R3vo – User talk
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<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" width = "100%" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''Head''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageHead</tt></small> | |||
| | |||
|- | |||
| '''Face''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageFace</tt></small> | |||
| | |||
|- | |||
| '''Neck''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageNeck</tt></small> | |||
| | |||
|- | |||
| '''Chest''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageChest</tt></small> | |||
| | |||
|- | |||
| '''Arms''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageArms</tt></small> | |||
| | |||
|- | |||
| '''Hands''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageHands</tt></small> | |||
| | |||
|- | |||
| '''Abdomen''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageAbdomen</tt></small> | |||
| | |||
|- | |||
| '''Pelvis''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damagePelvis</tt></small> | |||
| | |||
|- | |||
| '''Diaphragm''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageDiaphragm</tt></small> | |||
| | |||
|- | |||
| '''Legs''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLegs</tt></small> | |||
| | |||
|- | |||
| '''Various Vehicles''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''Engine #1''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageEngine</tt></small> | |||
| | |||
|- | |||
| '''Gun''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageGun</tt></small> | |||
| | |||
|- | |||
| '''Fuel Tank #1''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageFuelTank</tt></small> | |||
| | |||
|- | |||
| '''Turret''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageTurret</tt></small> | |||
| | |||
|- | |||
| '''Hull''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hull</tt></small> | |||
| | |||
|- | |||
| '''Window #1''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows</tt></small> | |||
| | |||
|- | |||
| '''Window #2''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows1</tt></small> | |||
| | |||
|- | |||
| '''Window #3''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows2</tt></small> | |||
| | |||
|- | |||
| '''Window #4''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows3</tt></small> | |||
| | |||
|- | |||
| '''Window #5''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows4</tt></small> | |||
| | |||
|- | |||
| '''Window #6''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows5</tt></small> | |||
| | |||
|- | |||
| '''Window #7''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageWindows6</tt></small> | |||
| | |||
|- | |||
| '''Land Vehicles''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''1st axle left wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLFWheel</tt></small> | |||
| | |||
|- | |||
| '''1st axle right wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRFWheel</tt></small> | |||
| | |||
|- | |||
| '''2nd axle left wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLF2Wheel</tt></small> | |||
| | |||
|- | |||
| '''2nd axle right wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRF2Wheel</tt></small> | |||
| | |||
|- | |||
| '''3rd axle left wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLMWheel</tt></small> | |||
| | |||
|- | |||
| '''3rd axle right wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRMWheel</tt></small> | |||
| | |||
|- | |||
| '''4th axle left wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLBWheel</tt></small> | |||
| | |||
|- | |||
| '''4th axle right wheel''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRBWheel</tt></small> | |||
| | |||
|- | |||
| '''Body''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageVehBody</tt></small> | |||
| | |||
|- | |||
| '''Left track''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageLTrack</tt></small> | |||
| | |||
|- | |||
| '''Right track''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageRTrack</tt></small> | |||
| | |||
|- | |||
