Eden Editor: Scenario Attributes: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Some wiki formatting)
 
(17 intermediate revisions by 6 users not shown)
Line 1: Line 1:
'''Scenario Attributes''' are used to set, customize and define numerous scenario settings.
== Attributes ==
== Attributes ==
<onlyinclude>
==== General====
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
{| class="wikitable sortable"
Line 8: Line 14:
! Category
! Category
! class="unsortable" | Description
! class="unsortable" | Description
! Class
! Property
! Type
! Type
|-
|-
| '''Name'''
| '''Title'''
| Presentation
| Presentation
| Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys.
| Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys.
| <small><tt>IntelBriefingName</tt></small>
| <small>{{hl|IntelBriefingName}}</small>
| [[String]]
| [[String]]
|-
|-
Line 20: Line 26:
| Presentation
| Presentation
| Scenario author. Appears in the scenarios menu and in loading screens.
| Scenario author. Appears in the scenarios menu and in loading screens.
| <small><tt>Author</tt></small>
| <small>{{hl|Author}}</small>
| [[String]]
| [[String]]
|-
|-
Line 26: Line 32:
| Overview
| 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.
| Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead.
| <small><tt>OverviewPicture</tt></small>
| <small>{{hl|OverviewPicture}}</small>
| [[String]]
| [[String]]
|-
|-
Line 32: Line 38:
| Overview
| 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.
| 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.
| <small><tt>OverviewText</tt></small>
| <small>{{hl|OverviewText}}</small>
| [[String]]
|-
| '''DLC'''
| Overview
| When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC.
| <small>{{hl|AppId}}</small>
| [[Number]]
|-
| '''Require DLC'''
| Overview
| Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned.
| <small>{{hl|AssetType}}</small>
| [[String]]
| [[String]]
|-
|-
| '''Picture'''
| '''Picture'''
| Overview (Locked)
| Overview (Locked)
| Path to overview picture visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details)
| Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead.
| <small><tt>OverviewPictureLocked</tt></small>
| <small>{{hl|OverviewPictureLocked}}</small>
| [[String]]
| [[String]]
|-
|-
Line 44: Line 62:
| Overview (Locked)
| 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.
| 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.
| <small><tt>OverviewTextLocked</tt></small>
| <small>{{hl|OverviewTextLocked}}</small>
| [[String]]
| [[String]]
|-
|-
| '''Picture'''
| '''Picture'''
| Loading Screen
| Loading Screen
| Path to picture visible in loading screens before and during the scenario.
| Path to the picture visible in the loading screens before and during the scenario.
| <small><tt>LoadScreen</tt></small>
| <small>{{hl|LoadScreen}}</small>
| [[String]]
| [[String]]
|-
|-
Line 56: Line 74:
| Loading Screen
| Loading Screen
| Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys.
| Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys.
| <small><tt>OnLoadMission</tt></small>
| <small>{{hl|OnLoadMission}}</small>
| [[String]]
| [[String]]
|-
|-
| '''Show Briefing'''
| '''Show Briefing'''
| States
| States
| When disabled, the scenario will start automatically after the loading, without showing the briefing.
| When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios.
| <small><tt>Briefing</tt></small>
| <small>{{hl|Briefing}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Show Debriefing'''
| '''Show Debriefing'''
| States
| States
| When disabled, the debriefing screen won't be shown when the scenario is completed.
| When disabled, the debriefing screen will not be shown when the scenario is completed.
| <small><tt>Debriefing</tt></small>
| <small>{{hl|Debriefing}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Enable Saving'''
| '''Enable Saving'''
| States
| States
| When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves won't do anything.
| When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything.
| <small><tt>Saving</tt></small>
| <small>{{hl|Saving}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Show Map'''
| '''Show Map'''
| States
| 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.
| When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory.
| <small><tt>ShowMap</tt></small>
| <small>{{hl|ShowMap}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Show Compass'''
| '''Show Compass'''
| States
| 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.
| When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory.
| <small><tt>ShowCompass</tt></small>
| <small>{{hl|ShowCompass}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Show Watch'''
| '''Show Watch'''
| States
| 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.
| When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory.
| <small><tt>ShowWatch</tt></small>
| <small>{{hl|ShowWatch}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Show GPS'''
| '''Show GPS'''
| States
| 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.
| When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory.
| <small><tt>ShowGPS</tt></small>
| <small>{{hl|ShowGPS}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Show HUD'''
| '''Show HUD'''
| States
| States
| When disabled, on-screen information like weapon information or command menu will be hidden.
| When disabled, on-screen information such as weapon information or the command menu will be hidden.
| <small><tt>ShowHUD</tt></small>
| <small>{{hl|ShowHUD}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Show UAV Feed'''
| '''Show UAV Feed'''
| States
| States
| When disabled, the UAV feed won't be available in the scene after pressing the 'AV Camera' key.
| When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key.
| <small><tt>ShowUAVFeed</tt></small>
| <small>{{hl|ShowUAVFeed}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Advanced Flight Model'''
| '''Advanced Flight Model'''
| States
| States
| When enabled, all player controlled helicopters will use advanced flight model.
| When enabled, all player controlled helicopters will use the advanced flight model.
| <small><tt>ForceRotorLibSimulation</tt></small>
| <small>{{hl|ForceRotorLibSimulation}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Debug Console'''
| '''Debug Console'''
| States
| States
| Determines debug console availablity.
| Determines debug console availability
Available options:
Available options:
* '''Available only in editor'''
* '''Available only in editor'''
Line 127: Line 145:
* '''Available for everyone'''
* '''Available for everyone'''


