Spearhead 1944 CfgVehicles Modules: Difference between revisions

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'''Category:''' [SPE] Fire Support
'''Category:''' [SPE] Fire Support


'''Available in Zeus:''' true
'''Available in Zeus:''' false


'''Module Description:''' Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
'''Module Description:''' Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
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==== Values ====
==== Values ====


* 81 mm Mortar
* [SPE] 81 mm Mortar


* 81 mm Mortar
* [SPE] 81 mm Mortar


* 81 mm Mortar (WP Smoke)
* [SPE] 81 mm Mortar (WP Smoke)


* 75 mm Howitzer
* [SPE] 75 mm Howitzer


* 75 mm Howitzer
* [SPE] 75 mm Howitzer


* 105 mm Howitzer
* [SPE] 105 mm Howitzer


* 105 mm Howitzer
* [SPE] 105 mm Howitzer


* Nebelwerfer 280 mm Rocket
* [SPE] Nebelwerfer 280 mm Rocket


* Calliope 114 mm Rocket
* [SPE] Calliope 114 mm Rocket


= [SPE] Ordnance =
= [SPE] Ordnance =
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==== Values ====
==== Values ====


* 81 mm Mortar
* [SPE] 81 mm Mortar


* 81 mm Mortar (WP Smoke)
* [SPE] 81 mm Mortar (WP Smoke)


* Mortar Smoke (White)
* [SPE] Mortar Smoke (White)


* Artillery Smoke (White)
* [SPE] Artillery Smoke (White)


* 75 mm Howitzer
* [SPE] 75 mm Howitzer


* 75 mm Howitzer
* [SPE] 75 mm Howitzer


* 105 mm Howitzer
* [SPE] 105 mm Howitzer


* 105 mm Howitzer
* [SPE] 105 mm Howitzer


* Nebelwerfer 280 mm Rocket
* [SPE] Nebelwerfer 280 mm Rocket


* Calliope 114 mm Rocket
* [SPE] Calliope 114 mm Rocket


= [SPE] Illumination Flare (Continuous) =
= [SPE] Illumination Flare (Continuous) =
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* Red Flare
* Red Flare
= [SPE] Marker Light =
'''Category:''' [SPE] Effects
'''Available in Zeus:''' false
'''Module Description:''' Create a light marker.
== Attributes ==
==== Color ====
'''Description:''' Light color
'''Property:''' N/A
==== Values ====
* [SPE] Lamp Type A-1 (White)
* [SPE] Lamp Type A-1 (Blue)
* [SPE] Lamp Type A-1 (Green)
* [SPE] Lamp Type A-1 (Red)
* [SPE] Lamp Type A-1 (Orange)
= [SPE] Drop units/supplies =
'''Category:''' [SPE] Simulated Paradrop
'''Available in Zeus:''' false
'''Module Description:''' N/A
== Attributes ==
==== Apply to ====
'''Description:''' N/A
'''Property:''' SPE_Module_ParadropSim_Unit
==== Infantry Parachute ====
'''Description:''' N/A
'''Property:''' SPE_Module_ParadropSim_UnitParachute
==== Values ====
* US T5 Parachute (M6)
* US T5 Parachute
* US T5 Parachute (E7)
* GER FSJ RZ20 Parachute
* GER FSJ RZ20 Parachute (Gasmask)
==== Cargo Parachute ====
'''Description:''' N/A
'''Property:''' SPE_Module_ParadropSim_CargoParachute
==== Values ====
* Green
* White
* Red
* Yellow
==== Set Altitude ====
'''Description:''' Z
'''Property:''' SPE_Module_ParadropSim_Altitude


= [SPE] Ambient War Sounds (Global) =
= [SPE] Ambient War Sounds (Global) =
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= [SPE] AI Systems =
= [SPE] AI Systems =


'''Category:''' [SPE] Supports
'''Category:''' [SPE] Modules


'''Available in Zeus:''' false
'''Available in Zeus:''' false


'''Module Description:''' Enable the AI Tweaks and Retreat-Flee-Surrendering system and customize the setup.
'''Module Description:''' Enable the AI Tweaks and Retreat-Flee-Surrendering system and customize the setup.<br/>Detailed documentation is found [[Spearhead_1944_AI_Systems_(AIS)|here]].
== Attributes ==
== Attributes ==
==== Affect spawned units ====
==== General Settings ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Affect Spawned Units ====


'''Description:''' Units created during the game will be affected by this module.
'''Description:''' Units created during the game will be affected by this module.\n\nDoes not affect units that were created by Zeus.


'''Property:''' SPE_AddSpawnedGroups
'''Property:''' SPE_AddSpawnedGroups
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==== Values ====
==== Values ====


* Opfor
* OPFOR


* Blufor
* BLUFOR


* Independent
* Independent


* Civilian
* Civilian
==== Morale ====
'''Description:''' N/A
'''Property:''' N/A


==== Affect Player Side ====
==== Affect Player Side ====
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==== Non-combatant Kills ====
==== Non-combatant Kills ====


'''Description:''' Can fleeing, surrendered, POWs and shocked units be wounded or killed.
'''Description:''' Can fleeing, surrendered, POWs, and shocked units be wounded or killed.


'''Property:''' SPE_NonCombatantKillsAllowed
'''Property:''' SPE_NonCombatantKillsAllowed
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'''Description:''' Minimal distance of the closest player required to delete POW units. Set -1 to never delete.
'''Description:''' Minimal distance of the closest player required to delete POW units. Set -1 to never delete.


'''Property:''' SPE_CleanUp_Distances_Panicked:
'''Property:''' SPE_CleanUp_Distances_Panicked


==== Threat Range ====
==== Threat Range ====


'''Description:''' Maximal distance of the threats, that will affect units stress.
'''Description:''' Maximal distance of the threats that will affect unit's stress.


'''Property:''' SPE_MoraleAffectingTargetsRange
'''Property:''' SPE_MoraleAffectingTargetsRange
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==== Flee Threshold ====
==== Flee Threshold ====


'''Description:''' Multiplier of the retreat and fleeing stress threshold. The lower, the bigger reatreat and fleeing probability.
'''Description:''' Multiplier of the retreat and fleeing stress threshold. The lower, the bigger retreat and fleeing probability.


