R3vo/Sandbox – User

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| <small><tt>unitPos</tt></small>
| <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>
|  
|  
|-
|-
Line 243: Line 208:
| Set closed, locked or opened state for object doors.
| Set closed, locked or opened state for object doors.
| <small><tt>DoorStates</tt></small>
| <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>
|  
|  
|-
|-
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| <small><tt>ammoBox</tt></small>
| <small><tt>ammoBox</tt></small>
| [[String]]
| [[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'''
| '''Data Link Send'''
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| <small><tt>RadarUsageAI</tt></small>
| <small><tt>RadarUsageAI</tt></small>
| [[String]]
| [[String]]
|}
<!-- 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>
|-
|-
| '''Head'''
! Name
| Advanced Damage
! Category
|  
! class="unsortable" | Description
| <small><tt>ENH_damageHead</tt></small>
! Property
|
! Type
|}
 
<!-- 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>
|-
|-
| '''Face'''
! Name
| Advanced Damage
! Category
|  
! class="unsortable" | Description
| <small><tt>ENH_damageFace</tt></small>
! Property
|
! Type
|-
|-
| '''Neck'''
| '''Variable Name'''
| Advanced Damage
| 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>ENH_damageNeck</tt></small>
| <small><tt>name</tt></small>
|  
| [[String]]
|-
|-
| '''Chest'''
| '''Text'''
| Advanced Damage
| Init
|  
| Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor.
| <small><tt>ENH_damageChest</tt></small>
| <small><tt>text</tt></small>
|  
| [[String]]
|-
|-
| '''Arms'''
| '''Position'''
| Advanced Damage
| Transformation
|  
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
| <small><tt>ENH_damageArms</tt></small>
| <small><tt>position</tt></small>
|  
| [[Position3D]]
|-
|-
| '''Hands'''
| '''Rotation'''
| Advanced Damage
| Transformation
|  
| Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
| <small><tt>ENH_damageHands</tt></small>
| <small><tt>rotation</tt></small>
|  
| [[Number]]
|-
|-
| '''Abdomen'''
| '''Size'''
| Advanced Damage
| Transformation
|  
| Area size in meters.
| <small><tt>ENH_damageAbdomen</tt></small>
| <small><tt>size2</tt></small>
|  
| [[Array]]
|-
|-
| '''Pelvis'''
| '''Size'''
| Advanced Damage
| Transformation
|  
| Area size in meters.
| <small><tt>ENH_damagePelvis</tt></small>
| <small><tt>size3</tt></small>
|  
| [[Array]]
|-
|-
| '''Diaphragm'''
| '''Shape'''
| Advanced Damage
| Transformation
|  
| Area shape.
| <small><tt>ENH_damageDiaphragm</tt></small>
Available options:
|  
* '''Ellipse'''
* '''Rectangle'''
 
| <small><tt>IsRectangle</tt></small>
| [[Bool]]
|-
|-
| '''Legs'''
| '''Type'''
| Advanced Damage
| Activation
|  
| Trigger type, determines special behavior upon activation.
| <small><tt>ENH_damageLegs</tt></small>
Available options:
|  
* '''None''' - No other effects except of those defined by 'On Activation' expression.
* '''Guarded by BLUFOR, Guarded by OPFOR, Guarded by Independent''' - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important).
* '''Skip Waypoint''' - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically.
* '''End #1, End #2, End #3, End #4, End #5, End #6''' - Complete the scenario successfully.
* '''Lose''' - Fail the scenario.
 
| <small><tt>TriggerType</tt></small>
| [[String]]
|-
|-
| '''Various Vehicles'''
| '''Activation'''
| Advanced Damage
| Activation
|  
| What or who can activate the trigger. Some options further depend on 'Activation Condition'.
| <small><tt>AttributeSystemSubcategory</tt></small>
Available options:
|  
* '''None''' - No default activation, only a custom condition expression can activate the trigger.
* '''Any Player''' - Activated when any player of the given side satisfies the 'Activation Condition'.
* '''Anybody''' - Activated when any object satisfies the 'Activation Condition'.
* '''BLUFOR, OPFOR, Independent, Civilian, Game Logic''' - Activated when any object of the given side satisfies the 'Activation Condition'.
* '''Seized by BLUFOR, Seized by OPFOR, Seized by Independent''' - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.
* '''Radio Alpha, Radio Bravo, Radio Charlie, Radio Delta, Radio Echo, Radio Foxtrot, Radio Golf, Radio Hotel, Radio India, Radio Juliet''' - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger 'Text' will be used as the command title.
 
