R3vo/Sandbox – User
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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 | |||
|- | |||
| '''Type''' | |||
| Type | |||
| Object type. Can be changed only to another type of the same side, | |||
e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop. | |||
| <small><tt>ItemClass</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Variable Name''' | |||
| Init | |||
| Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. | |||
| <small><tt>Name</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Init''' | |||
| Init | |||
| Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. | |||
| <small><tt>Init</tt></small> | |||
| [[String]] | |||
|- | |||
| '''''' | |||
| Pylons Settings | |||
| | |||
| <small><tt>Pylons</tt></small> | |||
| | |||
|- | |||
| '''Position''' | |||
| Transformation | |||
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | |||
| <small><tt>position</tt></small> | |||
| [[Position3D]] | |||
|- | |||
| '''Rotation''' | |||
| Transformation | |||
| Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | |||
| <small><tt>rotation</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Size''' | |||
| Transformation | |||
| Area size in meters. | |||
| <small><tt>size3</tt></small> | |||
| [[Array]] | |||
|- | |||
| '''Shape''' | |||
| Transformation | |||
| Area shape. | |||
Available options: | |||
* '''Ellipse''' | |||
* '''Rectangle''' | |||
| <small><tt>IsRectangle</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Placement Radius''' | |||
| Transformation | |||
| Placement radius in meters. The entity will start at a random position within the radius. | |||
| <small><tt>placementRadius</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Player''' | |||
| Control | |||
| Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case). | |||
| <small><tt>ControlSP</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Playable''' | |||
| Control | |||
| When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch. | |||
| <small><tt>ControlMP</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Role Description''' | |||
| Control | |||
| Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | |||
| <small><tt>description</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Lock''' | |||
| States | |||
| Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving. | |||
Available options: | |||
* '''Unlocked''' - Anyone can get in | |||
* '''Default''' - Group leaders and anyone who was ordered in by their group leader can get in | |||
* '''Locked''' - No one can get in | |||
* '''Locked for players''' - Anyone except for players can get in | |||
| <small><tt>lock</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Skill''' | |||
| States | |||
| General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | |||
| <small><tt>skill</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Health / Armor''' | |||
| States | |||
| Object health / armor. When close to 0%, the object will be destroyed. | |||
| <small><tt>Health</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Fuel''' | |||
| States | |||
| Vehicle fuel. | |||
| <small><tt>fuel</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Ammunition''' | |||
| States | |||
| General vehicle ammo state. | |||
| <small><tt>ammo</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Rank''' | |||
| States | |||
| Character rank. When a group leader is killed, the subordinate with the highest rank will take over. | |||
Available options: | |||
* '''Private''' | |||
* '''Corporal''' | |||
* '''Sergeant''' | |||
* '''Lieutenant''' | |||
* '''Captain''' | |||
* '''Major''' | |||
* '''Colonel''' | |||
| <small><tt>rank</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Stance''' | |||
| States | |||
| | |||
Available options: | |||
* '''Default Stance''' | |||
* '''Lie Down''' | |||
* '''Crouch''' | |||
* '''Stand Up''' | |||
| <small><tt>unitPos</tt></small> | |||
| | |||
|- | |||
| '''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. | |||
| <small><tt>ENH_allowFleeing</tt></small> | |||
| | |||
|- | |||
| '''Unladen Weight''' | |||
| States | |||
| Change the original mass value from 0% - 100%. Keep in mind that too low values can cause unwanted behaviour. | |||
| <small><tt>ENH_setMass</tt></small> | |||
| | |||
|- | |||
| '''Visibility''' | |||
