHostileNavalMobile
TTNProduction
TTNRadar
TTNStatic
TTNStrategic
TTNSupplies
TTNSuppliesAmmunition
TTNSuppliesRepair
TTNTactical
TTNTop
TTNTopography
TTNTransportation

CSTNumberOfTypes
CSTAir
CSTSubmarine
CSTNavalArmour
CSTHeavyArmour
CSTLightArmour
CSTInfantry
CSTInfantery


aiRadio.subscribeToMessage type value
CODE
RMNumberOfRadioMessages
RMLocalNeedRepairs
RMLocalMedic
RMLocalFire
RMLocalHoldFire
RMLocalFallBack
RMLocalYouTakePoint
RMLocalHoldPosition
RMLocalCoverMe
RMLocalBailOut
RMLocalAbandonShip
RMLocalCheckYourSix
RMLocalTakeCover
RMLocalFireInHole
RMLocalGetIn
RMLocalStickTogether
RMLocalFollowMe
RMLocalGo
RMLocalWait
RMLocalNegative
RMLocalRoger
RMLocalAttacking
RMLocalDefending
RMControlPointAuto
RMControlPoint7
RMControlPoint6
RMControlPoint5
RMControlPoint4
RMControlPoint3
RMControlPoint2
RMControlPoint1
RMScoutSpotted
RMAirplaneSpotted
RMSubmarineSpotted
RMShipSpotted
RMUnitSpotted
RMInfantrySpotted
RMArmorSpotted
RMArtillerySupport
RMArtilleryReady
RMAirSupport
RMNavalSupport
RMAntitankSupport
RMReinforcement
RMPickup
RMNegative
RMRoger


ObjectTemplate.setHudAmmoType type
CODE
ATAmmoBar
ATIcon
ATIconAndStrengthBar
ATIconAndHeatBar
ATIconAndReloadBar


other constants and types:
CODE
c_fullAccess

CRD_EXPONENTIAL
CRD_UNIFORM
CRD_NONE

_POSE_
__BF_NONE__

true
false

c_NIGhostAlways

c_CGLadders
c_CGProjectiles


animation state machine constants
CODE
c_AsmLooping
c_AsmPlayOnce
c_AsmWeaponState
c_AsmPlayLooping
c_AsmFaceState
c_AsmHideWeapon
c_AsmLockFreeLook
c_AsmIsCrouching
c_AsmIsLying
c_AsmIsSwimming
c_AsmIsClimbing


soldier sound types
CODE
c_SstKilled
c_SstJump
c_SstToSwim
c_SstSwim
c_SstFromSwim
c_SstSwimStand
c_SstToCrouch
c_SstCrouchMove
c_SstFromCrouch
c_SstClimbLadder
c_SstToCrawl
c_SstCrawlMove
c_SstStandUp
c_SstStand
c_SstWalk
c_SstRun
c_SstFallingHigh
c_SstOpenParachute
c_SstParachuteLand


from the ai behaviours con:
behaviours
CODE
BBAvoid
BBChange
BBChangeLandingCraft
BBChangeTeleport
BBFire3d
BBFireDriver
BBFireInfantery
BBFireLargeBore
BBFireGuided
BBFireUnarmed
BBIdle
BBMedicAssist
BBMoveTo
BBMoveToFixed
BBScout
BBTakeCover
BBTakeCoverInfantry
BBRoam
BBTakeCover3d


behaviour plan generators
CODE
BBPAvoidCollision2d
BBPAvoidCollisionInfantery
BBPChange
BBPChangeLandingCraft
BBPChangeTeleport
BBPFire2d
BBPFire2dDriver
BBPFire3d
BBPFireInfantery
BBPGotoWaypoint2d
BBPGotoWaypoint3d
BBPGotoWaypointBoat
BBPGotoWaypointInfantery
BBPIdle2d
BBPIdle3d
BBPIdleInfantery
BBPMedicAssist
BBPScout
BBPScoutInfantery
BBPTakeCover
BBPTakeCoverInfantry
BBPAvoidCollision3d
BBPRoam3d
BBPTakeCover3d
UnRelated