| <small><tt>ActivationBy</tt></small>
| [[String]]
|-
|-
| '''Engine #1'''
| '''Activation'''
| Advanced Damage
| Activation
|  
| What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.
| <small><tt>ENH_damageEngine</tt></small>
Available options:
|  
* '''Owner Only''' - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.
* '''Whole Group''' - Activated when all the owner's group members satisfy the 'Activation Condition'.
* '''Group Leader''' - Activated when leader of the owner's group satisfies the 'Activation Condition'.
* '''Any Group Member''' - Activated when anyone from the owner's group satisfies the 'Activation Condition'.
 
| <small><tt>activationByOwner</tt></small>
| [[String]]
|-
|-
| '''Gun'''
| '''Activation Type'''
| Advanced Damage
| Activation
|  
| Condition of the 'Activation' attribute.
| <small><tt>ENH_damageGun</tt></small>
Available options:
|  
* '''Present''' - Activated when objects are in the area.
* '''Not Present''' - Activated when objects are not in the area.
* '''Detected by BLUFOR, Detected by OPFOR, Detected by Independent, Detected by Civilian''' - Activated when objects are in the area and are discovered by the given side.
 
| <small><tt>activationType</tt></small>
| [[String]]
|-
|-
| '''Fuel Tank #1'''
| '''Repeatable'''
| Advanced Damage
| Activation
|  
| Repetition rules. When enabled, the trigger can be activated again once deactivated.
| <small><tt>ENH_damageFuelTank</tt></small>
| <small><tt>repeatable</tt></small>
|  
| [[Bool]]
|-
|-
| '''Turret'''
| '''Server Only'''
| Advanced Damage
| Activation
|  
| When enabled, the trigger will be evaluated only on server.
| <small><tt>ENH_damageTurret</tt></small>
| <small><tt>isServerOnly</tt></small>
|  
| [[Bool]]
|-
|-
| '''Hull'''
| '''Condition'''
| Advanced Damage
| Expression
|  
| Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.
| <small><tt>ENH_hull</tt></small>
Passed variables are:
|  
* this - boolean value of activation condition
* thisList - list of all objects in trigger area, based on 'Activation'
* thisTrigger - trigger object
| <small><tt>condition</tt></small>
| [[String]]
|-
|-
| '''Window #1'''
| '''On Activation'''
| Advanced Damage
| Expression
|  
| Expression executed once the trigger is activated.
| <small><tt>ENH_damageWindows</tt></small>
Passed variables are:
|  
* thisList - list of all objects in trigger area, based on 'Activation'
* thisTrigger - trigger object
| <small><tt>onActivation</tt></small>
| [[String]]
|-
|-
| '''Window #2'''
| '''On Deactivation'''
| Advanced Damage
| Expression
|  
| Expression executed once the trigger is deactivated.
| <small><tt>ENH_damageWindows1</tt></small>
Passed variables are:
|  
* thisTrigger - trigger object
| <small><tt>onDeactivation</tt></small>
| [[String]]
|-
|-
| '''Window #3'''
| '''Timer Type'''
| Advanced Damage
| Timer
|  
| Type of activation timer.
| <small><tt>ENH_damageWindows2</tt></small>
Available options:
|  
* '''Countdown''' - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.
* '''Timeout''' - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated.
 
