|
|
(278 intermediate revisions by 2 users not shown) |
Line 1: |
Line 1: |
| <!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
| | = Mobile To-Do = |
| {| class="wikitable sortable"
| | ''A list of things that would improve mobile compatibility'' |
| ! colspan="3" | <big>Info</big>
| |
| ! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
| |
| |-
| |
| ! Name
| |
| ! Category
| |
| ! class="unsortable" | Description
| |
| ! Property
| |
| ! Type
| |
| |-
| |
| | '''Type'''
| |
| | Type
| |
| | Object type. Can be changed only to another type of the same side,
| |
| e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.
| |
| | <small><tt>ItemClass</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Variable Name'''
| |
| | Init
| |
| | Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.
| |
| | <small><tt>Name</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Init'''
| |
| | Init
| |
| | Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.
| |
| | <small><tt>Init</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | ''''''
| |
| | Pylons Settings
| |
| |
| |
| | <small><tt>Pylons</tt></small>
| |
| |
| |
| |-
| |
| | '''Position'''
| |
| | Transformation
| |
| | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
| |
| | <small><tt>position</tt></small>
| |
| | [[Position3D]]
| |
| |-
| |
| | '''Rotation'''
| |
| | Transformation
| |
| | Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
| |
| | <small><tt>rotation</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Size'''
| |
| | Transformation
| |
| | Area size in meters.
| |
| | <small><tt>size3</tt></small>
| |
| | [[Array]]
| |
| |-
| |
| | '''Shape'''
| |
| | Transformation
| |
| | Area shape.
| |
| Available options:
| |
| * '''Ellipse'''
| |
| * '''Rectangle'''
| |
|
| |
|
| | <small><tt>IsRectangle</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Placement Radius'''
| |
| | Transformation
| |
| | Placement radius in meters. The entity will start at a random position within the radius.
| |
| | <small><tt>placementRadius</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Player'''
| |
| | Control
| |
| | Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case).
| |
| | <small><tt>ControlSP</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Playable'''
| |
| | Control
| |
| | When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch.
| |
| | <small><tt>ControlMP</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Role Description'''
| |
| | Control
| |
| | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default.
| |
| | <small><tt>description</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Lock'''
| |
| | States
| |
| | Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.
| |
| Available options:
| |
| * '''Unlocked''' - Anyone can get in
| |
| * '''Default''' - Group leaders and anyone who was ordered in by their group leader can get in
| |
| * '''Locked''' - No one can get in
| |
| * '''Locked for players''' - Anyone except for players can get in
| |
|
| |
|
| | <small><tt>lock</tt></small>
| | ''Lou thinks just because the list is empty there is nothing left to improve. Only if he knew.'' |
| | [[Number]]
| |
| |-
| |
| | '''Skill'''
| |
| | States
| |
| | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified.
| |
| | <small><tt>skill</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Health / Armor'''
| |
| | States
| |
| | Object health / armor. When close to 0%, the object will be destroyed.
| |
| | <small><tt>Health</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Fuel'''
| |
| | States
| |
| | Vehicle fuel.
| |
| | <small><tt>fuel</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Ammunition'''
| |
| | States
| |
| | General vehicle ammo state.
| |
| | <small><tt>ammo</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Rank'''
| |
| | States
| |
| | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
| |
| Available options:
| |
| * '''Private'''
| |
| * '''Corporal'''
| |
| * '''Sergeant'''
| |
| * '''Lieutenant'''
| |
| * '''Captain'''
| |
| * '''Major'''
| |
| * '''Colonel'''
| |
|
| |
|
| | <small><tt>rank</tt></small>
| | = Done = |
| | [[String]]
| |
| |-
| |
| | '''Stance'''
| |
| | States
| |
| |
| |
| Available options:
| |
| * '''Default Stance'''
| |
| * '''Lie Down'''
| |
| * '''Crouch'''
| |
| * '''Stand Up'''
| |
|
| |
|
| | <small><tt>unitPos</tt></small>
| | * Creator dlc template needs a noresize. |
| |
| | ** {{Link|Spearhead_1944}} |
| |-
| | * Long command names should wrap |
| | '''Fleeing Coefficient'''
| | ** {{Link|removeAllUserActionEventHandlers}} |
| | States
| |
| | Sets the cowardice level (the lack of courage or bravery) of the unit. The more cowardice the unit has, the sooner it will start fleeing. 0 means maximum courage, while 1 means always fleeing.