'''Property:''' SPE_RFSThresholds_MultiplierRF
'''Property:''' SPE_RFSThresholds_MultiplierRF
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==== Player Threat ====
==== Player Threat ====


'''Description:''' Multiplier of players influence on the near enemy stress.
'''Description:''' Multiplier of player's influence on the near enemy stress.


'''Property:''' SPE_PlayerStressMultiplier
'''Property:''' SPE_PlayerStressMultiplier
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'''Property:''' SPE_CrowdPsyche
'''Property:''' SPE_CrowdPsyche
==== Unblocking ====
'''Description:''' N/A
'''Property:''' N/A


==== Enable Unblocking ====
==== Enable Unblocking ====
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'''Property:''' SPE_Active_Unstuck
'''Property:''' SPE_Active_Unstuck


==== Hidden only ====
==== Hidden Only ====


'''Description:''' Glaring unblocking techniques will be avoided if a player could see them.
'''Description:''' Glaring unblocking techniques will be avoided if a player could see them.
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'''Property:''' SPE_DoHandleBlockingStuff
'''Property:''' SPE_DoHandleBlockingStuff
==== AI Tweaks ====
'''Description:''' N/A
'''Property:''' N/A


==== Enable AI Tweaks ====
==== Enable AI Tweaks ====
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==== Rearm ====
==== Rearm ====


'''Description:''' AI infantry low on ammo will try to get extra magazines from nearby sources, when situation allow.
'''Description:''' AI infantry low on ammo will try to get extra magazines from nearby sources when the situation allows.


'''Property:''' SPE_Active_TweakAI_Rearm
'''Property:''' SPE_Active_TweakAI_Rearm
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==== Group Cohesion ====
==== Group Cohesion ====


'''Description:''' Improved formation cohesion on the move by tweaking group members movement speed.
'''Description:''' Improved formation cohesion on the move by tweaking group members' movement speed.


'''Property:''' SPE_DoCatchUp
'''Property:''' SPE_DoCatchUp
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'''Property:''' SPE_DoManTurrets
'''Property:''' SPE_DoManTurrets
==== Embarking and Disembarking ====
'''Description:''' N/A
'''Property:''' N/A


==== Reliable Embarking ====
==== Reliable Embarking ====
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==== Affected Sides ====
==== Affected Sides ====


'''Description:''' Which sides should be affected by reliable embarking feature.
'''Description:''' Which sides should be affected by the reliable embarking feature.


'''Property:''' SPE_ReliableEmbarking
'''Property:''' SPE_ReliableEmbarking
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'''Available in Zeus:''' false
'''Available in Zeus:''' false


'''Module Description:''' Enable the Indirect Fire Support system and customize the setup.
'''Module Description:''' Enable the Indirect Fire Support system and customize the setup.<br/>Detailed documentation is found [[Spearhead_1944_Indirect_Fire_Support_(IFS)|here]].
== Attributes ==
== Attributes ==
==== AI-Artillery Settings ====
'''Description:''' N/A
'''Property:''' N/A
==== Enable AI-Artillery ====
==== Enable AI-Artillery ====


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'''Property:''' SPE_IFS_Amount
'''Property:''' SPE_IFS_Amount


==== Rounds Multiplier (Infantry Targets) ====
==== Rounds Multiplier ====
 
'''Description:''' Multiplier of base rounds amount.
 
'''Property:''' SPE_IFS_AmountMultiplier_Infantry
 
==== Rounds Multiplier (Soft Targets) ====
 
'''Description:''' Multiplier of base rounds amount.
 
'''Property:''' SPE_IFS_AmountMultiplier_Soft
 
==== Rounds Multiplier (Hard Targets) ====


'''Description:''' Multiplier of base rounds amount.
'''Description:''' Multiplier of base rounds amount.


'''Property:''' SPE_IFS_AmountMultiplier_Hard
'''Property:''' SPE_IFS_AmountMultiplier


==== Accuracy Multiplier ====
==== Accuracy Multiplier ====
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'''Property:''' SPE_IFS_FOClass
'''Property:''' SPE_IFS_FOClass
==== Requested Support ====
'''Description:''' N/A
'''Property:''' N/A


==== Radio Backpacks ====
==== Radio Backpacks ====


'''Description:''' Backpacks considered as proper radio transmitters used to determine, if player can request a support (all lower case!).
'''Description:''' Backpacks considered as proper radio transmitters used to determine if player can request a support (all lowercase!).


'''Property:''' SPE_IFS_AcceptedRadioBackpacks
'''Property:''' SPE_IFS_AcceptedRadioBackpacks
==== Unit override ====
'''Description:''' If enabled, grant access to requested support, if the player is set to be a transmitter via scripting.
'''Property:''' SPE_IFS_AvailabilityCondition_1
==== Vehicle override ====
'''Description:''' If enabled, grants access to requested support if the player's vehicle is set to be a transmitter via scripting.
'''Property:''' SPE_IFS_AvailabilityCondition_2
==== Group Leader ====
'''Description:''' If enabled, grants access to requested support, if the player is group leader.
'''Property:''' SPE_IFS_AvailabilityCondition_3
==== Radio Backpack ====
'''Description:''' If enabled, grants access to requested support if the player has a whitelisted radio backpack.
'''Property:''' SPE_IFS_AvailabilityCondition_4
==== Radio Item ====
'''Description:''' If enabled, grants access to requested support, if the player has a radio.
'''Property:''' SPE_IFS_AvailabilityCondition_5
==== Inside a Tank ====
'''Description:''' If enabled, grants access to requested support if the player is in a tank.
'''Property:''' SPE_IFS_AvailabilityCondition_6
==== Valid Crew Member ====
'''Description:''' If enabled, grants access to requested support if one of the crew members of the player's vehicle either has a radio, is set to be a transmitter, or has a whitelisted radio backpack.
'''Property:''' SPE_IFS_AvailabilityCondition_7
==== Nearby Tank ====
'''Description:''' If enabled, grants access to requested support if a friendly tank is nearby. Distance is based on the difficulty.
'''Property:''' SPE_IFS_AvailabilityCondition_8
==== Nearby friendly Unit ====
'''Description:''' If enabled, grants access to requested support if a nearby friendly unit (excluding civilians) is group leader or has a whitelisted radio backpack. Distance is based on difficulty.
'''Property:''' SPE_IFS_AvailabilityCondition_9
==== Nearby friendly Unit or Vehicle ====
'''Description:''' If enabled, grants access to requested support if a nearby friendly unit or vehicle (excluding civilians) is group leader or has a whitelisted radio backpack.
'''Property:''' SPE_IFS_AvailabilityCondition_10


==== Available calls ====
==== Available calls ====


'''Description:''' Available amount of calls per side: [east,west,resistance,any other], each side entry includes calls amount for: [CAS,mortar,heavy artillery]; -1 makes support type unlimited. In cadet mode each group has separate limit.
'''Description:''' Available amount of calls per side.


