R3vo/Sandbox – User

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| <small><tt>ENH_HoldAction</tt></small>
| <small><tt>ENH_HoldAction</tt></small>
|
|}
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Title'''
| Presentation
| Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys.
| <small><tt>IntelBriefingName</tt></small>
| [[String]]
|-
| '''Author'''
| Presentation
| Scenario author. Appears in the scenarios menu and in loading screens.
| <small><tt>Author</tt></small>
| [[String]]
|-
| '''Picture'''
| Overview
| Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead.
| <small><tt>OverviewPicture</tt></small>
| [[String]]
|-
| '''Text'''
| Overview
| Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys.
| <small><tt>OverviewText</tt></small>
| [[String]]
|-
| '''DLC'''
| Overview
| When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC.
| <small><tt>AppId</tt></small>
| [[Number]]
|-
| '''Require DLC'''
| Overview
| Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned.
| <small><tt>AssetType</tt></small>
| [[String]]
|-
| '''Picture'''
| Overview (Locked)
| Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead.
| <small><tt>OverviewPictureLocked</tt></small>
| [[String]]
|-
| '''Text'''
| Overview (Locked)
| Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys.
| <small><tt>OverviewTextLocked</tt></small>
| [[String]]
|-
| '''Picture'''
| Loading Screen
| Path to the picture visible in the loading screens before and during the scenario.
| <small><tt>LoadScreen</tt></small>
| [[String]]
|-
| '''Text'''
| Loading Screen
| Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys.
| <small><tt>OnLoadMission</tt></small>
| [[String]]
|-
| '''Show Briefing'''
| States
| When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios.
| <small><tt>Briefing</tt></small>
| [[Bool]]
|-
| '''Show Debriefing'''
| States
| When disabled, the debriefing screen will not be shown when the scenario is completed.
| <small><tt>Debriefing</tt></small>
| [[Bool]]
|-
| '''Enable Saving'''
| States
| When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything.
| <small><tt>Saving</tt></small>
| [[Bool]]
|-
| '''Show Map'''
| States
| When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory.
| <small><tt>ShowMap</tt></small>
| [[Bool]]
|-
| '''Show Compass'''
| States
| When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory.
| <small><tt>ShowCompass</tt></small>
| [[Bool]]
|-
| '''Show Watch'''
| States
| When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory.
| <small><tt>ShowWatch</tt></small>
| [[Bool]]
|-
| '''Show GPS'''
| States
| When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory.
| <small><tt>ShowGPS</tt></small>
| [[Bool]]
|-
| '''Show HUD'''
| States
| When disabled, on-screen information such as weapon information or the command menu will be hidden.
| <small><tt>ShowHUD</tt></small>
| [[Bool]]
|-
| '''Show UAV Feed'''
| States
| When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key.
| <small><tt>ShowUAVFeed</tt></small>
| [[Bool]]
|-
| '''Advanced Flight Model'''
| States
| When enabled, all player controlled helicopters will use the advanced flight model.
| <small><tt>ForceRotorLibSimulation</tt></small>
| [[Bool]]
|-
| '''Debug Console'''
| States
| Determines debug console availability
Available options:
* '''Available only in editor'''
* '''Available for the host or logged-in admin'''
* '''Available for everyone'''
| <small><tt>EnableDebugConsole</tt></small>
| [[Number]]
|-
| '''Unlocked Keys'''
| Unlock
| Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam.
| <small><tt>DoneKeys</tt></small>
| [[Array]]
|-
| '''Required Keys'''
| Unlock
| Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios.
| <small><tt>Keys</tt></small>
| [[Array]]
|-
