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__NOTOC____NOEDITSECTION__<!--
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{{Feature|warning|2= <div style="line-height: 3em; font-size: 1.5em; text-align: center">
{| class="wikitable sortable"
BIKI Maintenance is happening on {{#time:Y-m-d|20220824}} between '''09:00-12:00''' (CEST). It may become unavailable for this time period.
! colspan="3" | <big>Info</big>
</div>}}
! 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'''


<div style="display: flex; justify-content: center">
| <small>{{hl|IsRectangle}}</small>
<div style="flex-grow: 0; margin-right: 4em">[[File:bohemia interactive logo black.png|200px|link= Bohemia Interactive Community:About]]</div>
| [[Boolean]]
<div style="flex-grow: 1; line-height: 1.1em; margin-top: 0.25em; max-width: 45em">
|-
'''Welcome to the Bohemia Interactive Community Wiki, a.k.a BIKI.'''
| '''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


[[Special:ActiveUsers|{{NUMBEROFACTIVEUSERS}} active editors]] are currently maintaining [[Special:AllPages|{{NUMBEROFARTICLES}} articles]] and [[Special:ListFiles|{{NUMBEROFFILES}} images]] since <span title="The BIKI is {{#time: y|20{{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2006}}}} years old!">{{#time: M d, Y|200604031942}}</span>{{#ifeq:{{#expr:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}=0403}}|1|<nowiki/>:<div style="margin: 1em; text-align: center">'''Happy Birthday, BIKI!'''</div>|.}}
| <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'''


If you want to participate in editing the BIKI, see [[Bohemia Interactive Community:Getting Started|Getting Started]] to obtain an account!
| <small>{{hl|rank}}</small>
</div>
| [[String]]
</div>
|-
| '''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.


<div class="floating-box-container" style="margin: 1.5em auto">
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.


<!--- ARMA REFORGER --->
Note: This option doesn't have any effect on dynamically simulated objects.
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|1116|<nowiki/> box-highlight" title="{{armaR}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2023}} years old today}}">
| <small>{{hl|enableSimulation}}</small>
=== {{Icon|armaR|100|link=:Category:{{Name|armaR|cat}}{{!}}About {{Name|armaR}}}} ===
| [[Boolean]]
<div style="margin-top: 1em"></div>
|-
[[Arma Reforger: Getting Started|Getting started]]<br>
| '''Simple Object'''
[[:Category:Arma Reforger/Content|Content]] / [[:Category:Arma Reforger/Modding|Modding]] / [[:Category:Arma Reforger/Support|Support]]
| Special States
<br>
| 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.
<!-- Special:CategoryTree?target=Category%3AArma+Reforger&mode=all&namespaces=&title=Special%3ACategoryTree -->
<span class="plainlinks">[{{canonicalurl:Special:CategoryTree|target=Category:Arma_Reforger&mode=all}} Documentation Tree]</span> -
<span class="plainlinks">[{{canonicalurl:Special:RecentChanges|namespace=5050}} Recent Changes]</span><br>
Scripting doc: {{GameCategory|armaR|Modding|Guidelines|Scripting|text= Guidelines}} - <span class="plainlinks">[https://community.bistudio.com/wikidata/external-data/arma-reforger/ArmaReforgerScriptAPIPublic/ {{Name|armaR|short}}] / [https://community.bistudio.com/wikidata/external-data/arma-reforger/EnfusionScriptAPIPublic/ Enfusion]</span>
</div>


<!--- SILICA --->
Warning: If set, the setting is enforced at the start of the scenario and is irreversible during its runtime!
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|0503|<nowiki/> box-highlight" title="{{silica}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2023}} years old today}}">
| <small>{{hl|objectIsSimple}}</small>
=== {{Icon|silica|175|link=:Category:{{Name|silica|cat}}{{!}}About {{silica}}}} ===
| [[Boolean]]
<br>
|-
{{Link|https://silicagame.com/|SilicaGame.com}}<br>
| '''Show Model'''
{{Link|https://discord.com/invite/QAqhhkYmM7|Discord Server}}<br>
| Special States
Buy: {{Link|https://store.bistudio.com/products/silica-digital-steam-key|{{Name|bi|short}} Store}} - {{Link|https://store.steampowered.com/app/1494420/Silica/|Steam Store}}
| Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot).
</div>
| <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.


