Spearhead 1944 CfgVehicles Modules: Difference between revisions

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Revision as of 18:13, 4 August 2023

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[SPE] Artillery Barrage

Category: [SPE] Fire Support

Available in Zeus: true

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

  • 81 mm Mortar
  • 81 mm Mortar
  • 81 mm Mortar (WP Smoke)
  • 75 mm Howitzer
  • 75 mm Howitzer
  • 105 mm Howitzer
  • 105 mm Howitzer
  • Nebelwerfer 280 mm Rocket
  • 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

  • 81 mm Mortar
  • 81 mm Mortar (WP Smoke)
  • Mortar Smoke (White)
  • Artillery Smoke (White)
  • 75 mm Howitzer
  • 75 mm Howitzer
  • 105 mm Howitzer
  • 105 mm Howitzer
  • Nebelwerfer 280 mm Rocket
  • 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] 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] Supports

Available in Zeus: false

Module Description: Enable the AI Tweaks and Retreat-Flee-Surrendering system and customize the setup.

Attributes

Affect spawned units

Description: Units created during the game will be affected by this module.

Property: SPE_AddSpawnedGroups

Player Side

Description: Which side represents the good guys.

Property: SPE_OurSide

Values

  • Opfor
  • Blufor
  • Independent
  • Civilian

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 units stress.

Property: SPE_MoraleAffectingTargetsRange

Flee Threshold

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

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

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 situation allow.

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

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 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.

Attributes

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 (Infantry Targets)

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.

Property: SPE_IFS_AmountMultiplier_Hard

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

Radio Backpacks

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

Property: SPE_IFS_AcceptedRadioBackpacks

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.

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 spread is around 1/5 of the maximum.

Property: SPE_IFS_RequestedMortarSpread

Heavy Artillery Spread

Description: Maximal heavy artillry rounds ballistic spread. Most often 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 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

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

[SPE] Advanced Revive Module

Category: [SPE] Modules

Available in Zeus: false

Module Description: Enable the Extended 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

Required First Aid Kits

Description: Required First Aid Kits

Property: spe_module_advanced_revive_SPE_ReviveFakAmount

Stop bleeding with FAK

Description: Stop bleeding with FAK

Property: spe_module_advanced_revive_SPE_ReviveAutoCall

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