| '''Required Keys Limit'''
| Unlock
| The number of required keys to be active for the mission to be unlocked.
| <small><tt>KeysLimit</tt></small>
| [[Number]]
|-
| '''Init'''
| Init
| Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.
| <small><tt>Init</tt></small>
| [[String]]
|-
| '''Independents Allegiance'''
| Misc
| Sets who the Independent side will be friendly to. The value is shared across all scenario phases.
| <small><tt>IntelIndepAllegiance</tt></small>
| [[Array]] in format [west:[[Number]],east:[[Number]]]
|-
| '''Binarize the Scenario File'''
| Misc
| When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor.
| <small><tt>SaveBinarized</tt></small>
| [[Bool]]
|-
| '''Editable Objects (Zeus)'''
| Misc
| Checks all alive objects (except logics) every 60 seconds and makes them available for editing for all curators.
If no curators are in game, the attribute will not work.
| <small><tt>ENH_dynamicGroups</tt></small>
|
|-
| '''Volume (Sound)'''
| Music, Sound & Radio Settings
|
| <small><tt>ENH_soundVolume</tt></small>
|
|-
| '''Volume (Music)'''
| Music, Sound & Radio Settings
|
| <small><tt>ENH_musicVolume</tt></small>
|
|-
| '''Volume (Radio)'''
| Music, Sound & Radio Settings
|
| <small><tt>ENH_radioVolume</tt></small>
|
|-
| '''Random Music'''
| Music, Sound & Radio Settings
| Will play randomly selected music at mission start. Input must look as follows: Classname_1 Classname_2 Classname_3 Classname_n.
| <small><tt>ENH_randomMusic</tt></small>
|
|-
| '''Map Indicators'''
| Map Indicators
|
| <small><tt>ENH_mapIndicators</tt></small>
|
|-
| '''Ambient Flyby'''
| Ambient Flyby
|
| <small><tt>ENH_ambientFlyby</tt></small>
|
|-
| '''Classes'''
| Airdrop
| Classes of the soldiers which should be dropped in format:
Classname_1 Classname_2 Classname_n.
| <small><tt>ENH_Airdrop</tt></small>
|
|-
| '''Establishing Shot'''
| Establishing Shot
|
| <small><tt>ENH_establisingShot</tt></small>
|
|-
| ''''''
| Intro Text
|
| <small><tt>ENH_introText</tt></small>
|
|-
| '''Mission Ending (Casualties)'''
| Mission Ending
|
| <small><tt>ENH_missionEnding_casualties</tt></small>
|
|-
| '''Single Player Respawn'''
| Single Player Respawn
|
| <small><tt>ENH_SPR</tt></small>
|
|}
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Date'''
| Date
| Starting date.
| <small><tt>IntelDate</tt></small>
| [[Array]] in format [year, month, day]
|-
| '''Time'''
| Date
| Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain.
| <small><tt>IntelTime</tt></small>
| [[Number]]
|-
| '''Time Multiplier'''
| Date
| Set how fast the time will pass.
| <small><tt>ENH_timeMultiplier</tt></small>
|
|-
| '''Time of Changes'''
| Weather Forecast
| Delay until all forecasted weather values take effect.
| <small><tt>IntelTimeOfChanges</tt></small>
| [[Number]]
|-
| '''Overcast Start'''
| Overcast
| Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values.
| <small><tt>IntelWeatherStart</tt></small>
| [[Number]]
|-
| '''Overcast Forecast'''
| Overcast
| Forecasted cloud cover.
| <small><tt>IntelWeatherForecast</tt></small>
| [[Number]]
|-
| '''Fog Start'''
| Fog
| Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities.
| <small><tt>IntelFogStart</tt></small>
| [[Number]]
|-
| '''Fog Forecast'''
| Fog
| Forecasted fog.
| <small><tt>IntelFogForecast</tt></small>
| [[Number]]
|-
| '''Manual Override'''
| Rain
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelRainIsForced</tt></small>
| [[Bool]]
|-
| '''Rain Start'''
| Rain
| Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny.
| <small><tt>IntelRainStart</tt></small>
| [[Number]]
|-
| '''Rain Forecast'''
| Rain
| Forecasted rain strength.
| <small><tt>IntelRainForecast</tt></small>
| [[Number]]
|-
| '''Manual Override'''
| Lightnings
