Spearhead 1944 CfgVehicles Modules: Difference between revisions
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'''Category:''' [SPE] Fire Support | '''Category:''' [SPE] Fire Support | ||
'''Available in Zeus:''' | '''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] | '''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 in the <t colorLink='#e69710'><a href='https://community.bistudio.com/wiki/Spearhead_1944_AI_Systems_(AIS)'>BI wiki</a>. | ||
== Attributes == | == Attributes == | ||
==== Affect | ==== 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 | ||
* | * 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 | '''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 | '''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 | '''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 | ==== 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 | '''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 in the <t colorLink='#e69710'><a href='https://community.bistudio.com/wiki/Spearhead_1944_Indirect_Fire_Support_(IFS)'>BI wiki</a>. | ||
== 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 | ==== Rounds Multiplier ==== | ||
'''Description:''' Multiplier of base rounds amount. | '''Description:''' Multiplier of base rounds amount. | ||
'''Property:''' | '''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 | '''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 | '''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 | '''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] | ==== 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 | '''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 in the <t colorLink='#e69710'><a href='https://community.bistudio.com/wiki/Spearhead_1944_Nametags'>BI wiki</a>. | |||
== 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:''' | '''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]] |
Revision as of 14:53, 6 August 2024
[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 in the <t colorLink='#e69710'><a href='https://community.bistudio.com/wiki/Spearhead_1944_AI_Systems_(AIS)'>BI wiki</a>.
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 in the <t colorLink='#e69710'><a href='https://community.bistudio.com/wiki/Spearhead_1944_Indirect_Fire_Support_(IFS)'>BI wiki</a>.
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 in the <t colorLink='#e69710'><a href='https://community.bistudio.com/wiki/Spearhead_1944_Nametags'>BI wiki</a>.
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