| |
| | <small><tt>ENH_allowFleeing</tt></small> | |
| |
| |
| |-
| |
| | '''Unladen Weight'''
| |
| | States
| |
| | Change the original mass value from 0% - 100%. Keep in mind that too low values can cause unwanted behaviour.
| |
| | <small><tt>ENH_setMass</tt></small>
| |
| |
| |
| |-
| |
| | '''Visibility'''
| |
| | States
| |
| | Visibility
| |
| Available options:
| |
| * '''Unchanged''' - No change compared to the previous state. | |
| * '''Limit by Object View Distance''' - Object is always visible within object view distance. | |
| * '''Limit by Terrain View Distance''' - Object is always visible within terrain view distance. | |
|
| |
|
| | <small><tt>ENH_featureTypeNew</tt></small>
| | * See also entries on command and function pages are broken |
| |
| | ** {{Link|parsingNamespace}} |
| |-
| |
| | '''Add Flag'''
| |
| | States
| |
| | Forces a flag texture onto a flag carrier (unit, vehicle or flag pole). No flag holder is required.
| |
| | <small><tt>ENH_forceFlag</tt></small>
| |
| |
| |
| |-
| |
| | '''Ambient Animations'''
| |
| | States
| |
| |
| |
| | <small><tt>ENH_AmbientAnimations</tt></small>
| |
| |
| |
| |-
| |
| | '''Enable Dynamic Simulation'''
| |
| | Special States
| |
| | Entity simulation is enabled only if the player or an enemy unit is nearby. | |
|
| |
|
| Note: Doesn't work on simple objects and it overwrites basic simulation settings.
| | * Command and function template layout wastes a lot of space due to the two column design |
| | <small><tt>dynamicSimulation</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Wake-Up Dynamic Simulation'''
| |
| | Special States
| |
| | Controls unit capability to activate dynamically simulated entities.
| |
| | <small><tt>addToDynSimGrid</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Enable Simulation'''
| |
| | Special States
| |
| | When disabled, the object will freeze and ignore any input or collisions.
| |
|
| |
|
| Note: This option doesn't have any effect on dynamically simulated objects.
| | * Tables with fixed widths need to be avoided. If they are too wide use noresize class wrapper |
| | <small><tt>enableSimulation</tt></small> | | ** {{Link|Arma_3:_Visual_Upgrade}} |
| | [[Bool]]
| |
| |-
| |
| | '''Simple Object'''
| |
| | Special States
| |
| | When enabled, the object will behave like a map object (e.g. rocks or trees), which significantly saves performance. This option is available only for objects where it leads to improved performance.
| |
|
| |
|
| Warning: If set, the setting is enforced at the start of the scenario and is irreversible during its runtime!
| | * YouTube embeds and images should not have a fixed width |
| | <small><tt>objectIsSimple</tt></small>
| | ** {{Link|Category:DayZ}} |
| | [[Bool]]
| | ** {{Link|Spearhead_1944_Frontline_Function}} |
| |-
| | ** It is because the youtube template has a hardcoded minimum width. This should get removed |
| | '''Show Model'''
| |
| | Special States
| |
| | Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot).
| |
| | <small><tt>hideObject</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Enable Damage'''
| |
| | Special States
| |
| | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed.
| |
| | <small><tt>allowDamage</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Enable Stamina'''
| |
| | Special States
| |
| | Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely.
| |
| | <small><tt>enableStamina</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Revive Enabled'''
| |
| | Special States
| |
| | Enable revive for this unit.
| |
| | <small><tt>EnableRevive</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Doors States'''
| |
| | Special States
| |
| | Set closed, locked or opened state for object doors.
| |
| | <small><tt>DoorStates</tt></small>
| |
| |
| |
| |-
| |
| | '''Enable Captive Mode'''
| |
| | Special States
| |
| | Unit will behave neutral and will join the civilian side.