| <small><tt>EnableDebugConsole</tt></small>
| <small>{{hl|EnableDebugConsole}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Unlocked Keys'''
| '''Unlocked Keys'''
| Unlock
| 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.
| Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam.
| <small><tt>DoneKeys</tt></small>
| <small>{{hl|DoneKeys}}</small>
| [[Array]]
| [[Array]]
|-
|-
| '''Required Keys'''
| '''Required Keys'''
| Unlock
| 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 required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios.
| <small><tt>Keys</tt></small>
| <small>{{hl|Keys}}</small>
| [[Array]]
| [[Array]]
|-
|-
| '''Required Keys Limit'''
| '''Required Keys Limit'''
| Unlock
| Unlock
| How many required keys have to be active for mission to be unlocked.
| The number of required keys to be active for the mission to be unlocked.
| <small><tt>KeysLimit</tt></small>
| <small>{{hl|KeysLimit}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Independents\nAllegiance'''
| '''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. {{Feature|warning|Despite the tooltip saying that 'this' refers to the affected object, it does not. There are no arguments passed to this attribute!}} This attribute behaves similar to the [[Event Scripts|init.sqf]].
| <small>{{hl|Init}}</small>
| [[String]]
|-
| '''Independents Allegiance'''
| Misc
| Misc
| Sets who the Independent side will be friendly to.
| Sets who the Independent side will be friendly to. The value is shared across all scenario phases.
| <small><tt>IntelIndepAllegiance</tt></small>
| <small>{{hl|IntelIndepAllegiance}}</small>
| [[Array]] in format [west:[[Number]],east:[[Number]]]
| [[Array]] in format [west:[[Number]],east:[[Number]]]
|-
| '''Binarize the Scenario File'''
| Misc
| When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor.
| <small>{{hl|SaveBinarized}}</small>
| [[Boolean]]
|}
|}


