R3vo/Sandbox – User
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| <small><tt>ENH_HoldAction</tt></small> | | <small><tt>ENH_HoldAction</tt></small> | ||
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<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''Title''' | |||
| Presentation | |||
| Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys. | |||
| <small><tt>IntelBriefingName</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Author''' | |||
| Presentation | |||
| Scenario author. Appears in the scenarios menu and in loading screens. | |||
| <small><tt>Author</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Picture''' | |||
| Overview | |||
| Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead. | |||
| <small><tt>OverviewPicture</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Text''' | |||
| Overview | |||
| Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys. | |||
| <small><tt>OverviewText</tt></small> | |||
| [[String]] | |||
|- | |||
| '''DLC''' | |||
| Overview | |||
| When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC. | |||
| <small><tt>AppId</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Require DLC''' | |||
| Overview | |||
| Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned. | |||
| <small><tt>AssetType</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Picture''' | |||
| Overview (Locked) | |||
| Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead. | |||
| <small><tt>OverviewPictureLocked</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Text''' | |||
| Overview (Locked) | |||
| Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys. | |||
| <small><tt>OverviewTextLocked</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Picture''' | |||
| Loading Screen | |||
| Path to the picture visible in the loading screens before and during the scenario. | |||
| <small><tt>LoadScreen</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Text''' | |||
| Loading Screen | |||
| Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys. | |||
| <small><tt>OnLoadMission</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Show Briefing''' | |||
| States | |||
| When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios. | |||
| <small><tt>Briefing</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Show Debriefing''' | |||
| States | |||
| When disabled, the debriefing screen will not be shown when the scenario is completed. | |||
| <small><tt>Debriefing</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Enable Saving''' | |||
| States | |||
| When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. | |||
| <small><tt>Saving</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Show Map''' | |||
| States | |||
| When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory. | |||
| <small><tt>ShowMap</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Show Compass''' | |||
| States | |||
| When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory. | |||
| <small><tt>ShowCompass</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Show Watch''' | |||
| States | |||
| When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory. | |||
| <small><tt>ShowWatch</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Show GPS''' | |||
| States | |||
| When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory. | |||
| <small><tt>ShowGPS</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Show HUD''' | |||
| States | |||
| When disabled, on-screen information such as weapon information or the command menu will be hidden. | |||
| <small><tt>ShowHUD</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Show UAV Feed''' | |||
| States | |||
| When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. | |||
| <small><tt>ShowUAVFeed</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Advanced Flight Model''' | |||
| States | |||
| When enabled, all player controlled helicopters will use the advanced flight model. | |||
| <small><tt>ForceRotorLibSimulation</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Debug Console''' | |||
| States | |||
| Determines debug console availability | |||
Available options: | |||
* '''Available only in editor''' | |||
* '''Available for the host or logged-in admin''' | |||
* '''Available for everyone''' | |||
| <small><tt>EnableDebugConsole</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Unlocked Keys''' | |||
| Unlock | |||
| Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam. | |||
| <small><tt>DoneKeys</tt></small> | |||
| [[Array]] | |||
|- | |||
| '''Required Keys''' | |||
| Unlock | |||
| Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios. | |||
| <small><tt>Keys</tt></small> | |||
| [[Array]] | |||
|- | |||
| '''Required Keys Limit''' | |||
| Unlock | |||
| The number of required keys to be active for the mission to be unlocked. | |||
| <small><tt>KeysLimit</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''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]] | |||
|- | |||
| '''Independents Allegiance''' | |||
| Misc | |||
| Sets who the Independent side will be friendly to. The value is shared across all scenario phases. | |||
| <small><tt>IntelIndepAllegiance</tt></small> | |||
| [[Array]] in format [west:[[Number]],east:[[Number]]] | |||
|- | |||
| '''Binarize the Scenario File''' | |||
| Misc | |||
| When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor. | |||
| <small><tt>SaveBinarized</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Editable Objects (Zeus)''' | |||
| Misc | |||
| Checks all alive objects (except logics) every 60 seconds and makes them available for editing for all curators. | |||
If no curators are in game, the attribute will not work. | |||
| <small><tt>ENH_dynamicGroups</tt></small> | |||
| | |||
|- | |||
| '''Volume (Sound)''' | |||
| Music, Sound & Radio Settings | |||
| | |||
| <small><tt>ENH_soundVolume</tt></small> | |||
| | |||
|- | |||
| '''Volume (Music)''' | |||
| Music, Sound & Radio Settings | |||
| | |||
