R3vo/Sandbox – User

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= Mobile To-Do =
''A list of things that would improve mobile compatibility''


= [SPE] Artillery Barrage =


'''Category:''' [SPE] Fire Support
''Lou thinks just because the list is empty there is nothing left to improve. Only if he knew.''


'''Available in Zeus:''' true
= Done =


'''Module Description:''' Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
* Creator dlc template needs a noresize.
== Attributes ==
** {{Link|Spearhead_1944}}
==== Type ====
* Long command names should wrap
** {{Link|removeAllUserActionEventHandlers}}


'''Description:''' N/A
* See also entries on command and function pages are broken
** {{Link|parsingNamespace}}


'''Property:''' N/A
* Command and function template layout wastes a lot of space due to the two column design


==== Values ====
* Tables with fixed widths need to be avoided. If they are too wide use noresize class wrapper
** {{Link|Arma_3:_Visual_Upgrade}}


* 81 mm Mortar
* YouTube embeds and images should not have a fixed width
 
** {{Link|Category:DayZ}}
* 81 mm Mortar
** {{Link|Spearhead_1944_Frontline_Function}}
 
** It is because the youtube template has a hardcoded minimum width. This should get removed
* 81 mm Mortar (WP Smoke)
 
* 75 mm Howitzer
 
* 75 mm Howitzer
 
* 105 mm Howitzer
 
* 105 mm Howitzer
 
* Nebelwerfer 280 mm Rocket
 
* Calliope 114 mm Rocket
 
= [SPE] Ordnance =
 
'''Category:''' [SPE] Effects
 
'''Available in Zeus:''' false
 
'''Module Description:''' Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
== Attributes ==
==== Type ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Values ====
 
* 81 mm Mortar
 
* 81 mm Mortar (WP Smoke)
 
* Mortar Smoke (White)
 
* Artillery Smoke (White)
 
* 75 mm Howitzer
 
* 75 mm Howitzer
 
* 105 mm Howitzer
 
* 105 mm Howitzer
 
* Nebelwerfer 280 mm Rocket
 
* Calliope 114 mm Rocket
 
= [SPE] Illumination Flare (Continuous) =
 
'''Category:''' [SPE] Effects
 
'''Available in Zeus:''' false
 
'''Module Description:''' Creates a signal flare on the module position (visible only at night).
== Attributes ==
==== Color ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Values ====
 
* White Flare
 
* Yellow Flare
 
* Green Flare
 
* Red Flare
 
= [SPE] Ambient War Sounds (Global) =
 
'''Category:''' [SPE] Ambient War Sounds
 
'''Available in Zeus:''' false
 
'''Module Description:''' N/A
== Attributes ==
==== Condition ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Minimum Interval ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Maximum Interval ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Minimum Distance ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Maximum Distance ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Switch Sound Type ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Rifles Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== MG Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== MG42 Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Cannon Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Custom Sounds Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
= [SPE] Ambient War Sounds (Area) =
 
'''Category:''' [SPE] Ambient War Sounds
 
'''Available in Zeus:''' false
 
'''Module Description:''' N/A
== Attributes ==
==== Condition ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Minimum Interval ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Maximum Interval ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Minimum Distance ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Maximum Distance ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Switch Sound Type ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Rifles Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== MG Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== MG42 Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Cannon Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Custom Sounds Presence ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
= [SPE] Flare Illumination =
 
'''Category:''' [SPE] Effects
 
'''Available in Zeus:''' false
 
'''Module Description:''' N/A
== Attributes ==
==== Conditional ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Minimum Interval ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Maximum Interval ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Minimum Distance ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Max Flares Allowed ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Color ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Values ====
 
* White Flare
 
* Red Flare
 
* Green Flare
 
* Yellow Flare
 
= [SPE] AI Systems =
 
'''Category:''' [SPE] Supports
 
'''Available in Zeus:''' false
 
'''Module Description:''' Enable the AI Tweaks and Retreat-Flee-Surrendering system and customize the setup.
== Attributes ==
==== Affect spawned units ====
 
'''Description:''' Units created during the game will be affected by this module.
 
'''Property:''' SPE_AddSpawnedGroups
 
==== Player Side ====
 
'''Description:''' Which side represents the good guys.
 
'''Property:''' SPE_OurSide
 
==== Values ====
 
* Opfor
 
* Blufor
 
* Independent
 
* Civilian
 
==== Affect Player Side ====
 
'''Description:''' The good guys will be affected by morale simulation.
 
