Eden Editor: Scenario Attributes
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Attributes
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
Name | 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 |
Picture | Overview (Locked) | Path to overview picture visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details) | 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 picture visible in 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. | Briefing | Bool |
Show Debriefing | States | When disabled, the debriefing screen won't 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 won't 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 be achieved also by removing map from player's inventory. | ShowMap | Bool |
Show Compass | States | When disabled, compass won't be available neither in the map, nor in the scene after pressing the 'Compass' key. Can be achieved also by removing compass from player's inventory. | ShowCompass | Bool |
Show Watch | States | When disabled, the watch won't be available in the scene after pressing the 'Watch' key. Can be achieved also by removing watch from player's inventory. | ShowWatch | Bool |
Show GPS | States | When disabled, the GPS minimap won't be available in the scene after pressing the 'GPS' key. Can be achieved also by removing GPS from player's inventory. | ShowGPS | Bool |
Show HUD | States | When disabled, on-screen information like weapon information or command menu will be hidden. | ShowHUD | Bool |
Show UAV Feed | States | When disabled, the UAV feed won't 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 advanced flight model. | ForceRotorLibSimulation | Bool |
Debug Console | States | Determines debug console availablity.
Available options:
|
EnableDebugConsole | Number |
Unlocked Keys | Unlock | Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by semicolon. Key can be activated using 'activateKey' scripting command. Doesn't affect multiplayer and campaign scenarios, and 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 semicolon. Doesn't affect multiplayer and campaign scenarios. | Keys | Array |
Required Keys Limit | Unlock | How many of required keys has to be active for mission to be unlocked. | KeysLimit | Number |
Independents\nAllegiance | Misc | Sets to whom will Independet side be friendly to. | IntelIndepAllegiance | Array in format [west:Number,east:Number] |
Environment
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
Date | Date | Starting date. | IntelDate | Array in format [year, month, day] |
Time | Date | Starting time of the day. Please note that sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and 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 cloudiness. Unless they are set manually, this value also affects rain, lightnings, waves, wind and gusts values. | IntelWeatherStart | Number |
Overcast Forecast | Overcast | Forecasted cloudiness. | IntelWeatherForecast | Number |
Fog Start | Fog | Initial fog. Strength affects not only how far can player see, but also limits sight of AI entities. | IntelFogStart | Number |
Fog Forecast | Fog | Forecasted fog. | IntelFogForecast | Number |
Manual Override | Rain | Enable 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 cloudiness is already bad, i.e., high value is ignored when the weather is sunny. | IntelRainStart | Number |
Rain Forecast | Rain | Forecasted rain strength. | IntelRainForecast | Number |
Manual Override | Lightnings | Enable manual settings in this category. When disabled, the engine will calculate the values automatically. | IntelLightningIsForced | Bool |
Lightnings Start | Lightnings | Initial frequency of lightnings. Applied only when the cloudiness is already bad, i.e., high value is ignored when the weather is sunny. | IntelLightningStart | Number |
Lightnings Forecast | Lightnings | Forecasted frequency of lightnings. | IntelLightningForecast | Number |
Manual Override | Waves | Enable manual settings in this category. When disabled, the engine will calculate the values automatically. | IntelWavesIsForced | Bool |
Waves Start | Waves | Initial waves size. Applied independently on cloudiness settings. | IntelWavesStart | Number |
Waves Forecast | Waves | Forecasted waves size. | IntelWavesForecast | Number |
Manual Override | Wind | Enable 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 cloudiness is, the stronger and more frequent the changes are. | 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 |
Multiplayer
Info | Development | |||
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Name | Category | Description | Class | 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 |
Multiplayer Overview | 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's allowed by default. |
DisabledAI | Bool |
Auto Assign Slots | Lobby | When enabled, arriving players will be first assigned to a 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:
|
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, 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 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 which is alrerady not controlled by another player. | EnableTeamSwitch | Bool |
Allow AI Score | Respawn | When enabled, score of playable characters controlled by AI will appear on the scoreboard. | AIKills | Bool |
Garbage Collection
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Class | Type |
Mode | Character Corpses | Garbage collecting mode.
Available options:
|
CorpseManagerMode | Number |
Limit | Character Corpses | Maximum number of dead bodies in the scenario. | CorpseLimit | Number |
Min Delay | Character Corpses | Time in seconds before a dead body is removed when number of dead bodies exceeds 'Limit'. | CorpseRemovalMinTime | Number |
Max Delay | Character Corpses | Time in seconds before a dead body is removed when number of dead bodies is below or equals 'Limit'. | CorpseRemovalMaxTime | Number |
Mode | Vehicle Wrecks | Garbage collecting mode.
Available options:
|
WreckManagerMode | Number |
Limit | Vehicle Wrecks | Maximum number of vehicle wrecks in the scenario. | WreckLimit | Number |
Min Delay | Vehicle Wrecks | Time in seconds before a wreck is removed when number of wrecks exceeds 'Limit'. | WreckRemovalMinTime | Number |
Max Delay | Vehicle Wrecks | Time in seconds before a wreck is removed when number of wrecks is below or equals 'Limit'. | WreckRemovalMaxTime | Number |