| <small><tt>ENH_musicVolume</tt></small> | |||
| | |||
|- | |||
| '''Volume (Radio)''' | |||
| Music, Sound & Radio Settings | |||
| | |||
| <small><tt>ENH_radioVolume</tt></small> | |||
| | |||
|- | |||
| '''Random Music''' | |||
| Music, Sound & Radio Settings | |||
| Will play randomly selected music at mission start. Input must look as follows: Classname_1 Classname_2 Classname_3 Classname_n. | |||
| <small><tt>ENH_randomMusic</tt></small> | |||
| | |||
|- | |||
| '''Map Indicators''' | |||
| Map Indicators | |||
| | |||
| <small><tt>ENH_mapIndicators</tt></small> | |||
| | |||
|- | |||
| '''Ambient Flyby''' | |||
| Ambient Flyby | |||
| | |||
| <small><tt>ENH_ambientFlyby</tt></small> | |||
| | |||
|- | |||
| '''Classes''' | |||
| Airdrop | |||
| Classes of the soldiers which should be dropped in format: | |||
Classname_1 Classname_2 Classname_n. | |||
| <small><tt>ENH_Airdrop</tt></small> | |||
| | |||
|- | |||
| '''Establishing Shot''' | |||
| Establishing Shot | |||
| | |||
| <small><tt>ENH_establisingShot</tt></small> | |||
| | |||
|- | |||
| '''''' | |||
| Intro Text | |||
| | |||
| <small><tt>ENH_introText</tt></small> | |||
| | |||
|- | |||
| '''Mission Ending (Casualties)''' | |||
| Mission Ending | |||
| | |||
| <small><tt>ENH_missionEnding_casualties</tt></small> | |||
| | |||
|- | |||
| '''Single Player Respawn''' | |||
| Single Player Respawn | |||
| | |||
| <small><tt>ENH_SPR</tt></small> | |||
| | |||
|} | |||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''Date''' | |||
| Date | |||
| Starting date. | |||
| <small><tt>IntelDate</tt></small> | |||
| [[Array]] in format [year, month, day] | |||
|- | |||
| '''Time''' | |||
| Date | |||
| Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain. | |||
| <small><tt>IntelTime</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Time Multiplier''' | |||
| Date | |||
| Set how fast the time will pass. | |||
| <small><tt>ENH_timeMultiplier</tt></small> | |||
| | |||
|- | |||
| '''Time of Changes''' | |||
| Weather Forecast | |||
| Delay until all forecasted weather values take effect. | |||
| <small><tt>IntelTimeOfChanges</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Overcast Start''' | |||
| Overcast | |||
| Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. | |||
| <small><tt>IntelWeatherStart</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Overcast Forecast''' | |||
| Overcast | |||
| Forecasted cloud cover. | |||
| <small><tt>IntelWeatherForecast</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Fog Start''' | |||
| Fog | |||
| Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. | |||
| <small><tt>IntelFogStart</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Fog Forecast''' | |||
| Fog | |||
| Forecasted fog. | |||
| <small><tt>IntelFogForecast</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Manual Override''' | |||
| Rain | |||
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | |||
| <small><tt>IntelRainIsForced</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Rain Start''' | |||
| Rain | |||
| Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | |||
| <small><tt>IntelRainStart</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Rain Forecast''' | |||
| Rain | |||
| Forecasted rain strength. | |||
| <small><tt>IntelRainForecast</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Manual Override''' | |||
| Lightnings | |||
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | |||
| <small><tt>IntelLightningIsForced</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Lightnings Start''' | |||
| Lightnings | |||
| Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | |||
| <small><tt>IntelLightningStart</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Lightnings Forecast''' | |||
| Lightnings | |||
| Forecasted frequency of lightning. | |||
| <small><tt>IntelLightningForecast</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Manual Override''' | |||
| Waves | |||
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | |||
| <small><tt>IntelWavesIsForced</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Waves Start''' | |||
| Waves | |||
| Initial waves size. Applied independently of cloud cover settings. | |||
| <small><tt>IntelWavesStart</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Waves Forecast''' | |||
| Waves | |||
| Forecasted waves size. | |||
| <small><tt>IntelWavesForecast</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Manual Override''' | |||
| Wind | |||
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | |||
| <small><tt>IntelWindIsForced</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Wind Start''' | |||
| Wind | |||
| Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving. | |||
| <small><tt>IntelWindStart</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Wind Forecast''' | |||
| Wind | |||
| Forecasted wind strength. | |||
| <small><tt>IntelWindForecast</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Gusts Start''' | |||
| Wind | |||
| Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes. | |||
| <small><tt>IntelWindGustStart</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Gusts Forecast''' | |||
| Wind | |||
| Forecasted gusts value. | |||
| <small><tt>IntelWindGustForecast</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Direction Start''' | |||
| Wind | |||
| Initial wind direction. | |||
| <small><tt>IntelWindDirectionStart</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Direction Forecast''' | |||
| Wind | |||
| Forecasted wind direction. | |||
| <small><tt>IntelWindDirectionForecast</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''View Distance''' | |||
| Visual Settings | |||
| Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. | |||
| <small><tt>ENH_viewDistance</tt></small> | |||
| | |||
|- | |||
| '''Object View Distance''' | |||
| Visual Settings | |||
| Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. | |||
| <small><tt>ENH_objViewDistance</tt></small> | |||
| | |||
|- | |||
| '''Terrain Detail''' | |||
