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| {{TOC|normal|1|2}}
| | = Mobile To-Do = |
| | ''A list of things that would improve mobile compatibility'' |
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| = [SPE] Artillery Barrage =
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| '''Category:''' [SPE] Fire Support | | ''Lou thinks just because the list is empty there is nothing left to improve. Only if he knew.'' |
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| '''Available in Zeus:''' true
| | = Done = |
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| '''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}} |
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| '''Description:''' N/A
| | * See also entries on command and function pages are broken |
| | ** {{Link|parsingNamespace}} |
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| '''Property:''' N/A
| | * Command and function template layout wastes a lot of space due to the two column design |
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| ==== Values ====
| | * Tables with fixed widths need to be avoided. If they are too wide use noresize class wrapper |
| | ** {{Link|Arma_3:_Visual_Upgrade}} |
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| * 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)
| |
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| * 75 mm Howitzer
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| * 75 mm Howitzer
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| * 105 mm Howitzer
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| * 105 mm Howitzer
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| * Nebelwerfer 280 mm Rocket
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| * Calliope 114 mm Rocket
| |
| | |
| = [SPE] Ordnance =
| |
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| '''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
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| '''Property:''' N/A
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| ==== Values ====
| |
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| * 81 mm Mortar
| |
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| * 81 mm Mortar (WP Smoke)
| |
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| * Mortar Smoke (White)
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| * Artillery Smoke (White)
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| * 75 mm Howitzer
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| * 75 mm Howitzer
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| * 105 mm Howitzer
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| | |
| * 105 mm Howitzer | |
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| * Nebelwerfer 280 mm Rocket
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| * Calliope 114 mm Rocket | |
| | |
| = [SPE] Illumination Flare (Continuous) =
| |
| | |
| '''Category:''' [SPE] Effects
| |
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| '''Available in Zeus:''' false
| |
| | |
| '''Module Description:''' Creates a signal flare on the module position (visible only at night).
| |
| == Attributes ==
| |
| ==== Color ====
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| '''Description:''' Smoke color
| |
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| '''Property:''' N/A
| |
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| ==== Values ====
| |
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| * White Flare | |
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| * Yellow Flare | |
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| * Green Flare | |
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| * Red Flare | |
| | |
| = [SPE] Ambient War Sounds (Global) =
| |
| | |
| '''Category:''' [SPE] Ambient War Sounds
| |
| | |
| '''Available in Zeus:''' false
| |
| | |
| '''Module Description:''' N/A
| |
| == Attributes ==
| |
| ==== Condition ====
| |
| | |
| '''Description:''' A boolean condition that, when it turns false, stops the spawning of combat sounds
| |
| | |
| '''Property:''' N/A
| |
| | |
| ==== Minimum Interval ====
| |
| | |
| '''Description:''' Minimum time (in seconds) between two successive sounds
| |
| | |
| '''Property:''' N/A
| |
| | |
| ==== Maximum Interval ====
| |
| | |
| '''Description:''' Maximum time (in seconds) between two successive sounds
| |
| | |
| '''Property:''' N/A
| |
| | |
| ==== Minimum Distance ====
| |
| | |
| '''Description:''' Minimum distance (in meters) from any given player: no player closer than this distance to the origin of the sound
| |
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| '''Property:''' N/A
| |
| | |
| ==== Maximum Distance ====
| |
| | |
| '''Description:''' Maximum distance (in meters) from any given player: at least one player within this distance from the origin of the sound
| |
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| '''Property:''' N/A
| |
| | |
| ==== Switch Sound Type ====
| |
| | |
| '''Description:''' Sets the distance ranges in the format [X,Y]: 0 to X will be 'close,' X to Y will be 'mid' and beyond Y they will be 'distant'
| |
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| '''Property:''' N/A
| |
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| ==== Rifles Presence ====
| |
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| '''Description:''' Sets the amount of presence of rifle shots in the combat sounds
| |
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| '''Property:''' N/A
| |
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| ==== MG Presence ====
| |
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| '''Description:''' Sets the amount of presence of MG bursts in the combat sounds
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| '''Property:''' N/A
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| ==== MG42 Presence ====
| |
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| '''Description:''' Sets the amount of presence of MG42 bursts in the combat sounds
| |
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| '''Property:''' N/A
| |
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| ==== Cannon Presence ====
| |
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| '''Description:''' Sets the amount of presence of cannon shots in the combat sounds
| |
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| '''Property:''' N/A
| |