<!--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->
==== Environment ====
==== Environment ====
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
Line 165: Line 194:
! Category
! Category
! class="unsortable" | Description
! class="unsortable" | Description
! Class
! Property
! Type
! Type
|-
|-
Line 171: Line 200:
| Date
| Date
| Starting date.
| Starting date.
| <small><tt>IntelDate</tt></small>
| <small>{{hl|IntelDate}}</small>
| [[Array]] in format [year, month, day]
| [[Array]] in format [year, month, day]
|-
|-
| '''Time'''
| '''Time'''
| Date
| 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.
| Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain.
| <small><tt>IntelTime</tt></small>
| <small>{{hl|IntelTime}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 183: Line 212:
| Weather Forecast
| Weather Forecast
| Delay until all forecasted weather values take effect.
| Delay until all forecasted weather values take effect.
| <small><tt>IntelTimeOfChanges</tt></small>
| <small>{{hl|IntelTimeOfChanges}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Overcast Start'''
| '''Overcast Start'''
| Overcast
| Overcast
| Initial cloudiness. Unless they are set manually, this value also affects rain, lightnings, waves, wind and gusts values.
| Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values.
| <small><tt>IntelWeatherStart</tt></small>
| <small>{{hl|IntelWeatherStart}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Overcast Forecast'''
| '''Overcast Forecast'''
| Overcast
| Overcast
| Forecasted cloudiness.
| Forecasted cloud cover.
| <small><tt>IntelWeatherForecast</tt></small>
| <small>{{hl|IntelWeatherForecast}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Fog Start'''
| '''Fog Start'''
| Fog
| Fog
| Initial fog. Strength affects not only how far can player see, but also limits sight of AI entities.
| Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities.
| <small><tt>IntelFogStart</tt></small>
| <small>{{hl|IntelFogStart}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 207: Line 236:
| Fog
| Fog
| Forecasted fog.
| Forecasted fog.
| <small><tt>IntelFogForecast</tt></small>
| <small>{{hl|IntelFogForecast}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Manual Override'''
| '''Manual Override'''
| Rain
| Rain
| Enable manual settings in this category. When disabled, the engine will calculate the values automatically.
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelRainIsForced</tt></small>
| <small>{{hl|IntelRainIsForced}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Rain Start'''
| '''Rain Start'''
| Rain
| Rain
| Initial rain strength. Applied only when the cloudiness is already bad, i.e., high value is ignored when the weather is sunny.
| Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny.
| <small><tt>IntelRainStart</tt></small>
| <small>{{hl|IntelRainStart}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 225: Line 254:
| Rain
| Rain
| Forecasted rain strength.
| Forecasted rain strength.
| <small><tt>IntelRainForecast</tt></small>
| <small>{{hl|IntelRainForecast}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Manual Override'''
| '''Manual Override'''
| Lightnings
| Lightnings
| Enable manual settings in this category. When disabled, the engine will calculate the values automatically.
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelLightningIsForced</tt></small>
| <small>{{hl|IntelLightningIsForced}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Lightnings Start'''
| '''Lightnings Start'''
| Lightnings
| Lightnings
| Initial frequency of lightning. Applied only when the cloudiness is already bad, i.e., high value is ignored when the weather is sunny.
| Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny.
| <small><tt>IntelLightningStart</tt></small>
| <small>{{hl|IntelLightningStart}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 243: Line 272:
| Lightnings
| Lightnings
| Forecasted frequency of lightning.
| Forecasted frequency of lightning.
| <small><tt>IntelLightningForecast</tt></small>
| <small>{{hl|IntelLightningForecast}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Manual Override'''
| '''Manual Override'''
| Waves
| Waves
| Enable manual settings in this category. When disabled, the engine will calculate the values automatically.
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelWavesIsForced</tt></small>
| <small>{{hl|IntelWavesIsForced}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Waves Start'''
| '''Waves Start'''
| Waves
| Waves
| Initial size of waves. Applied independently on cloudiness settings.
| Initial waves size. Applied independently of cloud cover settings.
| <small><tt>IntelWavesStart</tt></small>
| <small>{{hl|IntelWavesStart}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Waves Forecast'''
| '''Waves Forecast'''
| Waves
| Waves
| Forecasted size of waves.
| Forecasted waves size.
| <small><tt>IntelWavesForecast</tt></small>
| <small>{{hl|IntelWavesForecast}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Manual Override'''
| '''Manual Override'''
| Wind
| Wind
| Enable manual settings in this category. When disabled, the engine will calculate the values automatically.
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelWindIsForced</tt></small>
| <small>{{hl|IntelWindIsForced}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Wind Start'''
| '''Wind Start'''
| Wind
| Wind
| Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation and flags are moving.
| Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving.
| <small><tt>IntelWindStart</tt></small>
| <small>{{hl|IntelWindStart}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 279: Line 308:
| Wind
| Wind
| Forecasted wind strength.
| Forecasted wind strength.
| <small><tt>IntelWindForecast</tt></small>
| <small>{{hl|IntelWindForecast}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Gusts Start'''
| '''Gusts Start'''
| Wind
| Wind
| Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloudiness is, the stronger and more frequent the changes are.
| Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes.
| <small><tt>IntelWindGustStart</tt></small>
| <small>{{hl|IntelWindGustStart}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 291: Line 320:
| Wind
| Wind
| Forecasted gusts value.
| Forecasted gusts value.
| <small><tt>IntelWindGustForecast</tt></small>
| <small>{{hl|IntelWindGustForecast}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 297: Line 326:
| Wind
| Wind
| Initial wind direction.
| Initial wind direction.
| <small><tt>IntelWindDirectionStart</tt></small>
| <small>{{hl|IntelWindDirectionStart}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 303: Line 332:
| Wind
| Wind
| Forecasted wind direction.
| Forecasted wind direction.
| <small><tt>IntelWindDirectionForecast</tt></small>
| <small>{{hl|IntelWindDirectionForecast}}</small>
| [[Number]]
| [[Number]]
|}
|}
<!--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->