| '''Aeronautical Vehicles''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>AttributeSystemSubcategory</tt></small> | |||
| | |||
|- | |||
| '''Avionics''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageAvionics</tt></small> | |||
| | |||
|- | |||
| '''Main rotor''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageMainRotor</tt></small> | |||
| | |||
|- | |||
| '''Tail Rotor''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_damageTailRotor</tt></small> | |||
| | |||
|- | |||
| '''Engine #2''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_engine2</tt></small> | |||
| | |||
|- | |||
| '''Fuel Tank #2''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_fuel2</tt></small> | |||
| | |||
|- | |||
| '''Left Aileron''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitlaileron</tt></small> | |||
| | |||
|- | |||
| '''Right Aileron''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitraileron</tt></small> | |||
| | |||
|- | |||
| '''Left Rudder''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitlcrudder</tt></small> | |||
| | |||
|- | |||
| '''Right Rudder''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitrrudder</tt></small> | |||
| | |||
|- | |||
| '''Left Elevator''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitlcelevator</tt></small> | |||
| | |||
|- | |||
| '''Right Elevator''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_hitrelevator</tt></small> | |||
| | |||
|- | |||
| '''Gear Lights''' | |||
| Advanced Damage | |||
| | |||
| <small><tt>ENH_gear_f_lights</tt></small> | |||
| | |||
|- | |||
| '''Move''' | |||
| Disable AI Features | |||
| Disables AI's ability to move. | |||
| <small><tt>ENH_disableAI_move</tt></small> | |||
| | |||
|- | |||
| '''Target''' | |||
| Disable AI Features | |||
| Disables AI's ability to target. | |||
| <small><tt>ENH_disableAI_target</tt></small> | |||
| | |||
|- | |||
| '''Cover''' | |||
| Disable AI Features | |||
| Disables AI's ability to take cover. | |||
| <small><tt>ENH_disableAI_cover</tt></small> | |||
| | |||
|- | |||
| '''Autotarget''' | |||
| Disable AI Features | |||
| Disables AI's ability automatically assign targets. | |||
| <small><tt>ENH_disableAI_autotarget</tt></small> | |||
| | |||
|- | |||
| '''Animation''' | |||
| Disable AI Features | |||
| Disables animations. | |||
| <small><tt>ENH_disableAI_anim</tt></small> | |||
| | |||
|- | |||
| '''FSM''' | |||
| Disable AI Features | |||
| Disable the execution of AI behaviour scripts. | |||
| <small><tt>ENH_disableAI_FSM</tt></small> | |||
| | |||
|- | |||
| '''Aiming Error''' | |||
| Disable AI Features | |||
| Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target. | |||
| <small><tt>ENH_disableAI_aimingError</tt></small> | |||
| | |||
|- | |||
| '''Team Switch''' | |||
| Disable AI Features | |||
| AI disabled because of Team Switch. | |||
| <small><tt>ENH_disableAI_teamswitch</tt></small> | |||
| | |||
|- | |||
| '''Suppression''' | |||
| Disable AI Features | |||
| Prevents AI from being suppressed. | |||
| <small><tt>ENH_disableAI_suppression</tt></small> | |||
| | |||
|- | |||
| '''Raycasts''' | |||
| Disable AI Features | |||
| Disables visibility raycasts. | |||
| <small><tt>ENH_disableAI_checkVisible</tt></small> | |||
| | |||
|- | |||
| '''Autocombat''' | |||
| Disable AI Features | |||
| Disables autonomous switching to COMBAT when in danger. | |||
| <small><tt>ENH_disableAI_autocombat</tt></small> | |||
| | |||
|- | |||
| '''Path''' | |||
| Disable AI Features | |||
| Stops the AI’s movement but not the target alignment. | |||
| <small><tt>ENH_disableAI_path</tt></small> | |||
| | |||
|- | |||
| '''Mine Detection''' | |||
| Disable AI Features | |||
| | |||
| <small><tt>ENH_disableAI_mineDetection</tt></small> | |||
| | |||
|- | |||
| '''Weapon Aim''' | |||
| Disable AI Features | |||
| | |||
| <small><tt>ENH_disableAI_weaponAim</tt></small> | |||
| | |||
|- | |||
| '''Night Vision Goggles''' | |||
| Disable AI Features | |||
| | |||
| <small><tt>ENH_disableAI_NVG</tt></small> | |||
| | |||
|- | |||
| '''Lights''' | |||
| Disable AI Features | |||
| | |||
| <small><tt>ENH_disableAI_lights</tt></small> | |||
| | |||