'''Property:''' SPE_AffectOurSide
 
==== Enable Fleeing ====
 
'''Description:''' Possibility of retreat and flee state.
 
'''Property:''' SPE_Active_Flee
 
==== Enable Surrendering ====
 
'''Description:''' Possibility of surrender state.
 
'''Property:''' SPE_Active_Surrender
 
==== Permanent Shock ====
 
'''Description:''' Probability of replacing flee and surrender state with permanent shock.
 
'''Property:''' SPE_PermanentShockProb
 
==== POW Timer ====
 
'''Description:''' Delay after which surrendered units will automatically become a POW.
 
'''Property:''' SPE_RFS_POWWalkTimer
 
==== Non-combatant Kills ====
 
'''Description:''' Can fleeing, surrendered, POWs and shocked units be wounded or killed.
 
'''Property:''' SPE_NonCombatantKillsAllowed
 
==== Clean Up Distance Retreating ====
 
'''Description:''' Minimal distance of the closest player required to delete fleeing or retreating units. Set -1 to never delete.
 
'''Property:''' SPE_CleanUp_Distances_Retreating
 
==== Clean Up Distance Surrendered ====
 
'''Description:''' Minimal distance of the closest player required to delete surrendered or panicked units. Set -1 to never delete.
 
'''Property:''' SPE_CleanUp_Distances_Surrendered
 
==== Clean Up Distance Panicked ====
 
'''Description:''' Minimal distance of the closest player required to delete POW units. Set -1 to never delete.
 
'''Property:''' SPE_CleanUp_Distances_Panicked:
 
==== Threat Range ====
 
'''Description:''' Maximal distance of the threats, that will affect units stress.
 
'''Property:''' SPE_MoraleAffectingTargetsRange
 
==== Flee Threshold ====
 
'''Description:''' Multiplier of the retreat and fleeing stress threshold. The lower, the bigger reatreat and fleeing probability.
 
'''Property:''' SPE_RFSThresholds_MultiplierRF
 
==== Surrender Threshold ====
 
'''Description:''' Multiplier of the surrender stress threshold. The lower, the bigger surrender probability.
 
'''Property:''' SPE_RFSThresholds_Multipliers
 
==== Player Threat ====
 
'''Description:''' Multiplier of players influence on the near enemy stress.
 
'''Property:''' SPE_PlayerStressMultiplier
 
==== Crowd Psyche ====
 
'''Description:''' Near fleeing or surrendered allies will increase the stress (a feedback effect).
 
'''Property:''' SPE_CrowdPsyche
 
==== Enable Unblocking ====
 
'''Description:''' Unblocking AI entities stuck on the move.
 
'''Property:''' SPE_Active_Unstuck
 
==== Hidden only ====
 
'''Description:''' Glaring unblocking techniques will be avoided if a player could see them.
 
'''Property:''' SPE_Unstuck_HiddenOnly
 
==== Hide Foliage ====
 
'''Description:''' Hide blocking foliage in front of the stuck vehicles.
 
'''Property:''' SPE_DoHideBlockingFoliage
 
==== Hide Objects ====
 
'''Description:''' Hide some types of map objects around the stuck vehicles.
 
'''Property:''' SPE_DoHandleBlockingStuff
 
==== Enable AI Tweaks ====
 
'''Description:''' General switch of various scripted AI tweaks.
 
'''Property:''' SPE_Active_TweakAI
 
==== Info Sharing ====
 
'''Description:''' Groups can broadcast limited information about known threats to allied groups in range.
 
'''Property:''' SPE_Active_InfoSharing
 
==== Rearm ====
 
'''Description:''' AI infantry low on ammo will try to get extra magazines from nearby sources, when situation allow.
 
'''Property:''' SPE_Active_TweakAI_Rearm
 
==== Diamond in Combat ====
 
'''Description:''' Infantry groups will use diamond formation in combat.
 
'''Property:''' SPE_DoDiamondInCombat
 
==== Group Cohesion ====
 
'''Description:''' Improved formation cohesion on the move by tweaking group members movement speed.
 
'''Property:''' SPE_DoCatchUp
 
==== Man Vehicle Seats ====
 
'''Description:''' Idle passengers will man important empty seats in the vehicles.
 
'''Property:''' SPE_DoManTurrets
 
==== Reliable Embarking ====
 
'''Description:''' Improve speed and reliability of embarking vehicles by AI units.
 
'''Property:''' SPE_DoReliableEmbarking
 
==== Affected Sides ====
 
'''Description:''' Which sides should be affected by reliable embarking feature.
 