==== Multiplayer ====
==== Multiplayer ====
<!-- Exported from the game by bis_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="3" | <big>Info</big>
Line 318: Line 345:
! Category
! Category
! class="unsortable" | Description
! class="unsortable" | Description
! Class
! Property
! Type
! Type
|-
|-
Line 324: Line 351:
| Type
| Type
| Scenario type shown in the server browser and in the loading screen.
| Scenario type shown in the server browser and in the loading screen.
| <small><tt>GameType</tt></small>
| <small>{{hl|GameType}}</small>
| [[String]]
| [[String]]
|-
|-
Line 330: Line 357:
| Type
| Type
| Minimum number of required players.
| Minimum number of required players.
| <small><tt>MinPlayers</tt></small>
| <small>{{hl|MinPlayers}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 336: Line 363:
| Type
| Type
| Minimum number of allowed players.
| Minimum number of allowed players.
| <small><tt>MaxPlayers</tt></small>
| <small>{{hl|MaxPlayers}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Multiplayer Overview'''
| '''Summary'''
| Lobby
| Lobby
| Short summary shown in the scenario lobby.
| Short summary shown in the scenario lobby.
| <small><tt>IntelOverviewText</tt></small>
| <small>{{hl|IntelOverviewText}}</small>
| [[Text]]
| [[Structured Text]]
|-
|-
| '''Enable AI'''
| '''Enable AI'''
Line 349: Line 376:
| 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 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.
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.
Server host can disable AI even when it is allowed by default.
| <small><tt>DisabledAI</tt></small>
| <small>{{hl|DisabledAI}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Auto Assign Slots'''
| '''Auto Assign Slots'''
| Lobby
| 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.
| When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved.
| <small><tt>JoinUnassigned</tt></small>
| <small>{{hl|JoinUnassigned}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Respawn'''
| '''Respawn'''
Line 364: Line 391:
Available options:
Available options:
* '''Disabled''' - No respawn.
* '''Disabled''' - No respawn.
* '''Respawn on Custom Position''' - Respawn on a position defined by marker with a specific prefix in the name. When multiple ones are available, a random one is selected.
* '''Respawn on Custom Position''' - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.
:* respawn - position available for all sides
:* respawn - position available for all sides
:* respawn_west - BLUFOR respawn
:* respawn_west - BLUFOR respawn
Line 371: Line 398:
:* respawn_civilian - Civilian respawn
:* respawn_civilian - Civilian respawn
:Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.
:Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.
* '''Respawn on Position of Death''' - Respawn where died, even if the dead body moved since.
* '''Respawn on Position of Death''' - Respawn where killed, even if the dead body moved.
* '''Switch to Group Member''' - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.
* '''Switch to Group Member''' - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.
* '''Switch to Side Member''' - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.
* '''Switch to Side Member''' - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.
* '''Switch to Spectator''' - Spectate the scenario without being directly involved.
* '''Switch to Spectator''' - Spectate the scenario without being directly involved.