|- | |||
| '''Radio Protocol''' | |||
| Disable AI Features | |||
| Stops AI from talking and texting while still being able to issue orders. | |||
| <small><tt>ENH_disableAI_radioProtocol</tt></small> | |||
| | |||
|- | |||
| '''Aiming Shake''' | |||
| Advanced Skill Settings | |||
| Affects how steadily the AI can hold a weapon (Higher value = less weapon sway). | |||
| <small><tt>ENH_aimingShake</tt></small> | |||
| | |||
|- | |||
| '''Aiming Speed''' | |||
| Advanced Skill Settings | |||
| Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error). | |||
| <small><tt>ENH_aimingSpeed</tt></small> | |||
| | |||
|- | |||
| '''Aiming Accuracy''' | |||
| Advanced Skill Settings | |||
| Affects how precise an AI will shoot (Higher value = higher precision). | |||
| <small><tt>ENH_aimingAccuracy</tt></small> | |||
| | |||
|- | |||
| '''Commanding''' | |||
| Advanced Skill Settings | |||
| Affects how quickly recognized targets are shared with the group (Higher value = faster reporting). | |||
| <small><tt>ENH_commanding</tt></small> | |||
| | |||
|- | |||
| '''Courage''' | |||
| Advanced Skill Settings | |||
| Affects unit's subordinates' morale (Higher value = more courage). | |||
| <small><tt>ENH_courage</tt></small> | |||
| | |||
|- | |||
| '''General''' | |||
| Advanced Skill Settings | |||
| Affects the AI's decision making. | |||
| <small><tt>enh_general</tt></small> | |||
| | |||
|- | |||
| '''Reload Speed''' | |||
| Advanced Skill Settings | |||
| Affects the delay between switching or reloading a weapon. (Higher value = less delay). | |||
| <small><tt>ENH_reloadingSpeed</tt></small> | |||
| | |||
|- | |||
| '''Spot Distance''' | |||
| Advanced Skill Settings | |||
| Affects the AI's ability to spot targets within it's visual or audible range and also affects the accuracy of the information (Higher value = better spotting, more accurate information). | |||
| <small><tt>ENH_spotDistance</tt></small> | |||
| | |||
|- | |||
| '''Spot Time''' | |||
| Advanced Skill Settings | |||
| Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction). | |||
| <small><tt>ENH_spotTime</tt></small> | |||
| | |||
|- | |||
| '''Is Medic?''' | |||
| Unit Traits | |||
| Defines whether the unit can fully heal other units. | |||
| <small><tt>ENH_unitTraits_medic</tt></small> | |||
| | |||
|- | |||
| '''Is Engineer?''' | |||
| Unit Traits | |||
| Defines whether or not the unit can repair vehicles. | |||
| <small><tt>ENH_unitTraits_engineer</tt></small> | |||
| | |||
|- | |||
| '''Is Explosive Specialist?''' | |||
| Unit Traits | |||
| Defines whether the unit can defuse explosives. | |||
| <small><tt>ENH_unitTrait_explosiveSpecialist</tt></small> | |||
| | |||
|- | |||
| '''Is UAV Hacker?''' | |||
| Unit Traits | |||
| Defines whether the unit can hack hostile UAVs. | |||
| <small><tt>ENH_unitTrait_UAVHacker</tt></small> | |||
| | |||
|- | |||
| '''Camouflage Coefficent''' | |||
| Unit Traits | |||
| The camouflage coefficent determines how easy an unit can be spotted by AI. A lower value means it's more difficult to spot it. | |||
| <small><tt>ENH_unitTraits_camouflage</tt></small> | |||
| | |||
|- | |||
| '''Audible Coefficient''' | |||
| Unit Traits | |||
| The audible coefficient determines how easy a unit can be heard by AI. A lower value means it's more difficult to hear it. | |||
| <small><tt>ENH_unitTraits_audibleCoef</tt></small> | |||
| | |||
|- | |||
| '''Load Coefficient''' | |||
| Unit Traits | |||
| The load coefficient determines how much influence the unit's loadout weight has on it's stamina. A higher value means the weight has a higher influence. | |||
| <small><tt>ENH_unitTraits_loadCoef</tt></small> | |||
| | |||
|- | |||
| '''Hold Action''' | |||
| Hold Action | |||
| | |||
| <small><tt>ENH_HoldAction</tt></small> | |||
| | |||
|} | |||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" width = "100%" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''Patrol''' | |||
| State | |||
| Makes the group of the selected unit patrol an area. The value defines the max. distance between two patrol waypoints. | |||
0 deactivates the patrol. | |||
