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.
Credits to comunity members on researching flags:
dexyfex, Carl Johnson, kirill_mapper, DPS, Disquse, Mellowtri, Monky, Dekurwinator

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

YTYP flags

hex (base 16) = binary (base 2) = decimal (base 10)
---------------------------------------------------
0x00000000 = 00000000000000000000000000000000 = 0 Null
0x00000001 = 00000000000000000000000000000001 = 1 FLAG_WET_ROAD_REFLECTION
0x00000002 = 00000000000000000000000000000010 = 2 FLAG_DONT_FADE
0x00000004 = 00000000000000000000000000000100 = 4 FLAG_DRAW_LAST
0x00000008 = 00000000000000000000000000001000 = 8 FLAG_PROP_CLIMBABLE_BY_AI
0x00000010 = 00000000000000000000000000010000 = 16 FLAG_SUPPRESS_HD_TXDS
0x00000020 = 00000000000000000000000000100000 = 32 FLAG_IS_FIXED Entity is Fixed/will not interact with Dynamic objects.
0x00000040 = 00000000000000000000000001000000 = 64 FLAG_DONT_WRITE_ZBUFFER
0x00000080 = 00000000000000000000000010000000 = 128 FLAG_TOUGHFORBULLETS
0x00000100 = 00000000000000000000000100000000 = 256 FLAG_IS_GENERIC
0x00000200 = 00000000000000000000001000000000 = 512 FLAG_HAS_ANIM
0x00000400 = 00000000000000000000010000000000 = 1024 FLAG_HAS_UVANIM
0x00000800 = 00000000000000000000100000000000 = 2048 FLAG_SHADOW_ONLY
0x00001000 = 00000000000000000001000000000000 = 4096 FLAG_DAMAGE_MODEL
0x00002000 = 00000000000000000010000000000000 = 8192 FLAG_DONT_CAST_SHADOWS
0x00004000 = 00000000000000000100000000000000 = 16384 FLAG_CAST_TEXTURE_SHADOWS
0x00008000 = 00000000000000001000000000000000 = 32768 FLAG_DONT_COLLIDE_WITH_FLYER
0x00010000 = 00000000000000010000000000000000 = 65536 FLAG_IS_TREE
0x00020000 = 00000000000000100000000000000000 = 131072 FLAG_IS_TYPE_OBJECT Dynamic, mostly archetypes with skeleton
0x00040000 = 00000000000001000000000000000000 = 262144 FLAG_OVERRIDE_PHYSICS_BOUNDS
0x00080000 = 00000000000010000000000000000000 = 524288 FLAG_AUTOSTART_ANIM Plays animation on dynamic objects. Works only on objects with 131072
0x00100000 = 00000000000100000000000000000000 = 1048576 FLAG_HAS_PRE_REFLECTED_WATER_PROXY
0x00200000 = 00000000001000000000000000000000 = 2097152 FLAG_HAS_DRAWABLE_PROXY_FOR_WATER_REFLECTIONS
0x00400000 = 00000000010000000000000000000000 = 4194304 FLAG_DOES_NOT_PROVIDE_AI_COVER
0x00800000 = 00000000100000000000000000000000 = 8388608 FLAG_DOES_NOT_PROVIDE_PLAYER_COVER
0x01000000 = 00000001000000000000000000000000 = 16777216 FLAG_IS_LADDER_DEPRECATED
0x02000000 = 00000010000000000000000000000000 = 33554432 FLAG_HAS_CLOTH
0x04000000 = 00000100000000000000000000000000 = 67108864 FLAG_DOOR_PHYSICS  enables special atribute for door archetypes
0x08000000 = 00001000000000000000000000000000 = 134217728 FLAG_IS_FIXED_FOR_NAVIGATION
0x10000000 = 00010000000000000000000000000000 = 268435456 FLAG_DONT_AVOID_BY_PEDS also Disable red vertex channel for object.
0x20000000 = 00100000000000000000000000000000 = 536870912 FLAG_USE_AMBIENT_SCALE  also Disable green vertex channel for object. (dont glow at night.)
0x40000000 = 01000000000000000000000000000000 = 1073741824 FLAG_IS_DEBUG also Disable blue vertex channel for object.
0x80000000 = 10000000000000000000000000000000 = 2147483648 FLAG_HAS_ALPHA_SHADOW also Disable Alpha vertex channel for object.



