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