| <small><tt>interuptable</tt></small>
| [[Bool]]
|-
|-
| '''Window #4'''
| '''Timer Values'''
| Advanced Damage
| Timer
|  
| Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid.
| <small><tt>ENH_damageWindows3</tt></small>
| <small><tt>timeout</tt></small>
|  
| [[Array]] in format [min, mid, max]
|-
|-
| '''Window #5'''
| '''Effect Condition'''
| Advanced Damage
| Effects
|  
| Condition for effects to be played, must return boolean expression.
| <small><tt>ENH_damageWindows4</tt></small>
| <small><tt>effectCondition</tt></small>
|  
| [[String]]
|-
|-
| '''Window #6'''
| '''Sound'''
| Advanced Damage
| Effects
|  
| Sound played upon activation.
| <small><tt>ENH_damageWindows5</tt></small>
| <small><tt>sound</tt></small>
|  
| [[String]]
|-
|-
| '''Window #7'''
| '''Voice'''
| Advanced Damage
| Effects
|  
| Sound spoken by the first unit which activated the trigger.
| <small><tt>ENH_damageWindows6</tt></small>
| <small><tt>voice</tt></small>
|  
| [[String]]
|-
|-
| '''Land Vehicles'''
| '''Environment'''
| Advanced Damage
| Effects
|  
| Environment sounds played upon activation.
| <small><tt>AttributeSystemSubcategory</tt></small>
| <small><tt>soundEnvironment</tt></small>
|  
| [[String]]
|-
|-
| '''1st axle left wheel'''
| '''SFX'''
| Advanced Damage
| Effects
|  
| Sound effect played by the trigger upon activation. Repeats as long as the trigger is active.
| <small><tt>ENH_damageLFWheel</tt></small>
| <small><tt>soundTrigger</tt></small>
|  
| [[String]]
|-
|-
| '''1st axle right wheel'''
| '''Music'''
| Advanced Damage
| Effects
|  
| Music played upon activation. Replaces previously playing music track.
| <small><tt>ENH_damageRFWheel</tt></small>
| <small><tt>music</tt></small>
|  
| [[String]]
|-
|-
| '''2nd axle left wheel'''
| '''UI Overlay'''
| Advanced Damage
| Effects
|  
| User interface overlay shown upon activation.
| <small><tt>ENH_damageLF2Wheel</tt></small>
| <small><tt>title</tt></small>
|  
| [[String]]
|}
 
<!-- 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>
|-
|-
| '''2nd axle right wheel'''
! Name
| Advanced Damage
! Category
|  
! class="unsortable" | Description
| <small><tt>ENH_damageRF2Wheel</tt></small>
! Property
|
! Type
|-
|-
| '''3rd axle left wheel'''
| '''Type'''
| Advanced Damage
| Type
|  
| Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.
| <small><tt>ENH_damageLMWheel</tt></small>
Some waypoints have special attributes, which are only available the next time you access the attribute window.
|  
| <small><tt>itemClass</tt></small>
| [[String]]
|-
|-
| '''3rd axle right wheel'''
| '''Description'''
| Advanced Damage
| Init
|  
| Text visible for the player next to the waypoint icon in the scene.
| <small><tt>ENH_damageRMWheel</tt></small>
| <small><tt>description</tt></small>
|  
| [[String]]
|-
|-
| '''4th axle left wheel'''
| '''Order'''
| Advanced Damage
| Init
|  
| Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down.
| <small><tt>ENH_damageLBWheel</tt></small>
| <small><tt>order</tt></small>
|  
|  
|-
|-
| '''4th axle right wheel'''
| '''Identified'''
| Advanced Damage
| Init
|  
| System name of the waypoint, used for identification in scripts.
| <small><tt>ENH_damageRBWheel</tt></small>
| <small><tt>name</tt></small>
|  
| [[String]]
|-
|-
| '''Body'''
| '''Position'''
| Advanced Damage
| Transformation
|  
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
| <small><tt>ENH_damageVehBody</tt></small>
| <small><tt>position</tt></small>
|  
| [[Position3D]]
|-
|-
| '''Left track'''
| '''Placement Radius'''
| Advanced Damage
| Transformation
|  
| Placement radius in meters. The entity will start at a random position within the radius.
| <small><tt>ENH_damageLTrack</tt></small>
| <small><tt>placementRadius</tt></small>
|  
| [[Number]]
|-
|-
| '''Right track'''
| '''Completion Radius'''
| Advanced Damage
| Transformation
|  
| Distance in meters in which a group member has to be in order for the waypoint to be considered completed.
| <small><tt>ENH_damageRTrack</tt></small>
| <small><tt>completionRadius</tt></small>
|  
| [[Number]]
|-
|-
| '''Aeronautical Vehicles'''
| '''Combat Mode'''
| Advanced Damage
| State
|  
| Controls how and when the group will choose to engage enemy targets.
| <small><tt>AttributeSystemSubcategory</tt></small>
Available options:
|  
* '''Unchanged''' - No change compared to the previous state.
* '''Forced Hold Fire''' - The group will never fire under any circumstances.
* '''Do Not Fire Unless Fired Upon, Keep Formation''' - Group members will hold fire unless directly threatened.
* '''Do Not Fire Unless Fired Upon''' - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.
* '''Open Fire, Keep Formation''' - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.
* '''Open Fire''' - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position.
 