| |
| | <small><tt>ENH_setCaptive</tt></small>
| |
| |
| |
| |-
| |
| | '''Allow Sprinting'''
| |
| | Special States
| |
| |
| |
| | <small><tt>ENH_allowSprint</tt></small>
| |
| |
| |
| |-
| |
| | '''Force Walking'''
| |
| | Special States
| |
| |
| |
| | <small><tt>ENH_forceWalk</tt></small>
| |
| |
| |
| |-
| |
| | '''Make Hostage'''
| |
| | Special States
| |
| | Makes the unit a hostage and adds a 'Free Hostage' action. Whether the unit is still hostage can be checked with _unitName getVariable 'ENH_isHostage';
| |
| | <small><tt>ENH_makeHostage</tt></small>
| |
| |
| |
| |-
| |
| | '''Start in Parachute'''
| |
| | Special States
| |
| | When activated the unit will start the mission in a parachute. Start height is always 150 m.
| |
| | <small><tt>ENH_parachute</tt></small>
| |
| |
| |
| |-
| |
| | '''Enable Headlights'''
| |
| | Special States
| |
| | Will enable headlights of selected EMPTY vehicle.
| |
| | <small><tt>ENH_enableHeadlights</tt></small>
| |
| |
| |
| |-
| |
| | '''Crew in Immobile'''
| |
| | Special States
| |
| | Crew stays in vehicle even thought the vehicle is disabled.
| |
| | <small><tt>ENH_allowCrewInImmobile</tt></small>
| |
| |
| |
| |-
| |
| | '''Engine on/off'''
| |
| | Special States | |
| |
| |
| | <small><tt>ENH_engineOn</tt></small>
| |
| |
| |
| |-
| |
| | '''Disable NVG Equipment'''
| |
| | Special States
| |
| | If enabled, night vision optics can no longer be used.
| |
| | <small><tt>ENH_disableNVGEquipment</tt></small>
| |
| |
| |
| |-
| |
| | '''Disable Thermal Optics'''
| |
| | Special States
| |
| | If enabled, thermal optics can no longer be used.
| |
| | <small><tt>ENH_disableTIEquipment</tt></small>
| |
| |
| |
| |-
| |
| | '''Speed Limit'''
| |
| | Special States
| |
| | Limit speed of given vehicle or person to given value (in km/h). Does only work for AI controlled vehicles.
| |
| | <small><tt>ENH_limitSpeed</tt></small>
| |
| |
| |
| |-
| |
| | '''Stay on position'''
| |
| | Special States
| |
| | Prevents AI from moving into formation at mission start.
| |
| | <small><tt>ENH_doStop</tt></small>
| |
| |
| |
| |-
| |
| | '''Disable Deletion on Death'''
| |
| | Special States
| |
| | The object won't be deleted after death or destruction.
| |
| | <small><tt>ENH_removeFromRemainsCollector</tt></small>
| |
| |
| |
| |-
| |
| | '''Respawn Tickets'''
| |
| | Special States
| |
| | Every unit can respawn as long as it hasn't run out of tickets.
| |
| | <small><tt>ENH_SPR_Tickets</tt></small>
| |
| |
| |
| |-
| |
| | '''Debug Path'''
| |
| | Special States
| |
| | Path of the unit will be marked by multiple arrows. Useful to find areas where AI might not be able to walk or drive. Do only use during mission creation.
| |
| | <small><tt>ENH_debugPath</tt></small>
| |
| |
| |
| |-
| |
| | '''Name'''
| |
| | Identity
| |
| | Character name, by default automatically generated based on faction.
| |
| | <small><tt>unitName</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Face'''
| |
| | Identity
| |
| | Character face.
| |
| | <small><tt>face</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Call Sign'''
| |
| | Identity
| |
| | Call sign used in radio protocol (e.g., leader will order 'Kerry, fall back' instead of generic '2, fall back'). It doesn't affect character's actual name; consider changing it as well so they match together.