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| ==== Custom Sounds Presence ====
| |
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| '''Description:''' Sets the amount of presence of custom sounds in the combat sounds
| |
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| '''Property:''' N/A
| |
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| = [SPE] Ambient War Sounds (Area) =
| |
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| '''Category:''' [SPE] Ambient War Sounds
| |
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| '''Available in Zeus:''' false
| |
| | |
| '''Module Description:''' N/A
| |
| == Attributes ==
| |
| ==== Condition ====
| |
| | |
| '''Description:''' A boolean condition that, when it turns false, stops the spawning of combat sounds
| |
| | |
| '''Property:''' N/A
| |
| | |
| ==== Minimum Interval ====
| |
| | |
| '''Description:''' Minimum time (in seconds) between two successive sounds
| |
| | |
| '''Property:''' N/A
| |
| | |
| ==== Maximum Interval ====
| |
| | |
| '''Description:''' Maximum time (in seconds) between two successive sounds
| |
| | |
| '''Property:''' N/A
| |
| | |
| ==== Minimum Distance ====
| |
| | |
| '''Description:''' Minimum distance (in meters) from any given player: no player closer than this distance to the origin of the sound
| |
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| '''Property:''' N/A
| |
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| ==== Maximum Distance ====
| |
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| '''Description:''' Maximum distance (in meters) from any given player: at least one player within this distance from the origin of the sound
| |
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| '''Property:''' N/A
| |
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| ==== Switch Sound Type ====
| |
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| '''Description:''' Sets the distance ranges in the format [X,Y]: 0 to X will be 'close,' X to Y will be 'mid' and beyond Y they will be 'distant'
| |
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| '''Property:''' N/A
| |
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| ==== Rifles Presence ====
| |
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| '''Description:''' Sets the amount of presence of rifle shots in the combat sounds
| |
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| '''Property:''' N/A
| |
| | |
| ==== MG Presence ====
| |
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| '''Description:''' Sets the amount of presence of MG bursts in the combat sounds
| |
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| '''Property:''' N/A
| |
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| ==== MG42 Presence ====
| |
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| '''Description:''' Sets the amount of presence of MG42 bursts in the combat sounds
| |
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| '''Property:''' N/A
| |
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| ==== Cannon Presence ====
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| '''Description:''' Sets the amount of presence of cannon shots in the combat sounds
| |
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| '''Property:''' N/A
| |
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| ==== Custom Sounds Presence ====
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| '''Description:''' Sets the amount of presence of custom sounds in the combat sounds
| |
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| '''Property:''' N/A
| |
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| = [SPE] Flare Illumination =
| |
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| '''Category:''' [SPE] Effects
| |
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| '''Available in Zeus:''' false
| |
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| '''Module Description:''' N/A
| |
| == Attributes ==
| |
| ==== Conditional ====
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| '''Description:''' A boolean condition that allows flares to be spawned
| |
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| '''Property:''' N/A
| |
| | |
| ==== Minimum Interval ====
| |
| | |
| '''Description:''' Minimum time (in seconds) between two successive flares
| |
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| '''Property:''' N/A
| |
| | |
| ==== Maximum Interval ====
| |
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| '''Description:''' Maximum time (in seconds) between two successive flares (if possible)
| |
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| '''Property:''' N/A
| |
| | |
| ==== Minimum Distance ====
| |
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| '''Description:''' Minimum distance (in meters) between two flares of this area
| |
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| '''Property:''' N/A
| |
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| ==== Max Flares Allowed ====
| |
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| '''Description:''' Maximum number of flares deployed at the same time
| |
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| '''Property:''' N/A
| |
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| ==== Color ====
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| '''Description:''' Flare color
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| '''Property:''' N/A
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| ==== Values ====
| |
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| * White Flare
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| * Red Flare
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| * Green Flare
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| * Yellow Flare
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| = [SPE] AI Systems =
| |
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| '''Category:''' [SPE] Supports
| |
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| '''Available in Zeus:''' false
| |
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| '''Module Description:''' Enable the AI Tweaks and Retreat-Flee-Surrendering system and customize the setup.
| |
| == Attributes ==
| |
| ==== Affect spawned units ====
| |
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| '''Description:''' Units created during the game will be affected by this module.