'''Property:''' SPE_IFS_AvailableCalls
'''Property:''' SPE_IFS_AvailableCalls
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==== Mortar Spread ====
==== Mortar Spread ====


'''Description:''' Maximal mortar rounds ballistic spread. Most often spread is around 1/5 of the maximum.
'''Description:''' Maximal mortar rounds ballistic spread. Most often, the spread is around 1/5 of the maximum.


'''Property:''' SPE_IFS_RequestedMortarSpread
'''Property:''' SPE_IFS_RequestedMortarSpread
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==== Heavy Artillery Spread ====
==== Heavy Artillery Spread ====


'''Description:''' Maximal heavy artillry rounds ballistic spread. Most often spread is around 1/5 of the maximum.
'''Description:''' Maximal heavy artillery rounds ballistic spread. Most often, the spread is around 1/5 of the maximum.


'''Property:''' SPE_IFS_RequestedHeavyArtySpread
'''Property:''' SPE_IFS_RequestedHeavyArtySpread
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'''Property:''' SPE_IFS_RequestedHeavyArtyETA
'''Property:''' SPE_IFS_RequestedHeavyArtyETA
==== Direct Support ====
'''Description:''' N/A
'''Property:''' N/A


==== Direct Support Sides ====
==== Direct Support Sides ====
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'''Property:''' SPE_IFS_DS_CheckFriendlyFire
'''Property:''' SPE_IFS_DS_CheckFriendlyFire
==== Notifications ====
'''Description:''' N/A
'''Property:''' N/A


==== Incoming Fire Notifications ====
==== Incoming Fire Notifications ====
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'''Property:''' SPE_IFS_AllowAdvancedHints
'''Property:''' SPE_IFS_AllowAdvancedHints


= [SPE] Advanced Revive Module =
==== Debug ====
 
'''Description:''' N/A
 
'''Property:''' N/A
 
==== Various Debug Options ====
 
'''Description:''' Toggle various debug options for the IFS system.
 
'''Property:''' SPE_IFS_Debug
 
= [SPE] Dispersion =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Adjusts dispersion of gunner of synchronized vehicle(s).
== Attributes ==
==== Dispersion ====
 
'''Description:''' Defines the amount of dispersion for gunner of synchronized vehicle(s).
 
'''Property:''' SPE_Dispersion
 
==== Friendly ====
 
'''Description:''' Defines if the vehicle is friendly. Friendly vehicles have reduced dispersion compared to enemy vehicles.
 
'''Property:''' SPE_Friendly
 
= [SPE] Add Explosive Action =


'''Category:''' [SPE] Modules
'''Category:''' [SPE] Modules
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'''Available in Zeus:''' false
'''Available in Zeus:''' false


'''Module Description:''' Enable the Extended Revive system and customize the setup.
'''Module Description:''' Adds an action to the synced vehicle(s), allowing players to attach explosives.
== Attributes ==
==== Offset ====
 
'''Description:''' Defines the position of the explosive charge in model space.\nThe offset will be overwritten if the vehicle already has an offset defined in its config.
 
'''Property:''' SPE_AddExplosiveAction_Offset
 
==== Delay ====
 
'''Description:''' Defines how many seconds it takes until the explosive goes off.
 
'''Property:''' SPE_AddExplosiveAction_Delay
 
==== Type ====
 
'''Description:''' Defines the type of explosive charge.
 
'''Property:''' SPE_AddExplosiveAction_Type
 
==== Explosive ====
 
'''Description:''' Defines the type of explosion that is used.
 
'''Property:''' SPE_AddExplosiveAction_Explosive
 
==== Values ====
 
* Light Explosion Effect
 
* Medium Explosion Effect
 
* Large Explosion Effect
 
==== Distance ====
 
'''Description:''' Defines how close the player needs to be to the vehicle in meters to attach the explosive.
 
'''Property:''' SPE_AddExplosiveAction_Distance
 
==== Memory Point ====
 
'''Description:''' Defines the memory point that is being used for the origin of the offset.\nLeave empty to let the module handle it.
 
'''Property:''' SPE_AddExplosiveAction_OffsetMemPoint
 
==== Use from within Vehicle ====
 
'''Description:''' Defines if explosives can be attached from within the vehicle.
 
'''Property:''' SPE_AddExplosiveAction_UseFromWithinVehicle
 
==== Min. Vehicle Damage ====
 
'''Description:''' Defines the guaranteed damage the vehicle receives.
 
'''Property:''' SPE_AddExplosiveAction_MinimumVehicleDamage
 
==== Min. Crew Damage ====
 
'''Description:''' Defines the guaranteed damage the crew receives.
 
'''Property:''' SPE_AddExplosiveAction_MinimumCrewDamage
 
= [SPE] Hunter Squads =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Hunter Squads will automatically be spawned nearby 'Hunter Squads - Spawn Point' and hunt all units of the synchronized groups.<br/>If the synchronized groups are on foot, 'Infantry Hunter Classes' will be used. In case the groups are in possession of a 'Tank_F' vehicle, 'Tank Hunter Classes' will be spawned.
== Attributes ==
==== Side ====
 
'''Description:''' Side of the Hunter Squads.
 
'''Property:''' SPE_HunterSquads_Side
 
==== Values ====
 
* OPFOR
 
* BLUFOR
 
* Independent
 
* Civilian
 
==== Count ====
 
'''Description:''' Total number of Hunter Squads.
 