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelLightningIsForced</tt></small>
| [[Bool]]
|-
| '''Lightnings Start'''
| Lightnings
| Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny.
| <small><tt>IntelLightningStart</tt></small>
| [[Number]]
|-
| '''Lightnings Forecast'''
| Lightnings
| Forecasted frequency of lightning.
| <small><tt>IntelLightningForecast</tt></small>
| [[Number]]
|-
| '''Manual Override'''
| Waves
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelWavesIsForced</tt></small>
| [[Bool]]
|-
| '''Waves Start'''
| Waves
| Initial waves size. Applied independently of cloud cover settings.
| <small><tt>IntelWavesStart</tt></small>
| [[Number]]
|-
| '''Waves Forecast'''
| Waves
| Forecasted waves size.
| <small><tt>IntelWavesForecast</tt></small>
| [[Number]]
|-
| '''Manual Override'''
| Wind
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelWindIsForced</tt></small>
| [[Bool]]
|-
| '''Wind Start'''
| Wind
| Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving.
| <small><tt>IntelWindStart</tt></small>
| [[Number]]
|-
| '''Wind Forecast'''
| Wind
| Forecasted wind strength.
| <small><tt>IntelWindForecast</tt></small>
| [[Number]]
|-
| '''Gusts Start'''
| Wind
| Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes.
| <small><tt>IntelWindGustStart</tt></small>
| [[Number]]
|-
| '''Gusts Forecast'''
| Wind
| Forecasted gusts value.
| <small><tt>IntelWindGustForecast</tt></small>
| [[Number]]
|-
| '''Direction Start'''
| Wind
| Initial wind direction.
| <small><tt>IntelWindDirectionStart</tt></small>
| [[Number]]
|-
| '''Direction Forecast'''
| Wind
| Forecasted wind direction.
| <small><tt>IntelWindDirectionForecast</tt></small>
| [[Number]]
|-
| '''View Distance'''
| Visual Settings
| Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance.
| <small><tt>ENH_viewDistance</tt></small>
|
|-
| '''Object View Distance'''
| Visual Settings
| Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance.
| <small><tt>ENH_objViewDistance</tt></small>
|
|-
| '''Terrain Detail'''
| Visual Settings
|
Available options:
* '''Unchanged'''
* '''Grass disabled'''
* '''Standard'''
* '''High'''
* '''Very  High'''
* '''Ultra'''
| <small><tt>ENH_terrainDetail</tt></small>
|
|}
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Minimum distance'''
| Garbage Collection
| The minimum distance from any player. Set the value to 0 to remove the min. distance.
| <small><tt>MinPlayerDistance</tt></small>
| [[Number]]
|-
| '''Character Corpses'''
| Garbage Collection
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Mode'''
| Garbage Collection
| Garbage collecting mode.
Available options:
* '''None'''
* '''All scenario objects'''
* '''Only objects that can respawn'''
* '''Only objects that cannot respawn'''
| <small><tt>CorpseManagerMode</tt></small>
| [[Number]]
|-
| '''Limit'''
| Garbage Collection
| Maximum allowed number of dead bodies in the scenario.
| <small><tt>CorpseLimit</tt></small>
| [[Number]]
|-
| '''Min Delay'''
| Garbage Collection
| Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'.
| <small><tt>CorpseRemovalMinTime</tt></small>
| [[Number]]
|-
| '''Max Delay'''
| Garbage Collection
| Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'.
| <small><tt>CorpseRemovalMaxTime</tt></small>
| [[Number]]
|-
| '''Vehicle Wrecks'''
| Garbage Collection
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Mode'''
| Garbage Collection
| Garbage collecting mode.
Available options:
* '''None'''
* '''All scenario objects'''
* '''Only objects that can respawn'''
* '''Only objects that cannot respawn'''
| <small><tt>WreckManagerMode</tt></small>
| [[Number]]
|-
| '''Limit'''
| Garbage Collection
| Maximum allowed number of dead bodies in the scenario.
| <small><tt>WreckLimit</tt></small>
| [[Number]]
|-