| Visual Settings | |||
| | |||
Available options: | |||
* '''Unchanged''' | |||
* '''Grass disabled''' | |||
* '''Standard''' | |||
* '''High''' | |||
* '''Very High''' | |||
* '''Ultra''' | |||
| <small><tt>ENH_terrainDetail</tt></small> | |||
| | |||
|} | |||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''Minimum distance''' | |||
| Garbage Collection | |||
| The minimum distance from any player. Set the value to 0 to remove the min. distance. | |||
| <small><tt>MinPlayerDistance</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Character Corpses''' | |||
| Garbage Collection | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''Mode''' | |||
| Garbage Collection | |||
| Garbage collecting mode. | |||
Available options: | |||
* '''None''' | |||
* '''All scenario objects''' | |||
* '''Only objects that can respawn''' | |||
* '''Only objects that cannot respawn''' | |||
| <small><tt>CorpseManagerMode</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Limit''' | |||
| Garbage Collection | |||
| Maximum allowed number of dead bodies in the scenario. | |||
| <small><tt>CorpseLimit</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Min Delay''' | |||
| Garbage Collection | |||
| Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | |||
| <small><tt>CorpseRemovalMinTime</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Max Delay''' | |||
| Garbage Collection | |||
| Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | |||
| <small><tt>CorpseRemovalMaxTime</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Vehicle Wrecks''' | |||
| Garbage Collection | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''Mode''' | |||
| Garbage Collection | |||
| Garbage collecting mode. | |||
Available options: | |||
* '''None''' | |||
* '''All scenario objects''' | |||
* '''Only objects that can respawn''' | |||
* '''Only objects that cannot respawn''' | |||
| <small><tt>WreckManagerMode</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Limit''' | |||
| Garbage Collection | |||
| Maximum allowed number of dead bodies in the scenario. | |||
| <small><tt>WreckLimit</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Min Delay''' | |||
| Garbage Collection | |||
| Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | |||
| <small><tt>WreckRemovalMinTime</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Max Delay''' | |||
| Garbage Collection | |||
| Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | |||
| <small><tt>WreckRemovalMaxTime</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Enable Dynamic Simulation''' | |||
| Dynamic Simulation | |||
| Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected. | |||
| <small><tt>DynSimEnabled</tt></small> | |||
| | |||
|- | |||
| '''Activation Distance Settings''' | |||
| Dynamic Simulation | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''Characters''' | |||
| Dynamic Simulation | |||
| | |||
| <small><tt>DynSimDistGroup</tt></small> | |||
| | |||
|- | |||
| '''Manned Vehicles''' | |||
| Dynamic Simulation | |||
| | |||
| <small><tt>DynSimDistVehicle</tt></small> | |||
| | |||
|- | |||
| '''Props''' | |||
| Dynamic Simulation | |||
| | |||
| <small><tt>DynSimDistProp</tt></small> | |||
| | |||
|- | |||
| '''Empty Vehicles''' | |||
| Dynamic Simulation | |||
| | |||
| <small><tt>DynSimDistEmptyVehicle</tt></small> | |||
| | |||
|- | |||
| '''Activation Distance Modifiers''' | |||
| Dynamic Simulation | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''Is Moving''' | |||
| Dynamic Simulation | |||
| Multiplies activation distance of non-static entity by set value. | |||
| <small><tt>DynSimMovingCoef</tt></small> | |||
| | |||
|- | |||
| '''Limit by View Distance''' | |||
| Dynamic Simulation | |||
| Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled. | |||
| <small><tt>DynSimSaturateByObjDist</tt></small> | |||
| | |||
|} | |||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''Game Type''' | |||
| Type | |||
| Scenario type shown in the server browser and in the loading screen. | |||
| <small><tt>GameType</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Min Players''' | |||
| Type | |||
| Minimum number of required players. | |||
| <small><tt>MinPlayers</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Max Players''' | |||
| Type | |||
| Minimum number of allowed players. | |||
| <small><tt>MaxPlayers</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Summary''' | |||
| Lobby | |||
| Short summary shown in the scenario lobby. | |||
| <small><tt>IntelOverviewText</tt></small> | |||
| [[Text]] | |||
|- | |||
| '''Enable AI''' | |||
| Lobby | |||
| When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character. | |||
When AI is disabled, a new character is created for each connecting player. | |||
Server host can disable AI even when it is allowed by default. | |||
| <small><tt>DisabledAI</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Auto Assign Slots''' | |||
| Lobby | |||
| When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved. | |||
| <small><tt>JoinUnassigned</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Respawn''' | |||
| Respawn | |||
| Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios. | |||
Available options: | |||
* '''Disabled''' - No respawn. | |||
* '''Respawn on Custom Position''' - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected. | |||
:* respawn - position available for all sides | |||
:* respawn_west - BLUFOR respawn | |||
:* respawn_east - OPFOR respawn | |||
:* respawn_guerrila - Independent respawn | |||
:* respawn_civilian - Civilian respawn | |||
:Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc. | |||
* '''Respawn on Position of Death''' - Respawn where killed, even if the dead body moved. | |||
* '''Switch to Group Member''' - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead. | |||
* '''Switch to Side Member''' - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead. | |||
* '''Switch to Spectator''' - Spectate the scenario without being directly involved. | |||