| States | |||
| Visibility | |||
Available options: | |||
* '''Unchanged''' - No change compared to the previous state. | |||
* '''Limit by Object View Distance''' - Object is always visible within object view distance. | |||
* '''Limit by Terrain View Distance''' - Object is always visible within terrain view distance. | |||
| <small><tt>ENH_featureTypeNew</tt></small> | |||
| | |||
|- | |||
| '''Add Flag''' | |||
| States | |||
| Forces a flag texture onto a flag carrier (unit, vehicle or flag pole). No flag holder is required. | |||
| <small><tt>ENH_forceFlag</tt></small> | |||
| | |||
|- | |||
| '''Ambient Animations''' | |||
| States | |||
| | |||
| <small><tt>ENH_AmbientAnimations</tt></small> | |||
| | |||
|- | |||
| '''Enable Dynamic Simulation''' | |||
| Special States | |||
| Entity simulation is enabled only if the player or an enemy unit is nearby. | |||
Note: Doesn't work on simple objects and it overwrites basic simulation settings. | |||
| <small><tt>dynamicSimulation</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Wake-Up Dynamic Simulation''' | |||
| Special States | |||
| Controls unit capability to activate dynamically simulated entities. | |||
| <small><tt>addToDynSimGrid</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Enable Simulation''' | |||
| Special States | |||
| When disabled, the object will freeze and ignore any input or collisions. | |||
Note: This option doesn't have any effect on dynamically simulated objects. | |||
| <small><tt>enableSimulation</tt></small> | |||
| [[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! | |||
| <small><tt>objectIsSimple</tt></small> | |||
| [[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). | |||
| <small><tt>hideObject</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Enable Damage''' | |||
| Special States | |||
| Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | |||
| <small><tt>allowDamage</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Enable Stamina''' | |||
| Special States | |||
| Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely. | |||
| <small><tt>enableStamina</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Revive Enabled''' | |||
| Special States | |||
| Enable revive for this unit. | |||
| <small><tt>EnableRevive</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Doors States''' | |||
| Special States | |||
| Set closed, locked or opened state for object doors. | |||
| <small><tt>DoorStates</tt></small> | |||
| | |||
|- | |||
| '''Enable Captive Mode''' | |||
| Special States | |||
| Unit will behave neutral and will join the civilian side. | |||
| <small><tt>ENH_setCaptive</tt></small> | |||
| | |||
|- | |||
| '''Allow Sprinting''' | |||
| Special States | |||
| | |||
| <small><tt>ENH_allowSprint</tt></small> | |||
| | |||
|- | |||
| '''Force Walking''' | |||
| Special States | |||
| | |||
| <small><tt>ENH_forceWalk</tt></small> | |||
| | |||
|- | |||
| '''Make Hostage''' | |||
| Special States | |||
| Makes the unit a hostage and adds a 'Free Hostage' action. Whether the unit is still hostage can be checked with _unitName getVariable 'ENH_isHostage'; | |||
| <small><tt>ENH_makeHostage</tt></small> | |||
| | |||
|- | |||
| '''Start in Parachute''' | |||
| Special States | |||
| When activated the unit will start the mission in a parachute. Start height is always 150 m. | |||
| <small><tt>ENH_parachute</tt></small> | |||
| | |||
|- | |||
| '''Enable Headlights''' | |||
| Special States | |||
| Will enable headlights of selected EMPTY vehicle. | |||
| <small><tt>ENH_enableHeadlights</tt></small> | |||
| | |||
|- | |||
| '''Crew in Immobile''' | |||
| Special States | |||
| Crew stays in vehicle even thought the vehicle is disabled. | |||
| <small><tt>ENH_allowCrewInImmobile</tt></small> | |||
| | |||
|- | |||
| '''Engine on/off''' | |||
| Special States | |||
| | |||
| <small><tt>ENH_engineOn</tt></small> | |||
| | |||
|- | |||
| '''Disable NVG Equipment''' | |||
| Special States | |||
| If enabled, night vision optics can no longer be used. | |||
| <small><tt>ENH_disableNVGEquipment</tt></small> | |||
| | |||
|- | |||
| '''Disable Thermal Optics''' | |||
| Special States | |||
| If enabled, thermal optics can no longer be used. | |||
| <small><tt>ENH_disableTIEquipment</tt></small> | |||
| | |||
|- | |||
| '''Speed Limit''' | |||
| Special States | |||