<!--- DAYZ --->
LMB - cycle between states
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|1213|<nowiki/> box-highlight" title="{{dayz}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2018}} years old today}}">
RMB - close door (reset to default state)
=== {{Icon|dayz|100|link=:Category:{{Name|dayz|cat}}{{!}}About {{dayz}}}} ===
LMB + Alt - open door
[[:Category:DayZ: Editing|Editing]]<br>
LMB + Shift - lock door
[[:Category:DayZ: Official Tools|Tools]]<br>
LMB + Ctrl - close door
[[:Category:DayZ: Tutorials|Tutorials]]<br>
| <small>{{hl|DoorStates}}</small>
[[:Category:DayZ: Central Economy|Central Economy]]
|
</div>
|-
| '''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


<!--- VIGOR --->
| <small>{{hl|RadarUsageAI}}</small>
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|0808|<nowiki/> box-highlight" title="{{vigor}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2019}} years old today}}">
| [[String]]
=== {{Icon|vigor|100|link=:Category:{{Name|vigor|cat}}{{!}}About {{vigor}}}} ===
|}
<br>
{{Link|https://www.vigorgame.com/|VigorGame.com}}<br>
{{Link|https://forums.bohemia.net/forums/forum/251-vigor/|Forums}}<br>
{{Link|https://www.youtube.com/@Vigorthegame|YouTube}}<br>
Buy: <span class="plainlinks">
{{Link|https://www.microsoft.com/store/productid/bql8l17rv09z?cid{{=}}vigor-landing-page|{{Icon|xbox|16}} Xbox}}
- {{Link|https://www.nintendo.com/games/detail/vigor-switch/?utm_source{{=}}vigorgame.com&utm_medium{{=}}website&utm_campaign{{=}}vigor-landing-page|{{Icon|switch|16}} Switch}}
- {{Link|https://store.playstation.com/product/EP2601-CUSA13066_00-VIGORLEADSKU0001?utm_source{{=}}vigorgame.com&utm_medium{{=}}website&utm_campaign{{=}}vigor-landing-page|{{Icon|playstation|16}} PlayStation}}</span>
</div>
 
<!--- YLANDS --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|1205|<nowiki/> box-highlight" title="{{ylands}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2019}} years old today}}">
=== {{Icon|ylands|175|link=:Category:{{Name|ylands|cat}}{{!}}About {{ylands}}}} ===
[[Ylands:Visual Scripting|Visual Scripting]]<br>
[[Ylands:Editor|Editor]]<br>
[[Ylands:Database|Database]]<br>
[[Ylands:Basic Controls and Mechanics|Controls and Mechanics]]
</div>
 
<!--- A3 --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|0912|<nowiki/> box-highlight" title="{{arma3}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2013}} years old today}}">
=== {{Icon|arma3|100|link=:Category:{{Name|arma3|cat}}{{!}}About {{arma3}}}} ===
[[Arma 3: Getting Started|Getting started]]<br>
[[:Category:Arma 3: Editing|Editing]]<br>
[[Introduction to Arma Scripting]]<br>
[[:Category:Arma 3: Scripting Commands|Scripting commands]] | [[:Category:Arma 3: Functions|Scripting functions]]<br>
[[:Category:Eden Editor|Eden Editor]]
</div>
 
<!--- A2 OA --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|0629|<nowiki/> box-highlight" title="{{arma2oa}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2010}} years old today}}">
=== {{Icon|arma2oa|100|link=:Category:{{Name|arma2oa|cat}}{{!}}About {{arma2oa}}}} ===
[[:Category:Arma 2: Editing|Editing]]<br>
[[Arma 2: Hints and Tips|Hints and tips]]<br>
[[:Category:Arma 2: Operation Arrowhead: Scripting Commands|Scripting commands]] | [[:Category:Arma 2: Operation Arrowhead: Functions|Scripting functions]]<br>
[[:Category:Arma 2: Multiplayer|Multiplayer]]
</div>
 