| '''Min Delay'''
| Garbage Collection
| Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'.
| <small><tt>WreckRemovalMinTime</tt></small>
| [[Number]]
|-
| '''Max Delay'''
| Garbage Collection
| Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'.
| <small><tt>WreckRemovalMaxTime</tt></small>
| [[Number]]
|-
| '''Enable Dynamic Simulation'''
| Dynamic Simulation
| Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected.
| <small><tt>DynSimEnabled</tt></small>
|
|-
| '''Activation Distance Settings'''
| Dynamic Simulation
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Characters'''
| Dynamic Simulation
|
| <small><tt>DynSimDistGroup</tt></small>
|
|-
| '''Manned Vehicles'''
| Dynamic Simulation
|
| <small><tt>DynSimDistVehicle</tt></small>
|
|-
| '''Props'''
| Dynamic Simulation
|
| <small><tt>DynSimDistProp</tt></small>
|
|-
| '''Empty Vehicles'''
| Dynamic Simulation
|
| <small><tt>DynSimDistEmptyVehicle</tt></small>
|
|-
| '''Activation Distance Modifiers'''
| Dynamic Simulation
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Is Moving'''
| Dynamic Simulation
| Multiplies activation distance of non-static entity by set value.
| <small><tt>DynSimMovingCoef</tt></small>
|
|-
| '''Limit by View Distance'''
| Dynamic Simulation
| Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled.
| <small><tt>DynSimSaturateByObjDist</tt></small>
|
|}
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Game Type'''
| Type
| Scenario type shown in the server browser and in the loading screen.
| <small><tt>GameType</tt></small>
| [[String]]
|-
| '''Min Players'''
| Type
| Minimum number of required players.
| <small><tt>MinPlayers</tt></small>
| [[Number]]
|-
| '''Max Players'''
| Type
| Minimum number of allowed players.
| <small><tt>MaxPlayers</tt></small>
| [[Number]]
|-
| '''Summary'''
| Lobby
| Short summary shown in the scenario lobby.
| <small><tt>IntelOverviewText</tt></small>
| [[Text]]
|-
| '''Enable AI'''
| Lobby
| When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.
When AI is disabled, a new character is created for each connecting player.
Server host can disable AI even when it is allowed by default.
| <small><tt>DisabledAI</tt></small>
| [[Bool]]
|-
| '''Auto Assign Slots'''
| Lobby
| When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved.
| <small><tt>JoinUnassigned</tt></small>
| [[Bool]]
|-
| '''Respawn'''
| Respawn
| Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.
Available options:
* '''Disabled''' - No respawn.
* '''Respawn on Custom Position''' - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.
:* respawn - position available for all sides
:* respawn_west - BLUFOR respawn
:* respawn_east - OPFOR respawn
:* respawn_guerrila - Independent respawn
:* respawn_civilian - Civilian respawn
:Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.
* '''Respawn on Position of Death''' - Respawn where killed, even if the dead body moved.
* '''Switch to Group Member''' - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.
* '''Switch to Side Member''' - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.
* '''Switch to Spectator''' - Spectate the scenario without being directly involved.
| <small><tt>Respawn</tt></small>
| [[Number]]
|-
| '''Rulesets'''
| Respawn
| Specific respawn rulesets based on currently selected 'Respawn'.
| <small><tt>RespawnTemplates</tt></small>
| [[Array]]
|-
| '''Respawn Delay'''
| Respawn
| Time in seconds after which players respawn.
| <small><tt>RespawnDelay</tt></small>
| [[Number]]
|-
| '''Vehicle Respawn Delay'''
| Respawn
| Time in seconds after which vehicles respawn.
| <small><tt>RespawnVehicleDelay</tt></small>
| [[Number]]
|-
| '''Show Scoreboard'''
| Respawn
| When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets.