| Limit speed of given vehicle or person to given value (in km/h). Does only work for AI controlled vehicles. | |||
| <small><tt>ENH_limitSpeed</tt></small> | |||
| | |||
|- | |||
| '''Stay on position''' | |||
| Special States | |||
| Prevents AI from moving into formation at mission start. | |||
| <small><tt>ENH_doStop</tt></small> | |||
| | |||
|- | |||
| '''Disable Deletion on Death''' | |||
| Special States | |||
| The object won't be deleted after death or destruction. | |||
| <small><tt>ENH_removeFromRemainsCollector</tt></small> | |||
| | |||
|- | |||
| '''Respawn Tickets''' | |||
| Special States | |||
| Every unit can respawn as long as it hasn't run out of tickets. | |||
| <small><tt>ENH_SPR_Tickets</tt></small> | |||
| | |||
|- | |||
| '''Debug Path''' | |||
| Special States | |||
| Path of the unit will be marked by multiple arrows. Useful to find areas where AI might not be able to walk or drive. Do only use during mission creation. | |||
| <small><tt>ENH_debugPath</tt></small> | |||
| | |||
|- | |||
| '''Name''' | |||
| Identity | |||
| Character name, by default automatically generated based on faction. | |||
| <small><tt>unitName</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Face''' | |||
| Identity | |||
| Character face. | |||
| <small><tt>face</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Call Sign''' | |||
| Identity | |||
| Call sign used in radio protocol (e.g., leader will order 'Kerry, fall back' instead of generic '2, fall back'). It doesn't affect character's actual name; consider changing it as well so they match together. | |||
Available options: | |||
* '''No Call Sign''' | |||
* '''Miller''' | |||
* '''Reynolds''' | |||
* '''Armstrong''' | |||
* '''Nichols''' | |||
* '''Tanny''' | |||
* '''Frost''' | |||
* '''Lacey''' | |||
* '''Larkin''' | |||
* '''Kerry''' | |||
* '''Jackson''' | |||
* '''McKendrick''' | |||
* '''Levine''' | |||
* '''James''' | |||
* '''McKay''' | |||
* '''Hardy''' | |||
* '''Northgate''' | |||
* '''Adams''' | |||
* '''Bennett''' | |||
* '''Campbell''' | |||
* '''Dixon''' | |||
* '''Everett''' | |||
* '''Franklin''' | |||
* '''Givens''' | |||
* '''Hawkins''' | |||
* '''Lopez''' | |||
* '''Martinez''' | |||
* '''OConnor''' | |||
* '''Ryan''' | |||
* '''Patterson''' | |||
* '''Sykes''' | |||
* '''Taylor''' | |||
* '''Walker''' | |||
* '''Amin''' | |||
* '''Masood''' | |||
* '''Fahim''' | |||
* '''Habibi''' | |||
* '''Kushan''' | |||
* '''Jawadi''' | |||
* '''Nazari''' | |||
* '''Siddiqi''' | |||
* '''Takhtar''' | |||
* '''Wardak''' | |||
* '''Yousuf''' | |||
* '''Anthis''' | |||
* '''Costa''' | |||
* '''Dimitirou''' | |||
* '''Elias''' | |||
* '''Gekas''' | |||
* '''Kouris''' | |||
* '''Leventis''' | |||
* '''Markos''' | |||
* '''Nikas''' | |||
* '''Nicolo''' | |||
* '''Panas''' | |||
* '''Petros''' | |||
* '''Rosi''' | |||
* '''Samaras''' | |||
* '''Stavrou''' | |||
* '''Ghost''' | |||
* '''Stranger''' | |||
* '''Fox''' | |||
* '''Snake''' | |||
* '''Razer''' | |||
* '''Jester''' | |||
* '''Nomad''' | |||
* '''Viper''' | |||
* '''Korneedler''' | |||
| <small><tt>NameSound</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Voice''' | |||
| Identity | |||
| Radio voice used in group communication (e.g., target reporting). | |||
| <small><tt>speaker</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Voice Pitch''' | |||
| Identity | |||
| Voice pitch. Higher number means higher voice. | |||
| <small><tt>pitch</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Insignia''' | |||
| Identity | |||
| Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario. | |||
| <small><tt>unitInsignia</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Probability of Presence''' | |||
| Presence | |||
| Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | |||
| <small><tt>presence</tt></small> | |||
| [[Number]] | |||
|- | |||
| '''Condition of Presence''' | |||
| Presence | |||
| Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all. | |||
| <small><tt>presenceCondition</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Equipment Storage''' | |||
| Equipment Storage | |||
| | |||
| <small><tt>ammoBox</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Add Gun Light''' | |||
| Equipment Storage | |||
| Forces unit to have gun light turned on. | |||
| <small><tt>ENH_addGunLight</tt></small> | |||
| | |||
|- | |||