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| '''Property:''' SPE_AddSpawnedGroups
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| ==== Player Side ====
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| '''Description:''' Which side represents the good guys.
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| '''Property:''' SPE_OurSide
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| ==== Values ====
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| * Opfor
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| * Blufor
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| * Independent
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| * Civilian
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| ==== Affect Player Side ====
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| '''Description:''' The good guys will be affected by morale simulation.
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| '''Property:''' SPE_AffectOurSide
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| ==== Enable Fleeing ====
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| '''Description:''' Possibility of retreat and flee state.
| |
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| '''Property:''' SPE_Active_Flee
| |
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| ==== Enable Surrendering ====
| |
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| '''Description:''' Possibility of surrender state.
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| '''Property:''' SPE_Active_Surrender
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| ==== Permanent Shock ====
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| '''Description:''' Probability of replacing flee and surrender state with permanent shock.
| |
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| '''Property:''' SPE_PermanentShockProb
| |
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| ==== POW Timer ====
| |
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| '''Description:''' Delay after which surrendered units will automatically become a POW.
| |
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| '''Property:''' SPE_RFS_POWWalkTimer
| |
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| ==== Non-combatant Kills ====
| |
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| '''Description:''' Can fleeing, surrendered, POWs and shocked units be wounded or killed.
| |
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| '''Property:''' SPE_NonCombatantKillsAllowed
| |
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| ==== Clean Up Distance Retreating ====
| |
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| '''Description:''' Minimal distance of the closest player required to delete fleeing or retreating units. Set -1 to never delete.
| |
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| '''Property:''' SPE_CleanUp_Distances_Retreating
| |
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| ==== Clean Up Distance Surrendered ====
| |
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| '''Description:''' Minimal distance of the closest player required to delete surrendered or panicked units. Set -1 to never delete.
| |
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| '''Property:''' SPE_CleanUp_Distances_Surrendered
| |
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| ==== Clean Up Distance Panicked ====
| |
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| '''Description:''' Minimal distance of the closest player required to delete POW units. Set -1 to never delete.
| |
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| '''Property:''' SPE_CleanUp_Distances_Panicked:
| |
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| ==== Threat Range ====
| |
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| '''Description:''' Maximal distance of the threats, that will affect units stress.
| |
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| '''Property:''' SPE_MoraleAffectingTargetsRange
| |
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| ==== Flee Threshold ====
| |
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| '''Description:''' Multiplier of the retreat and fleeing stress threshold. The lower, the bigger reatreat and fleeing probability.
| |
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| '''Property:''' SPE_RFSThresholds_MultiplierRF
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| ==== Surrender Threshold ====
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| '''Description:''' Multiplier of the surrender stress threshold. The lower, the bigger surrender probability.
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| '''Property:''' SPE_RFSThresholds_Multipliers
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| ==== Player Threat ====
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| '''Description:''' Multiplier of players influence on the near enemy stress.
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| '''Property:''' SPE_PlayerStressMultiplier
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| ==== Crowd Psyche ====
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| '''Description:''' Near fleeing or surrendered allies will increase the stress (a feedback effect).
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| '''Property:''' SPE_CrowdPsyche
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| ==== Enable Unblocking ====
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| '''Description:''' Unblocking AI entities stuck on the move.
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| '''Property:''' SPE_Active_Unstuck
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| ==== Hidden only ====
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| '''Description:''' Glaring unblocking techniques will be avoided if a player could see them.
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| '''Property:''' SPE_Unstuck_HiddenOnly
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| ==== Hide Foliage ====
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| '''Description:''' Hide blocking foliage in front of the stuck vehicles.
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| '''Property:''' SPE_DoHideBlockingFoliage
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| ==== Hide Objects ====
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| '''Description:''' Hide some types of map objects around the stuck vehicles.
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| '''Property:''' SPE_DoHandleBlockingStuff
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| ==== Enable AI Tweaks ====
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| '''Description:''' General switch of various scripted AI tweaks.
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| '''Property:''' SPE_Active_TweakAI
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| ==== Info Sharing ====
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| '''Description:''' Groups can broadcast limited information about known threats to allied groups in range.
