
int xsize;           // each size is 8 units 
 int zsize;                    // each size is 8 units  






world=(allworld); defines the directory path the feature is in (only allworld is used, afaik) 
category=(name?); ?? is this even used? 
description=(description?); The name of the object shown in the game 
object=(feature.tdf); The filename (case sensitive) 
blocking=(0,1); Whether or not the object will prevent movement. 
Hitdensity=(0-100); Where "0" is 100% blocking, and "100" is non-blocking. 
indestructible=(0,1); Whether or not the object can be destroyed, or reclaimed. 
reclaimable=(0,1); Whether or not the object can be reclaimed only. 
flammable=(0,1); Whether or not the object will burn if fired on. 
nodrawundergray=(0,1); Whether or not the object will show up "under" the fog of war. (out of your LOS) 
featuredead=(feature); The name of the object that will replace the current one if its heath is reduced to 0, also can be used for ground decals I.E. "smudge01" (case sensitive) 
upright=(0,1); Whether or not the object is aligned with the slope of the terrain, or 100% vertical. 
energy=(#); The amount of energy the object is worth. 
metal=(#); The amount of metal the object is worth. 
damage=(#); The amount of damage the object can withstand. 
collisionspherescale=(#); Multiplier to the collision sphere of the model in Upspring (unused,untested) 
collisionsphereoffset=(x,y,z); Offset distance in footprint units? (unused,untested) 
footprintx=(#); Number of horizontal footprint units in each direction (always rounded up) 
footprintz=(#); Number of vertical footprint units in each direction (always rounded up) 

(there will be MORE triggers to be used when I finish coding some parts to the LuaGaia code, I'm planning on adding the ability for objects to "grow" and possibly "return fire".. this is very incomplete as of now though) 

willgrow=(0,1); turns the grow ability on or off 
willgrownew=(0,1); will spawn new features around the current one 
growrate=(#); wait period in ms for each cycle 
growvar=(#); % variance in the grow rate (random) to keep the growing sensation form being seen as INSTANT cycles across the map 
growsinto=(feature); the replacement feature that will replace the current one 
growsnew=(feature); the ability for the feature to spawn NEW features with X square footprint distance and the feature name for the new feature. 
growdistance=(#,#); min,max distances in footprint units for new spawn 
returnfire=(0,1); 
weapontype=(name?); 
... (and the rest of the associated weapon triggers units have) 

Anyways, the point is, you fill out the associated values for each trigger to have the feature behave as you want it to. Feel free to look into other maps, other features, and examples for reference. 
