| fmmc.oxt | 1.41 | MC_H_MD21 | This sets whether gangs should be on or off during the Mission. |
| fmmc.oxt | 1.41 | MC_H_NOL | This sets the number of lives or respawns the players or teams have each. |
| fmmc.oxt | 1.41 | MC_H_NOL1 | This option sets whether you are altering each player's lives or a life pool that is shared by a team. |
| fmmc.oxt | 1.41 | MC_H_NOL2 | For the specific team this sets the number of lives or respawns each player or team will have. |
| fmmc.oxt | 1.41 | MC_H_NOL3 | This value means that the number of lives will depend on the number of players playing. |
| fmmc.oxt | 1.41 | MC_H_NOP | This sets the maximum number of players that can participate in the Mission. |
| fmmc.oxt | 1.41 | MC_H_NOT | This sets the maximum number of teams that can participate in the Mission. |
| fmmc.oxt | 1.41 | MC_H_OBJ | Places Objects that can be set up with various rules to form Mission objectives. |
| fmmc.oxt | 1.41 | MC_H_OBJ0 | Sets the visual type of object created. |
| fmmc.oxt | 1.41 | MC_H_OBJ2 | The number of times the object will be re-created if no longer valid. For example, will be respawned if destroyed, captured, delivered to a drop off, etc. |