'''Property:''' SPE_ReliableEmbarking
 
==== Disembark in Combat ====
 
'''Description:''' Tweaked rules of disembarking passengers from vehicles in combat.
 
'''Property:''' SPE_DoTweakDisembarkInCombat
 
==== Abandon redundant Crew ====
 
'''Description:''' Vehicle groups will leave behind redundant crewmen.
 
'''Property:''' SPE_DoLeaveFootmobilesBehind
 
= [SPE] Indirect Fire Support =
 
'''Category:''' [SPE] Supports
 
'''Available in Zeus:''' false
 
'''Module Description:''' Enable the Indirect Fire Support system and customize the setup.
== Attributes ==
==== Enable AI-Artillery ====
 
'''Description:''' AI-Artillery assets can perform fire missions against reported enemies.
 
'''Property:''' SPE_IFS_ArtyActive
 
==== Rounds per Salvo ====
 
'''Description:''' Base amount of rounds fired during a single fire mission. Final count of fired rounds depends on target category.
 
'''Property:''' SPE_IFS_Amount
 
==== Rounds Multiplier (Infantry Targets) ====
 
'''Description:''' Multiplier of base rounds amount.
 
'''Property:''' SPE_IFS_AmountMultiplier_Infantry
 
==== Rounds Multiplier (Soft Targets) ====
 
'''Description:''' Multiplier of base rounds amount.
 
'''Property:''' SPE_IFS_AmountMultiplier_Soft
 
==== Rounds Multiplier (Hard Targets) ====
 
'''Description:''' Multiplier of base rounds amount.
 
'''Property:''' SPE_IFS_AmountMultiplier_Hard
 
==== Accuracy Multiplier ====
 
'''Description:''' Multiplier of maximal fire mission aim error (shelled position shift relative to intended position, not ballistic spread).
 
'''Property:''' SPE_IFS_Acc
 
==== Counter-fire Priority ====
 
'''Description:''' Counter-battery fire against known hostile artillery takes priority over opportunity fire against other targets.
 
'''Property:''' SPE_IFS_CounterBatteryFireIsPriority
 
==== Mortar fire on Tanks ====
 
'''Description:''' Mortars will be considered for fire missions against tanks.
 
'''Property:''' SPE_IFS_AllowMortarsAgainstTanks
 
==== Autonomous CAS ====
 
'''Description:''' Temporary aerial assets can occasionally perform CAS missions against known enemy targets.
 
'''Property:''' SPE_IFS_CASActive
 
==== Forward Observer Classes ====
 
'''Description:''' If forward observers array is not empty, groups including units of those classes will be added to this array.
 
'''Property:''' SPE_IFS_FOClass
 
==== Radio Backpacks ====
 
'''Description:''' Backpacks considered as proper radio transmitters used to determine, if player can request a support (all lower case!).
 
'''Property:''' SPE_IFS_AcceptedRadioBackpacks
 
==== Available calls ====
 
'''Description:''' Available amount of calls per side: [east,west,resistance,any other], each side entry includes calls amount for: [CAS,mortar,heavy artillery]; -1 makes support type unlimited. In cadet mode each group has separate limit.
 
'''Property:''' SPE_IFS_AvailableCalls
 
==== Artillery Sides ====
 
'''Description:''' Sets which sides have access to artillery support calls.
 
'''Property:''' SPE_IFS_ArtyAvailability_Side
 
==== CAS Sides ====
 
'''Description:''' Sets which sides have access to CAS support calls.
 
'''Property:''' SPE_IFS_CASAvailability_Side
 
==== Mortar Rounds ====
 
'''Description:''' Count of mortar rounds fired per request.
 
'''Property:''' SPE_IFS_RequestedMortarAmount
 
==== Heavy Artillery Rounds ====
 
'''Description:''' Count of heavy artillery rounds fired per request.
 
'''Property:''' SPE_IFS_RequestedHeavyArtyAmount
 
==== Mortar Spread ====
 
'''Description:''' Maximal mortar rounds ballistic spread. Most often spread is around 1/5 of the maximum.
 
'''Property:''' SPE_IFS_RequestedMortarSpread
 
==== Heavy Artillery Spread ====
 
'''Description:''' Maximal heavy artillry rounds ballistic spread. Most often spread is around 1/5 of the maximum.
 
'''Property:''' SPE_IFS_RequestedHeavyArtySpread
 
==== Mortar ETA ====
 
'''Description:''' Mortar support Estimated Time of Arrival.
 