For door archetypes
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)


Ymap flags

hex (base 16) = binary (base 2) = decimal (base 10)
---------------------------------------------------
0x00000000 = 00000000000000000000000000000000 = 0 Null
0x00000001 = 00000000000000000000000000000001 = 1 FLAG_FULLMATRIX Allow full rotation
0x00000002 = 00000000000000000000000000000010 = 2 FLAG_STREAM_LOWPRIORITY or FLAG_STREAMING_LOWPRIORITY
0x00000004 = 00000000000000000000000000000100 = 4 FLAG_DONT_INSTANCE_COLLISION Disable embedded collision
0x00000008 = 00000000000000000000000000001000 = 8 FLAG_LOD_IS_IN_PARENT_MAPDATA
0x00000010 = 00000000000000000000000000010000 = 16 FLAG_LOD_ADOPTME
0x00000020 = 00000000000000000000000000100000 = 32 FLAG_IS_FIXED Static entity
0x00000040 = 00000000000000000000000001000000 = 64 FLAG_IS_INTERIOR_LOD ?
0x00000080 = 00000000000000000000000010000000 = 128 FLAG_DRAWABLELODUSEALTFADE ?
0x00000100 = 00000000000000000000000100000000 = 256 
0x00000200 = 00000000000000000000001000000000 = 512 FLAG_LIGHTS_IGNORE_DAY_NIGHT_SETTINGS Disable YDR lights
0x00000400 = 00000000000000000000010000000000 = 1024
0x00000800 = 00000000000000000000100000000000 = 2048
0x00001000 = 00000000000000000001000000000000 = 4096
0x00002000 = 00000000000000000010000000000000 = 8192
0x00004000 = 00000000000000000100000000000000 = 16384
0x00008000 = 00000000000000001000000000000000 = 32768
0x00010000 = 00000000000000010000000000000000 = 65536
0x00020000 = 00000000000000100000000000000000 = 131072
0x00040000 = 00000000000001000000000000000000 = 262144 FLAG_DOESNOTSPAWNPEDS 
0x00080000 = 00000000000010000000000000000000 = 524288 FLAG_LIGHTS_CAST_STATIC_SHADOWS ?
0x00100000 = 00000000000100000000000000000000 = 1048576 FLAG_LIGHTS_CAST_DYNAMIC_SHADOWS ?
0x00200000 = 00000000001000000000000000000000 = 2097152
0x00400000 = 00000000010000000000000000000000 = 4194304 FLAG_DONT_RENDER_IN_SHADOWS
0x00800000 = 00000000100000000000000000000000 = 8388608 FLAG_ONLY_RENDER_IN_SHADOWS
0x01000000 = 00000001000000000000000000000000 = 16777216 FLAG_DONT_RENDER_IN_REFLECTIONS
0x02000000 = 00000010000000000000000000000000 = 33554432 FLAG_ONLY_RENDER_IN_REFLECTIONS
0x04000000 = 00000100000000000000000000000000 = 67108864 FLAG_DONT_RENDER_IN_WATER_REFLECTIONS
0x08000000 = 00001000000000000000000000000000 = 134217728 FLAG_ONLY_RENDER_IN_WATER_REFLECTIONS
0x10000000 = 00010000000000000000000000000000 = 268435456 FLAG_DONT_RENDER_IN_MIRROR_REFLECTIONS
0x20000000 = 00100000000000000000000000000000 = 536870912 FLAG_ONLY_RENDER_IN_MIRROR_REFLECTIONS
0x40000000 = 01000000000000000000000000000000 = 1073741824 FLAG_LIGHTS_PRIORITYA ?
0x80000000 = 10000000000000000000000000000000 = 2147483648 FLAG_LIGHTS_PRIORITYB ?

