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<!-- 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 | |||
|- | |||
| '''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. | |||
| <small>{{hl|ItemClass}}</small> | |||
| [[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. | |||
| <small>{{hl|Name}}</small> | |||
| [[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. | |||
| <small>{{hl|Init}}</small> | |||
| [[String]] | |||
|- | |||
| '''''' | |||
| Pylons Settings | |||
| | |||
| <small>{{hl|Pylons}}</small> | |||
| | |||
|- | |||
| '''Position''' | |||
| Transformation | |||
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain. | |||
| <small>{{hl|position}}</small> | |||
| [[Position3D]] | |||
|- | |||
| '''Rotation''' | |||
| Transformation | |||
| Local rotation in degrees. X is pitch, Y is roll and Z is yaw. | |||
| <small>{{hl|rotation}}</small> | |||
| [[Number]] | |||
|- | |||
| '''Size''' | |||
| Transformation | |||
| Area size in meters. | |||
| <small>{{hl|size3}}</small> | |||
| [[Array]] | |||
|- | |||
| '''Shape''' | |||
| Transformation | |||
| Area shape. | |||
Available options: | |||
* '''Ellipse''' | |||
* '''Rectangle''' | |||
< | | <small>{{hl|IsRectangle}}</small> | ||
< | | [[Boolean]] | ||
|- | |||
''' | | '''Placement Radius''' | ||
| Transformation | |||
| Placement radius in meters. The entity will start at a random position within the radius. | |||
| <small>{{hl|placementRadius}}</small> | |||
| [[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). | |||
| <small>{{hl|ControlSP}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''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. | |||
| <small>{{hl|ControlMP}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''Role Description''' | |||
| Control | |||
| Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default. | |||
| <small>{{hl|description}}</small> | |||
| [[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 | |||
| <small>{{hl|lock}}</small> | |||
| [[Number]] | |||
|- | |||
| '''Skill''' | |||
| States | |||
| General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified. | |||
| <small>{{hl|skill}}</small> | |||
| [[Number]] | |||
|- | |||
| '''Health / Armor''' | |||
| States | |||
| Object health / armor. When close to 0%, the object will be destroyed. | |||
| <small>{{hl|Health}}</small> | |||
| [[Number]] | |||
|- | |||
| '''Fuel''' | |||
| States | |||
| Vehicle fuel. | |||
| <small>{{hl|fuel}}</small> | |||
| [[Number]] | |||
|- | |||
| '''Ammunition''' | |||
| States | |||
| General vehicle ammo state. | |||
| <small>{{hl|ammo}}</small> | |||
| [[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''' | |||
| <small>{{hl|rank}}</small> | |||
| [[String]] | |||
|- | |||
| '''Stance''' | |||
| States | |||
| | |||
Available options: | |||
* '''Default Stance''' | |||
* '''Lie Down''' | |||
* '''Crouch''' | |||
* '''Stand Up''' | |||
| <small>{{hl|unitPos}}</small> | |||
| | |||
|- | |||
| '''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. | ||
| <small>{{hl|dynamicSimulation}}</small> | |||
| [[Number]] | |||
|- | |||
| '''Wake-Up Dynamic Simulation''' | |||
| Special States | |||
| Controls unit capability to activate dynamically simulated entities. | |||
| <small>{{hl|addToDynSimGrid}}</small> | |||
| [[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. | |||
| <small>{{hl|enableSimulation}}</small> | |||
| [[Boolean]] | |||
|- | |||
[[ | | '''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! | |||
< | | <small>{{hl|objectIsSimple}}</small> | ||
| [[Boolean]] | |||
< | |- | ||
| '''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). | |||
</ | | <small>{{hl|hideObject}}</small> | ||
| [[Boolean]] | |||
|- | |||
| '''Enable Damage''' | |||
| Special States | |||
| Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | |||
| <small>{{hl|allowDamage}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''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. | |||
| <small>{{hl|enableStamina}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''Revive Enabled''' | |||
| Special States | |||
| Enable revive for this unit. | |||
| <small>{{hl|EnableRevive}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''Doors States''' | |||
| Special States | |||
| Set closed, locked or opened state for terrain object doors. | |||
LMB - cycle between states | |||
< | RMB - close door (reset to default state) | ||
LMB + Alt - open door | |||