| <small><tt>combatMode</tt></small>
| [[String]]
|-
|-
| '''Avionics'''
| '''Behavior'''
| Advanced Damage
| State
|  
| Behavior pattern of the group.
| <small><tt>ENH_damageAvionics</tt></small>
Available options:
|  
* '''Unchanged''' - No change compared to the previous state.
* '''Careless''' - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.
* '''Safe''' - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.
* '''Aware''' - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.
* '''Combat''' - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.
* '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights.
 
| <small><tt>behaviour</tt></small>
| [[String]]
|-
|-
| '''Main rotor'''
| '''Formation'''
| Advanced Damage
| State
|  
| Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.
| <small><tt>ENH_damageMainRotor</tt></small>
Available options:
|  
* '''Unchanged'''
* '''Wedge'''
* '''Vee'''
* '''Line'''
* '''Column'''
* '''File'''
* '''Staggered Col.'''
* '''Echelon L.'''
* '''Echelon R.'''
* '''Diamond'''
 
| <small><tt>formation</tt></small>
| [[String]]
|-
|-
| '''Tail Rotor'''
| '''SpeedMode'''
| Advanced Damage
| State
|  
| Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.
| <small><tt>ENH_damageTailRotor</tt></small>
Available options:
|  
* '''Unchanged'''
* '''Limited'''
* '''Normal'''
* '''Full'''
 
| <small><tt>speedMode</tt></small>
| [[String]]
|-
|-
| '''Engine #2'''
| '''Condition'''
| Advanced Damage
| Expression
|  
| Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.
| <small><tt>ENH_engine2</tt></small>
Passed variables are:
|  
* this - group leader
* thisList - array with all group members
| <small><tt>condition</tt></small>
| [[String]]
|-
|-
| '''Fuel Tank #2'''
| '''On Activation'''
| Advanced Damage
| Expression
|  
| Expression called when the waypoint is completed.
| <small><tt>ENH_fuel2</tt></small>
Passed variables are:
|  
* this - group leader
* thisList - array with all group members
| <small><tt>onActivation</tt></small>
| [[String]]
|-
|-
| '''Left Aileron'''
| '''Script'''
| Advanced Damage
| Expression
|  
| Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished.
| <small><tt>ENH_hitlaileron</tt></small>
| <small><tt>script</tt></small>
|  
| [[String]]
|-
|-
| '''Right Aileron'''
| '''Map Visibility'''
| Advanced Damage
| Visibility
|  
| Make the waypoint visible for the player on the map.
| <small><tt>ENH_hitraileron</tt></small>
| <small><tt>show2D</tt></small>
|  
| [[Bool]]
|-
|-
| '''Left Rudder'''
| '''Scene Visibility'''
| Advanced Damage
| Visibility
|  
| Make the waypoint visible for the player in the scene.
| <small><tt>ENH_hitlcrudder</tt></small>
| <small><tt>show3D</tt></small>
|  
| [[Bool]]
|-
|-
| '''Right Rudder'''
| '''Timer Values'''
| Advanced Damage
| Timer
|  
| Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid.
| <small><tt>ENH_hitrrudder</tt></small>
| <small><tt>timeout</tt></small>
|  
| [[Array]] in format [min, mid, max]
|-
|-
| '''Left Elevator'''
| '''Effect Condition'''
| Advanced Damage
| Effects
|  
| Condition for effects to be played, must return boolean expression.
| <small><tt>ENH_hitlcelevator</tt></small>
| <small><tt>effectCondition</tt></small>
|  
| [[String]]
|-
|-
| '''Right Elevator'''
| '''Sound'''
| Advanced Damage
| Effects
|  
| Sound played upon activation.
| <small><tt>ENH_hitrelevator</tt></small>
| <small><tt>sound</tt></small>
|  
| [[String]]
|-
|-
| '''Gear Lights'''
| '''Voice'''
| Advanced Damage
| Effects
|  
| Sound spoken by the first unit which activated the trigger.
| <small><tt>ENH_gear_f_lights</tt></small>
| <small><tt>voice</tt></small>
|  
| [[String]]
|-
|-
| '''Move'''
| '''Environment'''
| Disable AI Features
| Effects
| Disables AI's ability to move.
| Environment sounds played upon activation.
| <small><tt>ENH_disableAI_move</tt></small>
| <small><tt>soundEnvironment</tt></small>
|  
| [[String]]
|-
|-
| '''Target'''
| '''Music'''
| Disable AI Features
| Effects
| Disables AI's ability to target.
| Music played upon activation. Replaces previously playing music track.
| <small><tt>ENH_disableAI_target</tt></small>
| <small><tt>music</tt></small>
|  
| [[String]]
|-
|-
| '''Cover'''
| '''UI Overlay'''
| Disable AI Features
| Effects
| Disables AI's ability to take cover.
| User interface overlay shown upon activation.
| <small><tt>ENH_disableAI_cover</tt></small>
| <small><tt>title</tt></small>
|  
| [[String]]
|}
 