| '''Arsenal''' | |||
| Equipment Storage | |||
| Adds an Arsenal with all items to the object. | |||
| <small><tt>ENH_virtualArsenal</tt></small> | |||
| | |||
|- | |||
| '''Data Link Send''' | |||
| Electronics & Sensors | |||
| Vehicle will broadcast targets tracked by its sensors to any other unit on the same side with Data Link enabled. | |||
| <small><tt>ReportRemoteTargets</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Data Link Receive''' | |||
| Electronics & Sensors | |||
| Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | |||
| <small><tt>ReceiveRemoteTargets</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Data Link Position''' | |||
| Electronics & Sensors | |||
| Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | |||
| <small><tt>ReportOwnPosition</tt></small> | |||
| [[Bool]] | |||
|- | |||
| '''Emission Control''' | |||
| Electronics & Sensors | |||
| Radar EMCON rules for the AI | |||
Available options: | |||
* '''Default''' - AI will use the Radar when in Aware or Combat behavior. | |||
* '''Active''' - AI will keep the Radar active and emitting at all times | |||
* '''Off''' - AI will keep Radar silent at all times | |||
| <small><tt>RadarUsageAI</tt></small> | |||
| [[String]] | |||
|- | |||
| '''Head''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageHead</tt></small> | |||
| | |||
|- | |||
| '''Face''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageFace</tt></small> | |||
| | |||
|- | |||
| '''Neck''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageNeck</tt></small> | |||
| | |||
|- | |||
| '''Chest''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageChest</tt></small> | |||
| | |||
|- | |||
| '''Arms''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageArms</tt></small> | |||
| | |||
|- | |||
| '''Hands''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageHands</tt></small> | |||
| | |||
|- | |||
| '''Abdomen''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageAbdomen</tt></small> | |||
| | |||
|- | |||
| '''Pelvis''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damagePelvis</tt></small> | |||
| | |||
|- | |||
| '''Diaphragm''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageDiaphragm</tt></small> | |||
| | |||
|- | |||
| '''Legs''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLegs</tt></small> | |||
| | |||
|- | |||
| '''Various Vehicles''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''Engine #1''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageEngine</tt></small> | |||
| | |||
|- | |||
| '''Gun''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageGun</tt></small> | |||
| | |||
|- | |||
| '''Fuel Tank #1''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageFuelTank</tt></small> | |||
| | |||
|- | |||
| '''Turret''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageTurret</tt></small> | |||
| | |||
|- | |||
| '''Hull''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hull</tt></small> | |||
| | |||
|- | |||
| '''Window #1''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows</tt></small> | |||
| | |||
|- | |||
| '''Window #2''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows1</tt></small> | |||
| | |||
|- | |||
| '''Window #3''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows2</tt></small> | |||
| | |||
|- | |||
| '''Window #4''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows3</tt></small> | |||
| | |||
|- | |||
| '''Window #5''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows4</tt></small> | |||
| | |||
|- | |||
| '''Window #6''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows5</tt></small> | |||
| | |||
|- | |||
| '''Window #7''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows6</tt></small> | |||
| | |||
|- | |||
| '''Land Vehicles''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''1st axle left wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLFWheel</tt></small> | |||
| | |||
|- | |||
| '''1st axle right wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRFWheel</tt></small> | |||
| | |||
|- | |||
| '''2nd axle left wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLF2Wheel</tt></small> | |||
| | |||
|- | |||
| '''2nd axle right wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRF2Wheel</tt></small> | |||
| | |||
|- | |||
| '''3rd axle left wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLMWheel</tt></small> | |||