'''Property:''' SPE_HunterSquads_Count
 
==== Max. Units per Group ====
 
'''Description:''' N/A
 
'''Property:''' SPE_HunterSquads_MaxUnitsPerGroup
 
==== Safezone Radius ====
 
'''Description:''' Hunter will not spawn if either a player or the leader of the hunted group is within that radius of the selected spawn point.
 
'''Property:''' SPE_HunterSquads_SafezoneRadius
 
==== Clean Up Distance ====
 
'''Description:''' Defines the distance at which hunter squads get deleted, if the hunted group is further away than this.
 
'''Property:''' SPE_HunterSquads_CleanUpDistance
 
==== Infantry Hunter Classes ====
 
'''Description:''' Classes that will be used to hunt infantry groups.
 
'''Property:''' SPE_HunterSquads_InfantryHunterClasses
 
==== Tank Hunter Classes ====
 
'''Description:''' Classes that will be used to hunt tank groups.
 
'''Property:''' SPE_HunterSquads_TankHunterClasses
 
==== Code On Unit Created ====
 
'''Description:''' Code executed on each civilian created by Civilian Presence module. Unit is referenced in the code as _this.
 
'''Property:''' SPE_HunterSquads_OnCreated
 
= [SPE] Hunter Squads - Spawn Point =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Defines a spawn point for hunter squads.
== Attributes ==
==== Side ====
 
'''Description:''' Side of the Hunter Squads.
 
'''Property:''' SPE_HunterSquads_Side
 
==== Values ====
 
* OPFOR
 
* BLUFOR
 
* Independent
 
* Civilian
 
= [SPE] Repair Action Settings =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Defines the settings for the vehicle repair action. The settings are applied globally.
== Attributes ==
==== Repair Base Duration ====
 
'''Description:''' Defines how long it takes to repair a vehicle.\n\nThis is also influenced by the 'SPE_CDA_currentDifficulty', 'SPE_RepairAction_EngineerBonus' and 'SPE_holdActionDurationModifier' mission variables.
 
'''Property:''' SPE_RepairAction_BaseDuration
 
==== Repair Interval ====
 
'''Description:''' Defines how frequent the repair action can be used.
 
'''Property:''' SPE_RepairAction_Interval
 
==== Engineer Bonus ====
 
'''Description:''' Player who are engineers can repair quicker.
 
'''Property:''' SPE_RepairAction_EngineerBonus
 
= [SPE] Add Repair Action =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Adds a repair action to all vehicles that support it. The action itself is attached to the vehicles, but available for all players of given side.
== Attributes ==
==== Side ====
 
'''Description:''' N/A
 
'''Property:''' SPE_RepairAction_Side
 
==== Values ====
 
* OPFOR
 
* BLUFOR
 
* Independent
 
* Civilian
 
= [SPE] Patrol =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Creates up to five waypoints randomly placed in the area of the module for each synchronized group. Group behaviour, speed and formation can be defined in the group's attributes.
== Attributes ==
==== Enable Debug Mode ====
 
'''Description:''' N/A
 
'''Property:''' SPE_Patrol_Debug
 
= [SPE] Nametags =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Enables the nametag system.<br/>Detailed documentation is found [[Spearhead_1944_Nametags|here]].
== Attributes ==
= [SPE] Enhanced Revive =
 
'''Category:''' [SPE] Modules
 
'''Available in Zeus:''' false
 
'''Module Description:''' Enable the Enhanced Revive system and customize the setup.
== Attributes ==
== Attributes ==
==== Revive available to players ====
==== Revive available to players ====
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'''Property:''' spe_module_advanced_revive_SPE_ReviveBleedOutDelay
'''Property:''' spe_module_advanced_revive_SPE_ReviveBleedOutDelay
==== Values ====
* Difficulty Based (Never, 300s, 120s, 60s)
* Never
* 30
* 60
* 120
* 180
* 240
* 300


==== Required First Aid Kits ====
==== Required First Aid Kits ====
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'''Property:''' spe_module_advanced_revive_SPE_ReviveFakAmount
'''Property:''' spe_module_advanced_revive_SPE_ReviveFakAmount
==== Values ====
* Difficulty Based (1x, 1x, 2x, 3x)
* 1
* 2
* 3


==== Stop bleeding with FAK ====
==== Stop bleeding with FAK ====
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'''Description:''' Stop bleeding with FAK
'''Description:''' Stop bleeding with FAK


'''Property:''' spe_module_advanced_revive_SPE_ReviveAutoCall
'''Property:''' spe_module_advanced_revive_SPE_ReviveStabilize


==== Values ====
==== Values ====
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* Player Units
* Player Units
* AI Units


[[Category: Spearhead 1944]]
[[Category: Spearhead 1944]]

Latest revision as of 10:12, 6 September 2024

The content of this page was generated by script. Manual edits might get lost.

[SPE] Artillery Barrage

Category: [SPE] Fire Support

Available in Zeus: false

Module Description: Create an artillery shell on the module position. It will take a few seconds until it hits the ground.

Attributes

Type

Description: N/A

Property: N/A

Values

  • [SPE] 81 mm Mortar
  • [SPE] 81 mm Mortar
  • [SPE] 81 mm Mortar (WP Smoke)
  • [SPE] 75 mm Howitzer
  • [SPE] 75 mm Howitzer
  • [SPE] 105 mm Howitzer
  • [SPE] 105 mm Howitzer
  • [SPE] Nebelwerfer 280 mm Rocket
  • [SPE] Calliope 114 mm Rocket

[SPE] Ordnance

Category: [SPE] Effects

Available in Zeus: false

Module Description: Create an artillery shell on the module position. It will take a few seconds until it hits the ground.

Attributes

Type

Description: N/A

Property: N/A

Values

  • [SPE] 81 mm Mortar
  • [SPE] 81 mm Mortar (WP Smoke)
  • [SPE] Mortar Smoke (White)
  • [SPE] Artillery Smoke (White)
  • [SPE] 75 mm Howitzer
  • [SPE] 75 mm Howitzer
  • [SPE] 105 mm Howitzer
  • [SPE] 105 mm Howitzer
  • [SPE] Nebelwerfer 280 mm Rocket
  • [SPE] Calliope 114 mm Rocket

[SPE] Illumination Flare (Continuous)

Category: [SPE] Effects

Available in Zeus: false

Module Description: Creates a signal flare on the module position (visible only at night).