| |
| Available options:
| |
| * '''No Call Sign''' | |
| * '''Miller'''
| |
| * '''Reynolds'''
| |
| * '''Armstrong'''
| |
| * '''Nichols'''
| |
| * '''Tanny'''
| |
| * '''Frost'''
| |
| * '''Lacey'''
| |
| * '''Larkin'''
| |
| * '''Kerry'''
| |
| * '''Jackson'''
| |
| * '''McKendrick'''
| |
| * '''Levine'''
| |
| * '''James'''
| |
| * '''McKay'''
| |
| * '''Hardy'''
| |
| * '''Northgate'''
| |
| * '''Adams'''
| |
| * '''Bennett'''
| |
| * '''Campbell'''
| |
| * '''Dixon'''
| |
| * '''Everett'''
| |
| * '''Franklin'''
| |
| * '''Givens'''
| |
| * '''Hawkins'''
| |
| * '''Lopez'''
| |
| * '''Martinez'''
| |
| * '''OConnor'''
| |
| * '''Ryan'''
| |
| * '''Patterson'''
| |
| * '''Sykes'''
| |
| * '''Taylor'''
| |
| * '''Walker'''
| |
| * '''Amin'''
| |
| * '''Masood'''
| |
| * '''Fahim'''
| |
| * '''Habibi'''
| |
| * '''Kushan'''
| |
| * '''Jawadi'''
| |
| * '''Nazari'''
| |
| * '''Siddiqi'''
| |
| * '''Takhtar'''
| |
| * '''Wardak'''
| |
| * '''Yousuf'''
| |
| * '''Anthis'''
| |
| * '''Costa'''
| |
| * '''Dimitirou'''
| |
| * '''Elias'''
| |
| * '''Gekas'''
| |
| * '''Kouris'''
| |
| * '''Leventis'''
| |
| * '''Markos'''
| |
| * '''Nikas'''
| |
| * '''Nicolo'''
| |
| * '''Panas'''
| |
| * '''Petros'''
| |
| * '''Rosi'''
| |
| * '''Samaras'''
| |
| * '''Stavrou'''
| |
| * '''Ghost'''
| |
| * '''Stranger'''
| |
| * '''Fox'''
| |
| * '''Snake'''
| |
| * '''Razer''' | |
| * '''Jester'''
| |
| * '''Nomad'''
| |
| * '''Viper'''
| |
| * '''Korneedler'''
| |
| | |
| | <small><tt>NameSound</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Voice'''
| |
| | Identity
| |
| | Radio voice used in group communication (e.g., target reporting).
| |
| | <small><tt>speaker</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Voice Pitch'''
| |
| | Identity
| |
| | Voice pitch. Higher number means higher voice.
| |
| | <small><tt>pitch</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Insignia'''
| |
| | Identity
| |
| | Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario.
| |
| | <small><tt>unitInsignia</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Probability of Presence'''
| |
| | Presence
| |
| | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all.
| |
| | <small><tt>presence</tt></small>
| |
| | [[Number]]
| |
| |-
| |
| | '''Condition of Presence'''
| |
| | Presence
| |
| | Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all.
| |
| | <small><tt>presenceCondition</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Equipment Storage'''
| |
| | Equipment Storage
| |
| |
| |
| | <small><tt>ammoBox</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Add Gun Light'''
| |
| | Equipment Storage
| |
| | Forces unit to have gun light turned on.
| |
| | <small><tt>ENH_addGunLight</tt></small>
| |
| |
| |
| |-
| |
| | '''Arsenal'''
| |
| | Equipment Storage
| |
| | Adds an Arsenal with all items to the object.
| |
| | <small><tt>ENH_virtualArsenal</tt></small>
| |
| |
| |
| |-
| |
| | '''Data Link Send'''
| |
| | Electronics & Sensors | |
| | Vehicle will broadcast targets tracked by its sensors to any other unit on the same side with Data Link enabled.
| |
| | <small><tt>ReportRemoteTargets</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Data Link Receive'''
| |
| | Electronics & Sensors
| |
| | Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side.
| |
| | <small><tt>ReceiveRemoteTargets</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Data Link Position'''
| |
| | Electronics & Sensors
| |
| | Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled.