| | |||
|- | |||
| '''3rd axle right wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRMWheel</tt></small> | |||
| | |||
|- | |||
| '''4th axle left wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLBWheel</tt></small> | |||
| | |||
|- | |||
| '''4th axle right wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRBWheel</tt></small> | |||
| | |||
|- | |||
| '''Body''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageVehBody</tt></small> | |||
| | |||
|- | |||
| '''Left track''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLTrack</tt></small> | |||
| | |||
|- | |||
| '''Right track''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRTrack</tt></small> | |||
| | |||
|- | |||
| '''Aeronautical Vehicles''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''Avionics''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageAvionics</tt></small> | |||
| | |||
|- | |||
| '''Main rotor''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageMainRotor</tt></small> | |||
| | |||
|- | |||
| '''Tail Rotor''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageTailRotor</tt></small> | |||
| | |||
|- | |||
| '''Engine #2''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_engine2</tt></small> | |||
| | |||
|- | |||
| '''Fuel Tank #2''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_fuel2</tt></small> | |||
| | |||
|- | |||
| '''Left Aileron''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitlaileron</tt></small> | |||
| | |||
|- | |||
| '''Right Aileron''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitraileron</tt></small> | |||
| | |||
|- | |||
| '''Left Rudder''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitlcrudder</tt></small> | |||
| | |||
|- | |||
| '''Right Rudder''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitrrudder</tt></small> | |||
| | |||
|- | |||
| '''Left Elevator''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitlcelevator</tt></small> | |||
| | |||
|- | |||
| '''Right Elevator''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitrelevator</tt></small> | |||
| | |||
|- | |||
| '''Gear Lights''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_gear_f_lights</tt></small> | |||
| | |||
|- | |||
| '''Move''' | |||
| Disable AI Features | |||
| Disables AI's ability to move. | |||
| <small><tt>ENH_disableAI_move</tt></small> | |||
| | |||
|- | |||
| '''Target''' | |||
| Disable AI Features | |||
| Disables AI's ability to target. | |||
| <small><tt>ENH_disableAI_target</tt></small> | |||
| | |||
|- | |||
| '''Cover''' | |||
| Disable AI Features | |||
| Disables AI's ability to take cover. | |||
| <small><tt>ENH_disableAI_cover</tt></small> | |||
| | |||
|- | |||
| '''Autotarget''' | |||
| Disable AI Features | |||
| Disables AI's ability automatically assign targets. | |||
| <small><tt>ENH_disableAI_autotarget</tt></small> | |||
| | |||
|- | |||
| '''Animation''' | |||
| Disable AI Features | |||
| Disables animations. | |||
| <small><tt>ENH_disableAI_anim</tt></small> | |||
| | |||
|- | |||
| '''FSM''' | |||
| Disable AI Features | |||
| Disable the execution of AI behaviour scripts. | |||
| <small><tt>ENH_disableAI_FSM</tt></small> | |||
| | |||
|- | |||
| '''Aiming Error''' | |||
| Disable AI Features | |||
| Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target. | |||
| <small><tt>ENH_disableAI_aimingError</tt></small> | |||
| | |||
|- | |||
| '''Team Switch''' | |||
| Disable AI Features | |||
| AI disabled because of Team Switch. | |||
| <small><tt>ENH_disableAI_teamswitch</tt></small> | |||
| | |||
|- | |||
| '''Suppression''' | |||
| Disable AI Features | |||
| Prevents AI from being suppressed. | |||
| <small><tt>ENH_disableAI_suppression</tt></small> | |||
| | |||
|- | |||
| '''Raycasts''' | |||
| Disable AI Features | |||
| Disables visibility raycasts. | |||
| <small><tt>ENH_disableAI_checkVisible</tt></small> | |||
| | |||
|- | |||
| '''Autocombat''' | |||
| Disable AI Features | |||
| Disables autonomous switching to COMBAT when in danger. | |||
| <small><tt>ENH_disableAI_autocombat</tt></small> | |||
| | |||
|- | |||
| '''Path''' | |||
| Disable AI Features | |||
| Stops the AI’s movement but not the target alignment. | |||
| <small><tt>ENH_disableAI_path</tt></small> | |||
| | |||
|- | |||
| '''Mine Detection''' | |||
| Disable AI Features | |||