| <small><tt>RespawnDialog</tt></small>
| [[Bool]]
|-
| '''Allow Manual Respawn'''
| Respawn
| When enabled, players will have the option to manually respawn in the pause menu.
| <small><tt>RespawnButton</tt></small>
| [[Bool]]
|-
| '''Enable Team Switch'''
| Respawn
| When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player.
| <small><tt>EnableTeamSwitch</tt></small>
| [[Bool]]
|-
| '''Allow AI Score'''
| Respawn
| When enabled, the score of playable characters controlled by AI will appear on the scoreboard.
| <small><tt>AIKills</tt></small>
| [[Bool]]
|-
| '''Respawn Tickets BLUFOR'''
| Respawn
|
| <small><tt>ENH_respawnTickets_west</tt></small>
|
|-
| '''Respawn Tickets OPFOR'''
| Respawn
|
| <small><tt>ENH_respawnTickets_east</tt></small>
|
|-
| '''Respawn Tickets INDFOR'''
| Respawn
|
| <small><tt>ENH_respawnTickets_independent</tt></small>
|
|-
| '''Respawn Tickets CIVFOR'''
| Respawn
|
| <small><tt>ENH_respawnTickets_civilian</tt></small>
|
|-
| '''Save Loadout'''
| Respawn
| Restores the loadout on respawn.
| <small><tt>ENH_saveLoadout</tt></small>
|
|-
| '''Shared Objectives'''
| Tasks
| Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.
Available options:
* '''Disabled''' - Tasks assigned by friendlies are not marked.
* '''Enabled''' - Tasks assigned by friendlies are marked to player.
* '''Enabled with Task Propagation''' - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates.
| <small><tt>SharedObjectives</tt></small>
| [[String]]
|-
| '''Revive Mode'''
| Revive
| Controls who can be incapacitated and who can revive others.
Available options:
* '''Disabled''' - Revive is completely disabled. All players will die immediately.
* '''Enabled for all players''' - Revive is enabled for all players.
* '''Controlled by player Attributes''' - Only players with Revive enabled in their Attributes are effected.
| <small><tt>ReviveMode</tt></small>
| [[String]]
|-
| '''Required Trait'''
| Revive
| Controls the specialty required to revive others.
Available options:
* '''None''' - Anyone can revive.
* '''Medic''' - Only players with the 'Medic' trait can revive.
| <small><tt>ReviveRequiredTrait</tt></small>
| [[String]]
|-
| '''Required Items'''
| Revive
| Controls the item required to revive others.
Available options:
* '''None''' - No special item is required in order to revive.
* '''Medikit''' - The 'Medikit' item is required in order to revive.
* '''First Aid Kit / Medikit''' - 'Medikit' or 'First Aid Kit' items are required in order to revive.
| <small><tt>ReviveRequiredItems</tt></small>
| [[String]]
|-
| '''Revive Duration'''
| Revive
| Controls the time it takes to revive someone.
| <small><tt>ReviveDelay</tt></small>
| [[String]]
|-
| '''Medic Speed Multiplier'''
| Revive
| Controls how much faster a medic revives someone.
| <small><tt>ReviveMedicSpeedMultiplier</tt></small>
| [[String]]
|-
| '''Force Respawn Duration'''
| Revive
| Controls how long it takes to force respawn while incapacitated.
| <small><tt>ReviveForceRespawnDelay</tt></small>
| [[String]]
|-
| '''Incapacitation Mode'''
| Revive
| Controls the level of simulation involved in triggering incapacitation.
Available options:
* '''Basic''' - Players will always enter the incapacitated state.
* '''Advanced''' - Extensive wounds will kill players instantly.
| <small><tt>ReviveUnconsciousStateMode</tt></small>
| [[String]]
|-
| '''Bleed Out Duration'''
| Revive
| Controls how long it takes an incapacitated unit to bleed out.
| <small><tt>ReviveBleedOutDelay</tt></small>
| [[String]]
|-
| '''Enable'''
| Dynamic Groups
| Enable the Dynamic Groups system.
| <small><tt>ENH_dynamicGroups</tt></small>
|
|-
| '''Dynamic AI Skill Settings'''
| Dynamic AI Skill Settings
|
| <small><tt>ENH_dynamicSkill</tt></small>
|  
|  
|}
|}