input configuration
CODE
c_GISayAll
c_GISayTeam
c_GIInGameMenu
c_GITogglePause
c_GIShowScoreBoard
c_GIShowMapVote
c_GIToolTip
c_GIMouseLookX
c_GIMouseLookY
c_GIOk
c_GIEscape
c_GITab
c_GIEnter
c_GIDelete
c_GIUp
c_GIDown
c_GILeft
c_GIRight
c_GIBack
c_GIMouseWheelUp
c_GIMouseWheelDown
c_GIMenu
c_GIToggleConsole
c_GIToggleConsole
c_GIScript1
c_GIScript2
c_GIScript3
c_GIScript4
c_GIPageUp
c_GIPageDown
c_GIRightShift
c_GILeftShift
c_GIRightCtrl
c_GILeftCtrl
c_GIRightAlt
c_GILeftAlt


thats all for now.
if someone has additional information, plz post here.

I've been going thru my lists trying to figure out how to add to this list without repeating what C.ZI has already posted. Most of what I have was ripped from the game executables, so there are many that are not listed here. I'm wondering how to add to this list without creating chaos. ATM, I have lists of 38 different enumerations and it's still growing. That's not counting the different object types. I'm still sorting it all out, so I'm just going to tease you all with some of them. I plan on adding all this to my database soon, but if you want I can add them here too when I'm done.

First, there are 4 types of geometryTemplates, The one thats missing is:

TreeMesh

NetworkableInfo has 4 types of prediction modes. Only 2 are ever used. The 2 that are not used are:

PMUsePhysics
PMCubic

Now it gets harder. The tool tip types and radio messeges are much longer lists. I don't really want to sort out the unique ones so here is what I have. Tool tip types:

TTSasWilly
TTM4A1
TTMunitionsPanzer
TTKettenkrad
TTRocketPlatform
TTHelicopter
TTPTRaft
TTPTBoat
TTRadarTower
TTGoblin
TTRocketPack
TTWasserfall
TTNatter
TTSchwimmwagen
TTR75
TTHD42
TTLVT4
TTC47
TTCommandoRaft
TTT34Calliope
TTFlakPanzer
TTSturmTiger
TTT95
TTHO229
TTAW52
TTM3GMC
TTSturmGeschutz
TTArmoredCar
TTATGun
TTMosquito
TTBF110
TTLcvp
TTSubmarine
TTCarrier
TTBattleship
TTDestroyer
TTStationaryMG
TTAAGun
TTBomber
TTDiveBomber
TTFighter
TTScoutCar
TTApc
TTArtillery
TTLightTank
TTHeavyTank

Radio Messages:

RMNumberOfRadioMessages
RMLocalNeedRepairs
RMLocalMedic
RMLocalFire
RMLocalHoldFire
RMLocalFallBack
RMLocalYouTakePoint
RMLocalHoldPosition
RMLocalCoverMe
RMLocalBailOut
RMLocalAbandonShip
RMLocalCheckYourSix
RMLocalTakeCover
RMLocalFireInHole
RMLocalGetIn
RMLocalStickTogether
RMLocalFollowMe
RMLocalGo
RMLocalWait
RMLocalNegative
RMLocalRoger
RMLocalAttacking
RMLocalDefending
RMControlPointAuto
RMControlPoint7
RMControlPoint6
RMControlPoint5
RMControlPoint4
RMControlPoint3
RMControlPoint2
RMControlPoint1
RMScoutSpotted
RMAirplaneSpotted
RMSubmarineSpotted
RMShipSpotted
RMUnitSpotted
RMInfantrySpotted
RMArmorSpotted
RMArtillerySupport
RMArtilleryReady
RMAirSupport
RMNavalSupport
RMAntitankSupport
RMReinforcement
RMPickup
RMNegative
RMRoger

These two:

aiTemplatePlugIn.setStrType type
weaponTemplate.setStrength type value


appear to be directly related to the Tree Modifiers.