| <small><tt>Respawn</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Rulesets''' | |||
| Respawn | |||
| Specific respawn rulesets based on currently selected 'Respawn'. | |||
| <small><tt>RespawnTemplates</tt></small> | |||
| [[Array]] | |||
|- | |||
| '''Respawn Delay''' | |||
| Respawn | |||
| Time in seconds after which players respawn. | |||
| <small><tt>RespawnDelay</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Vehicle Respawn Delay''' | |||
| Respawn | |||
| Time in seconds after which vehicles respawn. | |||
| <small><tt>RespawnVehicleDelay</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Show Scoreboard''' | |||
| Respawn | |||
| When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. | |||
| <small><tt>RespawnDialog</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Allow Manual Respawn''' | |||
| Respawn | |||
| When enabled, players will have the option to manually respawn in the pause menu. | |||
| <small><tt>RespawnButton</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Enable Team Switch''' | |||
| Respawn | |||
| When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player. | |||
| <small><tt>EnableTeamSwitch</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Allow AI Score''' | |||
| Respawn | |||
| When enabled, the score of playable characters controlled by AI will appear on the scoreboard. | |||
| <small><tt>AIKills</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Respawn Tickets BLUFOR''' | |||
| Respawn | |||
| | |||
| <small><tt>ENH_respawnTickets_west</tt></small> | |||
| | |||
|- | |||
| '''Respawn Tickets OPFOR''' | |||
| Respawn | |||
| | |||
| <small><tt>ENH_respawnTickets_east</tt></small> | |||
| | |||
|- | |||
| '''Respawn Tickets INDFOR''' | |||
| Respawn | |||
| | |||
| <small><tt>ENH_respawnTickets_independent</tt></small> | |||
| | |||
|- | |||
| '''Respawn Tickets CIVFOR''' | |||
| Respawn | |||
| | |||
| <small><tt>ENH_respawnTickets_civilian</tt></small> | |||
| | |||
|- | |||
| '''Save Loadout''' | |||
| Respawn | |||
| Restores the loadout on respawn. | |||
| <small><tt>ENH_saveLoadout</tt></small> | |||
| | |||
|- | |||
| '''Shared Objectives''' | |||
| Tasks | |||
| Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks. | |||
Available options: | |||
* '''Disabled''' - Tasks assigned by friendlies are not marked. | |||
* '''Enabled''' - Tasks assigned by friendlies are marked to player. | |||
* '''Enabled with Task Propagation''' - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates. | |||
| <small><tt>SharedObjectives</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Revive Mode''' | |||
| Revive | |||
| Controls who can be incapacitated and who can revive others. | |||
Available options: | |||
* '''Disabled''' - Revive is completely disabled. All players will die immediately. | |||
* '''Enabled for all players''' - Revive is enabled for all players. | |||
* '''Controlled by player Attributes''' - Only players with Revive enabled in their Attributes are effected. | |||
| <small><tt>ReviveMode</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Required Trait''' | |||
| Revive | |||
| Controls the specialty required to revive others. | |||
Available options: | |||
* '''None''' - Anyone can revive. | |||
* '''Medic''' - Only players with the 'Medic' trait can revive. | |||
| <small><tt>ReviveRequiredTrait</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Required Items''' | |||
| Revive | |||
| Controls the item required to revive others. | |||
Available options: | |||
* '''None''' - No special item is required in order to revive. | |||
* '''Medikit''' - The 'Medikit' item is required in order to revive. | |||
* '''First Aid Kit / Medikit''' - 'Medikit' or 'First Aid Kit' items are required in order to revive. | |||
| <small><tt>ReviveRequiredItems</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Revive Duration''' | |||
| Revive | |||
| Controls the time it takes to revive someone. | |||
| <small><tt>ReviveDelay</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Medic Speed Multiplier''' | |||
| Revive | |||
| Controls how much faster a medic revives someone. | |||
| <small><tt>ReviveMedicSpeedMultiplier</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Force Respawn Duration''' | |||
| Revive | |||
| Controls how long it takes to force respawn while incapacitated. | |||
| <small><tt>ReviveForceRespawnDelay</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Incapacitation Mode''' | |||
| Revive | |||
| Controls the level of simulation involved in triggering incapacitation. | |||
Available options: | |||
* '''Basic''' - Players will always enter the incapacitated state. | |||
* '''Advanced''' - Extensive wounds will kill players instantly. | |||
| <small><tt>ReviveUnconsciousStateMode</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Bleed Out Duration''' | |||
| Revive | |||
| Controls how long it takes an incapacitated unit to bleed out. | |||
| <small><tt>ReviveBleedOutDelay</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Enable''' | |||
| Dynamic Groups | |||
| Enable the Dynamic Groups system. | |||
| <small><tt>ENH_dynamicGroups</tt></small> | |||
| | |||
|- | |||
| '''Dynamic AI Skill Settings''' | |||
| Dynamic AI Skill Settings | |||
| | |||
| <small><tt>ENH_dynamicSkill</tt></small> | |||
| | | | ||
|} | |} |
Revision as of 21:25, 16 March 2020
Info | Development | |||
---|---|---|---|---|
Name | Category | 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. |
ItemClass | 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. | Name | 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. | Init | String |
' | Pylons Settings | Pylons | ||
Position | Transformation | World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | position | Position3D |
Rotation | Transformation | Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | rotation | Number |
Size | Transformation | Area size in meters. | size3 | Array |
Shape | Transformation | Area shape.