Revision as of 21:25, 16 March 2020

Info Development
Name Category Description Property Type
Type Type Object type. Can be changed only to another type of the same side,

e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.

ItemClass String
Variable Name Init Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. Name String
Init Init Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. Init String
' Pylons Settings Pylons
Position Transformation World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. position Position3D
Rotation Transformation Local rotation in degrees. X is pitch, Y is roll and Z is yaw. rotation Number
Size Transformation Area size in meters. size3 Array
Shape Transformation Area shape.

Available options:

  • 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
Info Development
Name Category Description Property Type
Title Presentation Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys. IntelBriefingName String
Author Presentation Scenario author. Appears in the scenarios menu and in loading screens. Author String
Picture Overview Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead. OverviewPicture String
Text Overview Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys. OverviewText String
DLC Overview When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC. AppId Number
Require DLC Overview Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned. AssetType String
Picture Overview (Locked) Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead. OverviewPictureLocked String
Text Overview (Locked) Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys. OverviewTextLocked String
Picture Loading Screen Path to the picture visible in the loading screens before and during the scenario. LoadScreen String
Text Loading Screen Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys. OnLoadMission String
Show Briefing States When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios. Briefing Bool
Show Debriefing States When disabled, the debriefing screen will not be shown when the scenario is completed. Debriefing Bool
Enable Saving States When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. Saving Bool
Show Map States When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory. ShowMap Bool
Show Compass States When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory. ShowCompass Bool
Show Watch States When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory. ShowWatch Bool
Show GPS States When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory. ShowGPS Bool
Show HUD States When disabled, on-screen information such as weapon information or the command menu will be hidden. ShowHUD Bool
Show UAV Feed States When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. ShowUAVFeed Bool
Advanced Flight Model States When enabled, all player controlled helicopters will use the advanced flight model. ForceRotorLibSimulation Bool
Debug Console States Determines debug console availability

Available options:

  • 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 a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam. DoneKeys Array
Required Keys Unlock Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios. Keys Array
Required Keys Limit Unlock The number of required keys to be active for the mission to be unlocked. KeysLimit Number
Init Init Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object. Init String
Independents Allegiance Misc Sets who the Independent side will be friendly to. The value is shared across all scenario phases. IntelIndepAllegiance Array in format [west:Number,east:Number]
Binarize the Scenario File Misc When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor. SaveBinarized Bool
Editable Objects (Zeus) Misc Checks all alive objects (except logics) every 60 seconds and makes them available for editing for all curators.

If no curators are in game, the attribute will not work.

ENH_dynamicGroups
Volume (Sound) Music, Sound & Radio Settings ENH_soundVolume
Volume (Music) Music, Sound & Radio Settings ENH_musicVolume
Volume (Radio) Music, Sound & Radio Settings ENH_radioVolume
Random Music Music, Sound & Radio Settings Will play randomly selected music at mission start. Input must look as follows: Classname_1 Classname_2 Classname_3 Classname_n. ENH_randomMusic
Map Indicators Map Indicators ENH_mapIndicators
Ambient Flyby Ambient Flyby ENH_ambientFlyby
Classes Airdrop Classes of the soldiers which should be dropped in format:

Classname_1 Classname_2 Classname_n.