| |
| | <small><tt>ReportOwnPosition</tt></small>
| |
| | [[Bool]]
| |
| |-
| |
| | '''Emission Control'''
| |
| | Electronics & Sensors
| |
| | Radar EMCON rules for the AI
| |
| Available options:
| |
| * '''Default''' - AI will use the Radar when in Aware or Combat behavior. | |
| * '''Active''' - AI will keep the Radar active and emitting at all times | |
| * '''Off''' - AI will keep Radar silent at all times
| |
| | |
| | <small><tt>RadarUsageAI</tt></small>
| |
| | [[String]]
| |
| |-
| |
| | '''Head'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageHead</tt></small>
| |
| |
| |
| |-
| |
| | '''Face'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageFace</tt></small>
| |
| |
| |
| |-
| |
| | '''Neck'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageNeck</tt></small>
| |
| |
| |
| |-
| |
| | '''Chest'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageChest</tt></small>
| |
| |
| |
| |-
| |
| | '''Arms'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageArms</tt></small>
| |
| |
| |
| |-
| |
| | '''Hands'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageHands</tt></small>
| |
| |
| |
| |-
| |
| | '''Abdomen'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageAbdomen</tt></small>
| |
| |
| |
| |-
| |
| | '''Pelvis'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damagePelvis</tt></small>
| |
| |
| |
| |-
| |
| | '''Diaphragm'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageDiaphragm</tt></small>
| |
| |
| |
| |-
| |
| | '''Legs'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageLegs</tt></small>
| |
| |
| |
| |-
| |
| | '''Various Vehicles'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>AttributeSystemSubcategory</tt></small>
| |
| |
| |
| |-
| |
| | '''Engine #1'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageEngine</tt></small>
| |
| |
| |
| |-
| |
| | '''Gun'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageGun</tt></small>
| |
| |
| |
| |-
| |
| | '''Fuel Tank #1'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageFuelTank</tt></small>
| |
| |
| |
| |-
| |
| | '''Turret'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageTurret</tt></small>
| |
| |
| |
| |-
| |
| | '''Hull'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_hull</tt></small>
| |
| |
| |
| |-
| |
| | '''Window #1'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageWindows</tt></small>
| |
| |
| |
| |-
| |
| | '''Window #2'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageWindows1</tt></small>
| |
| |
| |
| |-
| |
| | '''Window #3'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageWindows2</tt></small>
| |
| |
| |
| |-
| |
| | '''Window #4'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageWindows3</tt></small>
| |
| |
| |
| |-
| |
| | '''Window #5'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageWindows4</tt></small>
| |
| |
| |
| |-
| |
| | '''Window #6'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageWindows5</tt></small>
| |
| |
| |
| |-
| |
| | '''Window #7'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageWindows6</tt></small>
| |
| |
| |
| |-
| |
| | '''Land Vehicles'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>AttributeSystemSubcategory</tt></small>
| |
| |
| |
| |-
| |
| | '''1st axle left wheel'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageLFWheel</tt></small>
| |
| |
| |
| |-
| |
| | '''1st axle right wheel'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageRFWheel</tt></small>
| |
| |
| |
| |-
| |
| | '''2nd axle left wheel'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageLF2Wheel</tt></small>
| |
| |
| |
| |-
| |
| | '''2nd axle right wheel'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageRF2Wheel</tt></small>
| |
| |
| |
| |-
| |
| | '''3rd axle left wheel'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageLMWheel</tt></small>
| |
| |
| |
| |-
| |
| | '''3rd axle right wheel'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageRMWheel</tt></small>
| |
| |
| |
| |-
| |
| | '''4th axle left wheel'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageLBWheel</tt></small>
| |
| |
| |
| |-
| |
| | '''4th axle right wheel'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageRBWheel</tt></small>
| |
| |
| |
| |-
| |
| | '''Body'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageVehBody</tt></small>
| |
| |
| |
| |-
| |
| | '''Left track'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageLTrack</tt></small>
| |
| |
| |
| |-
| |
| | '''Right track'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageRTrack</tt></small>
| |
| |
| |
| |-
| |
| | '''Aeronautical Vehicles'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>AttributeSystemSubcategory</tt></small>
| |
| |
| |
| |-
| |
| | '''Avionics'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageAvionics</tt></small>
| |
| |
| |
| |-
| |
| | '''Main rotor'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageMainRotor</tt></small>
| |
| |
| |
| |-
| |
| | '''Tail Rotor'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_damageTailRotor</tt></small>
| |
| |
| |
| |-
| |
| | '''Engine #2'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_engine2</tt></small>
| |
| |
| |
| |-
| |
| | '''Fuel Tank #2'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_fuel2</tt></small>
| |
| |
| |
| |-
| |
| | '''Left Aileron'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_hitlaileron</tt></small>
| |
| |
| |
| |-
| |
| | '''Right Aileron'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_hitraileron</tt></small>
| |
| |
| |
| |-
| |
| | '''Left Rudder'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_hitlcrudder</tt></small>
| |
| |
| |
| |-
| |
| | '''Right Rudder'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_hitrrudder</tt></small>
| |
| |
| |
| |-
| |
| | '''Left Elevator'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_hitlcelevator</tt></small>
| |
| |
| |
| |-
| |
| | '''Right Elevator'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_hitrelevator</tt></small>
| |
| |
| |
| |-
| |
| | '''Gear Lights'''
| |
| | Advanced Damage
| |
| |
| |
| | <small><tt>ENH_gear_f_lights</tt></small>
| |
| |
| |
| |-
| |
| | '''Move'''
| |
| | Disable AI Features
| |
| | Disables AI's ability to move.