<!-- 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>
|-
|-
| '''Autotarget'''
! Name
| Disable AI Features
! Category
| Disables AI's ability automatically assign targets.
! class="unsortable" | Description
| <small><tt>ENH_disableAI_autotarget</tt></small>
! Property
|
! Type
|}
 
<!-- 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>
|-
|-
| '''Animation'''
! Name
| Disable AI Features
! Category
| Disables animations.
! class="unsortable" | Description
| <small><tt>ENH_disableAI_anim</tt></small>
! Property
|
! Type
|-
|-
| '''FSM'''
| '''Type'''
| Disable AI Features
| Type
| Disable the execution of AI behaviour scripts.
| Icon texture.
| <small><tt>ENH_disableAI_FSM</tt></small>
| <small><tt>itemClass</tt></small>
|  
| [[String]]
|-
|-
| '''Aiming Error'''
| '''Variable Name'''
| Disable AI Features
| Init
| Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target.
| Unique system name. Can contain any characters. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.
| <small><tt>ENH_disableAI_aimingError</tt></small>
| <small><tt>markerName</tt></small>
|  
| [[String]]
|-
|-
| '''Team Switch'''
| '''Text'''
| Disable AI Features
| Init
| AI disabled because of Team Switch.
| Text displayed right from the marker.
| <small><tt>ENH_disableAI_teamswitch</tt></small>
| <small><tt>text</tt></small>
|  
| [[String]]
|-
|-
| '''Suppression'''
| '''Position'''
| Disable AI Features
| Transformation
| Prevents AI from being suppressed.
| World coordinates in meters. X goes from West to East and Y from South to North.
| <small><tt>ENH_disableAI_suppression</tt></small>
| <small><tt>position</tt></small>
|  
| [[Position3D]]
|-
|-
| '''Raycasts'''
| '''Size'''
| Disable AI Features
| Transformation
| Disables visibility raycasts.
| Area size in meters.
| <small><tt>ENH_disableAI_checkVisible</tt></small>
| <small><tt>size2</tt></small>
|  
| [[Array]]
|-
|-
| '''Autocombat'''
| '''Rotation'''
| Disable AI Features
| Transformation
| Disables autonomous switching to COMBAT when in danger.
| Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
| <small><tt>ENH_disableAI_autocombat</tt></small>
| <small><tt>rotation</tt></small>
|  
| [[Number]]
|-
|-
| '''Path'''
| '''Shape'''
| Disable AI Features
| Style
| Stops the AI’s movement but not the target alignment.
| Area shape.
| <small><tt>ENH_disableAI_path</tt></small>
Available options:
|  
* '''Rectangle'''
* '''Ellipse'''
 
| <small><tt>markerType</tt></small>
| [[String]]
|-
|-
| '''Mine Detection'''
| '''Brush'''
| Disable AI Features
| Style
|  
| Area fill texture.
| <small><tt>ENH_disableAI_mineDetection</tt></small>
| <small><tt>brush</tt></small>
|  
| [[String]]
|-
|-
| '''Weapon Aim'''
| '''Color'''
| Disable AI Features
| Style
|  
| Marker color. 'Default' is based on the selected marker type.
| <small><tt>ENH_disableAI_weaponAim</tt></small>
| <small><tt>baseColor</tt></small>
|  
| [[Array]]
|-
|-
| '''Night Vision Goggles'''
| '''Alpha'''
| Disable AI Features
| Style
|  
| Transparency. When the icon marker has a shadow, it will be visible behind the transparent icon.
| <small><tt>ENH_disableAI_NVG</tt></small>
| <small><tt>alpha</tt></small>
|
| [[Number]]
|-
| '''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>
|  
|}
|}