Available options:
|
IsRectangle | Bool |
Placement Radius | Transformation | Placement radius in meters. The entity will start at a random position within the radius. | placementRadius | 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). | ControlSP | 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. | ControlMP | Bool |
Role Description | Control | Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | description | 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:
|
lock | Number |
Skill | States | General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | skill | Number |
Health / Armor | States | Object health / armor. When close to 0%, the object will be destroyed. | Health | Number |
Fuel | States | Vehicle fuel. | fuel | Number |
Ammunition | States | General vehicle ammo state. | ammo | Number |
Rank | States | Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
Available options:
|
rank | String |
Stance | States |
Available options:
|
unitPos | |
Fleeing Coefficient | 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. | ENH_allowFleeing | |
Unladen Weight | States | Change the original mass value from 0% - 100%. Keep in mind that too low values can cause unwanted behaviour. | ENH_setMass | |
Visibility | States | Visibility
Available options:
|
ENH_featureTypeNew | |
Add Flag | States | Forces a flag texture onto a flag carrier (unit, vehicle or flag pole). No flag holder is required. | ENH_forceFlag | |
Ambient Animations | States | ENH_AmbientAnimations | ||
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. |
dynamicSimulation | Number |
Wake-Up Dynamic Simulation | Special States | Controls unit capability to activate dynamically simulated entities. | addToDynSimGrid | 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. |
enableSimulation | 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! |
objectIsSimple | Bool |
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). | hideObject | Bool |
Enable Damage | Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | allowDamage | 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. | enableStamina | Bool |
Revive Enabled | Special States | Enable revive for this unit. | EnableRevive | Bool |
Doors States | Special States | Set closed, locked or opened state for object doors. | DoorStates | |
Enable Captive Mode | Special States | Unit will behave neutral and will join the civilian side. | ENH_setCaptive | |
Allow Sprinting | Special States | ENH_allowSprint | ||
Force Walking | Special States | ENH_forceWalk | ||
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'; | ENH_makeHostage | |
Start in Parachute | Special States | When activated the unit will start the mission in a parachute. Start height is always 150 m. | ENH_parachute | |
Enable Headlights | Special States | Will enable headlights of selected EMPTY vehicle. | ENH_enableHeadlights | |
Crew in Immobile | Special States | Crew stays in vehicle even thought the vehicle is disabled. | ENH_allowCrewInImmobile | |
Engine on/off | Special States | ENH_engineOn | ||
Disable NVG Equipment | Special States | If enabled, night vision optics can no longer be used. | ENH_disableNVGEquipment | |
Disable Thermal Optics | Special States | If enabled, thermal optics can no longer be used. | ENH_disableTIEquipment | |
Speed Limit | Special States | Limit speed of given vehicle or person to given value (in km/h). Does only work for AI controlled vehicles. | ENH_limitSpeed | |
Stay on position | Special States | Prevents AI from moving into formation at mission start. | ENH_doStop | |
Disable Deletion on Death | Special States | The object won't be deleted after death or destruction. | ENH_removeFromRemainsCollector | |
Respawn Tickets | Special States | Every unit can respawn as long as it hasn't run out of tickets. | ENH_SPR_Tickets | |
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. | ENH_debugPath | |
Name | Identity | Character name, by default automatically generated based on faction. | unitName | String |
Face | Identity | Character face. | face | 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:
|
NameSound | String |
Voice | Identity | Radio voice used in group communication (e.g., target reporting). | speaker | String |
Voice Pitch | Identity | Voice pitch. Higher number means higher voice. | pitch | Number |
Insignia | Identity | Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario. | unitInsignia | String |
Probability of Presence | Presence | Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | presence | 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. | presenceCondition | String |
Equipment Storage | Equipment Storage | ammoBox | String | |
Add Gun Light | Equipment Storage | Forces unit to have gun light turned on. | ENH_addGunLight | |
Arsenal | Equipment Storage | Adds an Arsenal with all items to the object. | ENH_virtualArsenal | |
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. | ReportRemoteTargets | Bool |
Data Link Receive | Electronics & Sensors | Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | ReceiveRemoteTargets | Bool |
Data Link Position | Electronics & Sensors | Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | ReportOwnPosition | Bool |
Emission Control | Electronics & Sensors | Radar EMCON rules for the AI
Available options:
|
RadarUsageAI | String |
Head | Advanced Damage | ENH_damageHead | ||
Face | Advanced Damage | ENH_damageFace | ||
Neck | Advanced Damage | ENH_damageNeck | ||
Chest | Advanced Damage | ENH_damageChest | ||
Arms | Advanced Damage | ENH_damageArms | ||
Hands | Advanced Damage | ENH_damageHands | ||
Abdomen | Advanced Damage | ENH_damageAbdomen | ||
Pelvis | Advanced Damage | ENH_damagePelvis | ||
Diaphragm | Advanced Damage | ENH_damageDiaphragm | ||
Legs | Advanced Damage | ENH_damageLegs | ||
Various Vehicles | Advanced Damage | AttributeSystemSubcategory | ||
Engine #1 | Advanced Damage | ENH_damageEngine | ||
Gun | Advanced Damage | ENH_damageGun | ||
Fuel Tank #1 | Advanced Damage | ENH_damageFuelTank | ||
Turret | Advanced Damage | ENH_damageTurret | ||
Hull | Advanced Damage | ENH_hull | ||
Window #1 | Advanced Damage | ENH_damageWindows | ||
Window #2 | Advanced Damage | ENH_damageWindows1 | ||