Attributes

Color

Description: Smoke color

Property: N/A

Values

  • White Flare
  • Yellow Flare
  • Green Flare
  • Red Flare

[SPE] Marker Light

Category: [SPE] Effects

Available in Zeus: false

Module Description: Create a light marker.

Attributes

Color

Description: Light color

Property: N/A

Values

  • [SPE] Lamp Type A-1 (White)
  • [SPE] Lamp Type A-1 (Blue)
  • [SPE] Lamp Type A-1 (Green)
  • [SPE] Lamp Type A-1 (Red)
  • [SPE] Lamp Type A-1 (Orange)

[SPE] Drop units/supplies

Category: [SPE] Simulated Paradrop

Available in Zeus: false

Module Description: N/A

Attributes

Apply to

Description: N/A

Property: SPE_Module_ParadropSim_Unit

Infantry Parachute

Description: N/A

Property: SPE_Module_ParadropSim_UnitParachute

Values

  • US T5 Parachute (M6)
  • US T5 Parachute
  • US T5 Parachute (E7)
  • GER FSJ RZ20 Parachute
  • GER FSJ RZ20 Parachute (Gasmask)

Cargo Parachute

Description: N/A

Property: SPE_Module_ParadropSim_CargoParachute

Values

  • Green
  • White
  • Red
  • Yellow

Set Altitude

Description: Z

Property: SPE_Module_ParadropSim_Altitude

[SPE] Ambient War Sounds (Global)

Category: [SPE] Ambient War Sounds

Available in Zeus: false

Module Description: N/A

Attributes

Condition

Description: A boolean condition that, when it turns false, stops the spawning of combat sounds

Property: N/A

Minimum Interval

Description: Minimum time (in seconds) between two successive sounds

Property: N/A

Maximum Interval

Description: Maximum time (in seconds) between two successive sounds

Property: N/A

Minimum Distance

Description: Minimum distance (in meters) from any given player: no player closer than this distance to the origin of the sound

Property: N/A

Maximum Distance

Description: Maximum distance (in meters) from any given player: at least one player within this distance from the origin of the sound

Property: N/A

Switch Sound Type

Description: Sets the distance ranges in the format [X,Y]: 0 to X will be 'close,' X to Y will be 'mid' and beyond Y they will be 'distant'

Property: N/A

Rifles Presence

Description: Sets the amount of presence of rifle shots in the combat sounds

Property: N/A

MG Presence

Description: Sets the amount of presence of MG bursts in the combat sounds

Property: N/A

MG42 Presence

Description: Sets the amount of presence of MG42 bursts in the combat sounds

Property: N/A

Cannon Presence

Description: Sets the amount of presence of cannon shots in the combat sounds

Property: N/A

Custom Sounds Presence

Description: Sets the amount of presence of custom sounds in the combat sounds

Property: N/A

[SPE] Ambient War Sounds (Area)

Category: [SPE] Ambient War Sounds

Available in Zeus: false

Module Description: N/A

Attributes

Condition

Description: A boolean condition that, when it turns false, stops the spawning of combat sounds

Property: N/A

Minimum Interval

Description: Minimum time (in seconds) between two successive sounds

Property: N/A

Maximum Interval

Description: Maximum time (in seconds) between two successive sounds

Property: N/A

Minimum Distance

Description: Minimum distance (in meters) from any given player: no player closer than this distance to the origin of the sound

Property: N/A

Maximum Distance

Description: Maximum distance (in meters) from any given player: at least one player within this distance from the origin of the sound

Property: N/A

Switch Sound Type

Description: Sets the distance ranges in the format [X,Y]: 0 to X will be 'close,' X to Y will be 'mid' and beyond Y they will be 'distant'

Property: N/A

Rifles Presence

Description: Sets the amount of presence of rifle shots in the combat sounds

Property: N/A

MG Presence

Description: Sets the amount of presence of MG bursts in the combat sounds

Property: N/A

MG42 Presence

Description: Sets the amount of presence of MG42 bursts in the combat sounds

Property: N/A

Cannon Presence

Description: Sets the amount of presence of cannon shots in the combat sounds

Property: N/A

Custom Sounds Presence

Description: Sets the amount of presence of custom sounds in the combat sounds

Property: N/A

[SPE] Flare Illumination

Category: [SPE] Effects

Available in Zeus: false

Module Description: N/A

Attributes

Conditional

Description: A boolean condition that allows flares to be spawned

Property: N/A

Minimum Interval

Description: Minimum time (in seconds) between two successive flares

Property: N/A

Maximum Interval

Description: Maximum time (in seconds) between two successive flares (if possible)

Property: N/A

Minimum Distance

Description: Minimum distance (in meters) between two flares of this area

Property: N/A

Max Flares Allowed

Description: Maximum number of flares deployed at the same time

Property: N/A

Color

Description: Flare color

Property: N/A

Values

  • White Flare
  • Red Flare
  • Green Flare
  • Yellow Flare

[SPE] AI Systems

Category: [SPE] Modules

Available in Zeus: false

Module Description: Enable the AI Tweaks and Retreat-Flee-Surrendering system and customize the setup.
Detailed documentation is found here.

Attributes

General Settings

Description: N/A

Property: N/A

Affect Spawned Units

Description: Units created during the game will be affected by this module.\n\nDoes not affect units that were created by Zeus.

Property: SPE_AddSpawnedGroups

Player Side

Description: Which side represents the good guys.

Property: SPE_OurSide

Values

  • OPFOR
  • BLUFOR
  • Independent
  • Civilian

Morale

Description: N/A

Property: N/A

Affect Player Side

Description: The good guys will be affected by morale simulation.

Property: SPE_AffectOurSide

Enable Fleeing

Description: Possibility of retreat and flee state.

Property: SPE_Active_Flee

Enable Surrendering

Description: Possibility of surrender state.

