Eden Editor: Scenario Attributes: Difference between revisions

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==== Environment ====
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==== Multiplayer ====
==== Multiplayer ====
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! colspan="3" | Info
! colspan="3" | <big>Info</big>
! colspan="2" | [[Eden Editor: Setting Attributes|Development]]
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
|-
! Name
! Name
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| '''Game Type'''
| '''Game Type'''
| Type
| Type
|  
| Scenario type shown in the server browser and in the loading screen.
| <tt>GameType</tt>
| <small><tt>GameType</tt></small>
| [[String]]
| [[String]]
|-
|-
| '''Min Players'''
| '''Min Players'''
| Type
| Type
|  
| Minimum number of required players.
| <tt>MinPlayers</tt>
| <small><tt>MinPlayers</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Max Players'''
| '''Max Players'''
| Type
| Type
|  
| Minimum number of allowed players.
| <tt>MaxPlayers</tt>
| <small><tt>MaxPlayers</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Multiplayer Overview'''
| '''Multiplayer Overview'''
| Lobby
| Lobby
|  
| Short summary shown in the scenario lobby.
| <tt>IntelOverviewText</tt>
| <small><tt>IntelOverviewText</tt></small>
| [[Text]]
| [[Text]]
|-
|-
| '''Disable AI'''
| '''Enable AI'''
| Lobby
| Lobby
|  
| When AI entities are disabled, playable characters are created. When a player joins, a new one is created for him.
| <tt>DisabledAI</tt>
When AI entities are allowed, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.
Server host can disable AI entities even when they are allowed by default.
| <small><tt>DisabledAI</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Auto Assign Slots'''
| '''Auto Assign Slots'''
| Lobby
| Lobby
|  
| When enabled, arriving players will be first assigned to a side with the lowest number of players. Valid only for scenarios with multiple playable sides involved.
| <tt>JoinUnassigned</tt>
| <small><tt>JoinUnassigned</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Respawn'''
| '''Respawn'''
| Respawn
| Respawn
|  
| Character respawn type. Defines what will happen to players after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.
| <tt>Respawn</tt>
Available options:
* '''Disabled''' - No respawn.
* '''Respawn on Custom Position''' - Respawn on a position defined by 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 died, even if the dead body moved since.
* '''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]]
| [[Number]]
|-
|-
| '''Rulesets'''
| '''Rulesets'''
| Respawn
| Respawn
|  
| Specific respawn rulesets based on currently selected 'Respawn'.
| <tt>RespawnTemplates</tt>
| <small><tt>RespawnTemplates</tt></small>
| [[Array]]
| [[Array]]
|-
|-
| '''Respawn Delay'''
| '''Respawn Delay'''
| Respawn
| Respawn
|  
| Time in seconds after which players respawn.
| <tt>RespawnDelay</tt>
| <small><tt>RespawnDelay</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Vehicle Respawn Delay'''
| '''Vehicle Respawn Delay'''
| Respawn
| Respawn
|  
| Time in seconds after which vehicles respawn.
| <tt>RespawnVehicleDelay</tt>
| <small><tt>RespawnVehicleDelay</tt></small>
| [[Number]]
| [[Number]]
|-
|-
| '''Show Scoreboard'''
| '''Show Scoreboard'''
| Respawn
| Respawn
|  
| When enabled, scoreboard is show while waiting for respawn. May be subdued by some respawn rulesets.
| <tt>RespawnDialog</tt>
| <small><tt>RespawnDialog</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Respawn Button'''
| '''Allow Manual Respawn'''
| Respawn
| Respawn
|  
| When enabled, players will have option to manually respawn in the pause menu.
| <tt>RespawnButton</tt>
| <small><tt>RespawnButton</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Enable Team Switch'''
| '''Enable Team Switch'''
| Respawn
| Respawn
|  
| When enabled, players will be able to manually switch to any other playable character in the scenario which is alrerady not controlled by another player.
| <tt>EnableTeamSwitch</tt>
| <small><tt>EnableTeamSwitch</tt></small>
| [[Bool]]
| [[Bool]]
|-
|-
| '''Apply Respawn on AI'''
| '''Apply Respawn on AI'''
| Respawn
| Respawn
|  
| When enabled, AI controlled characters will be respawned and their score counted in the score table.
| <tt>AIKills</tt>
| <small><tt>AIKills</tt></small>
| [[Bool]]
| [[Bool]]
|}
|}
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Revision as of 14:48, 11 December 2015

Attributes

Info Development
Name Category Description Class Type
Name 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
Picture Overview (Locked) Path to overview picture visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details) 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 picture visible in 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 son't be shown when the scenario is completed. Debriefing Bool
Enable Saving States When disabled, 'SAVE' option in the pause menu will be disabled and scripted autosaves won't 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 be achieved also by removing map from player's inventory. ShowMap Bool
Show Compass States When disabled, compass won't be available neither in the map, nor in the scene after pressing the 'Compass' key. Can be achieved also by removing compass from player's inventory. ShowCompass Bool
Show Watch States When disabled, the watch won't be available in the scene after pressing the 'Watch' key. Can be achieved also by removing watch from player's inventory. ShowWatch Bool
Show GPS States When disabled, the GPS minimap won't be available in the scene after pressing the 'GPS' key. Can be achieved also by removing GPS from player's inventory. ShowGPS Bool
Show HUD States When disabled, on-screen information like weapon information or command menu will be hidden. ShowHUD Bool
Show UAV Feed States When disabled, the UAV feed won't 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 advanced flight model. ForceRotorLibSimulation Bool
Debug Console States Determines debug console availablity.