TO BE SORTED
FLAG_DOESNOTTOUCHWATER 
FLAG_DRAWABLELODUSEALTFADE
FLAG_NONE FLAG_TUNNEL 
FLAG_TUNNELTRANSITION 
FLAG_UNDERWATER 
FLAG_UNUSED

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

MLO portal flags

FLAG 0 = null
FLAG 1 = One way
FLAG 2 = For connecting two MLO's together
FLAG 4 = Mirror
FLAG 8 = Disables timecycle modifier
FLAG 16 = Mirror using expensive shaders
FLAG 32 = Low LOD only
FLAG 64 = Hide when doors closed
FLAG 128 = Mirror can see directional
FLAG 256 = Mirror using portal traversal
FLAG 512 = Mirror floor
FLAG 1024 = Mirror can see exterior view
FLAG 2048 = Water surface
FLAG 4096= Water Surface Extend To Horizon
FLAG 8192 = USe light bleed

mlo room flags

FLAG 1 = Freeze vehicles
FLAG 2 = Freeze peds
FLAG 4 = No direct light
FLAG 8 = No exterior light
FLAG 16 = Force freeze
FLAG 32 = Reduces vehicle population creating by 66% (applies 0.33 modifier) when player is in this room.
FLAG 64 = Reduces peds population creating by 66% (applies 0.33 modifier) when player is in this room.
FLAG 128 = Force direct light on
FLAG 256 = Dont render exterior
FLAG 512 = Mirror potentially visible
FLAG 1024 =
FLAG 2048 =
FLAG 4096 =
FLAG 8192 =


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 = Force spawn
FLAG 2 = Ignore density
FLAG 4 = Police
FLAG 8 = Firetruck
FLAG 16 = Ambulance
FLAG 32 = During day
FLAG 64 = During night
FLAG 128 = Allign left
FLAG 256 = Allign right
FLAG 512 = SP enable
FLAG 1024 = MP enable
FLAG 2048 = low priority
FLAG 4096= Prevent entry

Audio flags

DAT54 Header flags:

The "Flags" value is used to enable any of the Header variables

The section reads "0xXXXXXXXX" where "X" represents the following digits in respective order:
0x00000001 - Flags2
0x00000002 - Unk01
0x00000004 - Volume
0x00000008 - VolumeVariance
0x00000010 - Pitch
0x00000020 - PitchVariance
0x00000040 - Pan
0x00000080 - PanVariance
0x00000100 - PreDelay
0x00000200 - PreDelayVariance
0x00000400 - StartOffset
0x00000800 - StartOffsetVariance
0x00001000 - AttackTime
0x00002000 - ReleaseTime
0x00004000 - DopplerFactor
0x00008000 - Category
0x00010000 - LPFCutOff
0X00020000 - LPFCutOffVariance
0x00040000 - HPFCutOff
0X00080000 - HPFCutOffVariance
0x00100000 - UnkHash3
0x00200000 - DistanceAttentuation /its VolumeCurveScale in CW/
0x00400000 - Unk19
0x00800000 - Unk20
0x01000000 - Unk21
0x02000000 - UnkHash4
0x04000000 - UnkHash5
0x08000000 - Unk22
0x10000000 - Unk23
0x20000000 - Unk24
0x40000000 - Unk25
0x80000000 - Unk26

A = 2+8
B = 1+2+8
C = 4+8
D = 1+4+8
E = 2+4+8
F = 1+2+4+8
On above info Credits to Monky


TrackType in radiotrack

0 - radio adverts
1 - idents ( for example radio_01_class_rock_id_01)
2 - music
3 - radio news
4 - ? no tracks/empty
5 - djsolo (for example radio_17_funk_mono_solo_01)



MusicGenre in RadioStation

0 - RADIO_GENRE_OFF
1 - RADIO_GENRE_MODERN_ROCK
2 - RADIO_GENRE_CLASSIC_ROCK
3 - RADIO_GENRE_POP
4 - RADIO_GENRE_MODERN_HIPHOP
5 - RADIO_GENRE_CLASSIC_HIPHOP
6 - RADIO_GENRE_PUNK
7 - RADIO_GENRE_LEFT_WING_TALK
8 - RADIO_GENRE_RIGHT_WING_TALK
9 - RADIO_GENRE_COUNTRY
10 - RADIO_GENRE_DANCE
11 - RADIO_GENRE_MEXICAN
12 - RADIO_GENRE_REGGAE
13 - RADIO_GENRE_JAZZ
14 - RADIO_GENRE_MOTOWN
15 - RADIO_GENRE_SURF
16 - RADIO_GENRE_UNSPECIFIED

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