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| '''Property:''' SPE_Active_InfoSharing
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| ==== Rearm ====
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| '''Description:''' AI infantry low on ammo will try to get extra magazines from nearby sources, when situation allow.
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| '''Property:''' SPE_Active_TweakAI_Rearm
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| ==== Diamond in Combat ====
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| '''Description:''' Infantry groups will use diamond formation in combat.
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| '''Property:''' SPE_DoDiamondInCombat
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| ==== Group Cohesion ====
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| '''Description:''' Improved formation cohesion on the move by tweaking group members movement speed.
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| '''Property:''' SPE_DoCatchUp
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| ==== Man Vehicle Seats ====
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| '''Description:''' Idle passengers will man important empty seats in the vehicles.
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| '''Property:''' SPE_DoManTurrets
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| ==== Reliable Embarking ====
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| '''Description:''' Improve speed and reliability of embarking vehicles by AI units.
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| '''Property:''' SPE_DoReliableEmbarking
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| ==== Affected Sides ====
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| '''Description:''' Which sides should be affected by reliable embarking feature.
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| '''Property:''' SPE_ReliableEmbarking
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| ==== Disembark in Combat ====
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| '''Description:''' Tweaked rules of disembarking passengers from vehicles in combat.
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| '''Property:''' SPE_DoTweakDisembarkInCombat
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| ==== Abandon redundant Crew ====
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| '''Description:''' Vehicle groups will leave behind redundant crewmen.
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| '''Property:''' SPE_DoLeaveFootmobilesBehind
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| = [SPE] Indirect Fire Support =
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| '''Category:''' [SPE] Supports
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| '''Available in Zeus:''' false
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| '''Module Description:''' Enable the Indirect Fire Support system and customize the setup.
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| == Attributes ==
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| ==== Enable AI-Artillery ====
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| '''Description:''' AI-Artillery assets can perform fire missions against reported enemies.
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| '''Property:''' SPE_IFS_ArtyActive
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| ==== Rounds per Salvo ====
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| '''Description:''' Base amount of rounds fired during a single fire mission. Final count of fired rounds depends on target category.
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| '''Property:''' SPE_IFS_Amount
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| ==== Rounds Multiplier (Infantry Targets) ====
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| '''Description:''' Multiplier of base rounds amount.
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| '''Property:''' SPE_IFS_AmountMultiplier_Infantry
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| ==== Rounds Multiplier (Soft Targets) ====
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| '''Description:''' Multiplier of base rounds amount.
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| '''Property:''' SPE_IFS_AmountMultiplier_Soft
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| ==== Rounds Multiplier (Hard Targets) ====
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| '''Description:''' Multiplier of base rounds amount.
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| '''Property:''' SPE_IFS_AmountMultiplier_Hard
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| ==== Accuracy Multiplier ====
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| | |
| '''Description:''' Multiplier of maximal fire mission aim error (shelled position shift relative to intended position, not ballistic spread).
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| '''Property:''' SPE_IFS_Acc
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| ==== Counter-fire Priority ====
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| '''Description:''' Counter-battery fire against known hostile artillery takes priority over opportunity fire against other targets.
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| '''Property:''' SPE_IFS_CounterBatteryFireIsPriority
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| ==== Mortar fire on Tanks ====
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| '''Description:''' Mortars will be considered for fire missions against tanks.
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| '''Property:''' SPE_IFS_AllowMortarsAgainstTanks
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| | |
| ==== Autonomous CAS ====
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| | |
| '''Description:''' Temporary aerial assets can occasionally perform CAS missions against known enemy targets.
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| '''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
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| | |
| ==== Artillery Sides ====
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| | |
| '''Description:''' Sets which sides have access to artillery support calls.
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| '''Property:''' SPE_IFS_ArtyAvailability_Side
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| ==== CAS Sides ====
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| | |
| '''Description:''' Sets which sides have access to CAS support calls.
| |
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| '''Property:''' SPE_IFS_CASAvailability_Side
| |
| | |
| ==== Mortar Rounds ====
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| | |
| '''Description:''' Count of mortar rounds fired per request.
