Here will be posted flag research.

Flags that we use in ytyps, ymaps or in MLOs are not just one number, usually its combined with many flags where each flag does specified thing. This section will be updated in time when more flags will be researched by me or community.

1. ytyp flags
2. ymap flags
3. MLO portal flags
4. MLO room flags
5. Light flags
6. Cargen flags
7. NOD flags
8. Collision flags

YTYP flags

FLAG 0 =
FLAG 1 =
FLAG 2 =
FLAG 4 =
FLAG 8 =
FLAG 16 =
FLAG 32 = Static
FLAG 64 =
FLAG 128 =
FLAG 256 =
FLAG 512 = Bone anims (YCD). - [Credits to Wildbrick/Monika]
FLAG 1024 = UV anims (YCD). - [Credits to Wildbrick/Monika]
FLAG 2048 = Blocks lights and shadows and does not render the model. [Credits to DPS]
FLAG 4096=
FLAG 8192 = dont cast shadows
FLAG 16384 =
FLAG 32768 =
FLAG 65536 = Tree Props use this commonly, may be something to do with props that do not break on collision. [Credits to Carl Johnson]
FLAG 131072 = Dynamic [Credits to Anatoly and Carl Johnson] | looks like its used for archetypes that have skeleton (mostly used for doors also in ydrs,yfts with skeleton)
FLAG 262144 =
FLAG 524288 =
FLAG 1048576 =
FLAG 2097152 =
FLAG 4194304 =
FLAG 8388608 =
FLAG 16777216 =
FLAG 33554432 =
FLAG 67108864 = enables (?) special atribute for door archetypes
FLAG 134217728 =
FLAG 268435456 = Disable red vertex channel for object. [Credits to DPS]
FLAG 536870912 = Makes archetypes with white vertexes dont glow at night. | Disable green vertex channel for object. (?) [Credits to DPS] | Props commonly use this. [Credits to Carl Johnson]
FLAG 1073741824 = Disable blue vertex channel for object. [Credits to DPS]
FLAG 2147483648 = Disable Alpha vertex channel for object. [Credits to DPS]

SPECIAL FLAG 0 = Special functions disabled
SPECIAL FLAG 1 = Specify how doors will be open -  slides left <-> right when player aproach
SPECIAL FLAG 2 = Specify how doors will be open -  slides left <-> right when player aproach
SPECIAL FLAG 3 = Specify how doors will be open -  slides left <-> right when player aproach
SPECIAL FLAG 4 = Specify how doors will be open - slides left <-> right when player aproach
SPECIAL FLAG 5 = Specify how doors will be open - up/down 90 degrees (like garage door)
SPECIAL FLAG 6 = Specify how doors will be open - slides left <-> right when player aproach
SPECIAL FLAG 7 = Specify how doors will be open - pushed by player
SPECIAL FLAG 8 =  Specify how doors will be open - slides left <-> right when player aproach
SPECIAL FLAG 9 = Specify how doors will be open - doors move in contact with player in 90 degrees to left
SPECIAL FLAG 10 = Specify how doors will be open - vertical auto move in straight line up/down when player aproach
SPECIAL FLAG 11 = Specify how doors will be open - slides left <-> right when player aproach, doors collision dont work
SPECIAL FLAG 12 = Specify how doors will be open - doors move in contact with player in 90 degrees to left
SPECIAL FLAG 13 =  Specify how doors will be open - slides left <-> right when player aproach, doors collision dont work
Above tested with doors where bone is located on left down corner (placing bone in different place can change hows doors open)

ytyp flags examples
Used for doors:
131104 (32+131072)
67239936 (131072+67108864)
537001984 (131072+536870912)
537002016 (32+131072+536870912)
549584928 (32+131072+4194304+8388608+536870912)
604110848 (131072+67108864+536870912)
604110852 (4+131072+67108864+536870912)
616693760 (131072+4194304+8388608+67108864+536870912)