Window #3 | Advanced Damage | ENH_damageWindows2 | ||
Window #4 | Advanced Damage | ENH_damageWindows3 | ||
Window #5 | Advanced Damage | ENH_damageWindows4 | ||
Window #6 | Advanced Damage | ENH_damageWindows5 | ||
Window #7 | Advanced Damage | ENH_damageWindows6 | ||
Land Vehicles | Advanced Damage | AttributeSystemSubcategory | ||
1st axle left wheel | Advanced Damage | ENH_damageLFWheel | ||
1st axle right wheel | Advanced Damage | ENH_damageRFWheel | ||
2nd axle left wheel | Advanced Damage | ENH_damageLF2Wheel | ||
2nd axle right wheel | Advanced Damage | ENH_damageRF2Wheel | ||
3rd axle left wheel | Advanced Damage | ENH_damageLMWheel | ||
3rd axle right wheel | Advanced Damage | ENH_damageRMWheel | ||
4th axle left wheel | Advanced Damage | ENH_damageLBWheel | ||
4th axle right wheel | Advanced Damage | ENH_damageRBWheel | ||
Body | Advanced Damage | ENH_damageVehBody | ||
Left track | Advanced Damage | ENH_damageLTrack | ||
Right track | Advanced Damage | ENH_damageRTrack | ||
Aeronautical Vehicles | Advanced Damage | AttributeSystemSubcategory | ||
Avionics | Advanced Damage | ENH_damageAvionics | ||
Main rotor | Advanced Damage | ENH_damageMainRotor | ||
Tail Rotor | Advanced Damage | ENH_damageTailRotor | ||
Engine #2 | Advanced Damage | ENH_engine2 | ||
Fuel Tank #2 | Advanced Damage | ENH_fuel2 | ||
Left Aileron | Advanced Damage | ENH_hitlaileron | ||
Right Aileron | Advanced Damage | ENH_hitraileron | ||
Left Rudder | Advanced Damage | ENH_hitlcrudder | ||
Right Rudder | Advanced Damage | ENH_hitrrudder | ||
Left Elevator | Advanced Damage | ENH_hitlcelevator | ||
Right Elevator | Advanced Damage | ENH_hitrelevator | ||
Gear Lights | Advanced Damage | ENH_gear_f_lights | ||
Move | Disable AI Features | Disables AI's ability to move. | ENH_disableAI_move | |
Target | Disable AI Features | Disables AI's ability to target. | ENH_disableAI_target | |
Cover | Disable AI Features | Disables AI's ability to take cover. | ENH_disableAI_cover | |
Autotarget | Disable AI Features | Disables AI's ability automatically assign targets. | ENH_disableAI_autotarget | |
Animation | Disable AI Features | Disables animations. | ENH_disableAI_anim | |
FSM | Disable AI Features | Disable the execution of AI behaviour scripts. | ENH_disableAI_FSM | |
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. | ENH_disableAI_aimingError | |
Team Switch | Disable AI Features | AI disabled because of Team Switch. | ENH_disableAI_teamswitch | |
Suppression | Disable AI Features | Prevents AI from being suppressed. | ENH_disableAI_suppression | |
Raycasts | Disable AI Features | Disables visibility raycasts. | ENH_disableAI_checkVisible | |
Autocombat | Disable AI Features | Disables autonomous switching to COMBAT when in danger. | ENH_disableAI_autocombat | |
Path | Disable AI Features | Stops the AI’s movement but not the target alignment. | ENH_disableAI_path | |
Mine Detection | Disable AI Features | ENH_disableAI_mineDetection | ||
Weapon Aim | Disable AI Features | ENH_disableAI_weaponAim | ||
Night Vision Goggles | Disable AI Features | ENH_disableAI_NVG | ||
Lights | Disable AI Features | ENH_disableAI_lights | ||
Radio Protocol | Disable AI Features | Stops AI from talking and texting while still being able to issue orders. | ENH_disableAI_radioProtocol | |
Aiming Shake | Advanced Skill Settings | Affects how steadily the AI can hold a weapon (Higher value = less weapon sway). | ENH_aimingShake | |
Aiming Speed | Advanced Skill Settings | Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error). | ENH_aimingSpeed | |
Aiming Accuracy | Advanced Skill Settings | Affects how precise an AI will shoot (Higher value = higher precision). | ENH_aimingAccuracy | |
Commanding | Advanced Skill Settings | Affects how quickly recognized targets are shared with the group (Higher value = faster reporting). | ENH_commanding | |
Courage | Advanced Skill Settings | Affects unit's subordinates' morale (Higher value = more courage). | ENH_courage | |
General | Advanced Skill Settings | Affects the AI's decision making. | enh_general | |
Reload Speed | Advanced Skill Settings | Affects the delay between switching or reloading a weapon. (Higher value = less delay). | ENH_reloadingSpeed | |
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). | ENH_spotDistance | |
Spot Time | Advanced Skill Settings | Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction). | ENH_spotTime | |
Is Medic? | Unit Traits | Defines whether the unit can fully heal other units. | ENH_unitTraits_medic | |
Is Engineer? | Unit Traits | Defines whether or not the unit can repair vehicles. | ENH_unitTraits_engineer | |
Is Explosive Specialist? | Unit Traits | Defines whether the unit can defuse explosives. | ENH_unitTrait_explosiveSpecialist | |
Is UAV Hacker? | Unit Traits | Defines whether the unit can hack hostile UAVs. | ENH_unitTrait_UAVHacker | |
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. | ENH_unitTraits_camouflage | |
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. | ENH_unitTraits_audibleCoef | |
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. | ENH_unitTraits_loadCoef | |
Hold Action | Hold Action | ENH_HoldAction |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Title | Presentation | Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys. | IntelBriefingName | String |
Author | Presentation | Scenario author. Appears in the scenarios menu and in loading screens. | Author | String |
Picture | Overview | Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead. | OverviewPicture | String |
Text | Overview | Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys. | OverviewText | String |
DLC | Overview | When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC. | AppId | Number |
Require DLC | Overview | Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned. | AssetType | String |
Picture | Overview (Locked) | Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead. | OverviewPictureLocked | String |
Text | Overview (Locked) | Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys. | OverviewTextLocked | String |
Picture | Loading Screen | Path to the picture visible in the loading screens before and during the scenario. | LoadScreen | String |