ENH_Airdrop
Establishing Shot Establishing Shot ENH_establisingShot
' Intro Text ENH_introText
Mission Ending (Casualties) Mission Ending ENH_missionEnding_casualties
Single Player Respawn Single Player Respawn ENH_SPR
Info Development
Name Category Description Property Type
Date Date Starting date. IntelDate Array in format [year, month, day]
Time Date Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain. IntelTime Number
Time Multiplier Date Set how fast the time will pass. ENH_timeMultiplier
Time of Changes Weather Forecast Delay until all forecasted weather values take effect. IntelTimeOfChanges Number
Overcast Start Overcast Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. IntelWeatherStart Number
Overcast Forecast Overcast Forecasted cloud cover. IntelWeatherForecast Number
Fog Start Fog Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. IntelFogStart Number
Fog Forecast Fog Forecasted fog. IntelFogForecast Number
Manual Override Rain Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelRainIsForced Bool
Rain Start Rain Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. IntelRainStart Number
Rain Forecast Rain Forecasted rain strength. IntelRainForecast Number
Manual Override Lightnings Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelLightningIsForced Bool
Lightnings Start Lightnings Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. IntelLightningStart Number
Lightnings Forecast Lightnings Forecasted frequency of lightning. IntelLightningForecast Number
Manual Override Waves Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelWavesIsForced Bool
Waves Start Waves Initial waves size. Applied independently of cloud cover settings. IntelWavesStart Number
Waves Forecast Waves Forecasted waves size. IntelWavesForecast Number
Manual Override Wind Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelWindIsForced Bool
Wind Start Wind Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving. IntelWindStart Number
Wind Forecast Wind Forecasted wind strength. IntelWindForecast Number
Gusts Start Wind Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes. IntelWindGustStart Number
Gusts Forecast Wind Forecasted gusts value. IntelWindGustForecast Number
Direction Start Wind Initial wind direction. IntelWindDirectionStart Number
Direction Forecast Wind Forecasted wind direction. IntelWindDirectionForecast Number
View Distance Visual Settings Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. ENH_viewDistance
Object View Distance Visual Settings Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. ENH_objViewDistance
Terrain Detail Visual Settings

Available options:

  • Unchanged
  • Grass disabled
  • Standard
  • High
  • Very High
  • Ultra
ENH_terrainDetail
Info Development
Name Category Description Property Type
Minimum distance Garbage Collection The minimum distance from any player. Set the value to 0 to remove the min. distance. MinPlayerDistance Number
Character Corpses Garbage Collection AttributeSystemSubcategory
Mode Garbage Collection Garbage collecting mode.

Available options:

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

Available options:

  • None
  • All scenario objects
  • Only objects that can respawn
  • Only objects that cannot respawn
WreckManagerMode Number
Limit Garbage Collection Maximum allowed number of dead bodies in the scenario. WreckLimit Number
Min Delay Garbage Collection Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. WreckRemovalMinTime Number
Max Delay Garbage Collection Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. WreckRemovalMaxTime Number
Enable Dynamic Simulation Dynamic Simulation Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected. DynSimEnabled
Activation Distance Settings Dynamic Simulation AttributeSystemSubcategory
Characters Dynamic Simulation DynSimDistGroup
Manned Vehicles Dynamic Simulation DynSimDistVehicle
Props Dynamic Simulation DynSimDistProp
Empty Vehicles Dynamic Simulation DynSimDistEmptyVehicle
Activation Distance Modifiers Dynamic Simulation AttributeSystemSubcategory
Is Moving Dynamic Simulation Multiplies activation distance of non-static entity by set value. DynSimMovingCoef
Limit by View Distance Dynamic Simulation Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled. DynSimSaturateByObjDist
Info Development
Name Category Description Property Type
Game Type Type Scenario type shown in the server browser and in the loading screen. GameType String
Min Players Type Minimum number of required players. MinPlayers Number
Max Players Type Minimum number of allowed players. MaxPlayers Number
Summary Lobby Short summary shown in the scenario lobby. IntelOverviewText Text
Enable AI Lobby When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.