Other:
8192 - terrain 8704 (512+8192) ny animated lights (ydr)
33685504 (131072+33554432) yft
536870944 (32+536870912)
536871424 (512+536870912) use clip dictionary
536872448 (512+1024+536870912) clip dictionary ydr
537001984 (131072+536870912) yft also ydr without clip but with skelet
537002496 (512+131072+536870912) use clip dictionary
537003008 (1024++131072+536870912) clip dictionary ydr
537395712 (512+524288+536870912) clip dictionary ydr
537526816 (32+512+131072+524288+536870912) use clip dictionary
537526784 (512+131072+524288+536870912) use clip dictionary yft
549585920 (1024+131072+4194304+8388608+536870912) clip dictionary ydr
550109696 (512+131072+524288+4194304+8388608+536870912) use clip dictionary yft
671220768 (32+1024+131072+134217728+536870912) clip dictionary ydr
805438464 (1024+131072+268435456+536870912) clip dictionary ydr

Ymap flags

FLAG 1 = Allow full rotation (credits dexyfex)
FLAG 2 =
FLAG 4 = Disable embedded collision (credits dexyfex)
FLAG 8 =
FLAG 16 =
FLAG 32 = Static entity (credits dexyfex)
FLAG 64 =
FLAG 128 =
FLAG 256 =
FLAG 512 =
FLAG 1024 =
FLAG 2048 =
FLAG 4096=
FLAG 8192 =
FLAG 16384 =
FLAG 32768 =
FLAG 65536 =
FLAG 131072 =
FLAG 262144 = Disables archetype extensions. [Credits to DPS]
FLAG 524288 =
FLAG 1048576 =
FLAG 2097152 =
FLAG 4194304 =
FLAG 8388608 = Object will not Stream (or Invisable) (?). [Credits to Carl Johnson]
FLAG 16777216 = Object will not cast reflections. [Credits to DPS]
FLAG 33554432 = Interior proxy (credits dexyfex)
FLAG 67108864 =
FLAG 134217728 = Reflection proxy (credits dexyfex)
FLAG 268435456 =
FLAG 536870912 = Mirror proxy (credits dexyfex)
FLAG 1073741824 =
FLAG 2147483648 =

ymap flags examples:
1572866 (2+524288+1048576) = security gates (up and down)
1572864 (524288+1048576)= doors,gates,ladder
1572872 (8+524288+1048576)=

MLO portal flags

FLAG 0 = used between rooms
FLAG 1 = disables exterior rendering - you can see from the interior to the exterior, but not vice versa. Used for windows in interiors such as the ammunation in Vinewood. [Credits to DPS]
FLAG 2 = disables interior rendering - you can see from the exterior into the interior, but not vice versa. Used for connecting two MLO's together, such as Michael's house and garage. [Credits to DPS]
FLAG 4 = Mirror.
FLAG 8 = Portal will render the outside with much more bloom. Usually windows use this. [Credits to Disquse]
FLAG 16 = Unknown
FLAG 32 = Renders limbo as LOD. Used in the roof window of Michael's house. [Credits to DPS]
FLAG 64 = Disable's portal while a door is closed as an attached entity. Note that Rockstar frequently uses this portal, even when there isn't any attached entities. May have other functions  [Credits to DPS]
FLAG 128 = Unk
FLAG 256 = Enables limbo portals in mirror portal reflections, but does not enable limbo entities. [Credits to DPS]
FLAG 512 = Unk
FLAG 1024 = Renders limbo entities in portal reflections. [Credits to DPS]
FLAG 2048 = unk
FLAG 4096= unk
FLAG 8192 = Something to do with farclipping in timecycles. [Credits to DPS] - Note from DPS: Interior timecycle farclipping gets ignored and the entire world distance is rendered.


Example portal flags

Mirror flags
260 (4+256)
660 (4+16+128+512)
772 (4+256+512)
1284 (4+256+1024)
1796 (4+256+512+1024)
2564 (4+512+2048)

Window flags
9 (1+8)
65 (1+64)
72 (8+64)
73 (1+8+64)
8264 (8+64+8192)

Door flags
8256 (64+8192)

Door flags (conection 2 MLOs)
66 (2+64)
74 (2+8+64)
8194 (2+8192)
8258 (2+64+8192)
8266 (2+8+64+8192)

mlo room flags

FLAG 1 =
FLAG 2 =
FLAG 4 = Disables shadowcasting in exterior [Credits to DPS]
FLAG 8 =
FLAG 16 =
FLAG 32 = Reduces vehicle population creating by 66% (applies 0.33 modifier) when player is in this room. [Credits to Disquse]
FLAG 64 = Reduces peds population creating by 66% (applies 0.33 modifier) when player is in this room. [Credits to Disquse]
FLAG 128 =
FLAG 256 = Disables all limbo portals [Credits to DPS]
FLAG 512 =
FLAG 1024 =
FLAG 2048 =
FLAG 4096 =
FLAG 8192 =