Line 1,170: Line 1,037:
| <small><tt>SaveBinarized</tt></small>
| <small><tt>SaveBinarized</tt></small>
| [[Bool]]
| [[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>
|
|}
|}


Line 1,268: Line 1,061:
| <small><tt>IntelTime</tt></small>
| <small><tt>IntelTime</tt></small>
| [[Number]]
| [[Number]]
|-
| '''Time Multiplier'''
| Date
| Set how fast the time will pass.
| <small><tt>ENH_timeMultiplier</tt></small>
|
|-
|-
| '''Time of Changes'''
| '''Time of Changes'''
Line 1,400: Line 1,187:
| <small><tt>IntelWindDirectionForecast</tt></small>
| <small><tt>IntelWindDirectionForecast</tt></small>
| [[Number]]
| [[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>
|
|}
|}


Line 1,682: Line 1,299:
| <small><tt>AIKills</tt></small>
| <small><tt>AIKills</tt></small>
| [[Bool]]
| [[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'''
| '''Shared Objectives'''
Line 1,789: Line 1,376:
| <small><tt>ReviveBleedOutDelay</tt></small>
| <small><tt>ReviveBleedOutDelay</tt></small>
| [[String]]
| [[String]]
|}
<!-- 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]]
|-
|-
| '''Enable'''
| '''Vehicle Wrecks'''
| Dynamic Groups
| Garbage Collection
| Enable the Dynamic Groups system.
|  
| <small><tt>ENH_dynamicGroups</tt></small>
| <small><tt>AttributeSystemSubcategory</tt></small>
|  
|  
|-
|-
| '''Dynamic AI Skill Settings'''
| '''Mode'''
| Dynamic AI Skill Settings
| 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>
|  
|  
| <small><tt>ENH_dynamicSkill</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>
|  
|  
|}
|}

Revision as of 09:31, 17 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
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
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
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
Info Development
Name Category Description Property Type
Info Development
Name Category Description Property Type
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
Text Init Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor. text String
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. size2 Array
Size Transformation Area size in meters. size3 Array
Shape Transformation Area shape.

Available options:

  • Ellipse
  • Rectangle
IsRectangle Bool
Type Activation Trigger type, determines special behavior upon activation.

Available options:

  • None - No other effects except of those defined by 'On Activation' expression.
  • Guarded by BLUFOR, Guarded by OPFOR, Guarded by Independent - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important).
  • Skip Waypoint - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically.
  • End #1, End #2, End #3, End #4, End #5, End #6 - Complete the scenario successfully.
  • Lose - Fail the scenario.
TriggerType String
Activation Activation What or who can activate the trigger. Some options further depend on 'Activation Condition'.

Available options:

  • None - No default activation, only a custom condition expression can activate the trigger.
  • Any Player - Activated when any player of the given side satisfies the 'Activation Condition'.
  • Anybody - Activated when any object satisfies the 'Activation Condition'.
  • BLUFOR, OPFOR, Independent, Civilian, Game Logic - Activated when any object of the given side satisfies the 'Activation Condition'.
  • Seized by BLUFOR, Seized by OPFOR, Seized by Independent - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.
  • Radio Alpha, Radio Bravo, Radio Charlie, Radio Delta, Radio Echo, Radio Foxtrot, Radio Golf, Radio Hotel, Radio India, Radio Juliet - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger 'Text' will be used as the command title.
ActivationBy String
Activation Activation What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.

Available options:

  • Owner Only - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.
  • Whole Group - Activated when all the owner's group members satisfy the 'Activation Condition'.
  • Group Leader - Activated when leader of the owner's group satisfies the 'Activation Condition'.
  • Any Group Member - Activated when anyone from the owner's group satisfies the 'Activation Condition'.
activationByOwner String
Activation Type Activation Condition of the 'Activation' attribute.

Available options:

  • Present - Activated when objects are in the area.
  • Not Present - Activated when objects are not in the area.
  • Detected by BLUFOR, Detected by OPFOR, Detected by Independent, Detected by Civilian - Activated when objects are in the area and are discovered by the given side.
activationType String
Repeatable Activation Repetition rules. When enabled, the trigger can be activated again once deactivated. repeatable Bool
Server Only Activation When enabled, the trigger will be evaluated only on server. isServerOnly Bool
Condition Expression Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.

Passed variables are:

  • this - boolean value of activation condition
  • thisList - list of all objects in trigger area, based on 'Activation'
  • thisTrigger - trigger object
condition String
On Activation Expression Expression executed once the trigger is activated.