Available options:

  • Available only in editor
  • Available for the host or logged-in admin
  • Available for everyone
EnableDebugConsole Number
Unlocked Keys Unlock Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by semicolon. Key can be activated using 'activateKey' scripting command. Doesn't affect multiplayer and campaign scenarios, and 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 semicolon. Doesn't affect multiplayer and campaign scenarios. Keys Array
Required Keys Limit Unlock How many of required keys has to be active for mission to be unlocked. KeysLimit Number
Independents\nAllegiance Misc Sets to whom will Independet side be friendly to. IntelIndepAllegiance Array in format [west:Number,east:Number]

Environment

Info Development
Name Category Description Class Type
Date Date Starting date. IntelDate Array in format [year, month, day]
Time Date Starting time of the day. Please note that sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and longitude and latitude of the terrain. IntelTime Number
Time of Changes Weather Forecast Delay until all forecasted weather values take effect. IntelTimeOfChanges Number
Overcast Start Overcast Initial cloudiness. Unless they are set manually, this value also affects rain, lightnings, waves, wind and gusts values. IntelWeatherStart Number
Overcast Forecast Overcast Forecasted cloudiness. IntelWeatherForecast Number
Fog Start Fog Initial fog. Strength affects not only how far can player see, but also limits sight of AI entities. IntelFogStart Number
Fog Forecast Fog Forecasted fog. IntelFogForecast Number
Manual Override Rain Enable 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 cloudiness is already bad, i.e., high value is ignored when the weather is sunny. IntelRainStart Number
Rain Forecast Rain Forecasted rain strength. IntelRainForecast Number
Manual Override Lightnings Enable manual settings in this category. When disabled, the engine will calculate the values automatically. IntelLightningIsForced Bool
Lightnings Start Lightnings Initial frequency of lightnings. Applied only when the cloudiness is already bad, i.e., high value is ignored when the weather is sunny. IntelLightningStart Number
Lightnings Forecast Lightnings Forecasted frequency of lightnings. IntelLightningForecast Number
Manual Override Waves Enable manual settings in this category. When disabled, the engine will calculate the values automatically. IntelWavesIsForced Bool
Waves Start Waves Initial waves size. Applied independently on cloudiness settings. IntelWavesStart Number
Waves Forecast Waves Forecasted waves size. IntelWavesForecast Number
Manual Override Wind Enable 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 cloudiness is, the stronger and more frequent the changes are. 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


Multiplayer

Info Development
Name Category Description Class 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
Multiplayer Overview Lobby Short summary shown in the scenario lobby. IntelOverviewText Text
Enable AI Lobby When AI entities are disabled, playable characters are created. When a player joins, a new one is created for him.

When AI entities are allowed, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character. Server host can disable AI entities even when they are allowed by default.

DisabledAI Bool
Auto Assign Slots Lobby When enabled, arriving players will be first assigned to a 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 will happen to players 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 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 died, even if the dead body moved since.
  • 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.
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, scoreboard is show while waiting for respawn. May be subdued by some respawn rulesets. RespawnDialog Bool
Allow Manual Respawn Respawn When enabled, players will have 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 which is alrerady not controlled by another player. EnableTeamSwitch Bool
Apply Respawn on AI Respawn When enabled, AI controlled characters will be respawned and their score counted in the score table. AIKills Bool


Garbage Collection

Info Development
Name Category Description Class Type
Mode Character Corpses Garbage collecting mode.

Available options:

  • None
  • All objects
  • Only objects that can respawn
  • Only objects that cannot respawn
CorpseManagerMode Number
Limit Character Corpses Maximum number of dead bodies in the scenario. CorpseLimit Number
Min Delay Character Corpses Time in seconds before a dead body is removed when number of dead bodies exceeds 'Limit'. CorpseRemovalMinTime Number
Max Delay Character Corpses Time in seconds before a dead body is removed when number of dead bodies is below or equals 'Limit'. CorpseRemovalMaxTime Number
Mode Vehicle Wrecks Garbage collecting mode.

Available options:

  • None
  • All objects
  • Only objects that can respawn
  • Only objects that cannot respawn
WreckManagerMode Number
Limit Vehicle Wrecks Maximum number of vehicle wrecks in the scenario. WreckLimit Number
Min Delay Vehicle Wrecks Time in seconds before a wreck is removed when number of wrecks exceeds 'Limit'. WreckRemovalMinTime Number
Max Delay Vehicle Wrecks Time in seconds before a wreck is removed when number of wrecks is below or equals 'Limit'. WreckRemovalMaxTime Number