| <small><tt>Respawn</tt></small>
| <small>{{hl|Respawn}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 382: Line 409:
| Respawn
| Respawn
| Specific respawn rulesets based on currently selected 'Respawn'.
| Specific respawn rulesets based on currently selected 'Respawn'.
| <small><tt>RespawnTemplates</tt></small>
| <small>{{hl|RespawnTemplates}}</small>
| [[Array]]
| [[Array]]
|-
|-
Line 388: Line 415:
| Respawn
| Respawn
| Time in seconds after which players respawn.
| Time in seconds after which players respawn.
| <small><tt>RespawnDelay</tt></small>
| <small>{{hl|RespawnDelay}}</small>
| [[Number]]
| [[Number]]
|-
|-
Line 394: Line 421:
| Respawn
| Respawn
| Time in seconds after which vehicles respawn.
| Time in seconds after which vehicles respawn.
| <small><tt>RespawnVehicleDelay</tt></small>
| <small>{{hl|RespawnVehicleDelay}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Show Scoreboard'''
| '''Show Scoreboard'''
| Respawn
| Respawn
| When enabled, scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets.
| When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets.
| <small><tt>RespawnDialog</tt></small>
| <small>{{hl|RespawnDialog}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Allow Manual Respawn'''
| '''Allow Manual Respawn'''
| Respawn
| Respawn
| When enabled, players will have option to manually respawn in the pause menu.
| When enabled, players will have the option to manually respawn in the pause menu.
| <small><tt>RespawnButton</tt></small>
| <small>{{hl|RespawnButton}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Enable Team Switch'''
| '''Enable Team Switch'''
| Respawn
| 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.
| When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player.
| <small><tt>EnableTeamSwitch</tt></small>
| <small>{{hl|EnableTeamSwitch}}</small>
| [[Bool]]
| [[Boolean]]
|-
|-
| '''Allow AI Score'''
| '''Allow AI Score'''
| Respawn
| Respawn
| When enabled, score of playable characters controlled by AI will appear on the scoreboard.
| When enabled, the score of playable characters controlled by AI will appear on the scoreboard.
| <small><tt>AIKills</tt></small>
| <small>{{hl|AIKills}}</small>
| [[Bool]]
| [[Boolean]]
|-
| '''Shared Objectives'''
| Tasks
| Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.
Available options:
* '''Disabled''' - Tasks assigned by friendlies are not marked.
* '''Enabled''' - Tasks assigned by friendlies are marked to player.
* '''Enabled with Task Propagation''' - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates.
 
| <small>{{hl|SharedObjectives}}</small>
| [[String]]
|-
| '''Revive Mode'''
| Revive
| Controls who can be incapacitated and who can revive others.
Available options:
* '''Disabled''' - Revive is completely disabled. All players will die immediately.
* '''Enabled for all players''' - Revive is enabled for all players.
* '''Controlled by player Attributes''' - Only players with Revive enabled in their Attributes are effected.
 
| <small>{{hl|ReviveMode}}</small>
| [[String]]
|-
| '''Required Trait'''
| Revive
| Controls the specialty required to revive others.
Available options:
* '''None''' - Anyone can revive.
* '''Medic''' - Only players with the 'Medic' trait can revive.
 
| <small>{{hl|ReviveRequiredTrait}}</small>
| [[String]]
|-
| '''Required Items'''
| Revive
| Controls the item required to revive others.
Available options:
* '''None''' - No special item is required in order to revive.
* '''Medikit''' - The 'Medikit' item is required in order to revive.
* '''First Aid Kit / Medikit''' - 'Medikit' or 'First Aid Kit' items are required in order to revive.
 
| <small>{{hl|ReviveRequiredItems}}</small>
| [[String]]
|-
| '''Revive Duration'''
| Revive
| Controls the time it takes to revive someone.
| <small>{{hl|ReviveDelay}}</small>
| [[String]]
|-
| '''Medic Speed Multiplier'''
| Revive
| Controls how much faster a medic revives someone.
| <small>{{hl|ReviveMedicSpeedMultiplier}}</small>
| [[String]]
|-
| '''Force Respawn Duration'''
| Revive
| Controls how long it takes to force respawn while incapacitated.
| <small>{{hl|ReviveForceRespawnDelay}}</small>
| [[String]]
|-
| '''Incapacitation Mode'''
| Revive
| Controls the level of simulation involved in triggering incapacitation.
Available options:
* '''Basic''' - Players will always enter the incapacitated state.
* '''Advanced''' - Extensive wounds will kill players instantly.
 
| <small>{{hl|ReviveUnconsciousStateMode}}</small>
| [[String]]
|-
| '''Bleed Out Duration'''
| Revive
| Controls how long it takes an incapacitated unit to bleed out.
| <small>{{hl|ReviveBleedOutDelay}}</small>
| [[String]]
|}
|}
<!--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------->