Passed variables are:

  • thisList - list of all objects in trigger area, based on 'Activation'
  • thisTrigger - trigger object
onActivation String
On Deactivation Expression Expression executed once the trigger is deactivated.

Passed variables are:

  • thisTrigger - trigger object
onDeactivation String
Timer Type Timer Type of activation timer.

Available options:

  • Countdown - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.
  • Timeout - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated.
interuptable Bool
Timer Values Timer Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid. timeout Array in format [min, mid, max]
Effect Condition Effects Condition for effects to be played, must return boolean expression. effectCondition String
Sound Effects Sound played upon activation. sound String
Voice Effects Sound spoken by the first unit which activated the trigger. voice String
Environment Effects Environment sounds played upon activation. soundEnvironment String
SFX Effects Sound effect played by the trigger upon activation. Repeats as long as the trigger is active. soundTrigger String
Music Effects Music played upon activation. Replaces previously playing music track. music String
UI Overlay Effects User interface overlay shown upon activation. title String
Info Development
Name Category Description Property Type
Type Type Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.

Some waypoints have special attributes, which are only available the next time you access the attribute window.

itemClass String
Description Init Text visible for the player next to the waypoint icon in the scene. description String
Order Init Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. order
Identified Init System name of the waypoint, used for identification in scripts. name String
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
Placement Radius Transformation Placement radius in meters. The entity will start at a random position within the radius. placementRadius Number
Completion Radius Transformation Distance in meters in which a group member has to be in order for the waypoint to be considered completed. completionRadius Number
Combat Mode State Controls how and when the group will choose to engage enemy targets.

Available options:

  • Unchanged - No change compared to the previous state.
  • Forced Hold Fire - The group will never fire under any circumstances.
  • Do Not Fire Unless Fired Upon, Keep Formation - Group members will hold fire unless directly threatened.
  • Do Not Fire Unless Fired Upon - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.
  • Open Fire, Keep Formation - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.
  • Open Fire - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position.
combatMode String
Behavior State Behavior pattern of the group.

Available options:

  • Unchanged - No change compared to the previous state.
  • Careless - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.
  • Safe - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.
  • Aware - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.
  • Combat - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.
  • Stealth - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights.
behaviour String
Formation State Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.

Available options:

  • Unchanged
  • Wedge
  • Vee
  • Line
  • Column
  • File
  • Staggered Col.
  • Echelon L.
  • Echelon R.
  • Diamond
formation String
SpeedMode State Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.

Available options:

  • Unchanged
  • Limited
  • Normal
  • Full
speedMode String
Condition Expression Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.

Passed variables are:

  • this - group leader
  • thisList - array with all group members
condition String
On Activation Expression Expression called when the waypoint is completed.

Passed variables are:

  • this - group leader
  • thisList - array with all group members
onActivation String
Script Expression Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. script String
Map Visibility Visibility Make the waypoint visible for the player on the map. show2D Bool
Scene Visibility Visibility Make the waypoint visible for the player in the scene. show3D Bool
Timer Values Timer Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid. timeout Array in format [min, mid, max]
Effect Condition Effects Condition for effects to be played, must return boolean expression. effectCondition String
Sound Effects Sound played upon activation. sound String
Voice Effects Sound spoken by the first unit which activated the trigger. voice String
Environment Effects Environment sounds played upon activation. soundEnvironment String
Music Effects Music played upon activation. Replaces previously playing music track. music String
UI Overlay Effects User interface overlay shown upon activation. title String
Info Development
Name Category Description Property Type
Info Development
Name Category Description Property Type
Type Type Icon texture. itemClass String
Variable Name Init Unique system name. Can contain any characters. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables. markerName String
Text Init Text displayed right from the marker. text String
Position Transformation World coordinates in meters. X goes from West to East and Y from South to North. position Position3D
Size Transformation Area size in meters. size2 Array
Rotation Transformation Local rotation in degrees. X is pitch, Y is roll and Z is yaw. rotation Number
Shape Style Area shape.

Available options:

  • Rectangle
  • Ellipse
markerType String
Brush Style Area fill texture. brush String
Color Style Marker color. 'Default' is based on the selected marker type. baseColor Array
Alpha Style Transparency. When the icon marker has a shadow, it will be visible behind the transparent icon. alpha Number
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
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 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
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
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
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