Property: SPE_Active_Surrender

Permanent Shock

Description: Probability of replacing flee and surrender state with permanent shock.

Property: SPE_PermanentShockProb

POW Timer

Description: Delay after which surrendered units will automatically become a POW.

Property: SPE_RFS_POWWalkTimer

Non-combatant Kills

Description: Can fleeing, surrendered, POWs, and shocked units be wounded or killed.

Property: SPE_NonCombatantKillsAllowed

Clean Up Distance Retreating

Description: Minimal distance of the closest player required to delete fleeing or retreating units. Set -1 to never delete.

Property: SPE_CleanUp_Distances_Retreating

Clean Up Distance Surrendered

Description: Minimal distance of the closest player required to delete surrendered or panicked units. Set -1 to never delete.

Property: SPE_CleanUp_Distances_Surrendered

Clean Up Distance Panicked

Description: Minimal distance of the closest player required to delete POW units. Set -1 to never delete.

Property: SPE_CleanUp_Distances_Panicked

Threat Range

Description: Maximal distance of the threats that will affect unit's stress.

Property: SPE_MoraleAffectingTargetsRange

Flee Threshold

Description: Multiplier of the retreat and fleeing stress threshold. The lower, the bigger retreat and fleeing probability.

Property: SPE_RFSThresholds_MultiplierRF

Surrender Threshold

Description: Multiplier of the surrender stress threshold. The lower, the bigger surrender probability.

Property: SPE_RFSThresholds_Multipliers

Player Threat

Description: Multiplier of player's influence on the near enemy stress.

Property: SPE_PlayerStressMultiplier

Crowd Psyche

Description: Near fleeing or surrendered allies will increase the stress (a feedback effect).

Property: SPE_CrowdPsyche

Unblocking

Description: N/A

Property: N/A

Enable Unblocking

Description: Unblocking AI entities stuck on the move.

Property: SPE_Active_Unstuck

Hidden Only

Description: Glaring unblocking techniques will be avoided if a player could see them.

Property: SPE_Unstuck_HiddenOnly

Hide Foliage

Description: Hide blocking foliage in front of the stuck vehicles.

Property: SPE_DoHideBlockingFoliage

Hide Objects

Description: Hide some types of map objects around the stuck vehicles.

Property: SPE_DoHandleBlockingStuff

AI Tweaks

Description: N/A

Property: N/A

Enable AI Tweaks

Description: General switch of various scripted AI tweaks.

Property: SPE_Active_TweakAI

Info Sharing

Description: Groups can broadcast limited information about known threats to allied groups in range.

Property: SPE_Active_InfoSharing

Rearm

Description: AI infantry low on ammo will try to get extra magazines from nearby sources when the situation allows.

Property: SPE_Active_TweakAI_Rearm

Diamond in Combat

Description: Infantry groups will use diamond formation in combat.

Property: SPE_DoDiamondInCombat

Group Cohesion

Description: Improved formation cohesion on the move by tweaking group members' movement speed.

Property: SPE_DoCatchUp

Man Vehicle Seats

Description: Idle passengers will man important empty seats in the vehicles.

Property: SPE_DoManTurrets

Embarking and Disembarking

Description: N/A

Property: N/A

Reliable Embarking

Description: Improve speed and reliability of embarking vehicles by AI units.

Property: SPE_DoReliableEmbarking

Affected Sides

Description: Which sides should be affected by the reliable embarking feature.

Property: SPE_ReliableEmbarking

Disembark in Combat

Description: Tweaked rules of disembarking passengers from vehicles in combat.

Property: SPE_DoTweakDisembarkInCombat

Abandon redundant Crew

Description: Vehicle groups will leave behind redundant crewmen.

Property: SPE_DoLeaveFootmobilesBehind

[SPE] Indirect Fire Support

Category: [SPE] Supports

Available in Zeus: false

Module Description: Enable the Indirect Fire Support system and customize the setup.
Detailed documentation is found here.

Attributes

AI-Artillery Settings

Description: N/A

Property: N/A

Enable AI-Artillery

Description: AI-Artillery assets can perform fire missions against reported enemies.

Property: SPE_IFS_ArtyActive

Rounds per Salvo

Description: Base amount of rounds fired during a single fire mission. Final count of fired rounds depends on target category.

Property: SPE_IFS_Amount

Rounds Multiplier

Description: Multiplier of base rounds amount.

Property: SPE_IFS_AmountMultiplier

Accuracy Multiplier

Description: Multiplier of maximal fire mission aim error (shelled position shift relative to intended position, not ballistic spread).

Property: SPE_IFS_Acc

Counter-fire Priority

Description: Counter-battery fire against known hostile artillery takes priority over opportunity fire against other targets.

Property: SPE_IFS_CounterBatteryFireIsPriority

Mortar fire on Tanks

Description: Mortars will be considered for fire missions against tanks.

Property: SPE_IFS_AllowMortarsAgainstTanks

Autonomous CAS

Description: Temporary aerial assets can occasionally perform CAS missions against known enemy targets.

Property: SPE_IFS_CASActive

Forward Observer Classes

Description: If forward observers array is not empty, groups including units of those classes will be added to this array.

Property: SPE_IFS_FOClass

Requested Support

Description: N/A

Property: N/A

Radio Backpacks

Description: Backpacks considered as proper radio transmitters used to determine if player can request a support (all lowercase!).

Property: SPE_IFS_AcceptedRadioBackpacks

Unit override

Description: If enabled, grant access to requested support, if the player is set to be a transmitter via scripting.

Property: SPE_IFS_AvailabilityCondition_1

Vehicle override

Description: If enabled, grants access to requested support if the player's vehicle is set to be a transmitter via scripting.

Property: SPE_IFS_AvailabilityCondition_2

Group Leader

Description: If enabled, grants access to requested support, if the player is group leader.

Property: SPE_IFS_AvailabilityCondition_3

Radio Backpack

Description: If enabled, grants access to requested support if the player has a whitelisted radio backpack.

Property: SPE_IFS_AvailabilityCondition_4

Radio Item

Description: If enabled, grants access to requested support, if the player has a radio.