Text | Loading Screen | Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys. | OnLoadMission | String |
Show Briefing | States | When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios. | Briefing | Bool |
Show Debriefing | States | When disabled, the debriefing screen will not be shown when the scenario is completed. | Debriefing | Bool |
Enable Saving | States | When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. | Saving | Bool |
Show Map | States | When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory. | ShowMap | Bool |
Show Compass | States | When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory. | ShowCompass | Bool |
Show Watch | States | When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory. | ShowWatch | Bool |
Show GPS | States | When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory. | ShowGPS | Bool |
Show HUD | States | When disabled, on-screen information such as weapon information or the command menu will be hidden. | ShowHUD | Bool |
Show UAV Feed | States | When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. | ShowUAVFeed | Bool |
Advanced Flight Model | States | When enabled, all player controlled helicopters will use the advanced flight model. | ForceRotorLibSimulation | Bool |
Debug Console | States | Determines debug console availability
Available options:
|
EnableDebugConsole | Number |
Unlocked Keys | Unlock | Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam. | DoneKeys | Array |
Required Keys | Unlock | Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios. | Keys | Array |
Required Keys Limit | Unlock | The number of required keys to be active for the mission to be unlocked. | KeysLimit | Number |
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. | Init | String |
Independents Allegiance | Misc | Sets who the Independent side will be friendly to. The value is shared across all scenario phases. | IntelIndepAllegiance | Array in format [west:Number,east:Number] |
Binarize the Scenario File | Misc | When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor. | SaveBinarized | Bool |
Editable Objects (Zeus) | Misc | Checks all alive objects (except logics) every 60 seconds and makes them available for editing for all curators.
If no curators are in game, the attribute will not work. |
ENH_dynamicGroups | |
Volume (Sound) | Music, Sound & Radio Settings | ENH_soundVolume | ||
Volume (Music) | Music, Sound & Radio Settings | ENH_musicVolume | ||
Volume (Radio) | Music, Sound & Radio Settings | ENH_radioVolume | ||
Random Music | Music, Sound & Radio Settings | Will play randomly selected music at mission start. Input must look as follows: Classname_1 Classname_2 Classname_3 Classname_n. | ENH_randomMusic | |
Map Indicators | Map Indicators | ENH_mapIndicators | ||
Ambient Flyby | Ambient Flyby | ENH_ambientFlyby | ||
Classes | Airdrop | Classes of the soldiers which should be dropped in format:
Classname_1 Classname_2 Classname_n. |
ENH_Airdrop | |
Establishing Shot | Establishing Shot | ENH_establisingShot | ||
' | Intro Text | ENH_introText | ||
Mission Ending (Casualties) | Mission Ending | ENH_missionEnding_casualties | ||
Single Player Respawn | Single Player Respawn | ENH_SPR |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Date | Date | Starting date. | IntelDate | Array in format [year, month, day] |
Time | Date | Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain. | IntelTime | Number |
Time Multiplier | Date | Set how fast the time will pass. | ENH_timeMultiplier | |
Time of Changes | Weather Forecast | Delay until all forecasted weather values take effect. | IntelTimeOfChanges | Number |
Overcast Start | Overcast | Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. | IntelWeatherStart | Number |
Overcast Forecast | Overcast | Forecasted cloud cover. | IntelWeatherForecast | Number |
Fog Start | Fog | Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. | IntelFogStart | Number |
Fog Forecast | Fog | Forecasted fog. | IntelFogForecast | Number |
Manual Override | Rain | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | IntelRainIsForced | Bool |
Rain Start | Rain | Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | IntelRainStart | Number |
Rain Forecast | Rain | Forecasted rain strength. | IntelRainForecast | Number |
Manual Override | Lightnings | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | IntelLightningIsForced | Bool |
Lightnings Start | Lightnings | Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. | IntelLightningStart | Number |
Lightnings Forecast | Lightnings | Forecasted frequency of lightning. | IntelLightningForecast | Number |
Manual Override | Waves | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | IntelWavesIsForced | Bool |
Waves Start | Waves | Initial waves size. Applied independently of cloud cover settings. | IntelWavesStart | Number |
Waves Forecast | Waves | Forecasted waves size. | IntelWavesForecast | Number |
Manual Override | Wind | Enables manual settings in this category. When disabled, the engine will calculate the values automatically. | IntelWindIsForced | Bool |
Wind Start | Wind | Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving. | IntelWindStart | Number |
Wind Forecast | Wind | Forecasted wind strength. | IntelWindForecast | Number |
Gusts Start | Wind | Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes. | IntelWindGustStart | Number |
Gusts Forecast | Wind | Forecasted gusts value. | IntelWindGustForecast | Number |
Direction Start | Wind | Initial wind direction. | IntelWindDirectionStart | Number |
Direction Forecast | Wind | Forecasted wind direction. | IntelWindDirectionForecast | Number |
View Distance | Visual Settings | Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. | ENH_viewDistance | |
Object View Distance | Visual Settings | Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. | ENH_objViewDistance | |
Terrain Detail | Visual Settings |
Available options:
|
ENH_terrainDetail |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Minimum distance | Garbage Collection | The minimum distance from any player. Set the value to 0 to remove the min. distance. | MinPlayerDistance | Number |
Character Corpses | Garbage Collection | AttributeSystemSubcategory | ||
Mode | Garbage Collection | Garbage collecting mode.