==== Garbage Collection ====
==== Garbage Collection ====
Line 433: Line 535:
! Category
! Category
! class="unsortable" | Description
! class="unsortable" | Description
! Class
! Property
! Type
! Type
|-
| '''Minimum distance'''
| Garbage Collection
| The minimum distance from any player. Set the value to 0 to remove the min. distance.
| <small>{{hl|MinPlayerDistance}}</small>
| [[Number]]
|-
| '''Character Corpses'''
| Garbage Collection
|
| <small>{{hl|AttributeSystemSubcategory}}</small>
|
|-
|-
| '''Mode'''
| '''Mode'''
| Character Corpses
| Garbage Collection
| Garbage collecting mode.
| Garbage collecting mode.
Available options:
Available options:
* '''None'''
* '''None'''
* '''All objects'''
* '''All scenario objects'''
* '''Only objects that can respawn'''
* '''Only objects that can respawn'''
* '''Only objects that cannot respawn'''
* '''Only objects that cannot respawn'''


| <small><tt>CorpseManagerMode</tt></small>
| <small>{{hl|CorpseManagerMode}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Limit'''
| '''Limit'''
| Character Corpses
| Garbage Collection
| Maximum number of dead bodies in the scenario.
| Maximum allowed number of dead bodies in the scenario.
| <small><tt>CorpseLimit</tt></small>
| <small>{{hl|CorpseLimit}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Min Delay'''
| '''Min Delay'''
| Character Corpses
| Garbage Collection
| Time in seconds before a dead body is removed when number of dead bodies exceeds 'Limit'.
| Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'.
| <small><tt>CorpseRemovalMinTime</tt></small>
| <small>{{hl|CorpseRemovalMinTime}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Max Delay'''
| '''Max Delay'''
| Character Corpses
| Garbage Collection
| Time in seconds before a dead body is removed when number of dead bodies is below or equals 'Limit'.
| Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'.
| <small><tt>CorpseRemovalMaxTime</tt></small>
| <small>{{hl|CorpseRemovalMaxTime}}</small>
| [[Number]]
| [[Number]]
|-
| '''Vehicle Wrecks'''
| Garbage Collection
|
| <small>{{hl|AttributeSystemSubcategory}}</small>
|
|-
|-
| '''Mode'''
| '''Mode'''
| Vehicle Wrecks
| Garbage Collection
| Garbage collecting mode.
| Garbage collecting mode.
Available options:
Available options:
* '''None'''
* '''None'''
* '''All objects'''
* '''All scenario objects'''
* '''Only objects that can respawn'''
* '''Only objects that can respawn'''
* '''Only objects that cannot respawn'''
* '''Only objects that cannot respawn'''


| <small><tt>WreckManagerMode</tt></small>
| <small>{{hl|WreckManagerMode}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Limit'''
| '''Limit'''
| Vehicle Wrecks
| Garbage Collection
| Maximum number of vehicle wrecks in the scenario.
| Maximum allowed number of dead bodies in the scenario.
| <small><tt>WreckLimit</tt></small>
| <small>{{hl|WreckLimit}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Min Delay'''
| '''Min Delay'''
| Vehicle Wrecks
| Garbage Collection
| Time in seconds before a wreck is removed when number of wrecks exceeds 'Limit'.
| Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'.
| <small><tt>WreckRemovalMinTime</tt></small>
| <small>{{hl|WreckRemovalMinTime}}</small>
| [[Number]]
| [[Number]]
|-
|-
| '''Max Delay'''
| '''Max Delay'''
| Vehicle Wrecks
| Garbage Collection
| Time in seconds before a wreck is removed when number of wrecks is below or equals 'Limit'.
| Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'.
| <small><tt>WreckRemovalMaxTime</tt></small>
| <small>{{hl|WreckRemovalMaxTime}}</small>
| [[Number]]
| [[Number]]
|-
| '''Enable Dynamic Simulation'''
| Dynamic Simulation
| Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected.
| <small>{{hl|DynSimEnabled}}</small>
|
|-
| '''Characters'''
| Dynamic Simulation
|
| <small>{{hl|DynSimDistGroup}}</small>
|
|-
| '''Manned Vehicles'''
| Dynamic Simulation
|
| <small>{{hl|DynSimDistVehicle}}</small>
|
|-
| '''Props'''
| Dynamic Simulation
|
| <small>{{hl|DynSimDistProp}}</small>
|
|-
| '''Empty Vehicles'''
| Dynamic Simulation
|
| <small>{{hl|DynSimDistEmptyVehicle}}</small>
|
|-
| '''Is Moving'''
| Dynamic Simulation
| Multiplies activation distance of non-static entity by set value.
| <small>{{hl|DynSimMovingCoef}}</small>
|
|-
| '''Limit by View Distance'''
| Dynamic Simulation
| Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled.
| <small>{{hl|DynSimSaturateByObjDist}}</small>
|
|}
|}
</onlyinclude>
</onlyinclude>