| <small><tt>ENH_TaskPatrol</tt></small> | |||
| | |||
|- | |||
| '''Group Marker''' | |||
| Group Marker | |||
| | |||
| <small><tt>ENH_groupMarker</tt></small> | |||
| | |||
|} | |||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" width = "100%" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''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" width = "100%" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''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> | |||
| | |||
|- | |||
| '''Airdrop''' | |||
| Airdrop | |||
| | |||
| <small><tt>ENH_Airdrop</tt></small> | |||
| | |||
|- | |||
| '''Establishing Shot''' | |||
| Establishing Shot | |||
| | |||
| <small><tt>ENH_establisingShot</tt></small> | |||
| | |||
|- | |||
| '''Intro Text''' | |||
| Intro Text | |||
| | |||
| <small><tt>ENH_introText</tt></small> | |||
| | |||
|- | |||
| '''Mission Ending (Casualties)''' | |||
| Custom Mission Endings | |||
| | |||
| <small><tt>ENH_missionEnding_casualties</tt></small> | |||
| | |||
|- | |||
| '''Single Player Respawn''' | |||
| Single Player Respawn | |||
| | |||
| <small><tt>ENH_SPR</tt></small> | |||
| | |||
|} | |||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" width = "100%" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
| '''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> | |||
| | |||
|- | |||
| '''Enable''' | |||
| Dynamic Groups | |||
| Enable the Dynamic Groups system. | |||
| <small><tt>ENH_dynamicGroups</tt></small> | |||
| | |||
|- | |||
| '''Dynamic AI Skill Settings''' | |||
| Dynamic AI Skill Settings | |||
| | |||
| <small><tt>ENH_dynamicSkill</tt></small> | |||
| | |||
|} | |||
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. --> | |||
{| class="wikitable sortable" width = "100%" | |||
! colspan="3" | <big>Info</big> | |||
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big> | |||
|- | |||
! Name | |||
! Category | |||
! class="unsortable" | Description | |||
! Property | |||
! Type | |||
|- | |||
|- | |||
| '''Debug Options''' | |||
| Misc | |||
| | |||
| <small><tt>ENH_DebugOptions</tt></small> | |||
| | |||
|- | |||
| '''Collapse Asset Browser on Start''' | |||
| Interface | |||
| | |||
| <small><tt>ENH_CollapseAssetBrowser</tt></small> | |||
| | |||
|- | |||
| '''Collapse Entity List on Start''' | |||
| Interface | |||
| | |||
| <small><tt>ENH_CollapseEntityList</tt></small> | |||
| | |||
|- | |||
| '''Show Left Panel on Start''' | |||
| Interface | |||
| | |||
| <small><tt>ENH_ShowPanelLeft</tt></small> | |||
| | |||
|- | |||
| '''Show Right Panel on Start''' | |||
| Interface | |||
| | |||
| <small><tt>ENH_ShowPanelRight</tt></small> | |||
| | |||
|- | |||
| '''Show Entity Counter''' | |||
| Interface | |||
| | |||
| <small><tt>ENH_Statusbar_EntityCounter</tt></small> | |||
| | |||
|} |
Revision as of 00:14, 15 October 2020
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Head | Advanced Damage | ENH_damageHead | ||
Face | Advanced Damage | ENH_damageFace | ||
Neck | Advanced Damage | ENH_damageNeck | ||
Chest | Advanced Damage | ENH_damageChest | ||
Arms | Advanced Damage | ENH_damageArms | ||
Hands | Advanced Damage | ENH_damageHands | ||
Abdomen | Advanced Damage | ENH_damageAbdomen | ||
Pelvis | Advanced Damage | ENH_damagePelvis | ||
Diaphragm | Advanced Damage | ENH_damageDiaphragm | ||
Legs | Advanced Damage | ENH_damageLegs | ||
Various Vehicles | Advanced Damage | AttributeSystemSubcategory | ||
Engine #1 | Advanced Damage | ENH_damageEngine | ||
Gun | Advanced Damage | ENH_damageGun | ||
Fuel Tank #1 | Advanced Damage | ENH_damageFuelTank | ||
Turret | Advanced Damage | ENH_damageTurret | ||
Hull | Advanced Damage | ENH_hull | ||
Window #1 | Advanced Damage | ENH_damageWindows | ||
Window #2 | Advanced Damage | ENH_damageWindows1 | ||
Window #3 | Advanced Damage | ENH_damageWindows2 | ||
Window #4 | Advanced Damage | ENH_damageWindows3 | ||
Window #5 | Advanced Damage | ENH_damageWindows4 | ||
Window #6 | Advanced Damage | ENH_damageWindows5 | ||
Window #7 | Advanced Damage | ENH_damageWindows6 | ||
Land Vehicles | Advanced Damage | AttributeSystemSubcategory | ||