Available options:
|
CorpseManagerMode | Number |
Limit | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | CorpseLimit | Number |
Min Delay | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | CorpseRemovalMinTime | Number |
Max Delay | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | CorpseRemovalMaxTime | Number |
Vehicle Wrecks | Garbage Collection | AttributeSystemSubcategory | ||
Mode | Garbage Collection | Garbage collecting mode.
Available options:
|
WreckManagerMode | Number |
Limit | Garbage Collection | Maximum allowed number of dead bodies in the scenario. | WreckLimit | Number |
Min Delay | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. | WreckRemovalMinTime | Number |
Max Delay | Garbage Collection | Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. | WreckRemovalMaxTime | Number |
Enable Dynamic Simulation | Dynamic Simulation | Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected. | DynSimEnabled | |
Activation Distance Settings | Dynamic Simulation | AttributeSystemSubcategory | ||
Characters | Dynamic Simulation | DynSimDistGroup | ||
Manned Vehicles | Dynamic Simulation | DynSimDistVehicle | ||
Props | Dynamic Simulation | DynSimDistProp | ||
Empty Vehicles | Dynamic Simulation | DynSimDistEmptyVehicle | ||
Activation Distance Modifiers | Dynamic Simulation | AttributeSystemSubcategory | ||
Is Moving | Dynamic Simulation | Multiplies activation distance of non-static entity by set value. | DynSimMovingCoef | |
Limit by View Distance | Dynamic Simulation | Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled. | DynSimSaturateByObjDist |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Game Type | Type | Scenario type shown in the server browser and in the loading screen. | GameType | String |
Min Players | Type | Minimum number of required players. | MinPlayers | Number |
Max Players | Type | Minimum number of allowed players. | MaxPlayers | Number |
Summary | Lobby | Short summary shown in the scenario lobby. | IntelOverviewText | Text |
Enable AI | Lobby | When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.
When AI is disabled, a new character is created for each connecting player. Server host can disable AI even when it is allowed by default. |
DisabledAI | Bool |
Auto Assign Slots | Lobby | When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved. | JoinUnassigned | Bool |
Respawn | Respawn | Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.
Available options:
|
Respawn | Number |
Rulesets | Respawn | Specific respawn rulesets based on currently selected 'Respawn'. | RespawnTemplates | Array |
Respawn Delay | Respawn | Time in seconds after which players respawn. | RespawnDelay | Number |
Vehicle Respawn Delay | Respawn | Time in seconds after which vehicles respawn. | RespawnVehicleDelay | Number |
Show Scoreboard | Respawn | When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. | RespawnDialog | Bool |
Allow Manual Respawn | Respawn | When enabled, players will have the option to manually respawn in the pause menu. | RespawnButton | Bool |
Enable Team Switch | Respawn | When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player. | EnableTeamSwitch | Bool |
Allow AI Score | Respawn | When enabled, the score of playable characters controlled by AI will appear on the scoreboard. | AIKills | Bool |
Respawn Tickets BLUFOR | Respawn | ENH_respawnTickets_west | ||
Respawn Tickets OPFOR | Respawn | ENH_respawnTickets_east | ||
Respawn Tickets INDFOR | Respawn | ENH_respawnTickets_independent | ||
Respawn Tickets CIVFOR | Respawn | ENH_respawnTickets_civilian | ||
Save Loadout | Respawn | Restores the loadout on respawn. | ENH_saveLoadout | |
Shared Objectives | Tasks | Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.
Available options:
|
SharedObjectives | String |
Revive Mode | Revive | Controls who can be incapacitated and who can revive others.
Available options:
|
ReviveMode | String |
Required Trait | Revive | Controls the specialty required to revive others.
Available options:
|
ReviveRequiredTrait | String |
Required Items | Revive | Controls the item required to revive others.
Available options:
|
ReviveRequiredItems | String |
Revive Duration | Revive | Controls the time it takes to revive someone. | ReviveDelay | String |
Medic Speed Multiplier | Revive | Controls how much faster a medic revives someone. | ReviveMedicSpeedMultiplier | String |
Force Respawn Duration | Revive | Controls how long it takes to force respawn while incapacitated. | ReviveForceRespawnDelay | String |
Incapacitation Mode | Revive | Controls the level of simulation involved in triggering incapacitation.
Available options:
|
ReviveUnconsciousStateMode | String |
Bleed Out Duration | Revive | Controls how long it takes an incapacitated unit to bleed out. | ReviveBleedOutDelay | String |
Enable | Dynamic Groups | Enable the Dynamic Groups system. | ENH_dynamicGroups | |
Dynamic AI Skill Settings | Dynamic AI Skill Settings | ENH_dynamicSkill |