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:

  • Ellipse
  • Rectangle
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:

  • 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
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:

  • Private
  • Corporal
  • Sergeant
  • Lieutenant
  • Captain
  • Major
  • Colonel
rank String
Stance States

Available options:

  • Default Stance
  • Lie Down
  • Crouch
  • Stand Up
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:

  • 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.
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:

  • 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
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:

  • 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
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