<!--- A2 --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|0617|<nowiki/> box-highlight" title="{{arma2}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2009}} years old today}}">
=== {{Icon|arma2|125|link=:Category:{{Name|arma2|cat}}{{!}}About {{arma2}}}} ===
[[:Category:Arma 2: Editing|Editing]]<br>
[[Arma 2: Startup Parameters|Startup parameters]]<br>
[[:Category:Arma 2: Scripting Commands|Scripting commands]] | [[:Category:Arma 2: Functions|Scripting functions]]<br>
[[Mondkalb's Addon Tutorial|Creating Addons]]
</div>
 
<!--- A1 --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|1110|<nowiki/> box-highlight" title="{{arma1}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2006}} years old today}}">
=== {{Icon|arma1|125|link=:Category:{{Name|arma1|cat}}{{!}}About {{arma1}}}} ===
[[ArmA: Armed Assault: Editing|Editing]]<br>
[[:Category:ArmA: Armed Assault: Scripting Commands|Scripting commands]]<br>
[[ArmA: Armed Assault: Mission Editing|Mission Editing]]<br>
[[ArmA: Armed Assault: FAQ|FAQ]]
</div>
 
<!--- OFP:E --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|1028|<nowiki/> box-highlight" title="{{ofpe}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2005}} years old today}}">
<br>
=== {{Icon|ofpe|150|link=:Category:{{Name|ofpe|cat}}{{!}}About {{ofpe}}}} ===
[[:Category:Operation Flashpoint: Elite: Editing|Editing]]<br>
[[:Category:Operation Flashpoint: Elite: Scripting Commands|Scripting commands]]<br>
[[Operation Flashpoint: Elite: Controller Layout|Controls]]
</div>
 
<!--- OFP/CWA --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|0622|<nowiki/> box-highlight" title="{{ofp}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2001}} years old today}}">
=== {{Icon|arma0|110|link=:Category:{{Name|arma0|cat}}{{!}}About {{arma0}}}} ===
[[:Category:Operation Flashpoint: Editing|Editing]]<br>
[[Operation Flashpoint: Startup Parameters|Startup parameters]]<br>
[[:Category:Operation Flashpoint: Addons|Addons]]<br>
[[:Category:Operation Flashpoint: Scripting Commands|Scripting commands]]
</div>
 
<!--- TKOH --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|1027|<nowiki/> box-highlight" title="{{tkoh}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2011}} years old today}}">
=== {{Icon|tkoh_alt|150|link=:Category:{{Name|tkoh|cat}}{{!}}About {{tkoh}}}} ===
[[:Category:Take On Helicopters: Editing|Editing]]<br>
[[:Category:Take On Helicopters: Scripting Commands|Scripting commands]] | [[:Category:Take On Helicopters: Functions|Scripting functions]]<br>
[[Functions Library 2.0]]
</div>
 
<!--- TKOM --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|0209|<nowiki/> box-highlight" title="{{tkom}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2017}} years old today}}">
=== {{Icon|tkom_alt|150|link=:Category:{{Name|tkom|cat}}{{!}}About {{tkom}}}} ===
[[Take On Mars: Editor|Editor]]<br>
[[Take On Mars: Equipment|Equipment]]
</div>
 
<!--- CC --->
<div class="floating-box{{#ifeq:{{#sub:{{CURRENTTIMESTAMP}}|4|4}}|0928|<nowiki/> box-highlight" title="{{Name|carriercommand}} is {{#expr:{{#sub:{{CURRENTTIMESTAMP}}|0|4}}-2012}} years old today}}">
=== {{Icon|carriercommand|150|link=:Category:{{Name|carriercommand|cat}}{{!}}About {{Name|carriercommand|com}}}} ===
<br>
[[Carrier Command: Gaea Mission: Startup Parameters|Startup Parameters]]<br>
[[Carrier Command: Gaea Mission: FAQ|FAQ]]
</div>
 
</div><!-- end of flex container -->
 
 
<div style="margin: -0.5em 2em -1em">
{{TopMenu|[[Addons|What are Addons?]] [[Terrain Editing]] [[Modelling]] [[:Category:Scripting Topics|Scripting]] [[:Category:Tools|Tools]] [[:Category:Public Data|Public Data]] [[:Category: Armaverse|Armaverse]] [[:Category:Hints & Tips|Hints & Tips]]}}
</div>
 
 
[[Category:Community Wiki]]

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:

  • Ellipse
  • Rectangle
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:

  • 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 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:

  • 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 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:

  • 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