Example flags used in rooms:
96 (32+64) - it is in every room flag (limbo uses always only 96)
99 (1+2+32+64)
103 (1+2+4+32+64)
104 (8+32+64)
107 (1+2+8+32+64)
108 (4+8+32+64)
111 (1+2+4+8+32+64)
224 (32+64+128)
227 (1+2+32+64+128)
232 (8+32+64+128)
363 (1+2+8+32+64+256)
367 (1+2+4+8+32+64+256)
608 (32+64+512)
623 (1+2+4+8+32+64+512)
739 (1+2+32+64+128+512)
744 (8+32+64+128+512)
879 (1+2+4+8+32+64+256+512)
995 (1+2+32+64+128+256+512)

light flags


LIGHT FLAGS

FLAG 1 =
FLAG 2 =
FLAG 3 =
FLAG 4 =
FLAG 5 =
FLAG 6 =
FLAG 7 =
FLAG 8 = Objects that dont move will cast shadows [Credits to DPS]
FLAG 9 = Objects that move will cast shadows (including players) [Credits to DPS]
FLAG 10 = The light will change it's color and intensity depending on the time of day. Acts as a fake sun light. Will disable when there is no sun light. [Credits to DPS]
FLAG 11 = electrical hum 1
FLAG 12 = electrical hum 2 (audio hum)
FLAG 13 = Lights will have a volumetric cone casted. Use the "Light Volume" section in GIMS Evo to control this. [Credits to DPS]
FLAG 14 = Light will not cast reflections on materials. (disables specularity) [Credits to DPS]
FLAG 15 =
FLAG 16 = Disables the light  [Credits to DPS]
FLAG 17 =
FLAG 18 = invisible corona (can be visible in menu only)
FLAG 19 = enable culling plane, stopping the light from casting after some value
x,y,z normal plane followed by distance; x=1, y=2, z=3, distance =4
(1,2,3,4) [x,y,z,d] [Credits to DPS]
FLAG 20 =
FLAG 21 =
FLAG 22 =
FLAG 23 =
FLAG 24 =
FLAG 25 =
FLAG 26 =
FLAG 27 =
FLAG 28 =
FLAG 29 =
FLAG 30 =
FLAG 31 =
FLAG 32 =

TIME FLAGS

FLAG 1 = 00:00
FLAG 2 = 01:00
FLAG 3 = 02:00
FLAG 4 = 03:00
FLAG 5 = 04:00
FLAG 6 = 05:00
FLAG 7 = 06:00
FLAG 8 = 07:00
FLAG 9 = 08:00
FLAG 10 = 09:00
FLAG 11 = 10:00
FLAG 12 = 11:00
FLAG 13 = 12:00
FLAG 14 = 13:00
FLAG 15 = 14:00
FLAG 16 = 15:00
FLAG 17 = 16:00
FLAG 18 = 17:00
FLAG 19 = 18:00
FLAG 20 = 19:00 (In GIMS there is mistake unk30 instead of unk20)
FLAG 21 = 20:00
FLAG 22 = 21:00
FLAG 23 = 22:00
FLAG 24 = 23:00
FLAG 25 = 24:7
FLAG 26 = 24:7
FLAG 27 = 24:7
FLAG 28 =
FLAG 29 =
FLAG 30 =
FLAG 31 =
FLAG 32 = 24:7

FLASH PARAMETER  (credits to ParksNWreck)

1 very slow flash (7 second delay)
2 very slow flash (same as 2)
3 fast flash
4 medium flash
5 long slow flash
6 very slow flash (same as 1, 2)
7 nothing
8 medium flash (identical to 4?)
9 very fast flash
10 nothing
11 very slow fade (rotates 11 > 12 > 13)
12 very slow fade (rotates 11 > 12 > 13)
13 very slow fade (rotates 11 > 12 > 13)
14 fast flash (might be same as 3)
15 steady?
16 nothing
17 slow flicker
18 fast flicker (like fireplace)