1st axle left wheel | Advanced Damage | ENH_damageLFWheel | ||
1st axle right wheel | Advanced Damage | ENH_damageRFWheel | ||
2nd axle left wheel | Advanced Damage | ENH_damageLF2Wheel | ||
2nd axle right wheel | Advanced Damage | ENH_damageRF2Wheel | ||
3rd axle left wheel | Advanced Damage | ENH_damageLMWheel | ||
3rd axle right wheel | Advanced Damage | ENH_damageRMWheel | ||
4th axle left wheel | Advanced Damage | ENH_damageLBWheel | ||
4th axle right wheel | Advanced Damage | ENH_damageRBWheel | ||
Body | Advanced Damage | ENH_damageVehBody | ||
Left track | Advanced Damage | ENH_damageLTrack | ||
Right track | Advanced Damage | ENH_damageRTrack | ||
Aeronautical Vehicles | Advanced Damage | AttributeSystemSubcategory | ||
Avionics | Advanced Damage | ENH_damageAvionics | ||
Main rotor | Advanced Damage | ENH_damageMainRotor | ||
Tail Rotor | Advanced Damage | ENH_damageTailRotor | ||
Engine #2 | Advanced Damage | ENH_engine2 | ||
Fuel Tank #2 | Advanced Damage | ENH_fuel2 | ||
Left Aileron | Advanced Damage | ENH_hitlaileron | ||
Right Aileron | Advanced Damage | ENH_hitraileron | ||
Left Rudder | Advanced Damage | ENH_hitlcrudder | ||
Right Rudder | Advanced Damage | ENH_hitrrudder | ||
Left Elevator | Advanced Damage | ENH_hitlcelevator | ||
Right Elevator | Advanced Damage | ENH_hitrelevator | ||
Gear Lights | Advanced Damage | ENH_gear_f_lights | ||
Move | Disable AI Features | Disables AI's ability to move. | ENH_disableAI_move | |
Target | Disable AI Features | Disables AI's ability to target. | ENH_disableAI_target | |
Cover | Disable AI Features | Disables AI's ability to take cover. | ENH_disableAI_cover | |
Autotarget | Disable AI Features | Disables AI's ability automatically assign targets. | ENH_disableAI_autotarget | |
Animation | Disable AI Features | Disables animations. | ENH_disableAI_anim | |
FSM | Disable AI Features | Disable the execution of AI behaviour scripts. | ENH_disableAI_FSM | |
Aiming Error | Disable AI Features | Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target. | ENH_disableAI_aimingError | |
Team Switch | Disable AI Features | AI disabled because of Team Switch. | ENH_disableAI_teamswitch | |
Suppression | Disable AI Features | Prevents AI from being suppressed. | ENH_disableAI_suppression | |
Raycasts | Disable AI Features | Disables visibility raycasts. | ENH_disableAI_checkVisible | |
Autocombat | Disable AI Features | Disables autonomous switching to COMBAT when in danger. | ENH_disableAI_autocombat | |
Path | Disable AI Features | Stops the AI’s movement but not the target alignment. | ENH_disableAI_path | |
Mine Detection | Disable AI Features | ENH_disableAI_mineDetection | ||
Weapon Aim | Disable AI Features | ENH_disableAI_weaponAim | ||
Night Vision Goggles | Disable AI Features | ENH_disableAI_NVG | ||
Lights | Disable AI Features | ENH_disableAI_lights | ||
Radio Protocol | Disable AI Features | Stops AI from talking and texting while still being able to issue orders. | ENH_disableAI_radioProtocol | |
Aiming Shake | Advanced Skill Settings | Affects how steadily the AI can hold a weapon (Higher value = less weapon sway). | ENH_aimingShake | |
Aiming Speed | Advanced Skill Settings | Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error). | ENH_aimingSpeed | |
Aiming Accuracy | Advanced Skill Settings | Affects how precise an AI will shoot (Higher value = higher precision). | ENH_aimingAccuracy | |
Commanding | Advanced Skill Settings | Affects how quickly recognized targets are shared with the group (Higher value = faster reporting). | ENH_commanding | |
Courage | Advanced Skill Settings | Affects unit's subordinates' morale (Higher value = more courage). | ENH_courage | |
General | Advanced Skill Settings | Affects the AI's decision making. | enh_general | |
Reload Speed | Advanced Skill Settings | Affects the delay between switching or reloading a weapon. (Higher value = less delay). | ENH_reloadingSpeed | |
Spot Distance | Advanced Skill Settings | Affects the AI's ability to spot targets within it's visual or audible range and also affects the accuracy of the information (Higher value = better spotting, more accurate information). | ENH_spotDistance | |