'''Property:''' SPE_IFS_RequestedMortarETA
 
==== Heavy Artillery ETA ====
 
'''Description:''' Heavy artillery support Estimated Time of Arrival (seconds).
 
'''Property:''' SPE_IFS_RequestedHeavyArtyETA
 
==== Direct Support Sides ====
 
'''Description:''' Sets which sides have access to Direct Support support calls.
 
'''Property:''' SPE_IFS_DSAvailability_Side
 
==== Check for Friendlies ====
 
'''Description:''' Not armored friendly assets presence blocks direct fire support.
 
'''Property:''' SPE_IFS_DS_CheckFriendlyFire
 
==== Incoming Fire Notifications ====
 
'''Description:''' Maximal distance from incoming artillery or CAS fire for warning notification.
 
'''Property:''' SPE_IFS_IncomingNotificationRange
 
==== Incoming Fire Indicators ====
 
'''Description:''' Visibility distance for incoming fire 3D indicators.
 
'''Property:''' SPE_IFS_IncomingMarkRange
 
==== Advanced Hints ====
 
'''Description:''' Show in game advanced hints explaining module features.
 
'''Property:''' SPE_IFS_AllowAdvancedHints
 
= [SPE] Advanced Revive Module =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Enable the Extended Revive system and customize the setup.
== Attributes ==
==== Revive available to players ====
 
'''Description:''' Revive available to players
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveEnabled
 
==== Values ====
 
* Disabled
 
* Enabled
 
==== Revive mode ====
 
'''Description:''' Revive mode
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveMode
 
==== Values ====
 
* Difficulty Based (Basic, Basic, Advanced, Realistic)
 
* Basic
 
* Advanced
 
* Realistic
 
==== Requirement to revive ====
 
'''Description:''' Requirement to revive
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveRequiredTrait
 
==== Values ====
 
* Difficulty Based (FAK, FAK, FAK, Medic)
 
* First Aid Kit
 
* Require Medic Trait
 
* None
 
==== Hold action medic multiplier ====
 
'''Description:''' Hold action medic multiplier
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveMedicSpeedMultiplier
 
==== Hold action delay ====
 
'''Description:''' Hold action delay
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveDelay
 
==== Force respawn delay ====
 
'''Description:''' Force respawn delay
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveForceRespawnDelay
 
==== Bleedout time ====
 
'''Description:''' Bleedout time
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveBleedOutDelay
 
==== Required First Aid Kits ====
 
'''Description:''' Required First Aid Kits
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveFakAmount
 
==== Stop bleeding with FAK ====
 
'''Description:''' Stop bleeding with FAK
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveAutoCall
 
==== Values ====
 
* Disabled
 
* Enabled
 
==== Unconscious unit 3D icons ====
 
'''Description:''' Unconscious unit 3D icons
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveIcons
 
==== Values ====
 
* Difficulty Based (Enabled, Enabled, Medic Only, Disabled)
 
* Enabled
 
* Medic Only
 
* Disabled
 
==== Automatically call for help ====
 
'''Description:''' Automatically call for help
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveAutoCall
 
==== Values ====
 
* Disabled
 
* Enabled
 
* Cadet Only
 
==== AI Automatically withstand ====
 
'''Description:''' AI Automatically withstand
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveAutoWithstand
 
==== Values ====
 
* Disabled
 
* Enabled
 
* Cadet Only
 
==== Extra FAK required for self-revive ====
 
'''Description:''' Extra FAK required for self-revive
 
'''Property:''' spe_module_advanced_revive_SPE_WithstandExtraFAK
 
==== Values ====
 
* Difficulty Based (Enabled, Enabled, Medic Only, Disabled)
 
* Disabled
 
* Enabled
 
==== Self-Revive ====
 
'''Description:''' Self-Revive
 
'''Property:''' spe_module_advanced_revive_SPE_WithstandEnabled
 
==== Values ====
 
* Difficulty Based (Enabled, Enabled, Enabled, Disabled)
 
* Disabled
 
* Enabled
 
==== Self-Revive (AI) ====
 
'''Description:''' Self-Revive (AI)
 
'''Property:''' spe_module_advanced_revive_SPE_WithstandEnabledAI
 
==== Values ====
 
* Difficulty Based (Enabled, Enabled, Enabled, Disabled)
 
* Disabled
 
* Enabled
 
==== Units Affected ====
 
'''Description:''' Units Affected
 
'''Property:''' spe_module_advanced_revive_SPE_ReviveUnits
 
==== Values ====
 
* Playable Units
 
* Player Units
 
[[Category: Spearhead 1944]]

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