| | |||
| <small><tt>ENH_disableAI_mineDetection</tt></small> | |||
| | |||
|- | |||
| '''Weapon Aim''' | |||
| Disable AI Features | |||
| | |||
| <small><tt>ENH_disableAI_weaponAim</tt></small> | |||
| | |||
|- | |||
| '''Night Vision Goggles''' | |||
| Disable AI Features | |||
| | |||
| <small><tt>ENH_disableAI_NVG</tt></small> | |||
| | |||
|- | |||
| '''Lights''' | |||
| Disable AI Features | |||
| | |||
| <small><tt>ENH_disableAI_lights</tt></small> | |||
| | |||
|- | |||
| '''Radio Protocol''' | |||
| Disable AI Features | |||
| Stops AI from talking and texting while still being able to issue orders. | |||
| <small><tt>ENH_disableAI_radioProtocol</tt></small> | |||
| | |||
|- | |||
| '''Aiming Shake''' | |||
| Advanced Skill Settings | |||
| Affects how steadily the AI can hold a weapon (Higher value = less weapon sway). | |||
| <small><tt>ENH_aimingShake</tt></small> | |||
| | |||
|- | |||
| '''Aiming Speed''' | |||
| Advanced Skill Settings | |||
| Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error). | |||
| <small><tt>ENH_aimingSpeed</tt></small> | |||
| | |||
|- | |||
| '''Aiming Accuracy''' | |||
| Advanced Skill Settings | |||
| Affects how precise an AI will shoot (Higher value = higher precision). | |||
| <small><tt>ENH_aimingAccuracy</tt></small> | |||
| | |||
|- | |||
| '''Commanding''' | |||
| Advanced Skill Settings | |||
| Affects how quickly recognized targets are shared with the group (Higher value = faster reporting). | |||
| <small><tt>ENH_commanding</tt></small> | |||
| | |||
|- | |||
| '''Courage''' | |||
| Advanced Skill Settings | |||
| Affects unit's subordinates' morale (Higher value = more courage). | |||
| <small><tt>ENH_courage</tt></small> | |||
| | |||
|- | |||
| '''General''' | |||
| Advanced Skill Settings | |||
| Affects the AI's decision making. | |||
| <small><tt>enh_general</tt></small> | |||
| | |||
|- | |||
| '''Reload Speed''' | |||
| Advanced Skill Settings | |||
| Affects the delay between switching or reloading a weapon. (Higher value = less delay). | |||
| <small><tt>ENH_reloadingSpeed</tt></small> | |||
| | |||
|- | |||
| '''Spot Distance''' | |||
| Advanced Skill Settings | |||
| Affects the AI's ability to spot targets within it's visual or audible range and also affects the accuracy of the information (Higher value = better spotting, more accurate information). | |||
| <small><tt>ENH_spotDistance</tt></small> | |||
| | |||
|- | |||
| '''Spot Time''' | |||
| Advanced Skill Settings | |||
| Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction). | |||
| <small><tt>ENH_spotTime</tt></small> | |||
| | |||
|- | |||
| '''Is Medic?''' | |||
| Unit Traits | |||
| Defines whether the unit can fully heal other units. | |||
| <small><tt>ENH_unitTraits_medic</tt></small> | |||
| | |||
|- | |||
| '''Is Engineer?''' | |||
| Unit Traits | |||
| Defines whether or not the unit can repair vehicles. | |||
| <small><tt>ENH_unitTraits_engineer</tt></small> | |||
| | |||
|- | |||
| '''Is Explosive Specialist?''' | |||
| Unit Traits | |||
| Defines whether the unit can defuse explosives. | |||
| <small><tt>ENH_unitTrait_explosiveSpecialist</tt></small> | |||
| | |||
|- | |||
| '''Is UAV Hacker?''' | |||
| Unit Traits | |||
| Defines whether the unit can hack hostile UAVs. | |||
| <small><tt>ENH_unitTrait_UAVHacker</tt></small> | |||
| | |||
|- | |||
| '''Camouflage Coefficent''' | |||
| Unit Traits | |||
| The camouflage coefficent determines how easy an unit can be spotted by AI. A lower value means it's more difficult to spot it. | |||
| <small><tt>ENH_unitTraits_camouflage</tt></small> | |||
| | |||
|- | |||
| '''Audible Coefficient''' | |||
| Unit Traits | |||
| The audible coefficient determines how easy a unit can be heard by AI. A lower value means it's more difficult to hear it. | |||
| <small><tt>ENH_unitTraits_audibleCoef</tt></small> | |||
| | |||
|- | |||
| '''Load Coefficient''' | |||
| Unit Traits | |||
| The load coefficient determines how much influence the unit's loadout weight has on it's stamina. A higher value means the weight has a higher influence. | |||
| <small><tt>ENH_unitTraits_loadCoef</tt></small> | |||
| | |||
|- | |||
| '''Hold Action''' | |||
| Hold Action | |||
| | |||
| <small><tt>ENH_HoldAction</tt></small> | |||
| | |||
|} |
Revision as of 21:21, 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 |