Spot Time | Advanced Skill Settings | Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction). | ENH_spotTime | |
Is Medic? | Unit Traits | Defines whether the unit can fully heal other units. | ENH_unitTraits_medic | |
Is Engineer? | Unit Traits | Defines whether or not the unit can repair vehicles. | ENH_unitTraits_engineer | |
Is Explosive Specialist? | Unit Traits | Defines whether the unit can defuse explosives. | ENH_unitTrait_explosiveSpecialist | |
Is UAV Hacker? | Unit Traits | Defines whether the unit can hack hostile UAVs. | ENH_unitTrait_UAVHacker | |
Camouflage Coefficent | Unit Traits | The camouflage coefficent determines how easy an unit can be spotted by AI. A lower value means it's more difficult to spot it. | ENH_unitTraits_camouflage | |
Audible Coefficient | Unit Traits | The audible coefficient determines how easy a unit can be heard by AI. A lower value means it's more difficult to hear it. | ENH_unitTraits_audibleCoef | |
Load Coefficient | Unit Traits | The load coefficient determines how much influence the unit's loadout weight has on it's stamina. A higher value means the weight has a higher influence. | ENH_unitTraits_loadCoef | |
Hold Action | Hold Action | ENH_HoldAction |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Patrol | State | Makes the group of the selected unit patrol an area. The value defines the max. distance between two patrol waypoints.
0 deactivates the patrol. |
ENH_TaskPatrol | |
Group Marker | Group Marker | ENH_groupMarker |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
View Distance | Visual Settings | Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. | ENH_viewDistance | |
Object View Distance | Visual Settings | Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. | ENH_objViewDistance | |
Terrain Detail | Visual Settings |
Available options:
|
ENH_terrainDetail |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Editable Objects (Zeus) | Misc | Checks all alive objects (except logics) every 60 seconds and makes them available for editing for all curators.
If no curators are in game, the attribute will not work. |
ENH_dynamicGroups | |
Volume (Sound) | Music, Sound & Radio Settings | ENH_soundVolume | ||
Volume (Music) | Music, Sound & Radio Settings | ENH_musicVolume | ||
Volume (Radio) | Music, Sound & Radio Settings | ENH_radioVolume | ||
Random Music | Music, Sound & Radio Settings | Will play randomly selected music at mission start. Input must look as follows: Classname_1 Classname_2 Classname_3 Classname_n. | ENH_randomMusic | |
Map Indicators | Map Indicators | ENH_mapIndicators | ||
Ambient Flyby | Ambient Flyby | ENH_ambientFlyby | ||
Airdrop | Airdrop | ENH_Airdrop | ||
Establishing Shot | Establishing Shot | ENH_establisingShot | ||
Intro Text | Intro Text | ENH_introText | ||
Mission Ending (Casualties) | Custom Mission Endings | ENH_missionEnding_casualties | ||
Single Player Respawn | Single Player Respawn | ENH_SPR |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Respawn Tickets BLUFOR | Respawn | ENH_respawnTickets_west | ||
Respawn Tickets OPFOR | Respawn | ENH_respawnTickets_east | ||
Respawn Tickets INDFOR | Respawn | ENH_respawnTickets_independent | ||
Respawn Tickets CIVFOR | Respawn | ENH_respawnTickets_civilian | ||
Save Loadout | Respawn | Restores the loadout on respawn. | ENH_saveLoadout | |
Enable | Dynamic Groups | Enable the Dynamic Groups system. | ENH_dynamicGroups | |
Dynamic AI Skill Settings | Dynamic AI Skill Settings | ENH_dynamicSkill |
Info | Development | |||
---|---|---|---|---|
Name | Category | Description | Property | Type |
Debug Options | Misc | ENH_DebugOptions | ||
Collapse Asset Browser on Start | Interface | ENH_CollapseAssetBrowser | ||
Collapse Entity List on Start | Interface | ENH_CollapseEntityList | ||
Show Left Panel on Start | Interface | ENH_ShowPanelLeft | ||
Show Right Panel on Start | Interface | ENH_ShowPanelRight | ||
Show Entity Counter | Interface | ENH_Statusbar_EntityCounter |