Property: SPE_IFS_AvailabilityCondition_5

Inside a Tank

Description: If enabled, grants access to requested support if the player is in a tank.

Property: SPE_IFS_AvailabilityCondition_6

Valid Crew Member

Description: If enabled, grants access to requested support if one of the crew members of the player's vehicle either has a radio, is set to be a transmitter, or has a whitelisted radio backpack.

Property: SPE_IFS_AvailabilityCondition_7

Nearby Tank

Description: If enabled, grants access to requested support if a friendly tank is nearby. Distance is based on the difficulty.

Property: SPE_IFS_AvailabilityCondition_8

Nearby friendly Unit

Description: If enabled, grants access to requested support if a nearby friendly unit (excluding civilians) is group leader or has a whitelisted radio backpack. Distance is based on difficulty.

Property: SPE_IFS_AvailabilityCondition_9

Nearby friendly Unit or Vehicle

Description: If enabled, grants access to requested support if a nearby friendly unit or vehicle (excluding civilians) is group leader or has a whitelisted radio backpack.

Property: SPE_IFS_AvailabilityCondition_10

Available calls

Description: Available amount of calls per side.

Property: SPE_IFS_AvailableCalls

Artillery Sides

Description: Sets which sides have access to artillery support calls.

Property: SPE_IFS_ArtyAvailability_Side

CAS Sides

Description: Sets which sides have access to CAS support calls.

Property: SPE_IFS_CASAvailability_Side

Mortar Rounds

Description: Count of mortar rounds fired per request.

Property: SPE_IFS_RequestedMortarAmount

Heavy Artillery Rounds

Description: Count of heavy artillery rounds fired per request.

Property: SPE_IFS_RequestedHeavyArtyAmount

Mortar Spread

Description: Maximal mortar rounds ballistic spread. Most often, the spread is around 1/5 of the maximum.

Property: SPE_IFS_RequestedMortarSpread

Heavy Artillery Spread

Description: Maximal heavy artillery rounds ballistic spread. Most often, the spread is around 1/5 of the maximum.

Property: SPE_IFS_RequestedHeavyArtySpread

Mortar ETA

Description: Mortar support Estimated Time of Arrival.

Property: SPE_IFS_RequestedMortarETA

Heavy Artillery ETA

Description: Heavy artillery support Estimated Time of Arrival (seconds).

Property: SPE_IFS_RequestedHeavyArtyETA

Direct Support

Description: N/A

Property: N/A

Direct Support Sides

Description: Sets which sides have access to Direct Support support calls.

Property: SPE_IFS_DSAvailability_Side

Check for Friendlies

Description: Not armored friendly assets presence blocks direct fire support.

Property: SPE_IFS_DS_CheckFriendlyFire

Notifications

Description: N/A

Property: N/A

Incoming Fire Notifications

Description: Maximal distance from incoming artillery or CAS fire for warning notification.

Property: SPE_IFS_IncomingNotificationRange

Incoming Fire Indicators

Description: Visibility distance for incoming fire 3D indicators.

Property: SPE_IFS_IncomingMarkRange

Advanced Hints

Description: Show in game advanced hints explaining module features.

Property: SPE_IFS_AllowAdvancedHints

Debug

Description: N/A

Property: N/A

Various Debug Options

Description: Toggle various debug options for the IFS system.

Property: SPE_IFS_Debug

[SPE] Dispersion

Category: [SPE] Modules

Available in Zeus: false

Module Description: Adjusts dispersion of gunner of synchronized vehicle(s).

Attributes

Dispersion

Description: Defines the amount of dispersion for gunner of synchronized vehicle(s).

Property: SPE_Dispersion

Friendly

Description: Defines if the vehicle is friendly. Friendly vehicles have reduced dispersion compared to enemy vehicles.

Property: SPE_Friendly

[SPE] Add Explosive Action

Category: [SPE] Modules

Available in Zeus: false

Module Description: Adds an action to the synced vehicle(s), allowing players to attach explosives.

Attributes

Offset

Description: Defines the position of the explosive charge in model space.\nThe offset will be overwritten if the vehicle already has an offset defined in its config.

Property: SPE_AddExplosiveAction_Offset

Delay

Description: Defines how many seconds it takes until the explosive goes off.

Property: SPE_AddExplosiveAction_Delay

Type

Description: Defines the type of explosive charge.

Property: SPE_AddExplosiveAction_Type

Explosive

Description: Defines the type of explosion that is used.

Property: SPE_AddExplosiveAction_Explosive

Values

  • Light Explosion Effect
  • Medium Explosion Effect
  • Large Explosion Effect

Distance

Description: Defines how close the player needs to be to the vehicle in meters to attach the explosive.

Property: SPE_AddExplosiveAction_Distance

Memory Point

Description: Defines the memory point that is being used for the origin of the offset.\nLeave empty to let the module handle it.

Property: SPE_AddExplosiveAction_OffsetMemPoint

Use from within Vehicle

Description: Defines if explosives can be attached from within the vehicle.

Property: SPE_AddExplosiveAction_UseFromWithinVehicle

Min. Vehicle Damage

Description: Defines the guaranteed damage the vehicle receives.

Property: SPE_AddExplosiveAction_MinimumVehicleDamage

Min. Crew Damage

Description: Defines the guaranteed damage the crew receives.

Property: SPE_AddExplosiveAction_MinimumCrewDamage

[SPE] Hunter Squads

Category: [SPE] Modules

Available in Zeus: false

Module Description: Hunter Squads will automatically be spawned nearby 'Hunter Squads - Spawn Point' and hunt all units of the synchronized groups.
If the synchronized groups are on foot, 'Infantry Hunter Classes' will be used. In case the groups are in possession of a 'Tank_F' vehicle, 'Tank Hunter Classes' will be spawned.

Attributes

Side

Description: Side of the Hunter Squads.

Property: SPE_HunterSquads_Side

Values

  • OPFOR
  • BLUFOR
  • Independent
  • Civilian

Count

Description: Total number of Hunter Squads.

Property: SPE_HunterSquads_Count

Max. Units per Group

Description: N/A

Property: SPE_HunterSquads_MaxUnitsPerGroup

Safezone Radius

Description: Hunter will not spawn if either a player or the leader of the hunted group is within that radius of the selected spawn point.