[[Category:Eden Editor|Scenario Atttributes]]
 
[[Category:Eden Editor: Editing|Scenario Atttributes]]
[[Category:Eden Editor: Editing|Scenario Atttributes]]

Latest revision as of 10:25, 25 June 2024

Scenario Attributes are used to set, customize and define numerous scenario settings.


Attributes

General

Info Development
Name Category Description Property Type
Title 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
DLC Overview When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC. AppId Number
Require DLC Overview Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned. AssetType String
Picture Overview (Locked) Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead. 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 the picture visible in the 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. Valid only for singleplayer scenarios. Briefing Boolean
Show Debriefing States When disabled, the debriefing screen will not be shown when the scenario is completed. Debriefing Boolean
Enable Saving States When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. Saving Boolean
Show Map States When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory. ShowMap Boolean
Show Compass States When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory. ShowCompass Boolean
Show Watch States When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory. ShowWatch Boolean
Show GPS States When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory. ShowGPS Boolean
Show HUD States When disabled, on-screen information such as weapon information or the command menu will be hidden. ShowHUD Boolean
Show UAV Feed States When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. ShowUAVFeed Boolean
Advanced Flight Model States When enabled, all player controlled helicopters will use the advanced flight model. ForceRotorLibSimulation Boolean
Debug Console States Determines debug console availability

Available options:

  • Available only in editor
  • Available for the host or logged-in admin
  • Available for everyone
EnableDebugConsole Number
Unlocked Keys Unlock Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the 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 a semicolon. Does not affect the multiplayer and campaign scenarios. Keys Array
Required Keys Limit Unlock The number of required keys to be active for the mission to be unlocked. KeysLimit Number
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.
Despite the tooltip saying that 'this' refers to the affected object, it does not. There are no arguments passed to this attribute!
This attribute behaves similar to the init.sqf.
Init String
Independents Allegiance Misc Sets who the Independent side will be friendly to. The value is shared across all scenario phases. IntelIndepAllegiance Array in format [west:Number,east:Number]
Binarize the Scenario File Misc When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor. SaveBinarized Boolean

Environment

Info Development
Name Category Description Property Type
Date Date Starting date. IntelDate Array in format [year, month, day]
Time Date Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the 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 cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. IntelWeatherStart Number
Overcast Forecast Overcast Forecasted cloud cover. IntelWeatherForecast Number
Fog Start Fog Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. IntelFogStart Number
Fog Forecast Fog Forecasted fog. IntelFogForecast Number
Manual Override Rain Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelRainIsForced Boolean
Rain Start Rain Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. IntelRainStart Number
Rain Forecast Rain Forecasted rain strength. IntelRainForecast Number
Manual Override Lightnings Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelLightningIsForced Boolean
Lightnings Start Lightnings Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny. IntelLightningStart Number
Lightnings Forecast Lightnings Forecasted frequency of lightning. IntelLightningForecast Number
Manual Override Waves Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelWavesIsForced Boolean
Waves Start Waves Initial waves size. Applied independently of cloud cover settings. IntelWavesStart Number
Waves Forecast Waves Forecasted waves size. IntelWavesForecast Number
Manual Override Wind Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelWindIsForced Boolean
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 cloud cover, the stronger and more frequent the changes. 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
Name Category Description Property 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
Summary Lobby Short summary shown in the scenario lobby. IntelOverviewText Structured 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 is allowed by default.