| |
| | <small><tt>ENH_disableAI_move</tt></small>
| |
| |
| |
| |-
| |
| | '''Target'''
| |
| | Disable AI Features
| |
| | Disables AI's ability to target.
| |
| | <small><tt>ENH_disableAI_target</tt></small>
| |
| |
| |
| |-
| |
| | '''Cover'''
| |
| | Disable AI Features
| |
| | Disables AI's ability to take cover.
| |
| | <small><tt>ENH_disableAI_cover</tt></small>
| |
| |
| |
| |-
| |
| | '''Autotarget'''
| |
| | Disable AI Features
| |
| | Disables AI's ability automatically assign targets.
| |
| | <small><tt>ENH_disableAI_autotarget</tt></small>
| |
| |
| |
| |-
| |
| | '''Animation'''
| |
| | Disable AI Features
| |
| | Disables animations.
| |
| | <small><tt>ENH_disableAI_anim</tt></small>
| |
| |
| |
| |-
| |
| | '''FSM'''
| |
| | Disable AI Features
| |
| | Disable the execution of AI behaviour scripts.
| |
| | <small><tt>ENH_disableAI_FSM</tt></small>
| |
| |
| |
| |-
| |
| | '''Aiming Error'''
| |
| | Disable AI Features
| |
| | Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target.
| |
| | <small><tt>ENH_disableAI_aimingError</tt></small>
| |
| |
| |
| |-
| |
| | '''Team Switch'''
| |
| | Disable AI Features
| |
| | AI disabled because of Team Switch.
| |
| | <small><tt>ENH_disableAI_teamswitch</tt></small>
| |
| |
| |
| |-
| |
| | '''Suppression'''
| |
| | Disable AI Features
| |
| | Prevents AI from being suppressed.
| |
| | <small><tt>ENH_disableAI_suppression</tt></small>
| |
| |
| |
| |-
| |
| | '''Raycasts'''
| |
| | Disable AI Features
| |
| | Disables visibility raycasts.
| |
| | <small><tt>ENH_disableAI_checkVisible</tt></small>
| |
| |
| |
| |-
| |
| | '''Autocombat'''
| |
| | Disable AI Features
| |
| | Disables autonomous switching to COMBAT when in danger.
| |
| | <small><tt>ENH_disableAI_autocombat</tt></small>
| |
| |
| |
| |-
| |
| | '''Path'''
| |
| | Disable AI Features
| |
| | Stops the AI’s movement but not the target alignment.
| |
| | <small><tt>ENH_disableAI_path</tt></small>
| |
| |
| |
| |-
| |
| | '''Mine Detection'''
| |
| | Disable AI Features
| |
| |
| |
| | <small><tt>ENH_disableAI_mineDetection</tt></small>
| |
| |
| |
| |-
| |
| | '''Weapon Aim'''
| |
| | Disable AI Features
| |
| |
| |
| | <small><tt>ENH_disableAI_weaponAim</tt></small>
| |
| |
| |
| |-
| |
| | '''Night Vision Goggles'''
| |
| | Disable AI Features
| |
| |
| |
| | <small><tt>ENH_disableAI_NVG</tt></small>
| |
| |
| |
| |-
| |
| | '''Lights'''
| |
| | Disable AI Features
| |
| |
| |
| | <small><tt>ENH_disableAI_lights</tt></small>
| |
| |
| |
| |-
| |
| | '''Radio Protocol'''
| |
| | Disable AI Features
| |
| | Stops AI from talking and texting while still being able to issue orders.
| |
| | <small><tt>ENH_disableAI_radioProtocol</tt></small>
| |
| |
| |
| |-
| |
| | '''Aiming Shake'''
| |
| | Advanced Skill Settings
| |
| | Affects how steadily the AI can hold a weapon (Higher value = less weapon sway).