Property: SPE_HunterSquads_SafezoneRadius

Clean Up Distance

Description: Defines the distance at which hunter squads get deleted, if the hunted group is further away than this.

Property: SPE_HunterSquads_CleanUpDistance

Infantry Hunter Classes

Description: Classes that will be used to hunt infantry groups.

Property: SPE_HunterSquads_InfantryHunterClasses

Tank Hunter Classes

Description: Classes that will be used to hunt tank groups.

Property: SPE_HunterSquads_TankHunterClasses

Code On Unit Created

Description: Code executed on each civilian created by Civilian Presence module. Unit is referenced in the code as _this.

Property: SPE_HunterSquads_OnCreated

[SPE] Hunter Squads - Spawn Point

Category: [SPE] Modules

Available in Zeus: false

Module Description: Defines a spawn point for hunter squads.

Attributes

Side

Description: Side of the Hunter Squads.

Property: SPE_HunterSquads_Side

Values

  • OPFOR
  • BLUFOR
  • Independent
  • Civilian

[SPE] Repair Action Settings

Category: [SPE] Modules

Available in Zeus: false

Module Description: Defines the settings for the vehicle repair action. The settings are applied globally.

Attributes

Repair Base Duration

Description: Defines how long it takes to repair a vehicle.\n\nThis is also influenced by the 'SPE_CDA_currentDifficulty', 'SPE_RepairAction_EngineerBonus' and 'SPE_holdActionDurationModifier' mission variables.

Property: SPE_RepairAction_BaseDuration

Repair Interval

Description: Defines how frequent the repair action can be used.

Property: SPE_RepairAction_Interval

Engineer Bonus

Description: Player who are engineers can repair quicker.

Property: SPE_RepairAction_EngineerBonus

[SPE] Add Repair Action

Category: [SPE] Modules

Available in Zeus: false

Module Description: Adds a repair action to all vehicles that support it. The action itself is attached to the vehicles, but available for all players of given side.

Attributes

Side

Description: N/A

Property: SPE_RepairAction_Side

Values

  • OPFOR
  • BLUFOR
  • Independent
  • Civilian

[SPE] Patrol

Category: [SPE] Modules

Available in Zeus: false

Module Description: Creates up to five waypoints randomly placed in the area of the module for each synchronized group. Group behaviour, speed and formation can be defined in the group's attributes.

Attributes

Enable Debug Mode

Description: N/A

Property: SPE_Patrol_Debug

[SPE] Nametags

Category: [SPE] Modules

Available in Zeus: false

Module Description: Enables the nametag system.
Detailed documentation is found here.

Attributes

[SPE] Enhanced Revive

Category: [SPE] Modules

Available in Zeus: false

Module Description: Enable the Enhanced Revive system and customize the setup.

Attributes

Revive available to players

Description: Revive available to players

Property: spe_module_advanced_revive_SPE_ReviveEnabled

Values

  • Disabled
  • Enabled

Revive mode

Description: Revive mode

Property: spe_module_advanced_revive_SPE_ReviveMode

Values

  • Difficulty Based (Basic, Basic, Advanced, Realistic)
  • Basic
  • Advanced
  • Realistic

Requirement to revive

Description: Requirement to revive

Property: spe_module_advanced_revive_SPE_ReviveRequiredTrait

Values

  • Difficulty Based (FAK, FAK, FAK, Medic)
  • First Aid Kit
  • Require Medic Trait
  • None

Hold action medic multiplier

Description: Hold action medic multiplier

Property: spe_module_advanced_revive_SPE_ReviveMedicSpeedMultiplier

Hold action delay

Description: Hold action delay

Property: spe_module_advanced_revive_SPE_ReviveDelay

Force respawn delay

Description: Force respawn delay

Property: spe_module_advanced_revive_SPE_ReviveForceRespawnDelay

Bleedout time

Description: Bleedout time

Property: spe_module_advanced_revive_SPE_ReviveBleedOutDelay

Values

  • Difficulty Based (Never, 300s, 120s, 60s)
  • Never
  • 30
  • 60
  • 120
  • 180
  • 240
  • 300

Required First Aid Kits

Description: Required First Aid Kits

Property: spe_module_advanced_revive_SPE_ReviveFakAmount

Values

  • Difficulty Based (1x, 1x, 2x, 3x)
  • 1
  • 2
  • 3

Stop bleeding with FAK

Description: Stop bleeding with FAK

Property: spe_module_advanced_revive_SPE_ReviveStabilize

Values

  • Disabled
  • Enabled

Unconscious unit 3D icons

Description: Unconscious unit 3D icons

Property: spe_module_advanced_revive_SPE_ReviveIcons

Values

  • Difficulty Based (Enabled, Enabled, Medic Only, Disabled)
  • Enabled
  • Medic Only
  • Disabled

Automatically call for help

Description: Automatically call for help

Property: spe_module_advanced_revive_SPE_ReviveAutoCall

Values

  • Disabled
  • Enabled
  • Cadet Only

AI Automatically withstand

Description: AI Automatically withstand

Property: spe_module_advanced_revive_SPE_ReviveAutoWithstand

Values

  • Disabled
  • Enabled
  • Cadet Only

Extra FAK required for self-revive

Description: Extra FAK required for self-revive

Property: spe_module_advanced_revive_SPE_WithstandExtraFAK

Values

  • Difficulty Based (Enabled, Enabled, Medic Only, Disabled)
  • Disabled
  • Enabled

Self-Revive

Description: Self-Revive

Property: spe_module_advanced_revive_SPE_WithstandEnabled

Values

  • Difficulty Based (Enabled, Enabled, Enabled, Disabled)
  • Disabled
  • Enabled

Self-Revive (AI)

Description: Self-Revive (AI)

Property: spe_module_advanced_revive_SPE_WithstandEnabledAI

Values

  • Difficulty Based (Enabled, Enabled, Enabled, Disabled)
  • Disabled
  • Enabled

Units Affected

Description: Units Affected

Property: spe_module_advanced_revive_SPE_ReviveUnits

Values

  • Playable Units
  • Player Units
  • AI Units