DisabledAI Boolean
Auto Assign Slots Lobby When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved. JoinUnassigned Boolean
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:

  • Disabled - No respawn.
  • Respawn on Custom Position - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.
  • respawn - position available for all sides
  • respawn_west - BLUFOR respawn
  • respawn_east - OPFOR respawn
  • respawn_guerrila - Independent respawn
  • respawn_civilian - Civilian respawn
Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.
  • Respawn on Position of Death - Respawn where killed, even if the dead body moved.
  • Switch to Group Member - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.
  • Switch to Side Member - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.
  • Switch to Spectator - Spectate the scenario without being directly involved.
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, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. RespawnDialog Boolean
Allow Manual Respawn Respawn When enabled, players will have the option to manually respawn in the pause menu. RespawnButton Boolean
Enable Team Switch Respawn When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player. EnableTeamSwitch Boolean
Allow AI Score Respawn When enabled, the score of playable characters controlled by AI will appear on the scoreboard. AIKills Boolean
Shared Objectives Tasks Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.

Available options:

  • Disabled - Tasks assigned by friendlies are not marked.
  • Enabled - Tasks assigned by friendlies are marked to player.
  • Enabled with Task Propagation - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates.
SharedObjectives String
Revive Mode Revive Controls who can be incapacitated and who can revive others.

Available options:

  • Disabled - Revive is completely disabled. All players will die immediately.
  • Enabled for all players - Revive is enabled for all players.
  • Controlled by player Attributes - Only players with Revive enabled in their Attributes are effected.
ReviveMode String
Required Trait Revive Controls the specialty required to revive others.

Available options:

  • None - Anyone can revive.
  • Medic - Only players with the 'Medic' trait can revive.
ReviveRequiredTrait String
Required Items Revive Controls the item required to revive others.

Available options:

  • None - No special item is required in order to revive.
  • Medikit - The 'Medikit' item is required in order to revive.
  • First Aid Kit / Medikit - 'Medikit' or 'First Aid Kit' items are required in order to revive.
ReviveRequiredItems String
Revive Duration Revive Controls the time it takes to revive someone. ReviveDelay String
Medic Speed Multiplier Revive Controls how much faster a medic revives someone. ReviveMedicSpeedMultiplier String
Force Respawn Duration Revive Controls how long it takes to force respawn while incapacitated. ReviveForceRespawnDelay String
Incapacitation Mode Revive Controls the level of simulation involved in triggering incapacitation.

Available options:

  • Basic - Players will always enter the incapacitated state.
  • Advanced - Extensive wounds will kill players instantly.
ReviveUnconsciousStateMode String
Bleed Out Duration Revive Controls how long it takes an incapacitated unit to bleed out. ReviveBleedOutDelay String

Garbage Collection

Info Development
Name Category Description Property Type
Minimum distance Garbage Collection The minimum distance from any player. Set the value to 0 to remove the min. distance. MinPlayerDistance Number
Character Corpses Garbage Collection AttributeSystemSubcategory
Mode Garbage Collection Garbage collecting mode.

Available options:

  • None
  • All scenario objects
  • Only objects that can respawn
  • Only objects that cannot respawn
CorpseManagerMode Number
Limit Garbage Collection Maximum allowed number of dead bodies in the scenario. CorpseLimit Number
Min Delay Garbage Collection Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. CorpseRemovalMinTime Number
Max Delay Garbage Collection Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. CorpseRemovalMaxTime Number
Vehicle Wrecks Garbage Collection AttributeSystemSubcategory
Mode Garbage Collection Garbage collecting mode.

Available options:

  • None
  • All scenario objects
  • Only objects that can respawn
  • Only objects that cannot respawn
WreckManagerMode Number
Limit Garbage Collection Maximum allowed number of dead bodies in the scenario. WreckLimit Number
Min Delay Garbage Collection Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. WreckRemovalMinTime Number
Max Delay Garbage Collection Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. WreckRemovalMaxTime Number
Enable Dynamic Simulation Dynamic Simulation Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected. DynSimEnabled
Characters Dynamic Simulation DynSimDistGroup
Manned Vehicles Dynamic Simulation DynSimDistVehicle
Props Dynamic Simulation DynSimDistProp
Empty Vehicles Dynamic Simulation DynSimDistEmptyVehicle
Is Moving Dynamic Simulation Multiplies activation distance of non-static entity by set value. DynSimMovingCoef
Limit by View Distance Dynamic Simulation Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled. DynSimSaturateByObjDist