| |
| | <small><tt>ENH_aimingShake</tt></small>
| |
| |
| |
| |-
| |
| | '''Aiming Speed'''
| |
| | Advanced Skill Settings
| |
| | Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error).
| |
| | <small><tt>ENH_aimingSpeed</tt></small>
| |
| |
| |
| |-
| |
| | '''Aiming Accuracy'''
| |
| | Advanced Skill Settings
| |
| | Affects how precise an AI will shoot (Higher value = higher precision).
| |
| | <small><tt>ENH_aimingAccuracy</tt></small>
| |
| |
| |
| |-
| |
| | '''Commanding'''
| |
| | Advanced Skill Settings
| |
| | Affects how quickly recognized targets are shared with the group (Higher value = faster reporting).
| |
| | <small><tt>ENH_commanding</tt></small>
| |
| |
| |
| |-
| |
| | '''Courage'''
| |
| | Advanced Skill Settings
| |
| | Affects unit's subordinates' morale (Higher value = more courage).
| |
| | <small><tt>ENH_courage</tt></small>
| |
| |
| |
| |-
| |
| | '''General'''
| |
| | Advanced Skill Settings
| |
| | Affects the AI's decision making.
| |
| | <small><tt>enh_general</tt></small>
| |
| |
| |
| |-
| |
| | '''Reload Speed'''
| |
| | Advanced Skill Settings
| |
| | Affects the delay between switching or reloading a weapon. (Higher value = less delay).
| |
| | <small><tt>ENH_reloadingSpeed</tt></small>
| |
| |
| |
| |-
| |
| | '''Spot Distance'''
| |
| | Advanced Skill Settings
| |
| | Affects the AI's ability to spot targets within it's visual or audible range and also affects the accuracy of the information (Higher value = better spotting, more accurate information).
| |
| | <small><tt>ENH_spotDistance</tt></small>
| |
| |
| |
| |-
| |
| | '''Spot Time'''
| |
| | Advanced Skill Settings
| |
| | Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction).
| |
| | <small><tt>ENH_spotTime</tt></small>
| |
| |
| |
| |-
| |
| | '''Is Medic?'''
| |
| | Unit Traits
| |
| | Defines whether the unit can fully heal other units.
| |
| | <small><tt>ENH_unitTraits_medic</tt></small>
| |
| |
| |
| |-
| |
| | '''Is Engineer?'''
| |
| | Unit Traits
| |
| | Defines whether or not the unit can repair vehicles.
| |
| | <small><tt>ENH_unitTraits_engineer</tt></small>
| |
| |
| |
| |-
| |
| | '''Is Explosive Specialist?'''
| |
| | Unit Traits
| |
| | Defines whether the unit can defuse explosives.
| |
| | <small><tt>ENH_unitTrait_explosiveSpecialist</tt></small>
| |
| |
| |
| |-
| |
| | '''Is UAV Hacker?'''
| |
| | Unit Traits
| |
| | Defines whether the unit can hack hostile UAVs.
| |
| | <small><tt>ENH_unitTrait_UAVHacker</tt></small>
| |
| |
| |
| |-
| |
| | '''Camouflage Coefficent'''
| |
| | Unit Traits
| |
| | The camouflage coefficent determines how easy an unit can be spotted by AI. A lower value means it's more difficult to spot it.
| |
| | <small><tt>ENH_unitTraits_camouflage</tt></small>
| |
| |
| |
| |-
| |
| | '''Audible Coefficient'''
| |
| | Unit Traits
| |
| | The audible coefficient determines how easy a unit can be heard by AI. A lower value means it's more difficult to hear it.
| |
| | <small><tt>ENH_unitTraits_audibleCoef</tt></small>
| |
| |
| |
| |-
| |
| | '''Load Coefficient'''
| |
| | Unit Traits
| |
| | The load coefficient determines how much influence the unit's loadout weight has on it's stamina. A higher value means the weight has a higher influence.
| |
| | <small><tt>ENH_unitTraits_loadCoef</tt></small>
| |
| |
| |
| |-
| |
| | '''Hold Action'''
| |
| | Hold Action
| |
| |
| |
| | <small><tt>ENH_HoldAction</tt></small>
| |
| |
| |
| |}
| |