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| '''Property:''' SPE_IFS_RequestedMortarAmount
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| | |
| ==== Heavy Artillery Rounds ====
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| | |
| '''Description:''' Count of heavy artillery rounds fired per request.
| |
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| '''Property:''' SPE_IFS_RequestedHeavyArtyAmount
| |
| | |
| ==== Mortar Spread ====
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| | |
| '''Description:''' Maximal mortar rounds ballistic spread. Most often spread is around 1/5 of the maximum.
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| '''Property:''' SPE_IFS_RequestedMortarSpread
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| ==== Heavy Artillery Spread ====
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| | |
| '''Description:''' Maximal heavy artillry rounds ballistic spread. Most often spread is around 1/5 of the maximum.
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| '''Property:''' SPE_IFS_RequestedHeavyArtySpread
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| | |
| ==== Mortar ETA ====
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| | |
| '''Description:''' Mortar support Estimated Time of Arrival.
| |
| | |
| '''Property:''' SPE_IFS_RequestedMortarETA
| |
| | |
| ==== Heavy Artillery ETA ====
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| | |
| '''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 ====
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| | |
| '''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
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| ==== Revive mode ====
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| '''Description:''' Revive mode
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveMode
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| ==== Values ====
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| * Difficulty Based (Basic, Basic, Advanced, Realistic)
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| * Basic
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| * Advanced
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| * Realistic
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| ==== Requirement to revive ====
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| '''Description:''' Requirement to revive
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveRequiredTrait
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| ==== Values ====
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| * Difficulty Based (FAK, FAK, FAK, Medic)
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| * First Aid Kit
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| * Require Medic Trait
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| * None
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| ==== Hold action medic multiplier ====
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| '''Description:''' Hold action medic multiplier
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveMedicSpeedMultiplier
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| ==== Hold action delay ====
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| '''Description:''' Hold action delay
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveDelay
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| ==== Force respawn delay ====
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| '''Description:''' Force respawn delay
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveForceRespawnDelay
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| ==== Bleedout time ====
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| '''Description:''' Bleedout time
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveBleedOutDelay
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| ==== Required First Aid Kits ====
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| '''Description:''' Required First Aid Kits
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveFakAmount
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| ==== Stop bleeding with FAK ====
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| '''Description:''' Stop bleeding with FAK
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveAutoCall
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| ==== Values ====
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| * Disabled
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| * Enabled
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| ==== Unconscious unit 3D icons ====
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| '''Description:''' Unconscious unit 3D icons
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveIcons
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| ==== Values ====
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| * Difficulty Based (Enabled, Enabled, Medic Only, Disabled)
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| * Enabled
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| * Medic Only
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| * Disabled
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| ==== Automatically call for help ====
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| '''Description:''' Automatically call for help
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveAutoCall
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| ==== Values ====
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| * Disabled
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| * Enabled
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| * Cadet Only
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| ==== AI Automatically withstand ====
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| '''Description:''' AI Automatically withstand
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveAutoWithstand
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| ==== Values ====
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| * Disabled
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| * Enabled
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| * Cadet Only
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| ==== Extra FAK required for self-revive ====
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| '''Description:''' Extra FAK required for self-revive
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| '''Property:''' spe_module_advanced_revive_SPE_WithstandExtraFAK
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| ==== Values ====
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| * Difficulty Based (Enabled, Enabled, Medic Only, Disabled)
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| * Disabled
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| * Enabled
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| ==== Self-Revive ====
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| '''Description:''' Self-Revive
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| '''Property:''' spe_module_advanced_revive_SPE_WithstandEnabled
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| ==== Values ====
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| * Difficulty Based (Enabled, Enabled, Enabled, Disabled)
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| * Disabled
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| * Enabled
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| ==== Self-Revive (AI) ====
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| '''Description:''' Self-Revive (AI)
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| '''Property:''' spe_module_advanced_revive_SPE_WithstandEnabledAI
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| ==== Values ====
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| * Difficulty Based (Enabled, Enabled, Enabled, Disabled)
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| * Disabled
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| * Enabled
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| ==== Units Affected ====
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| '''Description:''' Units Affected
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| '''Property:''' spe_module_advanced_revive_SPE_ReviveUnits
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| ==== Values ====
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| * Playable Units
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| * Player Units
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| [[Category: Spearhead 1944]]
| |