[[ | LMB + Shift - lock door | ||
[[ | LMB + Ctrl - close door | ||
[[ | | <small>{{hl|DoorStates}}</small> | ||
[[ | | | ||
</ | |- | ||
| '''Local Only''' | |||
| Special States | |||
| When enabled, the object will exist as a local instance on every client. It will not be synchronized over the network. Use this primarily for static (decorative) objects in order to optimize large-scale scenarios. | |||
| <small>{{hl|isLocalOnly}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''Name''' | |||
| Identity | |||
| Character name, by default automatically generated based on faction. | |||
| <small>{{hl|unitName}}</small> | |||
| [[String]] | |||
|- | |||
| '''Face''' | |||
| Identity | |||
| Character face. | |||
| <small>{{hl|face}}</small> | |||
| [[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: | |||
{{Columns|7| | |||
* '''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''' | |||
}} | |||
| <small>{{hl|NameSound}}</small> | |||
| [[String]] | |||
|- | |||
| '''Voice''' | |||
| Identity | |||
| Radio voice used in group communication (e.g., target reporting). | |||
| <small>{{hl|speaker}}</small> | |||
| [[String]] | |||
|- | |||
| '''Voice Pitch''' | |||
| Identity | |||
| Voice pitch. Higher number means higher voice. | |||
| <small>{{hl|pitch}}</small> | |||
| [[Number]] | |||
|- | |||
| '''Insignia''' | |||
| Identity | |||
| Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario. | |||
| <small>{{hl|unitInsignia}}</small> | |||
| [[String]] | |||
|- | |||
| '''Probability of Presence''' | |||
| Presence | |||
| Probability of presence evaluated at the scenario start. When it fails, the object is not created at all. | |||
| <small>{{hl|presence}}</small> | |||
| [[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. | |||
| <small>{{hl|presenceCondition}}</small> | |||
| [[String]] | |||
|- | |||
| '''Equipment Storage''' | |||
| Equipment Storage | |||
| | |||
| <small>{{hl|ammoBox}}</small> | |||
| [[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. | |||
| <small>{{hl|ReportRemoteTargets}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''Data Link Receive''' | |||
| Electronics & Sensors | |||
| Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | |||
| <small>{{hl|ReceiveRemoteTargets}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''Data Link Position''' | |||
| Electronics & Sensors | |||
| Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | |||
| <small>{{hl|ReportOwnPosition}}</small> | |||
| [[Boolean]] | |||
|- | |||
| '''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 | |||
| <small>{{hl|RadarUsageAI}}</small> | |||
| [[String]] | |||
|} | |||
< | |||
[[ | |||
Revision as of 09:59, 25 June 2024
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 | Boolean |
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 | Boolean |
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 | Boolean |
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 | |
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 | Boolean |
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 | Boolean |
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 | Boolean |
Enable Damage | Special States | Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed. | allowDamage | Boolean |
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 | Boolean |
Revive Enabled | Special States | Enable revive for this unit. | EnableRevive | Boolean |
Doors States | Special States | Set closed, locked or opened state for terrain object doors.
LMB - cycle between states RMB - close door (reset to default state) LMB + Alt - open door LMB + Shift - lock door LMB + Ctrl - close door |
DoorStates | |
Local Only | Special States | When enabled, the object will exist as a local instance on every client. It will not be synchronized over the network. Use this primarily for static (decorative) objects in order to optimize large-scale scenarios. | isLocalOnly | Boolean |
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 | |
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 | Boolean |
Data Link Receive | Electronics & Sensors | Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side. | ReceiveRemoteTargets | Boolean |
Data Link Position | Electronics & Sensors | Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled. | ReportOwnPosition | Boolean |
Emission Control | Electronics & Sensors | Radar EMCON rules for the AI
Available options:
|
RadarUsageAI | String |