cargen flags

FLAG 1 = High priority - seems to make the cargen almost-always spawn. [Credits to Monky]
FLAG 2 =
FLAG 4 = Police [?]
FLAG 8 = Firetruck [?]
FLAG 16 = Ambulance [?]
FLAG 32 =
FLAG 64 =
FLAG 128 =
FLAG 256 =
FLAG 512 =
FLAG 1024 =
FLAG 2048 =
FLAG 4096=
FLAG 8192 =
FLAG 16384 =
FLAG 32768 =
FLAG 65536 =
FLAG 131072 =
FLAG 262144 =
FLAG 524288 =
FLAG 1048576 =
FLAG 2097152 =
FLAG 4194304 =
FLAG 8388608 =
FLAG 16777216 =
FLAG 33554432 =
FLAG 67108864 =
FLAG 134217728 =
FLAG 268435456 =
FLAG 536870912 =
FLAG 1073741824 =
FLAG 2147483648 =












FLAG 609 = [1+32+64+512] used for towtruck2
FLAG 1568 =
FLAG 1632 =
FLAG 2657 = [1+32+64+512+2048] used for towtruck
FLAG 3169 = [1+32+64+512+1024+2048] used for police helicopter (with perpendicularlenght 12 or 13)
FLAG 3616 = [32+512+1024+2048] 1529.258, 6499.469, 21.91107  (offroads?)
FLAG 3617 = [1+32+512+1024+2048] VEH_COUNTRYSIDE_OFFROAD?
FLAG 3627 = [1+2+8+32+512+1024+2048] used for firetruck
FLAG 3648 =
FLAG 3680 = [32+64+512+1024+2048] most common, parked on street, parkinglots
FLAG 3681 =
FLAG 3683 = [1+2+32+64+512+1024+2048] used for boats and also used for tractor2 and blazer [VEH_COUNTRYSIDE_OFFROAD?]
FLAG 3684 = [4+32+64+512+1024+2048]used for police/sheriff cruiser
FLAG 3685 = [1+4+32+64+512+1024+2048]used for police bike
FLAG 3689 = [1+8+32+64+512+1024+2048] used for firetruck
FLAG 3697 = [1+16+32+64+512+1024+2048] used for ambulance
FLAG 3872 =
FLAG 3936 = [32+64+512+1024+2048] most common
FLAG 268437280 = [32+256+512+1024+268435456]
FLAG 536874592 = [32+64+512+1024+2048+536870912] used on parkinglot near prison
FLAG 805308257* = [1+32+64+256+512+1024+268435456+536870912] 183.6594, -43.09793, 68.08057 [VEH_LARGE_CITY[?]]
FLAG 805310049* = [1+32+64+512+1024+2048+268435456+536870912] used for trucks
FLAG 1073745504* = [32+64+512+1024+2048+1073741824] -112.624, 46.39777, 71.46297
FLAG 1073745505* = [1+32+64+512+1024+2048+1073741824] used for trucks and also trailers
FLAG 1342178912*= [32+64+512+1024+268435456+1073741824] used for trucks and also trailers
FLAG 1879050080* = [32+64+256+512+1024+268435456+536870912+1073741824] 242.3304, -63.46817, 68.54015 [VEH_LARGE_CITY[?]]
FLAG 1879051872* = [32+64+512+1024+2048+268435456+536870912+1073741824] -251.0467, 6144.37, 32.26064
FLAG 1879051873 = force spawn cargen (credits to CP)
FLAG 1879052128* = [32+64+256+512+1024+2048+268435456+536870912+1073741824] 87.97089, -7.751129, 68.00026

*in CW visible as bigger cargen (blue box) - perpendicularlenght

nod flags

to-do

COLLISION flags

Collision Flags for general objects/terrain:
Flags 1
- Map Animal
- Map Cover
- Map Dynamic
- Map Vehicle
- Map Weapon
Flags 2
- Animal
- Animal Ragdoll
- Forklift Forks
- Glass
- Object
- Ped
- Plant
- Projectile
- Ragdoll
- Test AI
- Test Camera
- Test Script
- Test Vehicle Wheel
- Test Weapon
- Vehicle BVH
- Vehicle Not BVH
For stairs add stairs in Flag1- but dont add stairs flag to ground cuz it will change moving animation for player



Collision Flags for water:
Flags 1
- Map River
Flags 2
- Test AI
- Test Camera
- Test Script
- Test Vehicle Wheel
- Test Weapon


For Unk VertOffset use 0,002 but if collision mesh is simple with small amount of vertex then use 0,02