When AI is disabled, a new character is created for each connecting player. Server host can disable AI even when it is allowed by default.

DisabledAI Bool
Auto Assign Slots Lobby When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved. JoinUnassigned Bool
Respawn Respawn Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.

Available options:

  • Disabled - No respawn.
  • Respawn on Custom Position - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.
  • respawn - position available for all sides
  • respawn_west - BLUFOR respawn
  • respawn_east - OPFOR respawn
  • respawn_guerrila - Independent respawn
  • respawn_civilian - Civilian respawn
Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.
  • Respawn on Position of Death - Respawn where killed, even if the dead body moved.
  • Switch to Group Member - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.
  • Switch to Side Member - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.
  • Switch to Spectator - Spectate the scenario without being directly involved.
Respawn Number
Rulesets Respawn Specific respawn rulesets based on currently selected 'Respawn'. RespawnTemplates Array
Respawn Delay Respawn Time in seconds after which players respawn. RespawnDelay Number
Vehicle Respawn Delay Respawn Time in seconds after which vehicles respawn. RespawnVehicleDelay Number
Show Scoreboard Respawn When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. RespawnDialog Bool
Allow Manual Respawn Respawn When enabled, players will have the option to manually respawn in the pause menu. RespawnButton Bool
Enable Team Switch Respawn When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player. EnableTeamSwitch Bool
Allow AI Score Respawn When enabled, the score of playable characters controlled by AI will appear on the scoreboard. AIKills Bool
Respawn Tickets BLUFOR Respawn ENH_respawnTickets_west
Respawn Tickets OPFOR Respawn ENH_respawnTickets_east
Respawn Tickets INDFOR Respawn ENH_respawnTickets_independent
Respawn Tickets CIVFOR Respawn ENH_respawnTickets_civilian
Save Loadout Respawn Restores the loadout on respawn. ENH_saveLoadout
Shared Objectives Tasks Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.

Available options:

  • Disabled - Tasks assigned by friendlies are not marked.
  • Enabled - Tasks assigned by friendlies are marked to player.
  • Enabled with Task Propagation - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates.
SharedObjectives String
Revive Mode Revive Controls who can be incapacitated and who can revive others.

Available options:

  • Disabled - Revive is completely disabled. All players will die immediately.
  • Enabled for all players - Revive is enabled for all players.
  • Controlled by player Attributes - Only players with Revive enabled in their Attributes are effected.
ReviveMode String
Required Trait Revive Controls the specialty required to revive others.

Available options:

  • None - Anyone can revive.
  • Medic - Only players with the 'Medic' trait can revive.
ReviveRequiredTrait String
Required Items Revive Controls the item required to revive others.

Available options:

  • None - No special item is required in order to revive.
  • Medikit - The 'Medikit' item is required in order to revive.
  • First Aid Kit / Medikit - 'Medikit' or 'First Aid Kit' items are required in order to revive.
ReviveRequiredItems String
Revive Duration Revive Controls the time it takes to revive someone. ReviveDelay String
Medic Speed Multiplier Revive Controls how much faster a medic revives someone. ReviveMedicSpeedMultiplier String
Force Respawn Duration Revive Controls how long it takes to force respawn while incapacitated. ReviveForceRespawnDelay String
Incapacitation Mode Revive Controls the level of simulation involved in triggering incapacitation.

Available options:

  • Basic - Players will always enter the incapacitated state.
  • Advanced - Extensive wounds will kill players instantly.
ReviveUnconsciousStateMode String
Bleed Out Duration Revive Controls how long it takes an incapacitated unit to bleed out. ReviveBleedOutDelay String
Enable Dynamic Groups Enable the Dynamic Groups system. ENH_dynamicGroups
Dynamic AI Skill Settings Dynamic AI Skill Settings ENH_dynamicSkill