R3vo/Sandbox – User

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<!-- 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>
|
|}

Latest revision as of 18:11, 18 May 2025

Mobile To-Do

A list of things that would improve mobile compatibility


Lou thinks just because the list is empty there is nothing left to improve. Only if he knew.

Done

  • Command and function template layout wastes a lot of space due to the two column design
  • Tables with fixed widths need to be avoided. If they are too wide use noresize class wrapper